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alhoon

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Everything posted by alhoon

  1. Because the only Drakons that flied were the Drakons the Awakened made if they win in GF2. The other drakons were land-bound.
  2. I am strongly, STRONGLY against the wings. The Winged Dracons are the Awakened ending of GF2. Storywise and lorewise it is much better for them to be wingless. Or at least have very small wings.
  3. Any idea when during the "Q1 of 2024" GF2 will come out? Early Q1? Late Q1? Can we expect a late January release or it is a dream at this point?
  4. The new map is partially shown. Also, we have 90 areas in this version. I remember GF2 had 79 or 80, so that's +10 areas. Except if they mean the upper floors but I don't think they counted them separately in Mutagen, so I actually expect +10 areas.
  5. Well, there's also the "viewpoint" that I came to later: "If you need more energy to get through a zone, then you actually need one more creation or empower your existing creations." I.e. a Shaper should cast heal and blessings and hug the back. When I was casting staff I actually felt I was not being a proper Shaper. But some times, you want to be there throwing spells that are not firebolt.
  6. I have found that a bit of intel was useful to give me a bit of extra energy. When I say "a bit of intel" I mean +1 intel at level 7 or 8 or something and that was it.
  7. I have Queen's Wish for ages and I have played ... a bit of the tutorial before other games piled up. I am thinking to buy the 2nd game now that is on sale and play it... at some point. Are those two games "properly" connected? I.e. one after the other, or there's a long period between them? Does the 2nd game ends in a kind of cliff-hanger (like GF2 and GF4 end) or it "parks" in a good place with some promising hints for the future (Like GF1 and GF3)? The mechanics were quite different from GF and Avernum from what I recall, but I may recall wrong. Does this game have the funny talents of Avernum? And before someone says: "You have the first game, try it out again and see if you like it", the issue is that I don't have the time to get to a new Spiderweb title at the time, nor I know if the story of the 2nd game would be my cup of tea but Spiderweb games have interesting worlds and stories. Base-building on top of char building is something I like though, so I find it promising. PS. I can't be the only one here that Constantly reads this as "Queen's Vlish"...
  8. Aaaaand... keep an eye on how your creations are doing independence-wise. What you really don't want is to suddenly have creations turn on you and joining the enemy at a crucial fight.
  9. I used to see it immediately.
  10. I found it useful to buy a few tools. While they may be enough LT for you to end the game, you will need to remember that door you left locked 5 zones ago.
  11. So... that is a version the Monarch is based on.
  12. The Central labs is not much of a challenge? Man, you are good.
  13. Hmm? I would say that exertion of willpower as you call it, is close to "establishing mental commands". Furthermore, the shapers in GF4 and GF5 that use those big crystals for remote control, certainly use mental commands. The show-off Shaper that talks about commanding, remotely, 41 creations mentions something akin to that. Moseh 100% controls his creations telepathically (he even took control of my poor servile ally and absorbed him ) and I think the ... how were they called? The big rooms with servant minds that Alwan had (against Shaper Laws) to control creations did it telepathically, as the creations were not around. I also think the Player in GF3 sends soothing commands to the Artilla in the first island that we can absorb, in order to to keep it placid. Of course, I speak from memory in all of those. Regardless, if not with "mental commands" how do Shapers direct their creations?
  14. You are right... So with that, am I to assume that a Shaper can send mental commands (and thoughts) to a Rogue creation, but rogues just choose to ignore said commands (or in the case of drayks decide to follow anyway)? There is some support on that, I think, as Shapers can take back control of their own rogues (and very rarely some random rogues ) and some Rebels are terrified you will take back control of them.
