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Gameman112358

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Everything posted by Gameman112358

  1. Oh yeah, now I remember. Yeah, it used to be individual characters only. GF5 made it AoE instead. Okay. Still think they could've kept the extra AP instead of a chance to attack twice; maybe Jeff thought it would be OP to have an AoE +AP spell relatively early on?
  2. Being able to make yourself faster and thus move further in combat is awesome for characters in general. +50% speed boost though? Gotta go fast, I guess. XD Speed in GF5 gives you a chance to act twice, whereas Speed in GF1-4 always gave you extra AP. I'll let you decide which one works better. Also, what do you mean it affects everyone? Doesn't the GF1-4 versions do that already?
  3. Lack of magic and nothing to compensate for it is the problem with Guardians, Warriors, and Shock Troopers I think. Poor magic ability means you're losing out on powerful Mental Magic like Strong Daze and Charm, which can easily turn the battlefield in your favor. You're also losing out on strong Blessing Magic spells like Essence Blade, Essence Armor, etc. Items like Wands, Spores, and Crystals I suspect aren't enough to fill the gap, since they're limited use compared to spells, which are unlimited as long as you have enough SP and Essence to use them, as well as the fact that spells scale up in terms of power relatively well. Couple with the fact that fighter classes don't get anything special (like Avernum's Combat Disciplines) compared to Shapers/Lifecrafters and magic users and you've got the underpowered classes that are Guardians, Warriors, and Shock Troopers. Geneforge's modding capabilities are limited in that completely new things like Combat Disciplines or fighter exclusive skills can't be added in. So I ended up simply giving the aforementioned classes bigger bonuses to combat related stats, to compensate the lack of general power that your character gets from the power of magic. Also considered something that is exclusive to Warriors, Guardians, and Shock Troopers. Basically, something those classes can get in-game, but none of the other classes have access to it.
  4. Being able to make a new zone is still amazing though. Just saying. Question, has anyone ever tried giving the player characters bonus stats? It can be done; I've actually tested it, and you can actually give the player characters stat boosts. Basically put cr_statistic (stat number; for example, 4 is Melee Weapons, 5 is missile weapons) = (number you want) into one of the player character entries in the script. So something like this: I was pretty happy when I figured out this worked; ended up giving the Guardian, Shock Trooper, and Warrior massive bonuses to combat stats (cuz they're really underpowered). Also, another tidbit I should point out: you can actually give player characters extra AP right off the bat. Basically put this: cr_bonus_aps = (how many more action points you want); into the player character entry of your choice in the script, and you will be given extra AP. For example: cr_bonus_aps = 4; means that the creation in question gets +4 AP in battle. Ended up giving the Shock Trooper +4 AP; it was pretty awesome, and it definitely helped make her stronger (maybe too strong).
  5. Yeah, my brain wasn't really awake when I made the posts, so there's a lot of things on there that I didn't really think too hard about, and a lot of stuff sorta just came out. To keep it topic related, all I'm saying is that the Guardian, Shock Trooper, and Warrior deserve to have more HP. That's all. I probably shouldn't have tried to bring balance into this thread... that was my bad.
  6. I'm aware of the fact that the 3 combat-focused classes have the most HP, I'm just wondering why the Servile has the most starting HP out of the bunch (albeit only slightly more). Serviles are already pretty strong from what I've gathered on this forum; self-reliance is not a problem with the Servile class. Not mentioning that Warriors and Guardians don't seem particularly powerful, at least going with what I've heard on this forum about them (A few tidbits I've seen on this forum about them: "They're bad; no good compared to Servile.","Warriors and Guardians are underpowered", "Warriors and Guardians fall flat", etc.). I guess what I'm saying is that Guardians and Warriors didn't really get a lot of love in the series, and I'm trying to think of ways to help with that. Regarding Shock Troopers: Eh, not really. Like I said earlier, Shock Troopers are supposed to be Shapers/Lifecrafters that are more capable of charging into the battlefield and fighting alongside their creations, opposed to the Shaper/Lifecrafter classes which stay back while their creations wreck everything. In my mind, Shock Troopers would have to be pretty durable if they're going to be with their creations in the thick of it. I know they're average at combat, but their poor magic means that until you've got some magic boosting artifacts, Shock Troopers are going to be relatively reliant on combat abilities and boosting items to be able to get through. Also, I know, high magic stats are more important than lots of spell energy and essence, I just figured I'd point out that interesting tidbit. She'd still be pretty good at magic though once you find some magic boosting artifacts though.
