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Relle

Cheat codes?

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Some of the cheat codes from previous games (like the gold-giving code) still work, but others don't. Where you do usually find cheat codes in the game files, anyway?

Edited by Relle

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The simplest way to get them will probably be to wait for Randomizer to post them, approximately 2 minutes after the game releases ^_^

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Where are the cheat codes usually found in the game files, though? I have a review copy, so I can look for them myself.

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They aren't easily accessible in a text file like the other stuff we're used to going through.  In the past they've been in the raw data somewhere, but there isn't a handy landmark to look for or anything.

 

If you need them sooner, you could PM Randomizer, though it's just about release time anyway.

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I know, I'm just impatient and I'd rather not leave and respawn the mobs in the dungeon I'm clearing. I'll try and wait until tomorrow.

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Off topic, but real quick since it was mentioned - dungeon/other mobs immediately respawn in this one? For most (all?) past Spidweb titles, respawn has been very limited, and only after a period of time in any particular area. This would be a big change, unless I'm misunderstanding the comment.

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The way it works in this game is that if you enter enemy territory (a dungeon) you have to kill the leader in one go. If you leave before you kill the leader (I'm being very specific here, it doesn't require a full clear, but of course the leader is usually behind a bunch of mobs) then everything respawns.

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18 minutes ago, Relle said:

The way it works in this game is that if you enter enemy territory (a dungeon) you have to kill the leader in one go. If you leave before you kill the leader (I'm being very specific here, it doesn't require a full clear, but of course the leader is usually behind a bunch of mobs) then everything respawns.

Does that mean you can grind levels? Is there a level cap? I wonder if that would allow you to solo the game.

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Not all monsters respawn when you reenter, but enough do that the tactic of enter, kill a few, leave to heal, and return to kill more doesn't always work. Some places force you to go through in one pass because that's the only way to leave past a certain point.

 

Edit - I didn't even consider the cheat codes that are at the end of the Hint Book.

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Thanks, Relle and Randomizer - I'd be interested to hear if there's a level cap as well (hope not), but this is even further off topic.

Edited by mikeprichard

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5 hours ago, mikeprichard said:

Thanks, Relle and Randomizer - I'd be interested to hear if there's a level cap as well (hope not), but this is even further off topic.

There is for skill points (sadly).  I tended to bump into it about 75-80% of the way through on my assorted playthroughs (but I also explored everywhere/did everything on my way to the conclusion so that tended to max out the xp available so ymmv).

 

However, re-specing those points is very easy so fixing your build to something else isn't a problem

Edited by TriRodent
Changing skill points around comment

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Ugh, that's kind of annoying... I'm a completionist too, and that partially kills the sense of progress in the endgame, just as it did in Avadon 1. But thanks, TriRodent.

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No problem...

 

(I had a few impassioned emails to Jeff about just that.  Apparently to no avail...alas)

 

 

Edited by TriRodent
And now that it's officially out... L20 is where you'll hit it

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8 hours ago, Randomizer said:

Edit - I didn't even consider the cheat codes that are at the end of the Hint Book.

Oh my god, I got the hint book with the press release...

 

*facepalm*

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40 some years playing RPG- started with D&D.  I've purchased all the spiderweb games and I CHEAT.  I'm quitting this game until we get some cheat codes.

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Glad someone posted cheats.

 

I've played all SWS series and I found this one hardest to get accustomed to.

 

No healing on world map, no straight indication where to go at the very beginning, changed "game habits" like no picking items from the floor or adding stats while advancing, no dialogues with companions (at least at start), respawning enemies and events at locations, one-time approach to locations, shortage of healing supplies... A lot has changed, not sure yet if for good.

 

Truth is I've spent like 2 hours today, tried to go south, tried to go east, been killed in both frontiers on normal difficulty, which has never happened in any previous series starting from Avernum 2.

Edited by qqry

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I know people generally don't like change, but (only from reading, not yet playing) I'm feeling a bit mixed about some of the new directions this new trilogy seems to be taking. Not a big fan of resource micromanagement (both at the macro level, and at the level of individual inventory "slots"/apparent lack of the previous games' long-overdue "junk bag" feature), enemies not rewarding experience, the skill caps you'll hit at 75%-80% of the way through a completionist playthrough... but will see how it goes. Might end up loving it, or might give QW 2 and 3 a miss. Either way, there will be the Geneforge remakes.

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For Queen's Wish, I want you to spend your time going on cool adventures, fighting exciting fights, and taking part in a cool story. I have streamlined out other stuff. Monsters don't give experience because I don't want you grinding the same group of enemies 100 times. I want you going to a new place and meeting new people and doing new things.

 

If this is not to your liking, no problem, I understand. Our remasters, like Geneforge, will still be very much in the old style. We're leaving those systems alone. I just hope people will give the new game and try and see it, despite being different, it's still fun.

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Thanks, Jeff - I'm a KS backer, so if/when I can get the game on GOG and can play it myself, I'm hoping I'll get back into that great Spidweb game vibe.

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