  15. As you say, in Mutagen they are not entirely barred. But they probably already be barred by the remakes of GF2 or GF3. I love the idea that the drayk could cunningly pretend to not be rogue. How ... cunning. But wouldn't the Shaper know that the mental chains have broken? From the games, it seems the Shaper is aware that the Creations under his or her control are stressed and they send nice thoughts or put them in those Barzite contraptions that pacify them or beat them up or use the less cruel contraptions that calm them (and reduce their stealth so you can sneak by them in future games). I also remember ... was it in Mutagen? A fyora being described as "very clearly rogue" but obeying orders because the serviles were beating it up. Anyway, to return to the lovely idea of a Drayk cunningly hiding it is rogue and biding its time, wouldn't the Shaper know it is rogue? The drayks I've met in all games were greedy, cunning and independent. Even the blacksmith in GF5 (or was it GF4?) And what about Rotdhizons and Gazers? Practically all Gazers I've seen except mine and the ones Taygen held in his castle (Taygen the Ultra-shaper that had Gazers...) were very very rogue. Even the Rebels stopped making them. They honestly seemed harder to control than Drakons for the Barzites. As for Rotdhizons, I remember in GF2 that I find a rogue Rotdhizon locked in a room. And a Barzite I think tells me "Nah, it's not rogue. THAT is how a non-rogue Rotdhizon is" Alwan's forces make Rotgroths but not Rotdhizons. Of course, Alwan is weird and strange (he uses spawners!!!) but I think others use them too. PS. I would like to see how that show-off Shaper that says all chill "How many creations I control? 41 at the time." would control drayks, Gazers, Drakons etc. (the guy was either lying or has control 50+ ) Regardless, how interesting answer. How many possibilities.
  16. considering you can finish the game without landing a single hit, you can do it. Also, I think you need more than 8 leadership to join a faction without significant sabotage of another faction. All the leaders are fanatical about their views. It is the reason there is war on Sucia when you arrive. They want you to poison the well.
  17. So, I was wondering, why do creations that go rogue have a chance to actually turn against you, when they are already wounded? Wouldn't a creature that broke free of your control out of fear and pain simply run away? Why attacking an army of powerful creatures (yours)? Lore-wise, I think we hear a couple of times that creations that become rogue are very hard / impossible to get back to control. I remember how hard it was supposed to be to bring that rogue artila back to control in GF4. And not even the monarch could take control of the creations he set free without his baton. Thus the rule of "kill rogue creations" makes sense. It evolved from "it is hard to take it back". I also understand mistreated creations like the Barzite ones to go berserk when you break those controls in GF2. But NOT mistreated ones? Why would they turn on their creations. Again, I am not talking about a clawbug which they are nasty tempered and stupid bugs so they would attack because that's what they are biologically made to do. But when rogue Battle Alphas can be smart enough to NOT pick up a fight with you, why would your rogue creations turn on you? Why would a Drayk going rogue attack you?
  18. Don't worry my friend. I will avenge you in GF2. Once a Taker, ALWAYS a Taker. Well, not always as I will probably go Awakened again in GF2. But I will kill the Shapers. Let's see if this time around we can actually spare Drakkus. I think I could not avoid killing him in GF2 once I joined the Awakened. I really wish there's a way to unite some of the factions. An ending where both the Radiant College, Tuldaric's machine etc. along with (the sane parts) of the Takers and the geneforge survive. Get rid of the half-Unbound the Awakened were making. Go for Awakened that are not just prepared to defend themselves, but go on the offensive... but with enough temperance to moderate the Takers to hold them back, and make them realize that you don't have to kill every last Shaper. Just half of them. More or less go for something like Astoria - they have half their land, the Shapers have the other half. Wars and all, but not the madness we see in GF4 with the continent in flames and not the worse madness in GF5 (with the Unbound and the shredbugs) and the GF3-ending (with the diseases and the Spawner-spamming bio-terrorism).
  19. How does Drayk does better against Goettsh's decent fire resistance?
  20. Perhaps as a back-up? I am not sure. Random GF2: Rotdhizons would probably have AoE acid.
  21. I can see it working on G, but for the other two... not sure the SA would survive to do it. EDIT: Essence shield: When there's a pool, I spam it. Before a couple of really complex fights, I use it a lot and recharge with essence pods that I save for that reason. Frost Aura: For those of you that play in the big difficulties, where friendly fire is a thing, I think that frost Aura would do more damage to your side than the other side.
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