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The Rural Abjurer

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Everything posted by The Rural Abjurer

  1. The barriers in E/A 2 are, IMO, one of the best plot devices I've ever seen in a video game, motivating and mysterious and powerful but also full of nuance, affecting the world in organic, human-level ways. So while I can't disagree with the comparison, I think that's a high bar. I was initially surprised to see this commentary from you, Kel, but the more I remember your design sensibilities (in Blades scenarios, and also on the old Exile vs Avernum question), maybe it makes sense. (OTOH, I consider your stuff the pinnacle of BoA, and I am also loving QW, so I dunno.) It does seem to me that a lot of the reactions to this game (whether postiive or negative) are driven by personal preference about RPG design questions that do not have one correct answer. It feels a bit more like reactions to Blades scenarios where people get excited/angry because a scenario is perfectly/too rollicky or gritty for their tastes -- that sort of thing -- and then write a review that says "this is an amazing/terrible scenario."
  2. Whirlwind's formula includes your bow level (just like the regular missile attack formula). It does not scale off your bow's damage formula. So it will do the same damage with Fool's Shot or with a Havenite Warbow. It's still great though. I disagree with a surprising amount of what's been said here. I would say: Rank S Tower of Might, Steelskin, Haste Battle Frenzy, Time Warp Whirlwind Attack Rank A Brutal Blow Shockwave Restoring Rain, Disruption Magery, Haven's Command Rank B Shield Shatter Knockback, Stunning Shot, Terrifying Scream Curing, Free Mind, Silence Haven's Might, Haven's Mercy Raw Power, Vicious Strikes Rank C Mindsteal, Bludgeon Senseless, Terror Weakness, Call Bones Healing, Speed, Inspiring Cry, Healing Wave Hardiness, Hide in Shadows, Radiance Rank D Blinding Blow, Bull Rush Poison Rain, Steel Darts, Fireball Teleport, Spellshield, Evasion Charm, Build Construct Rank E Fast Feint Shock, Icy Wave, Barbed Lance
  3. That should not impact achievements. Also, if you think you have a problem... Jeff's comment about wanting the graphics to be "more like Exile" got me thinking, I'm afraid. Don't worry, after a few icon replacements I decided this was a bad idea. Too many differences of scale that won't translate well (as the bed especially demonstrates).
  4. That's a little weird. Presumably armor doesn't reduce it, though, and unlike bleeding it's immediate and (maybe) can't be resisted?
  5. The manual says you can do it for 6 AP. So, bug.
  6. No, that's not what I'm saying. You get 5 AP in combat. You can use any action as long as you have at least 1 AP remaining. Right? You can walk four spaces and then attack, for example. But if you attack right away, you can't subsequently walk four spaces, because attacking uses 6 AP.
  7. 6 AP should be available in combat, though. That's what most combat actions cost. The bug is that you need the full amount, and can't initiate it with less AP. Almost every combat action costs 6 AP.
  8. Mike -- as stated by numerous people, Jeff included, the forums are not the best way to get bugs to him. And even if that was the goal (it's not), one big global "all bugs" topic wouldn't be ideal -- separate topics for each verified bug, where all the info is in one place and SW doesn't have to sort through interwoven posts on other bugs, would be better. Back on the actual topic of discussion: Ess -- I do want to say that your original description of how you got the data was quite specific, and painted a very clear picture. Don't do that if that's not what happened 😛 That said, this does not affect Mechalibur's theory at all. When they said "the rolls for other characters" they meant the rolls of the one PC's radiance for affecting the other characters, so the other PC's Radiance stats are not relevant. IMO this is just as plausible and likely as the offset theory. EDIT: Oh yeah, and dismissing a less than 100% chance for a result just because it activated 25/25 times for you is ridiculous. If you roll at 97% 25 times, the odds of never getting a negative result are 47% -- not unlikely at all. At 95%, the odds are still 28%. And you didn't even run the same number of trials for those numbers as for the others, soooo the experimental procedure for this particular trial is definitely not free from human bias...
  9. These aren't "details", these are gaping incompatibilities. The Nine-Headed Cave Cow frowns upon thee, Ess-Eschas, and is saving one of the thirty-six stomachs to disintegrate this particular hetero-oxy.
  10. The last update from the map-maker was in 2014. They haven't even logged in since 2016. You do the math...
  11. I get the general feel, but there are pretty much zero details that line up -- and I'd expect something to line up. I can believe that nephils aren't widespread enough to get a mention in this one land, but no goblins -- the surface pest that springs up anywhere and everywhere? No real mages to speak of? I guess in a few hundred years all of that could plausibly change, but at that point it could just as easily turn into the world for pretty much any fantasy or pseudofantasy story. (Don't me go all Nine-Headed Cave Cow on this.)
  12. 53/67/87/100 - results 30/60/90/100 - proposed percents above The 1 radiance result is a bit of an outlier if it really is 30%/pt additive. Based on these numbers, I think you get a better fit by taking the +15% as working correctly, but starting from some other number rather than 0%. 53/67/87/100 - results 55/70/85/100 I also note that this isn't quite a controlled test -- Radiance is supposed to affect the whole party, and you have 4 characters with some amount of it, so it's possible the other characters are affecting the results, just not in the way expected. Another hypothesis: 15%/pt + 3.75%*party total (total of 37.5%), giving us: 53 /67 /87 /100 - results 52.5/67.5/82.5/97.5
  13. Yeah. Even the intro hints pretty seriously at the "one land mass where the queen has unfinished business per game in the trilogy" deal.