  7. I've actually dabbled with the starting HP/SP/essence/other stats bonuses a couple times. Partially for fun, partially to differentiate classes. Also, because there were a few oddities regarding some of the classes that I couldn't really explain in my head. (Going with what AmibaGelos wrote for the table because the formatting on the original post is screwed up and I can't read it) For example, I don't really know why the Servile class has the most HP out of all the classes (albeit only slightly), while also having the highest HP multiplier. I sorta expected that from Warriors and Guardians; they're the bulky, frontline fighting classes after all (and they do need something to make them not suck... especially since they don't have any special abilities like combat disciplines from Avernum for example). Also, the Shock Trooper having the HP multiplier of the Agent and Infiltrator doesn't really add up either, since the Shock Trooper is supposedly the class where you're essentially a Shaper/Lifecrafter that can fight alongside your creations; having only slightly above average health isn't going to cut it in large scale engagements. Interestingly enough, the Shock Trooper actually has a lot of spell energy for a class that has weak magic capabilities (has the highest spell energy multiplier, like the magic using classes). Unlike the other combat reliant classes (Servile, Guardian, Warrior), if you managed to get magic boosting artifacts on her, she'd actually be a decent spellcaster, since she has a lot of essence and spell energy to throw around (same amount of energy as Sorceress, but has more essence to use, and is better at making creations compared to Sorceress). Changing the starting HP/SP/essence/other stat bonuses for each player character is certainly fun, and it does help to differentiate each class somewhat (I remember one of my modding adventures where I ended up giving massive stat boosts to Warriors, Guardians, and Shock Troopers to their health and in their combat skills (i.e. melee weapons, missile weapons) to make them less crap. Also gave each class a larger boost to certain stats compared to the other classes in addition to the general combat skills boost. Guardians were given the biggest starting health bonuses and Parry bonuses (a ton; I think I gave something like +5 to +10 Parry because it was that bad). Their bugged resistances were also kept, since it did make them more capable of resisting damage. Essentially, I made Guardians more of a character that can soak up tons of damage, while you can fight back and keep more fragile units safe (Artilas, Vlish, etc.). Shock Troopers were given around +2 to +4 AP built in from the start, and they were given the largest bonus in Quick Action, and the second largest in Parry. Kinda figured the name "Shock Trooper" would mean they're meant to do as much damage as possible over a period of time, so I went with the idea that they can attack twice right from the start. (Was also considering +Dexterity, but it felt a little too much at the time.) Warriors IMO are the least glamorous of the bunch; all the Warrior got was massive bonuses to Missile and Melee weapons (Something like +8 to each or some ridiculous number like that; the others only got like +3 or +4). Basically, they're the best at doing the most raw damage per hit. (Thought about +Strength as well, but I ended up not adding it in.) In comparison to Shock Troopers, Warriors are less mobile and can only get one hit in (Shock Trooper can potentially get two hits in), but they hit harder compared to Shock Troopers.
