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Ess-Eschas

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Everything posted by Ess-Eschas

  1. Good to hear that you're keeping going for the moment. Hooray! I'd like to try and encourage you to stick with Veteran for now, if it's tolerable. I believe your approach to Spiderweb games is fairly similar to mine and, if I'm right on that front, Normal will become a touch too easy for you before too long – even if it doesn't seem like that now! If you keep pushing against the wall, you should start making some decent headway pretty soon. In case this is helpful, here's some insight from Jeff on this point. The first sections of each region were designed to be accessible to people who ploughed their way pretty much straight there, only doing a few of the quests in central Sacramentum. The regions might seem daunting when you first reach them, but they're not as bad as they first appear. In particular, with the exception of the Ahriel Woods again, all fights are clearly and helpfully telegraphed; it will be pretty clear what you're getting in to at any point. Don't be afraid to go exploring when you first go into a region – you won't be wiped off the map for doing so. There are interesting people to talk to, and introductions to the problems you'll be dealing with. This is the case in The Vol too, even if it seems like it shouldn't be. The armies both want to gain your support, so don't expect them to attack you right away. I had exactly the same reaction to you when I entered The Vol, by way – but it's unwarranted! Still, if you go ahead and finish up central Sacramentum first, you'll be at a higher level than intended when you enter the regions fully. From a combat perspective, it will make your life much easier! I mention this mainly because of my earlier suggestion. If you head towards that location, you'll get a standard Spiderweb warning message, mentioning that the fights in the region are scary and difficult. Don't be put off by that! It's just to ward off people who steamrolled straight into the regions. If you've finished central Sacramentum, you should be more than capable of dealing with the fights there. If you need further encouragement, here's a mechanics-level spoiler (no plot spoilers here!): Also, on the subject of game mysteries, I do feel that this game is structured a little differently than some others. There are little and medium-sized mysteries scattered through the regions, ones that the player will naturally stumble across. These are nice, and pick up the pace of the plot after the early game, where the player's motivations are fairly simple. There's also a really nice overarching mystery, the clues of which you'll pick up over the course of the game. In a sense, you could think of central Sacramentum as big, meaty tutorial. The real fruits of the game, though, are out in the regions themselves. They're worth finding! Taken completely out of context, and in no way relating to the rest of the discussion, but hear, hear!
  2. I have an immediate suggestion for you, Kel. This game is unusual, in that it's so immediately open ended. There are interesting mysteries here, but you need to go out and find them. Trust me. Here's what I suggest. Go into one of the regions, whichever seems most interesting. From what you've said about combat, I'd probably skip the Ahriel Woods for now. Try The Vol, perhaps, which I think is the easiest entry on Veteran. Then look on your map, and find one of the three places that are represented by cave mouths. Go there. Talk to the people there. If you want, go and dream. And then ponder what these places might bring to Queen's Wish. I'd like to try and encourage you to stick with it, if you can. In my experience, the very early game is really very tight with energy on Veteran. Energy is very scarce, and managing it is tough. The early dungeons are certainly stressful because of this. However, once you get into the regions, everything starts becoming much easier. In a sense, it's a little like the difficulty grading of the Avernum games – the beginning is tough on higher difficulties, but it starts getting easier the further on you get, particularly if you're being meticulous about going through quests. As you get into the regions, you start having more and more energy to play with, and that makes energy management quite a bit easier. You'll start getting potions to recover your energy at a pinch. The dungeons don't grow too much in size until much later in the game, and then you'll have so much energy that you don't need to worry too much. In my experience, combat opens up and becomes less stressful not too much further on from where you are. If you can keep at it, you might just find a rewarding story and game experience waiting for you ...
