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Fyora Toast With Roamer Butter

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Everything posted by Fyora Toast With Roamer Butter

  1. It was easy to kill Hrickis. The key is to use acid spray on the pilons so they get wiped out quickly. That way he cannot regenerate. Engage one character hasted blessed, defended. Keep healing him after every attack. Once pilons are down swarm him. Knock out one pilon at a time. If you take out the top pilon the other ones can be attacked from a distance without poisoning your characters. I even managed to figure out how to do the test of defense which was not easy.
  2. A trick which helps with combat mode is to put some of your stuff on the ground so you have no weight penalties then haste your main character so you can get past the doors quicker.
  3. Here goes. When you kill Akhari blaze, the best way to kill him is to change the settings for all of the summoning platforms. It is my favorite ending for Akhari Blaze. He quickly runs into a corner and is surrounded by the summoned critters. I like the statement he makes as well.
  4. Alwan is actually a very nice complement for an agent. Build up your battle and blessing magic early and an agent and Alwan will be unstoppable.
  5. A very minor change would be to allow us to customize the colors on our main characters graphic. A minor change.
  6. Thinking about necromancy. A way to do this would have a set of necromantic shaping starting with shade, then ghost, warrior shade, then mage ghost-- a ghost that shoots essence orbs as the final stage. Also you could add a few forbidden spells-- life drain, aura of terror-- a mass terror spell, vampirism-- gives all your creations life draining attacks, bone wrack-- slow, stun, and damage, and a few others.
  7. Maybe serviles are related to dogs. They after all do make barking noises. Thus the long snouts.
  8. Here goes. I would like to see more outsiders developed into the next game. It is clear that if they survive-- at least the more powerful ones in Geneforge 3, they will be pretty angry. I can imagine some outsiders seeking some kind of revenge on both the shapers and drakons. I can imagine a few different things which could be added to the game-- new spells and units. Two types of magics which were not fully developed in Geneforge 3 were rune magic and chanting and meditation(this is how serviles get their power) also spellsinging magic. Three new outsider units which would be interesting would be runed warrior, chanting mage-- access to battle roar, and spell singer-- access to mass madness. Another thing which is not fully developed is the conflict between magic and shaping. This could be developed further. It would be interesting to get a bit of history on how the shapers gained control over regular magic. I can also see them losing control over the outsiders mages-- this would happen when they started to learn to enhance their mage skills using the meditative and chanting skills of the serviles cultists. It would make outsider mages much more powerful because they do not have limitations built into them like serviles. It might be possible to get some really cool powers in the next game if your character uses the techniques of the servile cultists. (strictly forbidden of course).
  9. I would like to see a few sneak type quests. Sneak in and steal x item for me without alerting the guards and I will give you x. I was able to sneak into the guarded rebel camp area and steal everything by running from door to door with my character hasted. I got both the swamp maps and the wooden ring doing this. I was also able to slip into Lord Rahul's chambers and side chamber and steal all of his items. Another cool quest would be an area where the initial goal is not to kill everything in the area but get past the guards, killing only the sentries if possible. Wipe out the patrols only. Basically time your characters party to run past guard checkpoints until you finish the area-- either to deliver a message or bring some necessary component to clear an area. You get a much better reward for doing this than if you just went in and killed everything. An idea would be to deliver an item like a piece to fix a summoning platform, etc.
  10. A few things. It is easier to kill everything in an area clearing it completely. This way you can walk around and pick up everything in the area without being attacked. There is no weight limit for carrying stuff if you are not in combat mode other than moving really slow. The best thing to do with Lankan's canister is to give it the Purity Agent in Dhonal's keep. This way you can go back and visit the rebel camp without being attacked. A strategy for taking everything in the forbidden area in the rebel camp is to haste your main character and run into the different areas, sealing the doors behind you. Once the door is sealed, you take all the stuff. Run the to the next door enter and close door behind you. If you time it right, you can empty all the rooms without having to fight the rebels. You also can get both the swamp maps and wooden ring this way. Another thing about running for stuff. It is possible to enter both Lord Rahul's chamber to take his stuff, as well as enter the side chamber with a charm of mental focus if you time your characters movement right.
  11. That is fairly easy. The golems are machines which are resistant to organic poisons. Your characters are living things and get poisoned by the gas. I think the searer spell is magical acid.
  12. There are two ways to approach the madness mire. The first is to get Diwaniya to aid you if you have high leadership with some reinforcements. The second is to use speed pods and speed packets and run past the monsters all the way to the exit. Then you run for the twin minds tunnels. Once twin minds is done, go back and kill the spawners.
  13. This is ridiculous but you could make the bloodstains as monsters. When you killed them they would disappear. Basically a really slow moving one hp monster. You kill it, it disappears. Ha. Or you could make an immobile monster which you would have to kill and it would disappear. Have the picture of a monster-- a door monster. You hit it and it dies no longer blocking the opening.
