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cst1992

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Everything posted by cst1992

  1. The one in Sharimik (Grove) and Lorelei (Divine Lucre Blades) are basically worthless - you can augment your weapon to cast Flame/Bless a limited number of times. Hardly worth spending thousands of Gold on - if it were limitless charges then I'd have understood - a way of casting Bless/Flame without using spell points. The real utility of them is resale value: https://spiderwebforums.ipbhost.com/topic/29017-exile-3-grove-money-hack/ The one in Tevrono (Tenuta) is actually useful - it mimics the Flaming Sword you can find in the Giants' Cave but it costs 10,000 Gold to augment per weapon. It causes lots of extra damage to any non-Fire immune opponent, kind of like having lots of levels of Assassination. The downside of it is that you cannot recover the value of the weapon by selling it as the value is the same as the cost to augment.
  2. cst1992

    Hi!

    I did it in life, so kinda stuck I guess. /jk I'm still alive, thanks!
  3. I had a lot of trouble locating Eagle Rock in the game (a whole ingame week, in fact) and didn't find much help on it online. Funny thing is, and this I found out after I had already located the Rock, is that it's indicated right there in the ingame maps! Without just giving away the answer (what's the fun in that?) here's a clue. Ever wondered what this symbol is? Yup, that in fact, is the Rock!
  4. I found a hack that we can use with Grove in Sharimik as he has the ability to enchant weapons. The enchantment itself is nothing special (8 uses of the Flame spell) but the real thing is that enchanting a weapon causes it to receive a MASSIVE boost in value (my Steel Broadsword went from 500 to 24000 in value!). You can sell the enchanted weapon back to Grove for half the value. You don't even need to use your own weapon - all you really need is the money to buy the initial weapon and enchant it, and then you can sell it for higher than the value of both. E.g. a Steel Knife: Initial gold: 5894 Price of knife: 70 Cost to augment (enchant): 910 Total cost: 980 Sold for: 1680 Profit: 700 Final gold: 6594 Since I now had 6500 gold and a Steel Broadsword (already, from before) I was able to repeat this procedure using 6500 Gold for enchantment to net 11500 gold (Grove sells Steel Broadswords for face value). Much more profitable than doing jobs or smuggling leaves, IMO. A word of caution: Don't go overboard with too expensive weapons! Doing this on an Iron Halberd costs 13000 and makes the halberd worth 50000 - 17000 more than the max money value in the game and going into the negative! You will lose 13000 and will have to drop the halberd. Maybe it could work on a Mac, I don't know - but it doesn't work on Windows. Also, going above 30000 gold will cause excess gold to be dropped anyway.
  5. Well, I am using an NVIDIA graphics card with Windows 11, if that helps. On my Windows 10 laptop with Intel graphics, I was getting the issues. I can't say for sure the issues are with the OS, the card (or lack of it) or something else e.g. the sound hardware or drivers.
  6. Found this at the northern end of Wainscotting in a special encounter. Well-known Easter egg?
  7. Charming and capturing should have the same odds. Given that some monsters have very high level e.g. a dragon with level 39, you have to be able to use that value in a formula to get the odds. Given that the charm_odds array is only 21 values meaning a max level of 41 can be taken by using half the level value in the function.