  3. I don't believe it did. The boots for Haven Plate have always been blue for me. I've been using the Plate for several versions now, extending back some way before the release. If you equipped Haven Plate and weren't seeing blue boots, then something was behaving strangely for one of us! This may just be what was intended. If you look around Queen's Wish, you'll see other situations where characters are wearing blue footwear, including blue boots. While the clothing extending downwards underneath the plate is brown in this case, this portion of the sprite for plates generally seems to differ compared to the upper part of the lining seen in the character portraits, around the neck. I'd just assumed that the colours were different, in that the neck-based part of the plate was of a higher-grade material, while the leg-guard was less interesting, and more functional. Just a thought. Having said that, though, the Haven Plate sprites are being adjusted by a tinting effect, so we can't be 100% sure of what the intention was. Are the blue boots a particular worry? Because of this colour augmentation feature, it would be easy for me to give you a fix that would switch the colours around a tad, should that be helpful. Hey, it's a good theme! :)
  4. I'm not entirely sure this rules things out. For the record, here's the question and the reply: Q: Allowing us to build forts, add building, and manage holdings is a great addition to the game. Will we see it carried over to future Spiderweb games, including the remasters? A: This will be restricted to Queen's Wish games. And Avernum Zero, if it ever exists. This was one thing I was thinking about when musing on the ideas above. I completely concede that Jeff is listing Avernum Zero as separate from Queen's Wish here. However, I think it's an interesting point to note that he is also saying that Avernum Zero *would use a similar engine* to Queen's Wish. At least in my book, this still leaves open the possibility of merging the two trains of thought. If he wants to do something big and exciting like this – and, for the record, I'm not trying to predict that he will, merely mentioning it as one possible route that could be taken – why would he want to spoil that now? Wouldn't it be far better to get us through Queen's Wish 2 first (and to see how well that game does financially, too), before trying another experiment, and linking the two series together? Since I've mentioned this, the other idea I had in my head was a comment Jeff made in another post here. It's open to interpretation, since of course he could just be referring to the Nisse. However, I could read this as saying that, in a future game, you'll be sent to an inhabited underground region that has already been discovered by Haven. Here's the thread, for reference: http://spiderwebforums.ipbhost.com/topic/25042-odd-narration-text-possible-error-spoilers-for-conlins-pit/ Just a thought. Like I say, I'm not trying to make predictions here. I'm just thinking of interesting possibilities for where the series could go! Isn't there still a chance for the series to pull a Zork Zero, Slarty, and convert its bottomless pits into grues? Who knows, perhaps goblins end up being created by a Haven mage doing experiments on Mirelings? These samples could easily escape, and be the foundation of the goblin dynasty. I'd also be willing to argue that we just haven't seen any powerful Havenite mages yet. (Note that we have seen some mages, since there are mages in each of the three battalions, but these are clearly not all that powerful). After all, someone in Haven had to build the portals, and set the powerful teleportation protections placed on the main character. Isn't portal building a clear sign of a mage of decent standing in Avernum? Also, Erika has a protective spell in Avernum 2 that is not dissimilar to the player's last-ditch teleportation save in this Queen's Wish game. Still, my apologies, noble Nine-Headed Cave Cow. I shall return to the cleansing pools and holy statues in Gnass to atone ...
  5. It seems that I was more than misleading in my description of the tests above. I'm sorry for not being at all clear. Sorry also for misunderstanding you, Mechalibur. I'm not doing you a great service in this thread :) Regarding the theories predicting less than a 100% chance of success, all I was trying to say was merely that I was dubious, but that I didn't yet have enough information to say anything firmly. I've since had a look at this more closely, with a test based firmly on 4 Radiance on all four characters. It turns out that I was indeed wrong – a reason why doing more tests is a good thing! Characters with 4 Radiance do indeed have a non-zero chance of failing a check. Here are the figures, which are based on a slightly larger test sample: 4 Radiance: 97/100: 97% This seems to fit very nicely with your prediction, Mechalibur! Yes, I think so! They're blue on my version, which is the version distributed through Humble. There's a general blue theme to Haven Plate, it seems – you can see that the garment worn underneath the plate on the character portraits is blue!
