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Grimm

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About Grimm

  • Birthday 06/15/1985

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Burgeoning Battle Gamma

Burgeoning Battle Gamma (7/17)

  1. True! I had that option as well. I would normally take the DRM free option, but this soon after release I was expecting a flurry of small updates and didn't want to have to keep on top of bug fixes myself. I had that issue with Queen's Wish. I am enjoying the remake enough that I'm willing to take the risk rather than wait, personally, but caution is always warranted.
  2. I do tend to prefer GOG for anything that doesn't rely on the mod workshops, but a steam code is what I got from the kickstarter. For completeness, my error code was slightly different: Trojan:Win32/Woreflint.A!cl Which seems to be a common false positive with steam games. Allowing it in the anti-virus fixes the problem.
  3. I assume this is an error of some sort but I have a similar problem. The game suddenly crashed while I was playing, and on trying to restart it I was informed that the executable was a virus, and my system automatically quarantined the executable. Re-downloading doesn't seem to help.
  4. I'm kinda surprised Jeff is putting professional sound design before the android port stretch goal. I feel like it makes more sense to do the other way around. These games never really sold on their production value, so putting production over availability is surprising. Then again I think Jeff just kinda hates having to support yet another platform. I'm hoping the new game only involves the original 9+1, but the new creation might replace another one. The only creations with any real story importance are drayks, so one of the others might get swapped out to maintain the consistency of 3 tiers for the 3 creation types. Though maybe the new creation will replace the ornk canister. I don't think tiers 4 and 5 will make it in, given the timeline over which they were developed in the narrative (some through rogue shaping after Sucia Island, some through deliberate development by shapers to aid in the war effort). It muddies the story, and loses some of the "oh crap" feeling you get going into G2 or G4 and stumbling across the newer creations. I'm less optimistic it'll hit the 75k stretch goal. It seems to have stalled out a fair bit. I would definitely bump my pledge up if we get near the end and we're close to the threshhold, but I wouldn't be surprised if we don't get there.
  5. I think you're expecting a bit too much if you want a quick, personalized response. We're getting into the holiday season, and hes been working hard on bugfixes for a while now. It's a mom and pop company, they dont have secretaries to do intake for them. Also, I dont think the iOS version is lacking features because its dumbed down: its because with a purely touchscreen based interaction, you have less to work with, and programming all the types of interactions you can do with a mouse and keyboard into a touch screen is genuinely difficult. Imagine trying to program a street fighter game for a controller with only one button. If the game is miserable for you and you dont enjoy playing, get a refund. But I do think your expectations are a bit off kilter and what you consider game breaking isnt going to generalize for most people. Seriously, I'm really confused about why you think tactics is broken. Some games straight up don't give you the information you think is critical, even health. It's annoying sometimes, sure, and I'd rather play on PC, but I'm not seeing how it's broken.
  6. ehhhh, I got through most of the game before I even realized I could do that, and even when I did figure it out I rarely used it. It doesn't break combat so much as make it somewhat harder, and really is a feature lacking in most games. Getting exact precise stats on a weird creature never before seen by man the moment you run into it is unusual, even in games based around tactical combat. The tactical decisions still exist, you just don't have the tools to calculate exact percentages on how likely they are to succeed. Monster rarely have resistances high enough to completely negate a given tactic anyway. Your first point is a much bigger issue, imo.
  7. It currently costs 6AP. In v1.00 it only cost 4, and as such was kinda overpowered in a few situations. In particular, you could pull an enemy toward you and wail on them in the same turn, or teleport a party member either out of harms way or into the fray from a distance while still attacking. You could also use it as basically super speed: since you could teleport yourself and one other person in the same turn, two people with teleport in your party basically obviates any ability for the enemy to slow you down should you decide to flee (this was immensely useful after the first fight with the Nisse lands dragon; didn't have to worry about her remaining 9 broodlings, just teleported out of there). Although honestly I find fleeing a fight basically impossible without sacrificing 2 or 3 people, so I kinda wish that still worked
  8. I had a similar thought. I think it's still technically possible for QW to be prequel to Avernum in the "Long, long ago" sense, but Avernum 0 as in "you participate in the founding of Avernum of a nation and the taming of its caves" would have to be separate from the QW series proper. Funnily enough, my first thought was that QW might be a sequel rather than a prequel. IIRC, the taming of the cave lizards, the development of the light generating plants, the mushroom trees, etc were things that happened after the arrival of the first expedition. In Queen's wish, they're already all there. Then again, these all might be red herrings a la "Vahnatai can create monsters, Avernum is a Geneforge prequel/sequel/whatever".