  8. Oh yes, you're right. Let's say we have a monster that neither splits nor is among the important monsters. We could invert the if condition to be r1 <= cCreature::charm_odds[which_m->level / 2] For that, we could make a list of 100 values of r1 and corresponding levels, like so: r1 = 1; (r1 * 7) / 10 = 0; level >= 28 r1 = 2; (r1 * 7) / 10 = 1; 27 >= level >= 26 r1 = 3; (r1 * 7) / 10 = 2; 25 >= level >= 24 r1 = 4; (r1 * 7) / 10 = 2; --------"-------- r1 = 5; (r1 * 7) / 10 = 3; --------"-------- r1 = 6; (r1 * 7) / 10 = 4; --------"-------- r1 = 7; (r1 * 7) / 10 = 4; --------"-------- r1 = 8; (r1 * 7) / 10 = 5; 23 >= level >= 22 r1 = 9; (r1 * 7) / 10 = 6; --------"-------- r1 = 10; (r1 * 7) / 10 = 7; --------"-------- r1 = 11; (r1 * 7) / 10 = 7; --------"-------- r1 = 12; (r1 * 7) / 10 = 8; --------"-------- r1 = 13; (r1 * 7) / 10 = 9; --------"-------- r1 = 14; (r1 * 7) / 10 = 9; --------"-------- r1 = 15; (r1 * 7) / 10 = 10; --------"-------- r1 = 16; (r1 * 7) / 10 = 11; --------"-------- r1 = 17; (r1 * 7) / 10 = 11; --------"-------- r1 = 18; (r1 * 7) / 10 = 13; --------"-------- r1 = 19; (r1 * 7) / 10 = 13; --------"-------- r1 = 20; (r1 * 7) / 10 = 14; --------"-------- r1 = 21; (r1 * 7) / 10 = 14; --------"-------- r1 = 22; (r1 * 7) / 10 = 15; --------"-------- r1 = 23; (r1 * 7) / 10 = 16; --------"-------- r1 = 24; (r1 * 7) / 10 = 16; --------"-------- r1 = 25; (r1 * 7) / 10 = 17; --------"-------- r1 = 26; (r1 * 7) / 10 = 18; --------"-------- r1 = 27; (r1 * 7) / 10 = 18; --------"-------- r1 = 28; (r1 * 7) / 10 = 19; --------"-------- r1 = 29; (r1 * 7) / 10 = 20; 21 >= level >= 20 r1 = 30; (r1 * 7) / 10 = 21; --------"-------- r1 = 31; (r1 * 7) / 10 = 21; --------"-------- r1 = 32; (r1 * 7) / 10 = 22; --------"-------- r1 = 33; (r1 * 7) / 10 = 23; --------"-------- r1 = 34; (r1 * 7) / 10 = 23; --------"-------- r1 = 35; (r1 * 7) / 10 = 24; --------"-------- r1 = 36; (r1 * 7) / 10 = 25; --------"-------- r1 = 37; (r1 * 7) / 10 = 25; --------"-------- r1 = 38; (r1 * 7) / 10 = 26; --------"-------- r1 = 39; (r1 * 7) / 10 = 27; --------"-------- r1 = 40; (r1 * 7) / 10 = 28; --------"-------- r1 = 41; (r1 * 7) / 10 = 28; --------"-------- r1 = 42; (r1 * 7) / 10 = 29; --------"-------- r1 = 43; (r1 * 7) / 10 = 30; 19 >= level >= 18 r1 = 44; (r1 * 7) / 10 = 30; --------"-------- r1 = 45; (r1 * 7) / 10 = 31; --------"-------- r1 = 46; (r1 * 7) / 10 = 32; --------"-------- r1 = 47; (r1 * 7) / 10 = 32; --------"-------- r1 = 48; (r1 * 7) / 10 = 33; --------"-------- r1 = 49; (r1 * 7) / 10 = 34; --------"-------- r1 = 50; (r1 * 7) / 10 = 35; --------"-------- r1 = 51; (r1 * 7) / 10 = 35; --------"-------- r1 = 52; (r1 * 7) / 10 = 36; --------"-------- r1 = 53; (r1 * 7) / 10 = 37; --------"-------- r1 = 54; (r1 * 7) / 10 = 37; --------"-------- r1 = 55; (r1 * 7) / 10 = 38; --------"-------- r1 = 56; (r1 * 7) / 10 = 39; --------"-------- r1 = 57; (r1 * 7) / 10 = 39; --------"-------- r1 = 58; (r1 * 7) / 10 = 40; 17 >= level >= 16 r1 = 59; (r1 * 7) / 10 = 41; --------"-------- r1 = 60; (r1 * 7) / 10 = 42; --------"-------- r1 = 61; (r1 * 7) / 10 = 42; --------"-------- r1 = 62; (r1 * 7) / 10 = 43; --------"-------- r1 = 63; (r1 * 7) / 10 = 44; --------"-------- r1 = 64; (r1 * 7) / 10 = 44; --------"-------- r1 = 65; (r1 * 7) / 10 = 45; --------"-------- r1 = 66; (r1 * 7) / 10 = 46; --------"-------- r1 = 67; (r1 * 7) / 10 = 46; --------"-------- r1 = 68; (r1 * 7) / 10 = 47; --------"-------- r1 = 69; (r1 * 7) / 10 = 48; --------"-------- r1 = 70; (r1 * 7) / 10 = 49; --------"-------- r1 = 71; (r1 * 7) / 10 = 49; --------"-------- r1 = 72; (r1 * 7) / 10 = 50; --------"-------- r1 = 73; (r1 * 7) / 10 = 51; --------"-------- r1 = 74; (r1 * 7) / 10 = 51; --------"-------- r1 = 75; (r1 * 7) / 10 = 52; --------"-------- r1 = 76; (r1 * 7) / 10 = 53; --------"-------- r1 = 77; (r1 * 7) / 10 = 53; --------"-------- r1 = 78; (r1 * 7) / 10 = 54; --------"-------- r1 = 79; (r1 * 7) / 10 = 55; --------"-------- r1 = 80; (r1 * 7) / 10 = 56; --------"-------- r1 = 81; (r1 * 7) / 10 = 56; --------"-------- r1 = 82; (r1 * 7) / 10 = 57; --------"-------- r1 = 83; (r1 * 7) / 10 = 58; --------"-------- r1 = 84; (r1 * 7) / 10 = 58; --------"-------- r1 = 85; (r1 * 7) / 10 = 59; --------"-------- r1 = 86; (r1 * 7) / 10 = 60; 15 >= level >= 14 r1 = 87; (r1 * 7) / 10 = 60; --------"-------- r1 = 88; (r1 * 7) / 10 = 61; --------"-------- r1 = 89; (r1 * 7) / 10 = 62; --------"-------- r1 = 90; (r1 * 7) / 10 = 63; --------"-------- r1 = 91; (r1 * 7) / 10 = 63; --------"-------- r1 = 92; (r1 * 7) / 10 = 64; --------"-------- r1 = 93; (r1 * 7) / 10 = 64; --------"-------- r1 = 94; (r1 * 7) / 10 = 65; --------"-------- r1 = 95; (r1 * 7) / 10 = 66; --------"-------- r1 = 96; (r1 * 7) / 10 = 67; --------"-------- r1 = 97; (r1 * 7) / 10 = 67; --------"-------- r1 = 98; (r1 * 7) / 10 = 68; --------"-------- r1 = 99; (r1 * 7) / 10 = 69; --------"-------- r1 =100; (r1 * 7) / 10 = 70; --------"-------- So the level to percentage correlation is so: >= 28 1% 26, 27 2% 24, 25 7% 22, 23 28% 20, 21 42% 18, 19 57% 16, 17 85% 14, 15 100% lower than 14 100%
  9. I see, it's my mistake. Okay, so levels 24 and 25 have only a 4% chance, 26 and 27 have 1% and then nothing. It's impossible to capture the guard then? About the 1% thing you mentioned, I'm thinking the exact same thing - in the case r1 comes out to 1, the 70% logic will turn it to 0, 0 > 0 will fail and the flow will go to the else block. I think I'll just spam Capture Soul on the guard and see if it leads to anything. I'm not hopeful, but it might work.
  10. That r1 = (r1 * 7) / 10 is bothering me. If we're generating a percentage from 1 to 100 and then use that, we get a max value of 70 percent. If I want to capture a Champion then the level is 12, meaning the value from charm_odds I am looking for is 73. If r1 has to be greater than this value, then I shouldn't be able to capture the Champion at all, and stronger monsters should actually be easier to capture (e.g. Guard with a level of 30 and charm_odds value of 0). The code has to be different for E3 as this is not what is observed at all. Another thing to note is that the get_ran function is not a library function, but something defined by the programmer. We are assuming it's an accurate RNG between a to b, but who knows exactly how it works?
  11. What this also tells me is that the chance to capture a monster is directly correlated to the odds of charming it. If it's hard to charm, it's hard to capture, although only half the level is considered, meaning you could technically capture a higher level of monster, by a factor of 2, than one you could charm. Another thing we could learn from this code is that the RNG runs twice: once to locate a random empty slot to store, and again if that slot is taken. Personally I don't agree with this logic as it assumes either all slots are empty or all are full, meaning there's a 6% chance an existing monster could get overwritten even if the other three slots are empty.
  12. Erika, the town guards and some other monsters always say "x resists" when cast Capture Soul on, but I thought this was because of their resistance/immunity to magic. Interesting bit about immunity to Simulacrum there. Is there a way to tell which of them are immune and which aren't?