  6. Of course not! But it's still fun to have a think about what the behaviour is now, and to try and see what's happening under the hood. And we can still infer useful information, such as whether the extra points add in a multiplicative or, as seems to be indicated now, an additive way.
  7. Hmm. I hadn't thought of that, and it's a good idea! It would certainly fit with the numbers in a much better way than my hypothesis, and I could well interpret Jeff's comment about the bonus along these lines. As for your other idea, and that of Mechalibur's, they are nice – but unfortunately the numbers weren't gained in quite so simple a way. The figures above were actually produced from *two* trails, rather than one. The first used characters with Radiance points 1, 2, 4 and 8, since I was working with the original 15% in mind, and 8 points in Radiance would have guaranteed 100% in an additive system. Since 4 and 8 both gave 100% results, this didn't give me much information to go on, so I went back and did a second trial with all characters having 3 Radiance points. I'm also not entirely convinced by predictions that give 4 points less than a 100% chance of success. Granted, this is shaky ground, since 97% percent success would require one trial only to fail, placing this squarely on the resolution boundary. As always, more tests are needed! Just for fun, though, I reran a test of 1 Radiance, just to check if it was an outlier. It's not, so I'm inclined to trust the offset theory. Here are the new numbers, which also give an indication of the sort of variance in these tests: 1 Radiance: 18/30: 60%
  8. You know, you could make a slightly stronger connection between Queen’s Wish and Avernum if you wanted to. With apologies for neglecting some of those important, inconsistent details, Slarty ... The Queen’s third failure was in the discovery of a huge series of underground caves, larger even than some of Haven’s continents. The caves were hostile and full of deadly creatures, so she sent several waves of some of Haven’s finest soldiers to try and subdue them. These groups were killed to the last soldier. Given the danger of the caves, the Queen waits until she thinks you are as prepared as you can be. At the start of Queen’s Wish 3, she sets the portal to this underground nation, and tells you that she wishes you to subdue it. Alas, you don’t get the chance. As you make your way to the portal, there is chaos. Civil unrest has been building for years, beginning during Queen’s Wish 2. This is because news of the Queen’s poor health makes it out into the empire, making Haven appear weak. Some of Haven’s unhappy vassals – perhaps in Sacramentum, depending on your decisions – try to take advantage of this by launching a coup. Led by a bold rebel, named Hawthorne, the palace is invaded and the royal family overthrown. He changes the sign of Haven to mark this, from the scroll to the rebel’s symbol of liberty: the crown, removed from the head of royalty. The Queen is deposed, and Hawthorne declares himself emperor – Haven, he says, has no need for the outdated system of ruling by royal birth (he will change his mind while in power, of course!). The Queen, sadly, dies. Sutter and Delia have, on the Queen’s foresight, already been sent far from the castle. That leaves you, and your supporters. Conveniently, there’s a portal to the most dangerous place in the Known World sitting on your doorstep. Rather than risk further unrest at killing you, former royalty, Hawthorne takes you and those loyal to you and exiles you to this new land. He jokingly refers to it through Haven’s name for hell: Avernum. You arrive in an abandoned fort built by one of the first expeditions. You restore this and, with the help of some of Haven’s most powerful magicians – Solberg, Patrick, Rone and the allusive Erika – you set out to do what only Haven royalty could. You might not be ruling Haven any more, but you can make a new and better Haven, starting in these caves. And so you build new forts and towns – Silvar, Fort Duvno, Formello – expanding into this new land. Who knows? If you become strong enough, perhaps you will be able to return to the surface and take back the throne. This fulfills all the Nisse’s wishes, I think. You can boldly serve this new Haven, as king, or you can consider yourself far away and free from what the original Haven has now become, and can now follow your own path. Behold, Queen’s Wish 3 becomes Avernum 0!
  9. The tooltip for Radiance is correct; the current behaviour is just because of the bug. Instead of having a chance of activating over the entire party, Radiance is currently giving the character with the points a higher chance of activation instead – twice as high as it should be, if my numbers above are correct. My guess is that there are two sections of code, one for the active character and one for the allies, and that the 'allies' code currently points back to the active character by mistake. Worry not! This will all be fixed in 1.0.2!