  8. "Because the Rebellion WILL win! Down with the Oppressors!" Yes. They get to win. In your copy of the game. Not my copy. Hehehe... XD And I can't say the rebellion wins for the rest of the player base with the game. XD XD XD Your dedication to the rebellion is impressive, alhoon... but at the same time, I doubt the rest of the people on this forum necessarily share that opinion. I know I sure as hell don't. XD #fiteme Talking about the aforementioned GF2 and GF1 games: I don't really play the older games, mainly because they're very clunky and annoying in terms of mechanics and fighting, quite frankly. I have trouble trying to play them simply because the mechanics are annoying to deal with, especially since I've played from GF3 all the way to GF5, meaning I'm used to the newer and more streamlined mechanics and better graphics. As for the whole Female-dominance thing: I doubt using the in-game graphics and gameplay mechanics for the PCs are a good way to measure that, especially given the game we're talking about. Like some of the earlier posters mentioned, you're using gameplay mechanics to try and explain the lore, world, and story of the game itself. It doesn't work like that; there's a thing called "Gameplay and Story Segregation" on TVTropes for a reason, you know. Limited graphics, time limits, limited budget, coding, etc. can show in a game, and it does show in the Geneforge series (though it doesn't take away from the experience, fortunately. ). For example, how can your player character run around in Shaper controlled towns and fortresses with Barred creations like Drayks, Drakons, and Gazers without the Shapers getting upset/nervous at you for doing so? Trying to weave the story and lore into the gameplay mechanics (also known as "Gameplay and Story Integration") would be difficult to do, especially given Jeff's limited budget (For example, I doubt fighting capability is as useless in the story as the game makes it out to be, but we're stuck with it since we don't have anything like combat disciplines from Avernum in Geneforge.) Talking about the graphics of the player models: Some of the PCs do look kinda odd for what they do, I will admit. For example, Shock Troopers. They don't look like someone that would charge into the heat of battle with their creations, blades and batons out and everything. I feel it looks more suited for a Sorceress character, staying back and blasting the enemy away with powerful magic while her creations keep her safe (Example: Shaila from GF4 uses the Shock Trooper model, but she uses magic, and her graphic has her hold a baton, which looks like a magic staff to me. When I saw her use magic, it felt so very right to me). While I'm not going to complain about getting a new character model for the Sorceress we have now (and the Sorceress' current model looks good and fits well with the character), the Shock Trooper's character model fits just as well. Also kinda strange that there are only female Agents; no male Agents seems a little odd to me. But then again, limited art assets explain why things are like this. Funny thing: The character graphics have actually led to a few incidents where I got completely tricked by the game. For example, in GF5:
  9. Really? Huh. Never really had that happen to me; only time creations go rogue on me is if they have no Int points and I am unable to control them. Otherwise, if I can control them, the worst that happens is that they run away when they're at low HP. Maybe it happens on higher difficulties; I never play the game above normal mode, so maybe it's worse the higher difficulty you go. Oh yeah, Shapers need those giant crystals to control creations far away, now that I think about it. Otherwise, Shapers have to sorta check up on their creations every now and then to make sure they're stable; Fort Rockfall's commander mentions something among those lines. When I said taking control of creations, I was talking more like you directly controlling them; being able to tell them exactly where they need to go, for example. GF5 final battle creations would follow you, but otherwise, they acted on their own for the most part. You couldn't tell them to move away or switch targets. Greenfang comes close to your player character taking control of other creations, since once you have it in your party, it's a creation that you can order to attack, move away, etc. like a creation that you (the player character) made with your own essence. However, like you said, Greenfang's loyalty still lies with Shaila, and once you got Greenfang too close to her, well, you can reasonably assume what happens next. Serviles, well, because of how they're Shaped, it's difficult for them to shake off control to a Shaper/lifecrafter, but it can be done if the Servile has enough willpower or is smart enough. Pretty difficult though from what is known, however.
  10. Ahh, true. The player character never seems to lose control of his/her creations (well, as long as you put +2 Int into the creation, which allows you to control it), and it does show in battle; if you put +2 Int into a creation, not only you control it, it also can't go rogue (only runs away at low health). I did actually test this; if you don't put +2 Int into a creation, not only does it act on its own (detrimental enough already, since it might accidentally bump into a giant pack of enemies and trigger them), but if it takes too much damage, it actually runs the risk of going 'rogue'. Basically, that creation gets the Charm effect cast onto it, and it attacks you and your other creations. It also runs the risk of running away. So it is shown that the player character has such control that their creations don't run the risk of going nuts. Hmm, perhaps the reason the player character can't control 50+ creations like the super powerful Shapers