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Lilith

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Everything posted by Lilith

  1. This may kinda ruin the impact for you, but you should know that Beastkeeper Vyck's name is a reference to this guy.
  2. Also, when you go into the settings to check the difficulty, make sure you check it ingame rather than at the title screen, since difficulty is tracked separately for each save file. I remember that catching some people out back when the game was released.
  3. As far as the Geneforge series specifically goes, no, you can't get your character's resistance to 100%. In the earlier games, the way resistances are displayed means that your resistance can appear to be over 100% with the right combination of equipment, but you'll still take some damage from energy attacks.
  4. Yeah, to expand on what Slarty said, Jeff has talked in the past about how even if money weren't an issue, working with other people doesn't suit his personality, and if it did, he'd be working for Electronic Arts or something instead of running an indie studio. As countless failed small-time devs have learned, sending out an open call like this has a very good chance of getting you someone who will do a month or two of work and then disappear. There's a reason why "our programmer flaked out on us" is one of the top causes of failure for indie video game kickstarters. It's viable for small pieces of work but a big risk if you need someone to work consistently over the course of an entire dev cycle.
  5. Everyone, please remember that swearing is against the forum rules even if you bleep out part of the word: I've edited several posts in this thread accordingly.
  6. If I recall correctly, your combat speed is exactly equal to Dexterity + Luck + 2 x Quick Action. I don't think level factors directly into it, although of course Dexterity increases with level. There is a text file in the game's scripts with all the monster stats in it, but some stats are derived from other stats instead of being stated directly in the script, and the base stats can be modified further by location-specific scripts, so figuring out exactly what stats a particular enemy in a particular area has could take some digging.
  7. I'm pretty sure there's actually a preference option to determine whether your party acts in order of action speed or is locked into acting in marching order.
  8. I believe it's possible to finish every Geneforge game without ever directly attacking an enemy at all, so yeah, a missile-only build would also be possible.
  9. That seems like not so much a bug as just a consequence of how the Charm effect works; the game doesn't keep track of who charmed you, just whether you're charmed or not. You could call it a design oversight, I guess, but changing it would be significant extra work to deal with an edge case.
  10. Did you start a new game to test it, or did you load an existing savefile? Items that have already been generated in the game have their data stored separately, so changing the item data may not have any effect on them.
  11. I wouldn't say it's super important, but it helps. Melee is a special case since it's one of the uncapped skills so it doesn't really matter when you buy training, but for skills with a cap, getting to 10 with skill points and then raising to 12 with training does give you a bit extra power for high-value skills like Hardiness.
  12. That's correct, apart from the base skills like Melee Weapons and Mage Spells, which don't have a limit to how high you can raise them. Also, you know that you can change the difficulty at any point during play, right? If the game gets too easy or too hard, you don't have to start over.
  13. If you're concerned that you might accidentally delete the wrong thing, you can always make backups and put them elsewhere.
  14. I think there was a base value that wasn't multiplied, so your HP wasn't directly proportional to your Endurance (and you didn't instantly drop dead if you managed to get your Endurance down to 0, which was possible in some games due to equipment penalties), but it was pretty close.
  15. Do you remember when it started happening?
  16. Nah, not really. Once the barrier's down you're done with the troglos, it's just a matter of how exactly you get there. In general, expect breadth rather than depth from Avernum 3. Not many of the individual quest lines are super long or involved, especially compared to the main quests in the first two games.
  17. A more peaceful resolution to the troglodyte quest is possible, but not if you killed their king. They don't really have much more dialogue or a significant further role in the plot even if you don't, though.
  18. Yeah, there's a hard cap at 90% on all resistances.
  19. With such small numbers, the difference between additive and multiplicative stacking isn't actually very significant until you get to huge numbers of stacks. If it actually works that way, 50 stacks of it should give you almost a 40% resistance, for example, which should be noticeable. If it has any effect at all, it's more likely that the game simply does a yes/no check for whether you have any stacks of it at all, and applies a single 1% resistance effect if you do.
  20. There's no specific cutoff point like in some of the Geneforge games where extra points in a skill suddenly become less useful. The main thing constraining you from putting a point in your primary weapon skill every level is the number of other things you want to invest in.
  21. The easiest way is probably just to change the screenshot key in Steam itself. Bring up the Steam overlay with Shift-Tab during play, click the "Settings" option at the bottom of the screen and then select the In-Game tab to customize the Steam screenshot key for that game.
  22. The only way to save Erika is to avoid requesting her assistance so that she doesn't show up in the first place. The "canon" outcome as shown in the sequels is that she dies, though.
  23. The percentage of damage blocked isn't affected by your own level, but there are some bugs in how it's displayed. Changes in damage from things like buffs, debuffs, and difficulty level are correctly factored in to the actual damage you do, but they aren't correctly displayed in the calculation of how much damage is blocked. So if you were using buffs at level 15 and didn't have those buffs yet at level 10, that would explain the difference.
  24. Yes, it's related to enemy level. All enemies have an innate resistance to damage based on their level, and physical resistance rises faster than other resistances.
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