  9. Alright, yeah, I figured something along those lines was happening. So /is/ it a bug then? Am I supposed to be able to switch e.g. my helmet in combat? Or is this just a somewhat confusing way of telling me I can't switch equipment in combat no matter what?
  10. Huh. That's another issue then, because I've never had more than 5AP at any point in the game.
  11. When I try to switch equipment in combat, I get a notification saying I don't have enough AP. Fair enough, except I have 5 AP, which, unless there's an item somewhere I somehow missed, is the maximum: what do you mean I don't have enough, I couldn't possibly have more! I'm thinking either this is a bug, or you're just not supposed to be able to switch equipment in combat, but either way that particular notification doesn't make sense.
  12. You need to tell the constructs whether they sound like the surface worlders they're supposed to emulate. Theres one that does and one that doesnt in each group e.g. with the Ukat constructs, one says "I'm angry at how you treat us." Tell that one they sound like a true Ukat.
  13. Unfortunately, during an AMA on reddit, Jeff mentioned the possibility of an Avernum prequel as distinct from the Queen's wish series.
  14. One thing I'd like is the ability to see what you've built where. I build things as I need them or as I can afford them, and towards the end have no idea which of my 7 forts is the one missing the smithy.
  15. Jeff seems to be really big on reusing good ideas. He's explicit about this when it comes to game engine and other game development resources, so it's not exactly surprising he does with narrative and world building as well. They're only Vahnathai in the broadest strokes, though. It's really just the general aesthetic (tall, magically powerful, lives underground, unknown to the surface world at large). They are very different in practice, and provide a very different narrative function. The Vahnathai are largely isolationist, and only really lash out when invaded. They change their behaviour somewhat when it becomes clear that Avernum is here to stay, but over all they prefer to be left alone to their own devices. The Nisse are very much the opposite: they act more as a foil to slash fun-house mirror reflection of Haven. They're basically imperialists without the imperialism, laying claim to Sacramentum, and only really acting when that claim is threatened. They talk about protecting the people on the surface from Haven, but it's pretty starkly clear, to me anyways, that they're acting for their own interests more than anything, whatever rationalizations they might give. Honestly, I'm giving Jeff a lot of slack when it comes to world building here, because he's done a lot in a lot of different directions. There's four nations, each (besides Haven) with two mechanical factions, and each of which are themselves fractionalized into one or more groups with competing interests, plus the interactions between them all, and on top of that a secret underground nation screwing with everybody. It does sometimes feel like variety over depth, but it's the first game in a series, and variety is also valuable, so I don't really feel justified in being too critical. If you prefer depth over variety, well, I don't think it's fair to say there's no depth here. The Ukat, for example, do a hell of a lot with the whole "external hatred internalized" theme they have going on. But if your preference is really that strong, I can see why you wouldn't like it as much. So, here's my take: abusive parents often love their children. They often honestly believe they're acting in their children's best interests. They believe the abuse is justified, or not actually abuse. It's a horrible form of love, often one that places the child's needs below the parent's whims (often with some rationalization about why the child doesn't really need e.g. privacy, affection, to not be hit for being home after curfew), one that objectifies their children as objects or extensions of the parent, but it's usually sincere. You can debate all you want about whether that really counts as love, but that is the sort of "love" they mean when they say they love their kids. The Nisse care about the surface world. They don't really extract material value from them (besides the elixir from the Ahriel), and seem sincere in wanting to protect the continent from Haven. But it's the sort of caring that leads them to torturing people who go against their (to them, perfectly reasonable) whims. It's the sort of caring that implicitly values the well being of the Nisse over any concern the surface might have. Remember, a lot of groups on Sacramentum want Haven there, because they genuinely benefit from it. Haven is very good at benefiting its vassals and providing stability. But the Nisse don't want that, at least not long term. Why, precisely? Who knows, they're a secretive underground race and this game already spend 30 hours exploring the surface, so I'm not begrudging the underworld being somewhat under developed. But, if I had to guess, I'd say it has something to do with it being harder to maintain control over a stable and industrious continent. When you're a small group, and your power is threatened by a direct assault by 4 (admitting powerful) people, you don't want your plaything to have the stability and resources (and the military training Haven provides!) to start thinking that maaaaybe it's time to get rid of those underground manipulators who keep threatening to torture people for all eternity for what amounts to gossip. One path the player can take is to drive off the Ukat dragon, who has laid claim over the Ukat and consider them his vassal. The dragon, foolishly and arrogantly, does nothing to prevent this obvious eventuality. I think the Nisse are smart enough to want to avoid this.
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