  10. Welcome to the forums, Nitrogames! Yes, what you say here makes a lot of sense. After all, the Queen talks about her three failures, so it would make sense to think of these as three different 'regions' we need to work through for the three games. After all, there's not much need for fort building on Sacramentum after most of the endings, and that's a major part of the game mechanics! One observation, though, which I've just noticed since you've brought it up. The game is slightly contradictory about who is next in line to the throne. In the Nisse's Refuges, it's said to be Sutter. But in the Nisse's Tower, Sutter's shade says that it's actually Delia. I'm more inclined to believe the shade on this one – if we do see a new ruler, and it's not the player, my feeling is that it would be Delia. And hooray for that! I think Delia would make an excellent Queen! That also has the plus side that Jeff won't need to change the title of the game to King's Wish :)
  11. Without wishing to derail this thread too much further, and since Slarty asked so nicely, I've compiled a list of numbers for Radiance as it currently stands. Of course, we know that Radiance doesn't work as intended at the moment, but I was curious to see how the numbers stacked up. This is also a really convenient time to do some testing, too, since each character's Radiance works independently! What I did was to line up all my characters with increasing amounts of Radiance, and then place them in a battle where they are constantly buffeted with mass Confusion attacks. From this, I could quickly build up some trials of the current Radiance checks. The results are below, and are written in the form: Number of turns Radiance activated / Number of turns afflicted by mental status: Percentage 1 Radiance: 16/30: 53% 2 Radiance: 20/30: 67% 3 Radiance: 26/30: 87% 4 Radiance: 25/25: 100% Given that 4 Radiance always activates, it looks like Radiance is indeed additive – a multiplicative formula should allow at least some trials to fail with this number of tests, at least with the sorts of percentages shown here. Let’s assume this. Because 4 Radiance gives a 100% chance of activation, but 3 Radiance does not, we can fairly safely constrain the Radiance chance per point (r) to: 25% < r < 33% From the 1, 2 and 3 point scores, my best guess is that the current percentage chance of Radiance activating is on the upper end of this, probably around: r ~ 30% This is based on the test of 1 Radiance being something of an outlier. This seems to make reasonable sense, too, since it would be easy to find ways to double the intended value of 15%. Good news, Mechalibur. Radiance should *always* be activating for you!
  12. On second thoughts, scratch that. Radiance is indeed bugged, Mechalibur. Whoops, and sorry! It turns out my tests were flawed, so in a sense I was justified in being tentative in parts. I'd forgotten that there are charms that dish out Radiance, and that I had these spread out liberally. The effect was that it *seemed* as if Radiance was working correctly, even thought it actually wasn't. My bad. Sorry for muddying the waters! On the bright side, I have a nice confusion-heavy battle set up now, so at least checking numbers should be easy now!
  13. Ah, not just yet, Slarty ... I wasn't very happy with my trials this time around. The main mental effect I was testing was fear, which meant that keeping the party in position – even abusing teleport – was tricky at best. Since I couldn't ensure that the party would always be in at least roughly the same position, it makes any numbers I've gathered rather meaningless. Hence my being especially cautious in any statements that weren't flat-out counterexamples! I have an idea on how to check this with confusion, though, which would be much easier. If I get some numbers, they'll go here!
  14. This has been made much easier in the 1.0.1 update! Take a look at your map, and hover your mouse over each fort. The buildings you've placed in each one are now shown in a list underneath the fort name. This is just a hunch, but are you trying to switch potions using the 'Use item' button? The only way you can move potions around is directly from the inventory screen. Sorry if I'm misinterpreting this!
