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The Rural Abjurer

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Everything posted by The Rural Abjurer

  1. I strongly disagree about the intentionality here. I don't really want to argue it ad nauseam. You're imagining a way it could have happened, acknowledging that there is no evidence for it happening that way, and basically just declaring that you think it's most likely because... I have no idea why. I also don't know why you're analyzing the dialogue data in terms of the BoE interface given that the high likelihood that the data was compiled either (a) directly with ResEdit or another resource editor, or (b) in a word processor. The Goosnargh reference is really interesting. I've been trying and trying to connect Sastor to anything relevant, but haven't managed to.
  2. They key thing linking Waldby and Goosenargh is that the "fish" response is in exactly the same place in their dialogue data -- at the end. It just looks like it defaulted there for whatever reason (quite plausible as a copy-paste accident, especially with the likelihood that an interface like ResEdit was used to compile some of this text; and I think the chance that Jeff kept 150 different text files for all the town dialogue, given that the engine did not use that structure, is close to zero), and Waldby didn't end up with quite enough sets of dialogue to overwrite it. The coding is similar, but Goosenargh has a hardcoded reaction for that keyword (i.e., you get different responses depending on a flag) while Waldby does not. There's zero evidence of intent here. It's not a joke, not a reference. And as you point out, functionality already existed to get a new set of items with a keypress. So I have a hard time seeing this as an intentional easter egg, rather than basically just a typo. It's certainly plausible that passing on 'skulls' was intended to offer a reward. That would only strengthen the case that it is not intended for 'fish' to have that effect. Since what 'fish' triggers is clearly not an easter egg when it is triggered in the remakes. Furthermore, the "second shop" in both remakes is not accessed by the word 'fish' or anything related in any way to fish. This is to be contrasted with all the actual easter eggs, references, and in-jokes, that were overwhelmingly left in the remakes; see also easter eggs whose form changed but whose trigger remained the same.
  3. Does fish actually bring up a second shop, or is it just another way to access the first? In the data it's coded with the same shop number. (It looks like it ended up there as an artifact leftover from, apparently, Goosenargh's dialogue data. On that basis I'd lean towards saying it's an unintended option rather than an easter egg.)
  4. The really confusing thing about this one is that Exile II didn't have save slots. It just had save files...
  5. I've added some new Exile II hidden text that Ess-Eschas found (as well as some others that I apparently found years ago and then forgot about). Anyone have other easter eggs that should go on the list? I'm sure I've heard others that aren't here...
  6. Would it be a terrible pun to suggest that the wandering slimes encounter split into two identical encounters? Yes? Would it be a terrible pun to suggest that the wandering slimes encounter split into two identical encounters? Yes?
  7. I think it's possible that what someone was experiencing, was the engine taking turns for enemies who are on other parts of the level and not visible on-screen. This is often quite noticeable at the start of a dungeon.
  8. Yeah, that's just a deep, gaping pit into the earth.
  9. D&D was one of the big influences on early CRPGs. Ultima and Wizardry were most frequently cited as influences, by Jeff, in the Exile days. I'm going to disagree with the "it works" part. I mean, yes, to a certain degree there are obvious correlations: if you're attacking in melee, you're going to be positioned to take hits in melee, so boosting offense and defense together makes sense. But Exile's mechanics are not flat at all; the optimal way to do things often flies in the face of traditional archetypes. Early Strength is useful for magic-users (for the free HP at level-up) and some spell levels at character creation is nice for anyone (free SP). It's generally more productive to have warriors learn some Arcane Lore than having just mages specialize in it. etc.
  10. Dyne's Paliside has a passive ability called "Shield Ally", doesn't it? +2 to Shield Ally. That kinda seems like it could explain this +10% to physical evasion that only shows up for the non-prince PCs when they are near him.
  11. This is sort of the opposite of what Spiderweb does, though. Jeff says pretty frequently that he thinks his writing is his best asset as a game-maker. He may be underselling some of his other talents, for sure... but it's hard to see this as a game he would want to make. Also, Dark Souls as an example is kind of telling... that's not exactly a turn-based RPG. I think you just want a different genre.
  12. Are any of your characters wearing the Ruby Pendant or Dyne's Palisade?
  13. a few things are clear here: 1) Tower of Might doesn't apply unless the character who has it is on the map. Even for them. This is why the Vol PC gets +15/+15 in battle compared to in a fort. 2) Something is causing physical evasion to go up an extra +10, for everyone who's not the royal PC, when the party is clustered. #2 seems more likely to be a separate effect, than a bug in Tower of Might, given that it doesn't affect the royal PC, and also doesn't affect the Vol PC when they are the only one in range for Tower of Might. I suggest that in fact this +10 is also being applied to the royal PC -- but it's being generated by the royal PC, so there's no scenario in which we see it not being applied. If proximity to the royal PC is responsible, that explains why this +10 looks like it's coming and going with Tower of Might. But it's not.
  14. OK, so to translate for the new folks here: This is something people think would be cool, but no one is actually working on it. For context, OBoE has been in development for 12 years now.
  15. ADoS, is that "goal" something CM is actually working on, or is it just an idea that got discussed at some point? I'd hate for anyone to get their hopes up.
  16. Those particular iMacs shipped with the GeForce card -- I'm not sure they had the old Intel integrated graphics card that so many of us have such ugly memories of. I don't think it's a given that this is a GPU issue.
  17. Thanks for the extra info. This does appear to be a stumper. Could be a graphics software issue, could also be something unrelated -- like a conflict with installed software that operates as a background process (rather than being an application that you can open and close).
  18. Well, you've chosen... all of the least favoured weapons, IMO Hope you have a good play-through!
  19. Well... wands aren't exciting to begin with. They can be useful against enemies with high physical defense and low magic defense; magic melee weapons are definitely better, but wands are there if you want ranged attacks against them. With staves, just for clarity, it's not a -50% to speed, it's a 50% chance of causing 2 turns of Slow on the single enemy you're attacking (for regular attacks only). That's potential useful -- except that when you really care about Slow, you're probably wanting to land it with an AoE spell anyway. Even when you don't, it's an inconsistent effect that applies only to the enemy you're attacking for ST damage -- very likely the next enemy that's going to die. So that's kinda meh. Staves do deal more damage than wands, but not by very much: they deal a half point more (on average) per every 2 experience levels your have. Even at endgame, that means about 5-6 extra damage, which is not a lot at that point.
  20. Well, he doesn't in the current version's scripts, and neither the quest index nor game atlas (both based on v1.0 and/or late beta versions) list any quests for him. Talking to him did give me a funny feeling like there had to be more to do there, even though there never was. But I guess I should stop trying to explain it and just say "Nope"
  21. Rusty doesn't give quests. Cody does, however, and he also talks about Rusty's records frequently, so maybe that's what you are thinking of?
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