can (obvious balance reasons aside; being able to control 20 War Tralls would be horrifying) is that the PC is sacrificing number of creations controlled and control range (Shapers seem to be able to control creations from far away, while the PC can't do that) for stronger control over creations under their control. PC creations never go rogue unless you've made them purposely dumb (meaning, no +2 Int on creations). At worst, they'll run away in fear when near death, but they never go rogue. They follow your every command, and even when running in fear, it doesn't take much to calm them down and get them fighting again (in my experiences, I sometimes have a text at the bottom where it says "You have regained control of *insert creation here*", where the creation in question shakes off its fear and fights again, even at low HP. From what I saw, it only seems to happen if you're near the creation and you're in combat. Kinda inconsistent in terms of proccing, though, so I can't be sure. But it has happened before). I dunno, I'm trying to explain game mechanics in the lore of the game, which doesn't always work (Gameplay and Story Segregation is at play here). Oh yeah, I remember the final Ghaldring fight. You were given a lot of assets to use, if you have the right amount of Leadership skill. Of course, making that fight much harder wouldn't exactly be difficult; coding in new attacks for Ghaldring and his Ur-Drakon assistants, increasing their level, etc., are not very hard. And that's just one part of the whole stage, so... yeah, plenty of potential to make the fight much harder if need be. Artilas, to take as an example, aren't really the smartest creation of the bunch; they're more or less like a pet cat or dog in terms of intelligence (except it's a snake. That shoots poison/acid. XD). The GF3 Artila and GF4's Greenfang both have one thing in common: they're both made by a Shaper that's not you. In GF3, it's Master Hoge (I think). In GF4, it's Shaila. Perhaps the PC cannot completely control creations that were made by a different Shaper/lifecrafter. In GF3, the PC finds the Artila while they're still relatively weak; their training probably gave them enough ability to temporarily control creations and order them around, but full control over a creations made by a different Shaper (your teacher, no less) is not possible. That is what happened with the GF3 artila; your player character could control it enough to absorb it, but not enough to override Hoge's commands. In GF4, Greenfang, the abandoned artila, followed your side readily enough, I will admit, but it wasn't able to shake off the original lifecrafter's control over it. You were able to guide it to where you wanted it to go, since it was relatively directionless when you found it, but deep down, it still held a bond to its creator (no matter how messed up it was), which in this case, is Shaila. Once you got Greenfang too close to Shaila, its original bond flared back to life, and from that point, well... As for Rawal absorbing the PC's Fyora, I imagine Shapers are probably able to absorb creations at will if they are capable of doing so. The PC in GF3 did just that to the aforementioned Artila, after all, why not Rawal as well? Not too surprising IMO.
  11. No need to thank me. I mod this game for fun, as a quick hobby for whenever I have time to use. Adding new items doesn't take a lot of time, thankfully. (Though the ability to get said weapons is more time consuming). Can't wait for the Warrior mod to come out. EDIT: Also, getting troops into good shape and getting them to come with you? Setting up routes for serviles to escape the Dera Reaches? The first part I'm eager for (Though I'm wondering if you're going to have any pure melee soldiers; those guys are going to need a lot of stuff to work, since melee isn't really the most spectacular way to fight in GF5. Ranged soldiers are going to be fine; I just imagine them using Submission/Reaper batons, or worse yet, one of my artifact batons... lol). The second part I'm very curious about. Routes for serviles to escape the madman Taygen's land? Not against it, but what do you get out of it? Do you get servile soldiers to go with you or something? I know for sure the rebels would approve, but sneaking Serviles out of the Dera Reaches is serious business, you know.
  12. Hmm. I did notice that Taygen has Gazers in Kayar's Spire. It is something that has irked me for a while. I wasn't really sure why he's using Barred creations in his main research lab, considering that the research lab to the south of the Dera Reaches was completely overrun because of Gazers that went insane and wreaked havoc. Now that I think about it though, maybe he has them to use as 'source material' for the Purity Agent; Taygen's disease does require the DNA, or essence (or something like that) of its targets to be able to infect and kill them, and Gazers are definitely something that Taygen would want to the Purity Agent to destroy. So maybe the Gazers are there for the Purity Agent research, taking samples from them and introducing them to the Purity Agent so the virus is able to target and destroy Gazers when it is released. That's just my theory though. EDIT: Also, now looking into it, I think there's some Gameplay and Storyline Segregation going on here; if Gazers were able to go nuts in a matter of moments, it would probably not be wise for the Player Character to be able to shape them, yet we can Shape Gazers, Eyebeasts, Drakons, Ur-Drakons, etc. and have absolute control over them, without any risk of them going rogue. Just putting that out there.
  13. Take your time with the warrior mod. No need to rush it; that's how bugs and other errors slip through. I'm glad to hear that my Artifact Weapons and Armor mod, albeit a variation, is making it into your mod.