  15. Not necessarily! There are various different ways the 15% increases could be interpreted, so the game might not be being that generous. It's probably more likely that the 15% increases are being applied in a multiplicative, rather than an additive, way. In this case, your percentage is a little lower than that, coming in at a 48% chance of Radiance activating. There's a further problem that we don't know exactly what this number refers to. You could interpret the wording of Radiance in an especially pessimistic way, for instance, and see it as the chance of freeing *one* character from a mental effect per turn of the character with Radiance – say by the game randomly selecting one of the characters each time. For that, the chance of *any one* character seeing the effects of Radiance in your case is much lower, coming in at about 14% with 4 points of Radiance. That's still good, but it becomes then far more likely that one of your characters has just missed out 12 times in a row (those are 14% odds too, in case you're interested, which is a nice coincidence). In other words, the statistics of this are not entirely obvious. At the end of the day, it will be probably be a little tricky for us to figure this out ourselves – we might need Jeff's help on this one! Let's see what he says. Still, I've done some more testing, just as a sanity check, and turned up a few things. Radiance does seem to act correctly within the specified range. I've had Radiance act within four direct spaces of the active character (the one who has points in Radiance), but no further away. It also doesn't depend on whether the active character has a mental status effect of their own – so far as I can see, it's entirely down to the target character. In terms of who it's affecting, Radiance does seem to be working. Tentatively, since I've not done enough testing for the results to be statistically valid, the percentages do seem to differ a bit compared to whether the target has Radiance or not. In any case, let's see if Jeff can shed any light on this one! Oh, and good choice on Tepig, by the way – a fine starter!
  16. Not as much as you might think! In my opinion, going with Fool’s Shot is a very strong choice, and the downsides are really quite mild – at least compared to how it sounds at first blush. For instance, I’m not using any special party arrangement to deal with it. I only have a net total of three points of Radiance in my party: one from an item (on a Ukatish character) and two from training an Ahriel character. That’s more than enough. In my experience, I am rarely if ever particularly hindered by the confusion. That 10% chance of confusion is applied as if it were an enemy attack. In other words, your party can – and often does – resist it. Also, I believe the effect is calculated on each character individually, rather than over the entire party. I suppose it’s a bit like the Radiance checks, in a way. If memory serves, I never had the entire party subject to a confusion check at once, but only at most a few members at a time, and then only if I was unlucky. And, generally, the check was resisted anyway. Even if you do get hit with confusion, it only lasts for 1 turn. Usually, that’s not enough for anything especially nasty to happen. You’ll be hit with one turn of a random effect and, at least in my experience, this is usually fairly mild. 1 turn of silence, for instance, just means that you need to shunt around your attacks a little. Even one turn of fear isn’t that aggravating, since you’ll lose one attack turn, but the character won’t have had enough time to get far enough out of position to lose a second – and this happens so rarely that the extra damage caused should more than make up for it. To make this clear, this is mostly based on a Veteran run, rather than on Torment, although I'm guessing that the differences wouldn't be all that significant. There was also another bonus, which was an engine oversight. As such, I tried not to use it. It's since been fixed:
  17. I'm afraid I have to disagree with you here, Mechalibur, at least in part! I run a party which makes strong use of Fool's Shot. This means that my party is often afflicted with mental conditions, coming from confusion and all of its various associated status effects. I've definitely seen Radiance trigger on other party members, and it can be really quite useful, especially if it triggers on something like fear! Just to make absolutely sure, I went back to a boss fight in one of my earlier saved games and played through it for a while. Sure enough, Radiance triggered on a character that had no Radiance points, either through training or items. In this instance, the second character happened to be standing right next to a character who had points in Radiance. Now, just to be clear, this doesn't necessarily mean that the trigger percentages for other characters are correct, or as documented! What you’ve described does seem statistically unlikely given the tooltips, so maybe it would be worth Spiderweb doing a quick sanity check. Alternatively, we could do some testing ourselves! However, the base function of Radiance does seem to be working as intended. While I know this is obvious, it’s worth bearing in mind that, statistically, Radiance will always trigger more often for characters who have the skill compared to those that don't. Even if you are very careful with party positioning, it’s difficult to always keep your party inside the (very tight) sphere of influence – especially when fear causes your party members to run away, or when characters are immobilised in some way. By contrast, characters who have points in Radiance will *always* be eligible, so you’ll tend to see them affected by it a little more.