  13. The monsters that you capture with a Soul Crystal are stored in the save file at specific locations (hex addresses 7920, 7922, 7924 and 7926) as single byte values. There are "cheat codes" on the Internet that will tell you the codes for Erika for example, so that you could summon her in a fight if you wanted to. But the issue there is that those codes were only about 10 or so, for the most exclusive and powerful monsters. But the thing is, there are 256 values in a single byte. What would you get if you tried them all? Well, I did, and this is the list I got. Every single monster that you can summon, right from a chicken to Rentar-Ihrno! Use responsibly! I've grouped in categories as much as possible, but not all related monsters are stored next to each other, unfortunately. Also, categories are in increasing number of hex values. If you are looking for a specific hex value, the best place to look is the first one in each, 'cause it's a good chance that's the lowest value for a monster in that category. The number in the brackets is the cost required to summon that monster (Is it always the same as the monster's level?) Also, it's given below in Miscellaneous, but you can set the value to 5C to reset the slot to Empty. Category 1: Vahnatai 00 - Vahnatai Warrior (8) 01 - Vahnatai Shaper (7) 02 - Vahnatai Shaper (7) 03 - Vahnatai Keeper (18) 05 - Vahnatai (3) 06 - Vahnatai Child (1) 07 - Vahnatai Warrior (9) 37 - Crystal Soul (28) 3C - Vahnatai Keeper (18) 3D - Vahnatai Blademaster (25) 3E - Vahnatai Lord (35) F8 - Power Crystal (10) F9 - Mind Crystal (30) Category 2: Demons 04 - Hordling (5) 08 - Imp (7) 09 - Demon (20) 0A - Mung Demon (30) 0B - Haakai (35) Category 3a: Hostile Animals and Bugs 0C - Mung Rat (3) 0E - Bat (2) 12 - Cave Rat (2) 13 - Vapor Rat (4) 28 - Worg (7) 29 - Bear (8) 2A - Giant Spider (4) 2B - Talking Spider (8) 2F - Wolf (3) 38 - Asp (5) 3F - Serpent (3) D8 - Null Bug (12) DE - Chitrach (12) DF - Chitrach Larva (6) F0 - Ursag (12) F2 - Unicorn (3) Category 3b: Docile Animals 2C - Cow (1) 2D - Chicken (1) 2E - Sheep (1) 30 - Lizard (1) 31 - Cat (1) 32 - Dog (1) 33 - Cave Cow (1) Category 4: Monsters (more literally speaking) 0D - Shambler (18) 20 - Poison Fungi (7) D9 - Giant Slug (16) DA - Spore Beast (7) F7 - Spiny Worm (15) Category 5: Lizards 0F - Drake (18) 14 - Giant Lizard (4) 15 - Fire Lizard (8) 16 - Ice Lizard (8) 23 - Salamander (18) 34 - Ur-Basilisk (25) 3B - Basilisk (10) DC - Ice Drake (22) F6 - Drake Lord (30) Category 6: Slimes 10 - Ice Slime (7) 11 - Viscous Goo (3) 17 - Cave Slime (3) D0 - Emerald Slime (3) D1 - Mauve Slime (4) D2 - Alien Slime (14) D6 - Amber Slime (3) D7 - Ochre Slime (3) DD - Ice Pudding (10) EC - Mung Slime (7) Category 7: High-level Foes 18 - Vampire (18) 19 - Lich (35) 27 - Doomguard (4) (Funny how it only requires 4 SP to summon, but capturing it in the first place is the real challenge; perhaps impossible). 39 - Gazer (24) 3A - Eyebeast (18) D4 - Naga (28) D5 - Efreet (25) DB - Rakshasa (25) F4 - Dark Wyrm (30) Category 8: Undead (all, including Vahnatai undead) 1A - Hraithe (14) 1B - Vahnavoi (10) 1C - Quickghast (12) 1D - Spirit (11) 1E - Wight (10) 1F - Spectre (14) 21 - Shade (5) 22 - Deva (8) 25 - Black Shade (12) 60 - Zombie (4) 61 - Ghost (3) 62 - Ghoul (6) 63 - Ghast (8) 66 - Skeleton (3) 67 - Ruby Skeleton (10) F3 - Slime Zombie (5) Category 9: Humanoids, Goblins, and Ogres 24 - Gremlin (3) 71 - Ogre (7) 72 - Ogre Mage (18) 7A - Goblin (2) 7B - Goblin Fighter (5) F1 - Gorgon (18) F5 - Dryad (7) Category 10a: Human Magic Users 40 - Mage (10) 41 - Wizard (25) 42 - Order Mage (35) 43 - Witch (8) 44 - Evil Acolyte (4) 45 - Evil Priest (8) 46 - Evil High Priest (20) 47 - Apprentice Mage (8) 49 - Acolyte (3) 4A - Priest (8) 4B - High Priest (20) 7C - Witch (6) Category 10b: Human Warriors 48 - Empire Archer (28) 4C - Bladesman (20) 4D - Empire Dervish (25) 4E - Brigand (3) 4F - Archer (5) 50 - Guard (30) (This guy is more powerful than a Dervish!) 