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Mechalibur

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Everything posted by Mechalibur

  1. Switching between melee and ranged is 0 AP, so it's not really an issue. My guardian playthrough that used melee and missile weapons was on torment, for what it's worth.
  2. A maxed out purifying blade is 2 + (X+14)d5 damage, where X is your level. Guardian Claymore is 2 + (X+9)d5 by comparison. In other words, the Purifying Blade will have 15 more base damage (which is then increased by your % increase as normal). Anyway, regardless of your class, Cure Affliction is pretty safe to absorb. Extra levels of it are almost never impactful.
  3. I've had the same happen with Goettsch and Trajkov. A single hit was enough to kill them over its duration.
  4. I found that even as a melee-focused guardian, it's worth investing some points in Missile Weapons. At least enough to get the Spray Baton, which gives you a very powerful tool for dealing with large amounts of enemies.
  5. Just did that area on my latest playthrough - it said Agility. I think you were looking at the description like Randomizer auggested.
  6. The Amulet you get for joining theTakers in incredibly useful for navigating quite a few end game zones. Fighting through the Geneforge Complex is just a pain without it. It also gets you extra quests for exp from Takers and Sholai.
  7. Since I didn't see it mentioned, I want to point out that the game will tell you if your thievery was seen or not in the inventory window after picking up a stolen item.
  8. 15. Press t to enable the text console. This will give you a lot more information about your damage output and hit chance. 16. The Essence Shield spell is amazing, and I strongly recommend using it for difficult fights once you unlock it - the amount of damage it can block is quite impressive. This spell can also be used to protect your character from mines and other traps, even ones that would normally kill your character in a single hit.
  9. I was never too concerned with ranged weapons not having augments since augment bonuses were universal. In other words, a +4 damage augment on a sword would carry over to your bow's damage as well. Regarding ranged weapon types, I think there is design space for both aesthetic and functional differences. For example, Crossbows could provide a speed penalty, but have larger damage (or armor piercing), while thrown weapons could have a lower range, but better hit and crit.
  10. He has actually. Since Avadon 3, Jeff has changed his philosophy on game difficulty - it's no longer just inflated stats, now higher difficulties give enemies more abilities and enable friendly fire. It's definitely better than torment on some of the earlier games.
  11. Do you have any spore batons to disarm the mines? If you have the essence shield spell, you can usually survive a blast too.
  12. Based on the ending slides, I think Canister use may affect a single line in the ending if you destroy the Geneforge. No idea on the specific number though.
  13. Weirdly enough it was a whopping 12 in the original game, tied for the highest check in the game.
  14. 1. No idea, I only paid attention to the reputation end. I was a nice shaper and didn't steal 2. 90 or lower should work 3. Yeah, he sets the reputation to exactly what you need to join 4. Right, you can't bypass reputation check failure with leadership. 5. I think that's the biggest use for reputation. Dig won't teach you Stealth if your reputation is 95 of lower, so that's one other area affected. There are probably others but I can't think of them off the top of my head.
  15. Since it looks like Queen's Wish 2 is going to be Spiderweb's next game (Kickstarter planned for this Summer!), I wanted to organize my thoughts on stuff I'd like to see for the sequel. Overall, I absolutely adored Queen's Wish - it shook up a lot of the classic Spiderweb formula (for the better imo) which made for a memorable experience. That being said, there were some areas that I felt could use some improvements to help the overall flow of the game. Most of these are assuming the overall gameplay systems are similar (i.e. managing forts and resources). 1. Better non-fort equipment. The game had a lot of vassal-based equipment (for example, Ukatish spears and armor) that was frankly inferior to what your forts can produce - even with only a few forts unlocked. This equipment would often have low values for damage/armor and no augment slots when compared to equipment you could get at your blacksmith. Once you got to the end game, there were only a few pieces of equipment that even came close to comparing to what the forts could produce, and it felt like a shame that so much equipment went unused. 2. Ranged weapon variety. One of the best parts of QW was the variety of weapon types that characters were offered. You had daggers, swords, halberds, spears, arcane blades, arcane polearms, wands, and staves - all of which felt distinct in what they were capable of doing. Unfortunately, the ranged weapon slot was limited to bows, and there weren't really any choices to be made other than whether or not you wanted to use Fool's Shot instead of the Haven Warbow. More types of ranged weapons, like throwing weapons, crossbows, or arcane bows would be phenomenal for enhancing the variety. 3. Two-handed weapon balance. Even though there was a good variety of weapons, the 2-handed ones felt a bit lacking in comparison to their one-handed equivalents. For example, the Folded Steel Blade did about the same damage as the Folded Steel Halberd, whose only real advantage was having a moderate cleave chance. The Folded Steel Blade, however, had an extra augmentation slot, and allowed you to equip an off-hand, which itself would have up to 3 augmentation slots. It would be nice if 2-handers had more augments to compensate or better stats in general. 