  14. jag is making a possibly important observation here. If you engage in the battle to save the tinker, and you die and lose that battle, it makes little sense that the tinker survives and treats you as if you had won it. This is a new opportunity for bugs - I don't think it's been possible to survive party death in ANY previous SW game, has it?
  15. I'm playing on Torment and it's 0% in the central area. I'm not sure if game events can change this later, but at least for now it's fine.
  16. So, some numbers. Production income: 10/ 8/ 5/ 4/ 0 - just Haven (upgraded) + central area minor incomes 25/14/14/ 4/21 - that plus the first 3 vassal forts (upgraded) For some economical early use of that income, I'd consider 2x Smithy 1x Apothecary 4x Carpenter 1x Money building set 1x Barracks 1x Guard Tower The Carpenters get you to the best tier 1 bows, which are not significantly weaker than the two bows past them (as well as the best shields that don't lower speed) -- and only eat wood. The Smithy gets you to Iron Daggers (for +20% speed). The Apothecary gets you healing potions, of course. The money buildings finance everything. They give basically the same rate as the docks do for wood, so they are a "scale up" factor more than anything. The Barracks and Guard Tower negate the remaining theft in the central area, which provides the better part of your income at this point. 13/ 5/ 6/ 2/-30 - total upkeep 12/ 9/ 8/ 2/51 - total income after upkeep Of course, you have to pay for these buildings too, and the fort upgrades. And a few buildings to actually construct. That amount comes to a whopping... 82/57/36/11/1115 But subtract the goods found lying around (at least 22/10/12/11 in the central area, from the above list, plus more on the way to those 3 forts) and Miranda's gifts - 52/43/22/-3 (who knows on the gold) That sounds like a lot - it is a lot - but if you let yourself get some income before you do too much building, you'll generate those resources in just 4 or 5 income cycles - which you'll get most of just from walking between all these places. And yes, that's assuming lower income cycles than the above, since you don't start with all that unlocked, theft happens, you will have some buildings built, etc. The big trap is building too much. If you build Smithies 3 and 4, for example, that will eat up 2 stone and 4 iron per round of income for the rest of the game. That's probably, what, 60-80 stone and 120-160 iron, over time, and potentially more. Would you pay 60 stone + 120 iron for equipment that deals and blocks a few extra points of damage? I sure wouldn't. If you're ruthless with your overzealous architects, and only build the stuff that either has positive net long-term impact, or that has a huge impact in the short-term, it's not hard to keep surpluses going. This is what I've been doing, and I don't think it'll be too long before I'm nearing 50 in some categories and start building stuff to avoid throwing resources away.
  17. .....this gives me an idea. *mwahahahahahahaaaaa* Time to have some fun with gimp. Woo!
  18. If Jeff would like to port Queen's Wish to 6502 I'd be happy to hack it in. ...I have a new dream.
  19. I suspect that the percentage is additive on a single character, by analogy with parallel skills in Avadon and a slightly similar skill here (Bloodletting). Of course, I'm not the one with testing numbers. Even if you only ran 20 trials or whatever, I'm curious. Spill the beef!
  20. In that case, it sounds like the real problem here is that you built more than you could afford to pay upkeep on. Which resources were drained beyond your ability to simply break even and preserve your existing supply? (And in your case, since you had already built the portal, I just want to know resources where your net loss was greater than 1.)
  21. Hey @Spidweb - somebody else asked about this too. Might make sense to add "You should go check in with Miranda." to those popups.
  22. Huh. That is very different from what I've been experiencing. I suspect this is because we built different things, at different points. I think the real advice here is to not build things until you definitely need them (or are about to hit 50 of something). Don't build an extra smithy just because you can; is the equipment that gets unlocked really going to make a difference for you, or can you suffer being behind by a point or damage or two in order to get more resources for a little while? The exceptions are obviously the Fort Improvements, which should be priority one, and the three money-making buildings -- which can basically just be used to balance wood versus cash.
  23. I'm not there yet, but this seems like mathematically bad advice. If you're using up that many resources as upkeep, you're not in any danger of hitting the 50 caps anyway, so even simply saving the resources for the portal (like the 25 quicksilver), and then building it at the end, would give you the same scenario but without the many rounds of upkeep lost to the portal. I think the actual advice here is to make sure you save up some of the scarcer resources before buying all the buildings that use them as upkeep. Iron and quicksilver, mainly, it seems like. Not doing that is what will make you run out in the end.
  24. You know, this is a really good suggestion. It didn't used to be possible. But now that the inventory screen is a bit smaller, and standard resolution is bigger than it was 10 years ago, this could totally happen. Wouldn't need to be the default view, but being able to click and get this would be great. Especially since the new tablet-oriented item moving system makes it easy to get confused. EDIT: Only half facetiously...
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