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DrPraetorious2

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About DrPraetorious2

  • Birthday 03/21/1979

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Curious Artila

Curious Artila (3/17)

  1. Four circles isn't about the huts, it's about the circles.... the huts are a different quest. As far as the circles go, the circles aren't the huts (they're in a square roughly around the middle of the map), and I think you have to visit all three of the readily-accessible circles *after* you get the quest, so you might have to revisit some of them if you've been already. Once that's done, the secret path is the route NE and then NW of the east circle. You get a bunch of messages for the many dead ends but just ignore those.
  2. So ala previous spoilerific posts ( http://spiderwebforums.ipbhost.com/index.php?/topic/20106-which-options-matter-super-spoilerific/ ) - which decisions/conversation trees matter, and how? I've gone through once by roleplaying it, and while either the game itself (when you first talk to Redbeard) or Protus tell you that stuff will go on your permanent record - does it matter what I say to the smith or assistant librarian or other Redbeard loyalists in Avadon proper? How about the rebels, if I tell them that Avadon should/shouldn't be merciful, does this make any difference? I'd be curious to know.
  3. Where do you get this quest? I've done all the quests in Randomizer's list but not this one!
  4. Minor suggestion - would be a more useful list if all of the athame-instances were labeled "athame".
  5. I suggest adding a warning - Fine Steel looks a lot like gold, especially hazardous if you've been looting on autopilot since the loot bag was introduced.
  6. It's obviously not a game-breaking mistake, but I hate making errors like this. Why is fine steel yellow? Steel is never that color! If I did the game in the same order as Randomizer (and didn't miss any entirely), then I've sold 9 units. Very irritating.
  7. In the previous game, you could offset armor penalty by wielding a longbow; this is no longer the case. Also shields and helmets are both better, so Swordmage becomes a going concern. HOWEVER - does the +10% critical chance bonus for a longbow apply to melee or spells?
  8. Ah, so it does! I was trying to hunt through the script files to figure out if it was setting some flag (I think that the script files don't actually convey that information? I've never tried to pop open the files for one of these games.) You can destroy it to get ~5XP (even if you first read it.)
  9. Okay, the book in the east of the Nephil castle. If you read it, you get a scary cryptic message. In previous versions I think you were just supposed to destroy it; does it do anything now (I'm tempted to try diving into the save game code, because I'm quite curious.)
  10. Basic question - In A2:CS, do Humans get more traits than in A1:EftP, or do Demihumans get *less*? I'm sure I'll notice pretty quickly, but if L30 humans get 23 traits and Demihumans get 16, then Demihumans are playable if slightly inferior (well, Slith anyway). If Humans get 16 and Demihumans get 8, then Demihumans are screwed. So, does any of the advice from this FAQ not apply: http://www.gamefaqs.com/pc/641828-avernum-escape-from-the-pit/faqs/64127 ?? Two relevant threads cover some topics: http://spiderwebforums.ipbhost.com/index.php?/topic/21072-tool-use-and-cave-lore/ http://spiderwebforums.ipbhost.com/index.php?/topic/21028-a2cs-first-look-at-balance-updates/ - Dual-wielding is now less dominant, and Shields are now better, so that's nice; but is it decisive? I'm thinking it isn't. - Polearms are likewise better, and maybe worth saving the skillpoints vs. Dual-wielding (especially on a Warrior/Priest, for example). So such a character might be able to get by as a Slith? - I vaguely recall (and spoilers seem to confirm) that in Exile 2 there were social advantages to having at least 1 Slith in the party. Do these still apply and how much are they worth? - Are missile weapons (and thus perhaps Nephil?) better now? - In A1:EftP, Cave Lore was worth buying (with money): http://spiderwebforums.ipbhost.com/index.php?/topic/18667-value-of-cave-lore/ - are there substantially fewer caches now?