  18. Hello Lykeas, From what you've said, this sounds like a possible memory problem. Would you mind having a quick look again? In Activity Monitor, select the 'System Memory' tag, which you should see about halfway down the main window. This should show you a little pie chart of your computer's memory usage. Does anything odd happen to this when Queen's Wish hangs? In particular, do you have a small amount of free memory available, or does this drop to near zero when a hang happens? Alternatively, take a look at the 'Virtual Memory' column of your active programs. Are any of these showing lots of memory usage? In this case, more than about 1GB probably counts as large.
  19. Hello Muscleguy, Sorry to hear that you've been having problems. It sounds like the issue you're experiencing here is a version of one previously reported in the thread below. It's one directly related to the demo, rather than to the full version of the game – saving in the full version should not be a problem. Spiderweb will be releasing a new demo early next week which should fix the problem, and allow you to proceed normally! http://spiderwebforums.ipbhost.com/topic/25000-issues-with-saveloadquit-modal/ While I know it's not ideal, force-quitting the game should allow you to keep going with the demo for now until the updated version is released. Also, since I don't believe it's been mentioned on these forums at this point, the icon problem on certain systems is a known quantity. This has been addressed, and the update early next week will also provide a fix for that!
  20. Not just yet, Slarty! I haven't had time to add my two-penn'orth yet :) SymbolHound, unfortunately, has a relatively small pool of pages through which it searches, at least compared to other search engines. In this instance, I'm afraid that it doesn't provide an accurate representation of what is out there – it's far from comprehensive! I'd be happy to! Hyphens are perhaps most commonly used to form compound adjectives, but that's far from the only way in which they are used. The hyphen is extremely versatile, and can be used to form a wide variety of different constructions. For instance, one can use a hyphen to form compound nouns. Verse 3 of psalm 81 in the Book of Common Prayer contains two compound nouns: ‘Blow up the trumpet in the new-moon: even in the time appointed, and upon our solemn feast-day.’ If you’d like a more modern example, here’s an extract from the journal Music & Letters, April 1988, published by Oxford University Press: ‘These cases suggest an insufficiently critical attitude on the part of the editor to the source-text.’ Likewise, it’s possible to produce compound verbs. Collins, for instance, presents a whole bunch of compound verbs, one example of which is to ‘air-condition’. Indeed, if you want a more direct example of usage, the Financial Times has an article from 26th June 2016 entitled: ‘Wimbledon to air-condition grass as part of modernisation’ It’s also perfectly possible to construct compound verbs of the form adverb-verb, as is the case with 'ever-threaten'. See, for instance, this example, using the compound verb to ‘over-prepare’. This is taken from an article written on the BBC in January 2002: ‘They fail because they either over-prepare or fail to prepare at all.’ Finally, if you’d like an example directly related to the word we’re discussing here, take a look at this extract from Charles Muscatine’s ‘Chaucer and the French Tradition’, dated 1957: ‘The impressive, patterned edifice of the noble life, its dignity and richness, its regard for law and decorum, are all bulwarks against the ever-threatening forces of chaos, and in constant collision with them.’ I doubt you’ll worry about the use here – this is a standard compound adjective. However, I’m sure you’ll also agree that the construction used in this case is a verb being used in adjectival form. In the same way that a ‘threatening’ sea can ‘threaten’, one must also allow that an ‘ever-threatening’ sea must ‘ever-threaten’. It’s an unusual construction, to be sure. But it’s most certainly not wrong, as I believe the examples I post above indicate. I would also argue that the construction is of a distinct use. Take a look at these side by side: ‘You, in turn, have lived a life of comfort, hiding from the responsibilities that ever threaten to crush you.’ ‘You, in turn, have lived a life of comfort, hiding from the responsibilities that ever-threaten to crush you.’ To me, the second sentence emphasises the continuous nature of the threat, that is, it makes the threat seem more constant and ever present. I also pronounce it differently, in a way that emphasises this second meaning, but that's probably a matter of personal preference. Sorry for the slight text dump here. But I hope it shows that points like this have been thought through!
