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Mechalibur

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Everything posted by Mechalibur

  1. Also, the rebellion happens no matter what. How much the Ro respect you and whether or not you completed Prova Krug affects how much you're able to mitigate the damage.
  2. You have to keep damaging it but stay nearby it. Eventually you'll get a dialogue prompt that says you notice a sword and you'll get the option to pull it out.
  3. Okay, the cheat being named "royal allowance" is pretty cute.
  4. I thought it was 7 or 8 times total... but I also thought it ended at room 3, so I'm not sure why you didn't experience that.
  5. The overall concept is pretty straightforward: you're the youngest child of the Queen of Haven. You start as a spoiled brat who lived a life of luxury until the Queen decides to put you to work. She sends you Sacramentum, and island that had 3 former vassals of Haven. They broke free from Haven when "The Calamity" happened - basically an event where crops and animals started dying, and the land itself seemed to rebel against Haven until they were forced to leave the vassal lands and only maintain a small presence in central Sacramentum. Your job is to reclaim the vassals for Haven. This ends up being figuring out who's in charge, and negotiating with them (or their enemies), then choosing who the military should support for control of that region in exchange for being a vassal of Haven. The Nisse have 3 refuges across Sacramentum and they are a mysterious group of gray-skinned people that offer you teleportation services as well as special dreams that you can purchase. Some of the dreams give you minor benefits, but if you sleep there too much, you seem to lose a part of yourself. I posted in another thread what the consequences of that are: An important addition is that the first time you visit the Nisse, you get a portal call from your mom warning you never to visit them. She won't really explain why, but it eventually becomes clear that she dreamed with the Nisse too much and they have a portion of her soul. After getting the vassals back on board with Haven, the Calamity seems to start up again. You can either return to Haven at that point, or try to permanently deal with the Nisse, who seem to be the ones responsible for causing it. The Nisse still end up mysterious, but their motivations seem to be as simple as them wanting complete control of Sacramentum instead of you. They see the people of the land as their children and won't let anyone else take them (although they act more like abusive parents than loving ones). They offer you wishes and partial control of Sacrementum if you'll turn back to Haven, but if you refuse, you end up fighting them in the underground. Even if you defeat them utterly, the dreams still remain if you slept at their refuges too often. Spooky.
  6. It's possible Spiderweb wasn't sure which decisions would end up being relevant in the sequel and recorded more variables than actually needed. As far as I can tell, what happened to your vassals in Sacramentum doesn't really matter as far as the sequel is concerned.
  7. Once you formally make them your vassal and tell the general to invade, you should be able to talk to the Brokk Chief to offer him favored status. Although I'm not sure if promising it to the Borgen first invalidates that.
  8. I'm pretty sure the Cure spell works to remove it. It's only 4AP to cast, so you can cure and still take a regular action.
  9. No idea what would be causing it, then. I haven't run into any issues like that,
  10. In the credits, Queen's Wish is dedicated to Sharon Vogel. Is that maybe Jeff's mother? That would make Queen Sharyn named after her.
  11. You know, it just occurs to me that the years on the maps are when the maps were made, not the current year the game takes place in. 13 years did seem like quite a long gap.
  12. Did you use the Geneforge since receiving and turning in the quest?
  13. Yeah, I'm really curious if they'll be in the sequel or not. Their backstory seemed pretty focused on Sacramentum, but it also feels like there's more to them than we were able to learn in the first game.
  14. I like how it's not just a small mention in the ending slides, but also
  15. Oh that's neat. You pretty much had access to every ability at the start of the game in QW1, only limited by your level. Unlocking abilities through the story (or exploring, or crafting, or some other progression system?) is an interesting way to get new ones.
  16. Another update today, and the Steam page is officially up: https://store.steampowered.com/app/1947750/Queens_Wish_2_The_Tormentor/ The most interesting thing from the trailer/images: Runes/Augments seem to have more varied effects. There's one that gives +1 to bloodletting, for example The Magic/Support/Combat trees look about the same, but the cultural ability tree looks massively expanded to be the same size. Although it's possible the Prince(ss)' cultural tree is just larger than the other characters'. There seems to be a crafting/upgrade system that uses resources like crystals, books, and amber.
  17. If you're on a hard or torment, you can hit your own allies with effects to see what they do. Blessed: +10% accuracy and damage Cursed: -15% accuracy and damage Shielded: -10% damage taken and -10% chance to be hit Vulnerable: +10% damage taken and +10% chance to be hit Poison: 5% of max hp taken each turn as poison damage Acid: 15% of max hp taken each turn as acid damage Haste: Gives a chance for any of your actions to only use 5AP instead of 9. I think the base chance is around 25%, but there are a few items that increase the odds of it triggering. Wrack: -15% accuracy and damage and a 25% chance to skip each turn. Daze: Can't take actions, but is removed if damage is taken Stun: Can't take actions Terror: Spends each action moving away as far as possible Charm: Will fight on your side for the duration Essence Shield: Blocks a set amount of damage. Each turn and each point of damage taken lowers its value by 1. Overload: Damage dealt is doubled but also inflicts damage each turn.
  18. A bit late here, but I just noticed something missing from Inner Crypt: You can bypass the fight with Danette's Shade with 12 leadership.
  19. Always happy to see wiki editors! I noticed the page for Mutagen was mostly just going over the development history of the game, so I added a section at the front of the page that explains some of the gameplay changes from the original.
  20. Kickstarter update today included a map of the new region. Something interesting is that the map mentions the year is "510." That would mean this game takes place 13 years after the first game. The map's setup looks pretty similar to the first game. An introductory zone at the beginning with a single fort that eases you into the mechanics. Then 3 zones with 2 forts each that each focus on a specific culture. And it looks like there's a final zone that may only be accessible after sorting out the issues in all the other areas.
  21. That's the estimated delivery, there's always a chance for a delay, which isn't exactly uncommon for kickstarter games. Mutagen was delivered right on time, though, so even if there is a delay, I don't think it would be substantial.
  22. Yeah, the Wand of Discipline change is really unfortunate. It's not an awful item, but it's a weird thing for everyone to draw attention to when it's not really that powerful. Like it could let an underleveled shaper assassinate Ellhrah and escape the keep. In Mutagen, a daze effect isn't going to be enough to let a low level character kill him.
  23. In general, the codex entries for creatures are new and give information that wasn't in the originals. Like roamers are descended from wolves, apparently. The term "commons" also seems to be new, referring to non-shaper humans.
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