  14. And they get stat boosts for free once they level up (Those two extra skill points you get to spend for a creation each time they level up don't cost essence). You can't level up creations the same way you can with NPCs, simply because it takes a bunch of essence to do so, so joinable NPCs still got their uses. And GF3's joinable NPCs are better than most of the other ones; they've got their own dialogue, and they have upgrades for each one, meaning they can scale relatively well in the late game (Though one of them really needs to have a ranged attack added in to be worth it; one of them can spray Essence Orbs everywhere late game, the other... gets a sword that can inflict acid damage. Wooooooo. So exciting... /s). I do wish I knew the exact way Jeff was able to give NPC companions upgrades to their abilities, but I found workarounds to do that for later games.
  15. I will admit I didn't really think the idea through very much. I was sorta just thinking of a possible reward you'd get for helping the Shapers in such a way (Killing Litalia should get you something pretty big; not just some money, which runs out pretty fast in my experiences with the game). And yeah, I don't really know anything about military operations, so forgive me if it seems like I'm a little out of my depth in that regard. I don't remember making any baton that explicitly gave you searing lightning as a spell, unless you're referring to the fact that one of the batons gives you a bunch of extra magic stats...
  16. Bug. I was looking through the code and found that I replaced entry 94 altogether, without realizing that there was one more slot I could use. I'll send you a fixed version ASAP. Sorry if I haven't really posted for a while, btw. Between modding some other games, playing some other games, rl stuff going on, among other things, Geneforge modding has slipped my mind. EDIT: For the record, the Frozen Blade doesn't drain HP, I think. Its attack inflicts the curse effect on enemies, I believe.
  17. Not really sure what that island is, but based on what is seen in the game, that might be part of the challenge zone in GF5, Sammann's Isle. The text does mention that Sammann's Isle is located near the Mera-Tev, with the main boss there causing the area to be covered in a magic induced blizzard that covers the island. At least that's what I suspect that island is, anyway.
  18. Not just a ton of money. But also some Shaper training as a reward, which increases some of your stats. Shapers don't necessarily have to Shape you to give you new skills, they can simply give you some training lessons, which in-game have the same effect as using canisters or being Shaped. You can also get cheaper training, or some other rewards for your service to the Shapers. Perhaps you can even be given a position at one of the Storm Plains forts that are holding the rebels back, to push the envelope a little bit (Fort Rockfall, specifically. The Shapers would probably be more than happy to have you be at the front lines fighting the rebels, as well as helping to fortify Rockfall. They say one Shaper is an army, after all. Not mentioning that the commander there is absolutely miserable; he'd probably be more than happy to have someone else take his position).* However, killing Litalia will probably make it very hard to convince the rebels that you're friendly to them. I'm thinking though that it will make it impossible for you to get into Ghaldring's faction (perhaps simply make Gazaki-Uss attack you on sight if you kill Litalia, essentially locking you out of the rebels. I'm assuming you're in the late game and you've already done being Alwan's envoy, since I find it unlikely that someone would kill Litalia early to mid game), but it won't greatly affect your chances of getting into Astoria's faction (remember, Astoria requires you be more sympathetic to the rebels. At the same time though, I doubt either Astoria or Greta will mind seeing Litalia die, considering that she's insane, and in GF5, is pretty much outright evil considering her actions). It wouldn't be hard to do, really; there's already a set_flag in the script that is triggered when Litalia dies (sf(101,9,1) . It wouldn't be hard to simply make it so that when the flag is set, you are given the option to tell one of the Shaper councilors that you killed Litalia. After getting your reward, set the flag higher (sf(101,9,2) , which will enable cheaper Shaper training and (possibly) the option to take command of Fort Rockfall, along with some other stuff I'll think of later. I'll see if I can do this in my spare time. I don't really have a lot of time these days, so... *It would essentially be your warrior mod, Alhoon. Where you get to control a fort and the soldiers in it, giving them upgrades, bringing them with you, etc. Only difference is that you're doing it on the side of the Shapers, whereas your mod sounds like you gain control over a rebel fortification instead. If I implemented such a thing, I'd probably use the Zone Simulator to add more creatures to the zone, maybe some unique soldiers that have their own entry in the Gf5itemsandchars script and have their own unique attacks and capabilities as well.
  19. I'll talk about the possible mod and the rewards you could get from telling the Shapers that you killed Litalia in the other thread. Though I think the other councilors would probably be very pleased to hear Litalia's demise. Alwan would probably be the most pleased to hear about Litalia's death, considering his background.