51 - Soldier (4) 52 - Captain (8) 53 - Champion (12) 78 - Monk (6) 79 - Mad Monk (12) 7F - Assassin (7) Category 10c: Other Humans 54 - Townsperson (1) 55 - Child (1) 56 - Child (1) 57 - Beggar (1) 58 - Townsperson (1) 59 - Townsperson (1) 5A - Townsperson (1) 5B - Townsperson (1) 5D - Townsperson (1) 5E - Townsperson (1) 5F - Townsperson (1) 7D - Official (2) 7E - Official (2) Category 11: Giants 64 - Giant Chief (28) 65 - Mutant Giant (26) 6A - Cave Giant (18) 6B - Giant Shaman (22) C0 - Hill Giant Fighter (12) C1 - Hill Giant Shaman (14) C2 - Hill Giant Chief (24) C7 - Hill Giant (10) Category 12: Sliths 68 - Slith Archmage (12) 69 - Slith Chief (15) 6C - Slith Warrior (10) 6D - Slith Priest (8) 6E - Slith Mage (8) 6F - Slith High Priest (12) 73 - Slith (7) Category 13: Nephilim 70 - Nephil Chief (8) 74 - Nephil (4) 75 - Nephil Warrior (6) 76 - Nephil Archer (5) 77 - Nephil Shaman (6) Category 14: Golems C3 - Golem of Blades (13) FC - Fire Golem (18) FD - Ice Golem (18) FE - Jeweled Golem (22) FF - Demon Golem (22) Category 15: Troglos C4 - Troglodyte Khazi (10) C5 - Troglodyte Defender (12) C6 - Troglodyte Lord (14) C9 - Troglodyte (5) CA - Troglodyte Warrior (8) CB - Troglodyte Shaman (7) Category 16: Roaches C8 - Big Roach (4) CC - Large Roach (6) CD - Giant Roach (8) CE - Mung Roach (8) CF - Guardian Roach (10) D3 - Cockroach (2) Category 17: Exclusive NPCs E0 - Elhioc (30) E1 - Siobahn (0) E2 - Eurydice (0) E5 - Gunston (3) E6 - Carol (3) E7 - Jordan (10) E8 - Erika (39) E9 - Chevyn (2) EA - Solberg (39) EB - Prazak(c?) (4) (Just a typo, I guess) ED - Rentar-Ihrno (38) Category 18: Dragons E4 - Khoth (39) EE - Athron (39) EF - Sulfras (39) Category 19: Alien Beasts FA - Alien Beast (20) FB - Pack Leader (27) Category 20: Miscellaneous 26 - Guardian (18) 35 - Statue (7) 36 - Living Statue (2) 5C - Default empty slot Category 21: Bad codes. Either these spawn some unknown weird monster that does nothing or crash the game entirely. 80 - (Blank) (3) 81 - (Blank) (0) 82 - (Blank) (3) 83 - (Blank) (0) 84 - (Blank) (6) 85 - (Blank) (0) 86 - (Blank) (6) 87 - (Blank) (0) 88 - (Blank) (6) 89 - (Blank) (0) 8A - (Blank) (6) 8B - (Blank) (0) 8C - (Blank) (6) 8D - (Blank) (0) 8E - (Blank) (6) 8F - (Blank) (0) 90 - (Blank) (6) 91 - (Blank) (0) 92 - (Blank) (6) 93 - (Blank) (0) 94 - (Blank) (0) 95 - (Blank) (0) 96 - (Blank) (6) 97 - (Blank) (0) 98 - (Blank) (0) 99 - (Blank) (0) 9A - (Blank) (0) 9B - (Blank) (0) 9C - (Blank) (0) 9D - (Blank) (0) 9E - (Blank) (0) 9F - (Blank) (0) A0 - B6 - (Crash) B8 - (Blank) (40) B9 - (Blank) (0) BA - (Blank) (75) BB - (Blank) (0) BC - (Blank) (140) (Yes, you need 140 SP to spawn this blank monster) BD - (Blank) (0) BE - (Blank) (20) BF - (Blank) (0) E3 - (Blank) (0)
  14. In Calloc the innkeeper (also mayor) Rabellino gives you a quest to slay some Nephilim who he says raided the town and stole their crops. If you have completed this quest and he seems to have "mysteriously" forgotten about your reward, you have to ask him "mission" to get it. The click thing doesn't work because the dialog for triggering the reward is not there later on - Rabellino just says they haven't had trouble with looters lately. Old news by this point maybe, but hope this helps someone.
