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Grimm

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About Grimm

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  • Birthday 06/15/1985

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  1. 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
  2. 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".
  3. 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?
  4. Huh. That's another issue then, because I've never had more than 5AP at any point in the game.
  5. 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.
  6. 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.
  7. Unfortunately, during an AMA on reddit, Jeff mentioned the possibility of an Avernum prequel as distinct from the Queen's wish series.
  8. 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.
  9. 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.
  10. I seem to remember Jeff specifically saying one of the reasons he chose to use the top down perspective was because that was better for iPhones. It's not solely designed for mobile, but it does feel like it was designed with a mobile release in mind. On this topic, I'm surprised no one (at least that I can think of) has used a sigmoid type increase in accuracy. A flat cap has the obvious flaw of a season warrior missing a training dummy right in front of them way more often than is realistic, but a sigmoid with even just two input variables (e.g. your accuracy modifier and the target's dodge modifier) could give a better feel for the "level 30 warrior vs lvl 1 mook" case without guaranteeing a hit. Probably trickier to balance than is really worth it.
  11. This, but unironically. I never collected a lot of junk, except in early game where those 3gp papers helped fund my broke ass adventuring team, but seeing the junk pop up alongside the good stuff did make the game feel more realistic. Seeing a bunch of junk on the ground that I can't interact with at all makes the game feel flat at times. I feel like the unlimited retraining is obviated by the ability to build and recruit infinite new characters to your team. I think this game could have been well served by the team building system in Dragon's Dogma: You get your character and one other character you can build and loosely retrain, and the other two you can recruit from a group of semi randomly generated characters of the appropriate level. You can't retrain the latter, so you if you want someone with a new/different skill set, you need to recruit someone new and hope you find someone appropriate. One thing not mentioned that I really like is the potion system. QW moved to a Darksouls type system where you had a set number of potions (which could be increased through exploration + building apothecaries) that refilled whenever you went back to a fort. Except QW takes it one step further and lets you improve and modify the potions to have stronger or different effects. Do we get experience for fight encounters in the over world? I like the new experience system on net, but not getting experience from killing enemies makes over world fights feel purely punishing to me as the player. It's not even a resource tax in the way that non boss enemies in a dungeon are, since you can immediately run back to a fort and heal up. I mostly just save scum like mad and whenever I have an overworld encounter I reload and do my best to avoid it the 2nd time.
  12. The one east of Motrax's cave was the one I was talking about in northern avernum. And if we're gonna start speculating on geology and hydrology my guess is: a) a mile is considerably smaller in avernum (you'll find sign posts saying something like "castle 30 miles east" and the castle is a short walk away, we could probably get a decent estimate of a mile from A3 since it actually tracks time), and b) the water is brought back up through geysers and the like, creating a water cycle.
  13. The lack of a direct land route is kinda confusing for me, since there were at least 3 land routes back to the surface that I remember. One the PCs find in A1, one in the honeycomb, and one is northern avernum, the latter two of which the empire collapsed. You'd think at some point in the intervening years one of those would have been dug out and turned into a trade route. In A6 the plan was to use portal magic to teleport the sun's light directly into the caves. No need for fusion.
  14. Any advice in playing the A1 remake while running a duo party? I figure one melee and one magic character would be best, but beyond that I'm not sure how to approach it.
  15. I don't think my approaches were unclassic in the past, just poorly optimized. I usually do melee, ranged, priest, mage, and focus on that throughout the game, but I never really put any effort into planning out a build properly so I always hit endgame with very few of the specialty skills unlocked. This mostly effects my warrior characters since they end up with low parry, riposte, lethal strike, etc, so they end up squishy and struggle to keep up with the enemy NPCs. By other SW games I mostly mean Geneforge and Avernum. I always found those games to have fairly challenging end games in the past, and often challenging midgames as well. The character traits and race traits do seem to be what was doing it for me: getting free skills in pole weapons, blademaster, sharpshooter, tool use, first aid, etc meant that my characters essentially leveled themselves up: it was pretty much impossible to build a bad character unless I decided to use my slith as a bow wielding mage all of a sudden. But I didn't find A6 nearly as challenging as A5, for example. I definitely could not have gotten as far into A5 as I did by ignoring 20 levels.
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