4. Outdoor Encounter cleanup. Most outdoor encounters felt completely useless since they tended not to award anything for completion. Due to the changes in how XP is rewarded, it also meant no experience on top of little to no loot. My preference would be if non-event or non-quest outdoor encounters were just removed entirely. Alternatively, they could low theft chance in the region, representing your efforts to keep the roads secure. Either way, it would be nice if these were cleaned up a bit instead of feeling like drudgery. 5. Income Transparency. A lot of the mechanics related to your region income weren't really explained well to the player. For example, taking the Crystal Eye in the Ahriel lands would increase theft chance - the game sort of warns you about this, but it's easy to forget or misinterpret that dialogue. When you get to the actual income report every 2 days, the reasons for your current theft chance aren't detailed - only the total chance. There also doesn't seem to be a way to check your income outside of forts, and I don't believe you can check theft chance outside of the income reports. Some cleanup in this area could really make for a better player experience. 6. Character Building. While I like some of the changes with character creation (such as dropping attributes - they really added nothing in Avernum/Avadon since the optimal move was exclusively increasing your primary attribute), in the end the only way of specializing your characters was their skill points and cultural background. A system like the Talents in the Avernum remakes would be a great fit for Queen's Wish and add some extra depth to character building. So those are my biggest items for improvements I'd like to see. I'm incredibly excited to see the next chapter in this series and see how my choices from the previous game carried over!
  16. Easiest way to join all factions is to say pro-Shaper stuff at the beginning, then join the Obeyers when you have enough. You can either do their quest, or bypass it with a Leadership 8 check. After joining and getting all the benefits you want, you can talk to Darian and switch to a pro-Servile reputation. After doing that, join the Awakened (you can do their quest even if you fed the servant mind earlier - just go back and kill it. Alternatively, Leadership 8 will let you skip). After getting what you want out of the Awakened, you could later join the Takers if you want (their quest bypass is leadership 10 instead of 8 though). In Mutagen, I don't believe Leadership allows you to overcome having the wrong reputation for joining factions.
  17. Looks like your numbers got replaced with emojis 😛 If my notes are correct, the maximum required is 8.
  18. I figured I'd give some pointers from my experience in the beta, which should work for any class. Feel free to share your own tips or any questions you might have. 1. Right click everything! Right clicking lets you see an enemy's exact hp as well as their resistances to different damage types and effects. 2. A lot of skills/abilities let you spend only 5 AP when making an attack. As a result, when able, try to end your movement with 6AP so you can take advantage of these skills when they trigger. This also applies to any of your creations that have been hasted, or have the innate haste trait. 3. Make sure to use consumables! The game is quite generous with these, so don't feel shy about using any consumables for difficult battles. They only cost 5AP to use, so if you didn't move more than 2 squares, you can use a consumable on top of taking another action. In the early game, this is especially useful against Spawners, since you generally will have to deal area damage to deal with all the incoming enemies. 4. Cure Afflictions is an incredibly useful spell. It requires 1 in Healing Craft, but if you don't have any ranks in that, you can pick one up from a sarcophagus in the Tombs map. Keep in mind that this spell works on all debuffs, including mental ones like Fear and Charm. It also only costs 6AP to use, so you can remove an affliction and still take another action on your turn. 5. Make use of the Daze spell. Most enemies have quite low mental resist, making the Daze spell essential for dealing with large amounts of enemies, especially in the early game when you don't have too many tools at your disposal. Daze doesn't require any ranks in Mental Magic to use, so even Guardians can enjoy the action. It becomes a little less useful in the late game when you start getting more access to area of effect abilities. 6. Acid is extraordinarily potent, especially against bosses. It does damage based on enemy hp percentages, and it does the damage every turn, making it incredible against high-hp enemies or enemies that take multiple turns. The Searer Spell, Searing Artilas, and Iron Clawbugs can all inflict this condition. Even if you don't have access to those, Spray Crystals are a consumable that can help you apply this condition. 7. Dealing with pylons can be tricky, but keep in mind that there are usually alternative ways to get to locations that may have pylons protecting them. Stealth is the easiest way to bypass pylons (I recommend trying to sneak past them in combat mode - stealth seems to work better that way). If you don't have any Stealth, the late-game Airshock spell can be very useful, since it out-ranges pylons. They resist energy damage by 50%, but if they can't hit you back, it doesn't matter too much as long as you have the essence to spare. Guardians can also usually be effective against pylons with batons. Batons do physical damage, which bypasses all of the resistances pylons have, and guardians usually have a pretty good chance of taking multiple actions in a turn with their high missile weapons and quick action skills.