  11. If you're redoing the games from scratch, I assume you're going to reuse some of the innovations from Avadon? Did anyone else play Titan Quest? So my suggestion would be this: each character gets two "skill menus" (which are equivalent to the 2/3 of a skill set in Avadon, more or less) to begin with. Suggest: [table] [row]Skill Menu[col]Contains[col]Secondary Skills [row]Warrior[col]Shields, 1H Weapons, Parry/Riposte[col]Leadership [row]Knight[col]Polearms, Heavy Armor[col]Leadership [row]Archer[col]Bows[col]Mechanics [row]Thief[col]Poison,Backstab[col]Mechanics [col]Prayers of Light[col]Protect, Zap Undead, Zap Demons, Unshackle Mind[col]Arcane Lore [col]Prayers of Strength[col]Heal, Buff[col]Nature Lore [col]Nature Magic*[col]Summon Animals, Heal, Poison/Unpoison[col]Nature Lore [col]Arcane Magic*[col]Elemental Blasts, Elemental Buffs, Force Effects[col]Arcane Lore [col]Shadow Magic*[col]Mental Buffs/Debuffs, Illusionary Monsters[col]Mechanics? [/table] Instead of having passive/non-combat skills at all (as Lockpicking in Avadon, or Mechanics/Leadership/Arcane Lore etc.) you just add up the levels and the secondary skills for the party. So a mostly-fighter party will meet the level cutoff for various quests (requiring Leadership) sooner, for example. Various combinations give bonus special moves, although this might be a lot of work. Archer/Arcanists can fire arrows as spell delivery vehicles, just for starters. * These are "magic" skills so the Anama don't like them, also you can't use them in hvy armor unless you double with Warrior. During the game, each of your four characters can acquire one of the following (no more than 1/character) as a bonus, third skill set: [table] [row]Prayers of Darkness[col]Summon Shades, Debuff[col]Arcane Lore [row]Prayers of Purity[col](from Anama) Anti-magic[col]Arcane Lore [row]High Magic*[col]Magic Passive Bonuses, Time Buffs/Debuffs[col]Arcane Lore [row]Infernal Magic*[col]Summon Demons, Magic Passive Bonuses[col]Arcane Lore [row]Elder Magic*[col]Vahnatai Crystal Stuff[col]Arcane Lore [row]Barbarian[col]Non-magic combat buffs[col]Leadership [row]Assassin[col][col]Mechanics [/table] You get the idea, several of these are mutually-exclusive quests. Also, there should be both training in shops (for up to +2 to each skill, for $), and training from books/quest rewards (for however many + to each skill you can find in books) as well as training with your skill points? Or do you want to keep the system where people actually spend money on equipment (novel concept from Avadon.)
  12. I should probably split this into multiple posts, would've posted it earlier but I've given up on getting my old username back. Being a Sholai would be okay, but I want to play as one of those crazy wild serviles from the circle of the drayk. I thought those guys were cool and I was really disappointed that my servile couldn't join them. There'd be three "classes", Maker (Shaper), Seeker (Agent), and Defender (Guardian.) You are sent forth from your wilderness community to dissuade the shapers from recolonizing your lands, after you have completed your vision quest to activate your inner magic. I'd also like it to be easier to be a double-agent. If you aid the shapers secretly, you should gain reputation with the shapers without losing reputation among the rebels. A high leadership should let you frame your rivals in one organization or another for whatever you do, even. Civil wars are often full of this kind of double-dealing. Militarists on both sides will cooperate to prevent peace from breaking out. A cool quest - not realizing you are the same person, the rebels (and the shapers) can both give you a quest to kill a rebel/shaper agent who is of course you. With the right skills, you can deliver each side someone else's corpse. Of course, certain courses of action should lead you to be inevitably exposed or hoisted by your own pitard, there should be some limit to what you can talk your way out of (but it should depend on the details of the quest, not on a game mechanic, some things should give you a big boost to how much the shapers like you and cause you zero headache with the rebels.) There are four factions, and you have a semi-independent reputation with each one. Within each faction there are two competing camps with, generally speaking, mutually exclusive quests. Sholai Radicals want the secrets of shaping for themselves. They give you quests to bring them research notes, for example, as well as cannister designs and suchnot. Sholai Moderates want to ensure that the conflict does not endanger their homelands. They have sundry stuff for you to do to improve relations with their homeland, but mainly want you to provide evidence to expose the radicals. Shaper Conservatives