  15. OTVDM has certain performance issues. Do they happen with Win 3.1 in DOSBox as well? https://spiderwebforums.ipbhost.com/topic/28940-otvdm-issues-exile-3/
  16. Yeah, that's right. Arrows were light and cheap, but you still kept running out of them. In the Avernum series you just had to buy the bow and keep it equipped, and forget about it. Much more convenient.
  17. This is a kind of "compilation" thread for the issues that I have found for Exile 3. I have searched the forums and I have seen threads that indicate specific issues that people are having while using Exile 3 on otvdm (or winevdm) the "fix" for playing 16-bit applications like Exile 3 on modern OSs. So these are the issues I have found so far (till Lorelei, Day 60). 1. The ghost in the stable in Colchis is not present. So there's no way for you to get the hidden weapons under the pillar and anvil. 2. Town combat has horrible lag. It takes half a second for each monster to move, one after the other, but the PCs don't have this problem. They move at a normal speed. Outdoor combat is also normal. Is this due to insufficient memory allocation? 3. (Seen only on my HP laptop with Intel integrated graphics, not on a discrete GPU) The audio plays weird - half cropped. So if you are stepping on something, instead of the whole soundclip playing, only like the first split-second of the audio plays. 4. Getting messages saying 1d98:err:thunk:get_handle16_data Could not allocate a handle. in otvdm's terminal. Unknown if this affects the game in any way. 5. Additional windows are not created for dialog boxes. This is different from behavior in Windows XP for example. If you are say, training a character, you need to close that window before you could access the game's main window. In XP you could do this from the taskbar. Here you have to close it explicitly. (so if another window is on top of that training window, you won't notice it's still open and would think the game is no longer accepting input).
  18. Personally, I'd stick to poisoned melee weapons. Do you want me to test the scenario of equipping/unequipping in the middle of combat? If not then I'll just stick with poisoned melee weapons. Poisoned missiles can easily be substituted with Venom Arrows anyway, and if what I observed is correct, the poison status inflicted by a poisoned missile is fairly weak.
  19. Found another annoying thing. When I bought more arrows for my characters, it re-sorted the items I had for the selected character. That means my blade got in front of my arrows again. The order is roughly thus : Scrolls Potions Thrown weapons Melee weapons Missile weapons Equippable armor (e.g. shields) and worn armor (e.g. boots) Alchemy ingredients Other items (e.g. unicorn horn, sapphire) Worn items (e.g. shirt, pants)
  20. Yup, that did it! I was able to poison 4 roaches in a single turn! A worse bit of news is that this resulted in my melee weapon not being poisoned at all. I am effectively forced to choose between poisoning arrows and poisoning blades.
  21. I can already debunk this one in case of OTVDM - Capture Soul is not always using slot 1. I tried to capture a Champion in a random town and it got saved in slot 2. Then I went to Shayder and tried to capture more people - a Witch (Judith) - slot 1. Then a High Priest (Ahonar) - slot 4. Mage (Sara) - slot 3. Not really - I can just drop/readd using whatever location I want - I have the editor! I'll test this and report back.
  22. I tested with all the combinations of bows and crossbows and all combinations of arrows from the regular ones to magic ones and none are working. If I had to guess, the game code is treating arrows as non-poisonable (like it does for thrown weapons). That could be a good place to look first.
  23. That's the only Exile game I've played, so maybe. My PCs have about 6 in archery and 3-4 in Poison skill. Also, like I said, Envenom has this same issue (which is not dependent on Poison skill).
  24. Be really great if you guys can get it working. I'm always logged in to my Google account so it saves having to create yet another username and password. Also, this same thing is also happening when you try to link your Google account to an existing account; just an FYI.
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