  14. Here goes some thoughts on equipment. 1) There is no agent weapon. A spell sword would be neat -- increases spellcraft +1 and battle magic +1 but does very little damage 2-20. Blade of defense +1 blessing magic +2 parry. 2) Our companions should have the ability to buy defense as well as offense. Alwan would have been better if we could have bought him a breastplate. 3) A shaped pack mule creature would be cool. If it dies all the items would be dropped on the ground. It would have no attack ability. Basically an armored critter. Occasionally as its level of strength and intelligence increased it could carry more and would randomly cast heal or defense spells.
  15. In Spharon's Lands you can get some of the serviles to join you and attack Spharon. You also need to destroy a crystal to kill Spharon. Some strategy points. 1) If you close doors you can steal everything in a room with nobody seeing you. Also creatures which are patrolling will not see you. 2) If you move quickly you can run in and out of areas to get things. I got the golem notes initially without having to fight the golem this way. It is possible to run through the infested pathway enhanced by a speed spell and avoid most of the fights, trick the battle alpha making it run away, then run into the madness mire. Then run for the twin mind tunnels avoiding fights. Once you kill the twin minds-- you can go back and fight everything. 3) In Khor's Deep it is good to disable the charging platform before Hoge can do anything. 4) A good strategy is to channel monsters into doorways or tunnels so you can block being swarmed.
  16. Something which could be an interesting way to modify creations would be to put runes on them. We have runed serviles and runed thads. It would be interesting if you could spend essence to put various runes on the serviles, items, or yourself to give them special effects-- hasted, blessed, healing, etc. Or even your own character. Runes would correspond with the fields of magic and would be a special kind of Sholai magic.
  17. It would be cool if there was instead of a third or fourth faction-- the option of being insanely power mad and blood thirsty, basically self centeredly evil and doing what you think is in your best interest and not the factions. The idea would be to make moves which would ultimately put your character in control by building alliances. You would end up with your own loyal base of shapers and creations and kill everyone else.
  18. It would be good to have more than two factions. Shapers, Serviles, and Sholai. Adding in subfactions would be cool as well. I think the Sholai are in this game. I think the Sholai are the mages who are trying to gain shaper knowledge in code. I also think there is a Sholai Lord Rahul's keep. In addition, I have a feeling that some of the tradespeople may be functioning as sholai infiltrators. It would be cool to see some of the mages and tradespeople turn out to be Sholai infiltrators in Geneforge 4.
  19. Another idea if the Sholai appear. The Sholai have tried to suppress their own form of Shaper-- they are terrified of them. Change Shaper to shapeshifter.
  20. Hmm, another thing I would like would be reintroducing the Sholai. An idea comes to mind -- the awakened are close to Sholai lands right now. They get in conflict with the Sholai and end up pulling a conquistador type maneuver on them-- a small heavily armed group of serviles attacks a local kingdom and annexes the capital. They recruit mercenaries and press gang people into an awakened army... preparing to return to shaper lands... They attack not because they want to conquer but because they are threatened by the ruler.
  21. I rather like either a spiked living knife 7-28 or a spiked guardian claymore.
  22. I finished a purist rebel ending. It was very cool. There are a couple things which I thought were missing in the ending. These are minor quips. 1) I managed to finish all 8 artifacts. It was a chore, but it should affect the ending in some way if you do this. 2) In order to finish all 8 artifacts, I had to clear out the monastery caves. This would make the effect even more pronounced. The 8 artifacts in combination are stronger than the canisters in some ways. A statement about forging great weapons... in the end might be cool if you get all eight artifacts. 3) I also cleared all the areas on the map. There should be a slight effect for this as well. Thoroughness should count in some way. Maybe you are better at rooting out rogues-- or systematically hunting down the loyal shapers.-- Last sentence-- you hunt down the enemy to the far corners of Terrestria always vigilant, etc. These are my thoughts.
  23. The key to killing this guy is speed. Haste your characters before attacking.
  24. I would like to be able to build a golem or fix a broken automaton so it could be one of the creations that joins my character. Iron clawbug, flaming golem, etc. Whatever happened to the drakon golem. Somewhere out there, an awakened servile is planning his revenge and building a mechanized army... Reaper batons, iron clawbugs, drakon golems, etc.
  25. Here is an idea. You have the cross breed shaper/creation living in an awakened community on one of the islands. He quietly absorbs their philosophy, then he twists it in a maddening way. He decides that it is his duty to bring his philosophy to the masses. He produces an insane but convincing text which starts spreading out to the shaper and drakon lands. Then he starts building a militant philosophy that is a mix of shaper and human. Those who shape at the top-- drakons and humans, those who fight, use magic, and make things in the middle, and everyone else servile and human as slaves. He starts recruiting and it spreads quickly...
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