  20. Betraying Ghaldring's faction has more severe consequences than betraying other factions. Looking at the scripts, if you betray a Shaper faction or the Trakovites, the faction leader will be angry, but will let you go. If you betray Ghaldring, the second you step in Gazaki-Uss after doing so, the area will be hostile and everyone will try to kill you. Saw it in the scripts. You could totally just get the quests from Ghaldring's faction and then betray them, but meh. I'm not really surprised that Alwan's got an obsession with destroying Trakovites. I mean, it is Alwan we're talking about. He's been known to be pretty fanatical in his beliefs ever since his introduction in GF3, so it wouldn't really shock me that he's got a thing for hunting down Trakovites. I'm more surprised that the Shapers don't bother to keep Litalia on their radar. You'd think they'd at least try to keep track of her activities, given that she's known to be a real pain in the a** for the Shapers, considering her roles in GF3 and GF4. You can tell that Agent in Mera that there is a Trakovite Haven in the Okavano swamp, but you can't tell her that one of the biggest enemies of the Shapers is the one leading them. I find that pretty weird; you can tell Alwan for example that the rebellion are working on a new generation of Unbound, if you snuck around the Gazaki-Uss laboratories and didn't get caught, why can't you tell a Shaper "Hey, one of your worst enemies is leading the Trakovites! Thought that you should know that."?
  21. You can somehow do that without triggering the entire place to try and kill you? News to me. XD
  22. Back on topic, Litalia's probably one of the most insane characters in the Geneforge series. Huge amounts of raw power, self-shaping abuse, kill counts that would make most psychopathic murders go green with envy, and complete insanity. And that's probably just the tip of the iceberg. Seriously, I'm not surprised Ghaldring and Litalia are somewhat drawn to each other; they're very similar to one another in many aspects. I think Litalia's an awesome character, in a dark, insane way, but at the same time, I would not hesitate to put a thorn or thirty into if I was given the chance. I'm actually surprised that the only NPC that gives you a quest to kill Litalia is that Drakon researcher in Gazaki-Uss; I kinda thought that some of the Shapers would give a quest to do that, considering that Litalia herself is a high priority target for Shapers to take down, as well as the fact that she leads the Trakovites, who both sides hate about as much (if not more) than each other. (but then again, if you can talk to that Drakon researcher NPC in Gazaki-Uss, you've already locked yourself in with Ghaldring's faction, so it's probably assumed that you won't be joining other factions anytime soon.)
  23. *Reads part where Litalia is supposedly attracted to Ghaldring* I have a sneaking suspicion that the two of them are more attracted to the fact that both of them have completely wiped away their sanity to become extremely powerful beings. They seem more attracted to each other by the raw power that they possess, rather than any romantic connections. Wouldn't be shocking, given the individuals we're talking about here (Both of them are ridiculously power hungry, and crazy as well). *Reads part about Litalia attracted to sentient Vlish* *Tries not to laugh and gag at the same time at the image* Off topic question: Aren't vlish supposed to have some creation support abilities over creations? In game text suggests that Vlish are capable of controlling dumber creations (Battle Alphas, Glaahks, basically creations that require a master to give them orders), and some of the Vlish players fight have more support capabilities to reflect this (Vlish that heal creations fighting alongside it, for example). They're not sentient, but we're sorta told that they're smart enough to be able to lead and support creations to a degree much like a Shaper/lifecrafter would. I'm trying to think of ways to reflect that; maybe if you create a vlish, your creations get some stat buffs? (Only problem I'm seeing is how it can be scripted in; I don't really know any tricks to do so at the moment.)
