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Op Op and Oll

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About Op Op and Oll

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    The Demon of Good Taste
  • Birthday December 25

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  1. Congrats on getting it this far! What does the mod do?
  2. Thanks for the attempt to "both sides" this but you're comparing apples and oranges. You are demanding a very specific interpretation, with no evidence. I'm saying that interpretation doesn't fit, because it's very specific and there's no evidence. This is not a situation where we throw up our hands and say "who knows, it's 50/50 who's right." Basically all of that is inaccurate. And I'm now done arguing about it.
  3. 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.
  4. 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.
  5. 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.)
  6. The really confusing thing about this one is that Exile II didn't have save slots. It just had save files...
  7. 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...
  8. 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?
  9. 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.
  10. Yeah, that's just a deep, gaping pit into the earth.
  11. 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.
  12. 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.
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