  19. Yes, that should be Icy Tunnels. I'll fix it. It's in a physical sarcophagus, but it's not a sarcophagus skill, so it's not affected by the 0 skill requirement. Regarding the mechanics needed, there are two separate pylons that open different sarcophagi. According to the scripts, one has a requirement of 3, the other has a requirement of 5. I assumed the 5 matched to the skill bonus, but after double checking the scripts, it seems I'm wrong and nlambert is correct. I'll fix this as well. Total Quick Action is 3 because you also get a +1 from a quest in Pentil.
  20. nlambert has a pretty good list with all the increases: https://spiderwebforums.ipbhost.com/topic/26276-geneforge-1-index-spoilers/
  21. Not in game, but you can edit starting skills in the game scripts, I imagine (GFitemschars). I have no experience doing this, but it has starting skills listed out, so it should work in theory - Mechanics seems to be cr_statistic 21. Just remember to back up any files you're editing.
  22. A lot of the medals in the game are hidden and won't show up until you complete them, so I thought I'd compile them here. This contains some spoilers for the end-game. Have to Learn Fast - Complete the Tutorial No More Pencils - Find the Shaper Mind in the Ruined School The Obedient - Reach Pentil The Vengeful - Reach Kazg The Secret - Learn about the Geneforge. There are a few ways to get this, but you'll definitely get it by the time you finish the game. Tend Toward Justice - Join the Awakened Your Service Is Welcomed - Join the Obeyers Turn Traitor - Join the Takers A New King Rises - Let Trajkov use the Geneforge Taking the Opportunity - Use the Geneforge Finishing What Others Started - Destroy the Geneforge (you can get this with the previous achievement as well) Return to Terrestria - Get a good ending (basically do any of the above 3 achievements then escape the island) Bold Escape - As above, but on Veteran or higher Amazing Escape - As above, but on Torment Path of the Pacifist - Beat the game without ever making an attack (Normal difficulty or higher - eligibility can be tracked on your character page) I Walk Alone - Beat the game without every making a creation (Normal difficulty or higher - eligibility can be tracked on your character page. This can be combined with the above achievement without too much additional difficulty.) Traps 101 - Reach the servant mind in the Hill of Jars The Traitor - Meet Goettsch A Sad Tale Ends - Defeat Oroboros (Veteran or higher) Source of the Infection - Reach the Research Core Novice Explorer - Clear 10 zones (turn them green on the map) Experienced Explorer - Clear 40 zones Linguist Under Pressure - Master the Sholai Langue (I think this requires 4 total mastery. You can check how much you have in the special items section of the journal) The Inner Crypt - Enter the Inner Crypt zone Royal Sampler - Summon a Battle Alpha/Beta, a (Cryo)Drayk, a (Ur)Glaahk, and a Cockatrice at the same time. Came to Get Rich - Have 5,000 coins in your inventory History Lesson - Learn the ancient secret of Sucia Island (from the Pylon puzzle in the Spirit City) Claim the Mines - Clear all 4 of the Mine Zones (I believe this requires waking up the mind in the Central mines and walking in one side of the mines and exiting the other). Idle Enjoyment - Pop 50 bubbles on the start-up screen. Promising Research - Deliver red goo to Thrackerzod (in Eastern Docks)
  23. Try these: showmeall - Show all characters on the map. dontshowmeall - Stop showing all characters on the map. fps - Toggles on/off the FPS meter. retrain - Removes all of your trained skills and refunds all of your skill points. healmenow - Heal your group. rechargeme - Recharge your essence and energy. backtostart - Takes you out of the region you are in and sends you to first region. iamweak - Gives you some experience. iampoor - Get some money. clearthisarea - Turns the current area green on the world map. location - Get the number of the zone you are in and the coordinates where your main character is. forgiveme - Makes all of the areas in the game forget your crimes, like stealing igotarock - Gives your main character a rock. iloveserviles - Increases Servile Reputation ihateserviles - Decreases Servile Reputation I think most of these disable achievement eligibility
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