  24. It can be done, you know. The part where you tell Alwan that he has an illegal canister tome in his library (which he probably doesn't even use, considering that he's propped up and attached to a machine 24/7) and get him to destroy the tome. Same with the part of telling Sage Pavyl that Trahan's a illegally shaped servant of Rawal (Though why her and not Alwan?). It wouldn't be hard to add some script to make it so that you can tell Alwan that he somehow has an illegal tome in his library. The only problem is that continuing Rawal's quest line will be impossible at that point. I don't like Rawal, but he does give some pretty sweet rewards for doing stuff for him. You get a bunch of money, and the ability to use Major Heal and Shape Wingbolts by giving Rawal the tome. And the next quest you get after getting the tome gives you a permanent +1 Strength and +1 Dexterity, as well as an Essence Charm (+1 Intelligence, +3% Hostile Effect Resistance) for killing Platano. The only way I could see a player telling Alwan about the tome and telling Taygen that Rawal wanted to kill Platano respectively is if the rewards you get from the two are as good or better than what you get from Rawal. You'd also have to somehow make it possible to get Rawal's end reward even if you decide to disobey him and tell Alwan that he has the canister tome, which I imagine would lock you out from doing the "Kill Platano" quest. I don't think Alwan even needs to secure the canisters from the repository. All you have to do is tell him about Rawal's secret Geneforge. You saw it, you were there, you have proof of its existence (Yourself, actually; since you use the Geneforge, you've been Shaped by it, which can be detected, I think. Probably more of Rawal's servants has been Shaped by that thing, possibly). The Trakovites are attacked by both sides, mainly because they go against Shaping, something that both sides rely on the most. Go figure. XD Anyway, yeah, that's why I'm so bummed out that there's no way to get Rawal kicked out of the Shapers. There's no way to alter the ending text, so doing stuff like getting Rawal executed for his crimes will go against the text and break immersion, there's no option to straight up tell Astoria/Alwan/Taygen that Rawal has a f*cking Geneforge in his Foundry, no option to kill Rawal (unless you want to be forced into Ghaldring's faction). Rawal legitimately scares me. Having Litalia leading the Trakovites is already dangerous on its own, considering that its Litalia, but Rawal somehow manages to come very very close to being just as bad as Litalia IMO, simply because, like you said, he's got Shaper resources and Rebel Shaping tools to simply roll over the other Shapers after the war (though if you go his "ending", it doesn't work out for him, strangely enough. You'd think with all of the powers he has, he'd be pretty capable of beating down the war weary rebels). It wouldn't be a hard leap to imagine, and that's why I'm trying to think of ways to script in a method to disgrace him, while also ensuring that you don't lose out on any rewards that you could've gotten from Rawal (Hell, I want the player to get bigger rewards for going against Rawal's wishes; not only is he a lying rat, he's undermining the Shaper war effort. The Shapers would probably be more than happy to generous reward someone that is going against a Shaper councilor undermining the war effort). Like I said though, Rawal himself is proving to be untouchable, even though we modders are (in-universe) fourth wall omnipotent gods that can change the outcome with a few keystrokes. XD I'm starting to think that Rawal can see the fourth wall. XD XD XD
  25. He only loses his seat in the council if you kill Greta in the final battle against the rebels. And the finale text for that will make it seem like Greta is dead. Rawal will lose his seat in the council, but the rebels will have a drakon as their diplomat instead of Greta, I believe. I have no freaking idea how killing Greta causes Rawal to lose his council seat in disgrace; the two events don't seem remotely related whatsoever. I really wish it was possible to add new ending text, simply so I can think of a way to make sure that Greta doesn't have to die in order for Rawal to be disgraced by the Shapers. Rawal pisses me off; he alone almost convinced me to go Ghaldring's faction just so I can kill him (what stopped me was the fact that it would be the point of no return, meaning I can't leave Ghaldring's faction after I do so, and I was hesitant to kill the other councilors; Taygen is crazy, sure, and I would not hesitate cutting him down, but I've got little reason to kill Alwan (unless you're sympathetic to the rebels, then this is probably easier for you), and even less reason to kill Astoria (who is willing to negotiate with the rebellion. A Shaper councilor no less). Doesn't help that the other councilors clearly hate Rawal, yet are unable to act against him because of the war and lack of known evidence to show that Rawal is breaking Shaper law really badly (Rawal's Geneforge and stealing the canister tome are both things that are secret to the rest of the Shapers; the other Shapers only know that he's using the Foundry Repository to blackmail them). I would've been more than happy to reveal Rawal's secrets to the rest of the Shapers and get him disgraced, but alas, my character is not given the option to do so whatsoever. Also, thinking about it, if you made is possible to tell Alwan for example that you took his canister tome and gave it to Rawal, wouldn't Alwan a little angry at you for doing so? You did break Shaper law (literally) giving the book to Rawal, and Alwan probably won't appreciate that. Just saying.
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