want the Shaper Liberals exposed for their "treason", they want rebels killed, and they want creations (including you) oppressed. The Shaper Conservatives also want the radical rebels helped and the moderate rebels weakened. Shaper Liberals would love to have the shaper conservatives exposed for helping the most extreme rebel elements, but they don't know it's happening. Shaper liberals want to look good for the general population, and they want a negotiated end to hostilities - albeit on their terms. Finally, the shaper liberals want to deflect the criticism that they are themselves weak or impure. Rebel Moderates also want to negotiate an end to hostilities, and are probably more willing to accept concessions than the shaper liberals. Rebel Radicals want to kill the shapers and mutilate their corpses. Finally, some members of the drayk cult want to have some contact (and possible assimilation) with the outsiders. Fundamentalist cultists want to kill these interlopers and wear their skins. The Sholai mostly reward you with equipment, but they can teach you combat skills (very cheap if you help them a lot), and also some magic spells - including new magic spells added for this game, which are foreign Sholai magic unknown to the shapers. The Shapers can of course teach you shaping and magic through conventional means. The Rebels let you use cannisters and give you some training. The Drakys of the Drayk Cult can give you new levels of enlightenment which give you super powers - spell/stat/creation boosts, increased AP, increased resistances, permanent spells like regeneration or spike shield. However, there are social consequences if you have too many of these rewards (since they come with disfiguring tattoos.) The Traykovites have been wiped out as a movement - but some of their writings remain and you can do Trakovite quests if you wish, and get told about it at the end. And I would like more shaping customization: You should be able to make your own "steel skinned Vlish" and the like. The maximum number of "levels" of customization you can apply to any given creation is equal to your skill in that creation - the number of skill levels needed to make it. So if you have fyora 4, you can make a fyora with three custom powers or a cryoa with one custom power. Each custom power has to be learned individually and some custom power / creation combinations are disallowed. Furthermore, each customization requires a certain level of shaping skill. So, if you want to make a steel-skinned Fyora, you need both Fire shaping (to make the Fyora) as well as a certain amount of Battle Shaping so that you can qualify for the steel-skinned enhancement. Other requests: More archaeology. Ancient ruins are fun and there should be some, with forgotten shaper secrets and all. Main cities: Conversely, we've never been a really populated area before. Even if it's only partially accessible (because the city is quarantined, you can't reach the surrounding countryside, say) a major city, at least a dozen areas in size, would be real cool. Political interests for non-shaper-mages. Back since GeneForge1 there's a mention of other magical guilds. Now that we're out to the fifth game, it would be nice to flesh out the background of their culture and society a little. The alchemists, and the people who make all that crystal crap, whatever other mages there are, they must have schools and societies and you should be able to meet them, even if they aren't a main faction.
  13. spoily spoily spoily spoily *** hunh! spoily spoily spoily spoily *** hunh! I'm doing the game again, trying for a rebel ending this time. Is it possible to keep Khur in my party, post Moseh? If I go into Moseh's room and I'm *able* to fix him, seemingly regardless of my reputation (but I'm not sure how low I could get) I can use leadership to chase Khur away, or kill him on the spot. He promises that he'll get revenge somehow - does he, in fact, show up again? OTOH, if I'm not qualified to fix Moseh, I get drained once (and it hurts to lose strength, i'm a servile) and then Khur brakes free and dies. If I go and kill Moseh without Khur around, he's not back in the safehouse when I go look. I suppose that I could cheat and give Khur 2000 hit-points so that he survives Moseh's zot, and see what happens then. Khur seems to switch from darts to javelins as he rises in level, and I'm wondering if he mightn't be quite fearsome if I could tend him until very high level.
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