  21. Hello Reficule, Summons are dealt with very differently in Queen's Wish compared to other Spiderweb games. As you've seen, they are a lot more fragile, and that is a very deliberate choice on Spiderweb's part. The idea behind this is as follows. A large part of Queen's Wish, particularly in the early game, is dealing with management of energy. Summons are cheap, costing only 1 unit of energy, or 2 for more advanced creations. If your skeleton absorbs three energy attacks before it is destroyed, then that's equivalent to three turns of stunning enemies. Doing that manually would cost you 3 energy, and you're getting the same effect for 1. So you're already getting a good deal! Summons are good in Queen's Wish, but you have to be careful with how you use them. In my experience, it takes some getting used to – the behaviour is very different from Avernum, for instance – but once you get the hang of it, I hope you'll find that the new summons can be useful. I'd suggesting trying a more tactical approach, if you can, say by placing the skeleton behind an attacking enemy, or within a group coming at you from far away. That's just a thought!
  22. Hello Afforess, Sorry to hear that you've been having a major problem like this. I'd suggest that you try the solution posted in the link below. It deals with a problem that sounds very similar to yours. https://steamcommunity.com/app/1058130/discussions/0/1628537372818450551/ Best of luck! If this doesn't work, let us know, and we'll do our best to come up with a different solution.
  23. Hello mikeprichard, Echoing what Slarty said above: no, this is not a typo – it is a style of writing. It might be uncommon, and it might not be what you are used to, but it is not strictly incorrect. If you're not convinced by this, I would encourage you to check out various official manuals of style and to look specifically at their rules for using hyphens. You might be surprised to find inconsistencies! I say this as one of the game's testers, incidentally, who carefully checked this very point during the testing cycle. As you play through Queen's Wish, you will see hyphens used like this repeatedly. Indeed, if you check the earlier games, you'll see them there too. It's Jeff's style! Rest assured that there was a large team of testers and proof-readers going through this game with a fine-tooth comb. Given the size of the enterprise, it's only natural that a few errors will have gotten through, but they will be few and far between. If there is something you disagree with, it's very likely that one us will have noticed it already, and given it some thought. That's not to say you shouldn't report something you are very unhappy with, but just be aware that this game is far from unproofed – it's been looked at very, very carefully. There is no need for an extra proofing round, I assure you! Also, without wishing to be difficult, I hope you don't mind if I encourage you to be careful with using the term OCD in this way. While not universal – and I know this usage is common these days – I have several friends and colleagues who suffer from varying degrees of clinical OCD, and I've heard that they can find such usage demoralising from time to time.
  24. Hello arbz, Sorry to hear that you've been dealing with a problem like this. This sounds like an odd issue, and there might be a number of possible causes. To help narrow things down a bit, could you please mention what system you are using, and the version number? Examples would be, say, Windows 10, or Mac OS 10.8.5. I don't have a feeling for what might be causing your problem just from your description alone, but knowing your system might help to shed some light on the issue!
  25. Hello Silentshadow, Sorry to hear that you've been having problems. I have one idea about what might be causing this that might be worth experimenting with. I've seen similar behaviour when a Mac tries to create a window that is larger than the size of the screen, or with an unusual resolution. What happens in this case is that the mouse pointer on screen doesn't actually represent where you'll click. The 'clicking spot', as it were, is displaced by a certain, fixed amount. That makes it troublesome to click on menus, let alone clicking on specific objects in a game like this! If this is what is happening to you, you might be able to fix it by playing the game in a window. There's a checkbox that allows you to do this when you open the game. Alternatively, if you want to play on full-screen, changing the game's resolution might help. Give these options a try and see if either one helps. If not, let us know here! We might be able to find another way to fix your problem!
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