Jump to content

Slariton

Global Moderator
  • Posts

    15,776
  • Joined

Posts posted by Slariton

  1. 7 minutes ago, Randomizer said:

    Endurance is needed, but wait until over level 10 since it doesn't start adding much.

    Actually, this is kind of the opposite of how it works.  You get a proportionately greater increase in Health at lower levels than at higher levels.

     

    Examples (thanks to Mechalibur's formulas):

    Level 1 Guardian, HP with 4 Endurance = 52.5, added Endurance = 7.5 / point or about +14%

    Level 20 Guardian, HP with 4 Endurance = 255, added Endurance = 22.5 / point or about +9%

     

    Additionally, if you're casting Essence Shield all the time anyway at high levels, and you count the shielding as sort of like extra health, the percentage gain becomes even smaller.

  2. For a long time Jeff deliberately avoided posting on any forum for his games.  This can pretty quickly become toxic for a lot of game devs, and I think he felt like it wasn't great for him.

     

    He does read them occasionally though.  (As one example, he made a reference to this thread, in a thread on Steam.)  (I really wish he had gotten a different take-home message from this thread, but he definitely does read and take seriously the things that people have to say.)

  3. I'm glad you enjoyed the quality of life mods!

     

    Some of these gripes I understand.  Some I think are harder to sympathize with, either because you've cherry-picked one non-representative example out of a massive game (1 fetch quest out of something like 60 non-fetch quests), or because your gripe is basically with the CRPG genre as a whole.

     

    Regarding difficulty... the game has 4 difficulty levels.  You played on level 2, felt it was too hard at times, but didn't want to reduce the difficulty to level 1.  This makes it hard to sympathize with you when you say the system is "rigged" and too hard.  You aren't willing to use the full difficulty spectrum available to you, and instead complain that people who enjoy the high end of the difficulty spectrum should have that option cut off.  This seems irrational to me.  Why take away an option that other people are enjoying, that isn't forced on you?

  4. @Lorn

    Friendly mod request: please stop posting random questions in completely unrelated topics.  I've moved a bunch of them here.  It's OK to post these questions

     

    - in this topic

    - in a new topic made for that question

    - in an existing topic where your question is closely related

     

    This makes it easier for other people to find information here.  Thanks!

  5. 5 hours ago, Lorn said:

    I would like just to leave, is it possible? It's not me as an apprentice that has to take care of this stuff. I'm an apprentice against level 23 shapers. I couldn't give a fudge. If Shani, an expert agent died, it's time for me to get out as soon as possible.

    Go back to where you began and take the path back to civilization.

     

    5 hours ago, Lorn said:

    the nth fetch quest is got to be disappointing.

    G2 has exceptionally few fetch quests, especially compared to other games of this style.

     

    5 hours ago, Lorn said:

    I have no living tools.

    I've suggested this before, but when you encounter a lock that requires a large number of living tools to open, don't open it.  This almost always means there is a key or a quest that will unlock it without using any living tools.  If you insist on spending living tools that way, that's the one thing that will surely cause you to run out.

  6. Yes.  As explained many times already, yes.

     

    Previously, rots cost 18 (or 23 with Overload) and attacked 1.5x more often than a regular hasted unit.  (Possibly missing an attack in round 1 is worth considering, but it's not quite a "probably" situation if you invest in Stealth.)  Now they cost 23 (or 28 with Overload), since you have to pay for the haste augment, and they attack 1.37x more often than a regular hasted unit.  (They can land acid, but it's just regular acid unless you pay another extra 5 essence.)

     

    Compare to battle alphas.  Battle alphas are cheaper; they come with both daze and cleave, and they have stun and leap abilities which are both pretty useful.

     

    Compare to drakons.  Drakons cost 24 essence, nearly the same as a just-haste rot, deal much more damage by default even after accounting for the haste (142 vs 102), attack at range, and apply a better DoT.  A rot with Overload can deal a bit more damage (178 vs 142) but in exchange for that, it (1) costs more, (2) loses HP each round, and (3) is stuck with melee range.

     

    For any scenario with >1 enemy, the drayk comparison is even more damning.

     

    It's not that rots are worthless now, it's that they used to do one thing (single target DPS) more efficiently than any other creation.  Now they don't.  And because they were the only battle creation that had that distinction, them getting worse makes battle shaping as a whole less enticing.

  7. To clarify:

     

    Battle creation stats did not go down.  At all.

     

    The Rotghroth basic attack no longer costs 6 AP.  That's the only nerf to battle creations.  It's just a big nerf, due to the rot being by far the most attractive battle creation.

     

    40 minutes ago, Lorn said:

    Recently I read a reddit topic that tells you that in every Geneforge game you should simply get revealed where to get a drayk canister, go get it asap, and simply spam drayk from the moment you get them. Double confirmation for this one.

    FWIW this is not good advice for most of the original Geneforges.  (And that topic is from 7 years ago, so it's not talking about the remakes.)  Heck, it's not even something you can really do in the second half of the series, given how they are structured.  In G2 there are better creations to dash to, and in G1 essence cost + xp mechanics prevent drayks from being all that dominant until later in the game.

  8. 1 hour ago, Lorn said:

    How would I revert it to prior?

     

    On 4/3/2024 at 8:58 PM, Slariton said:

    Installation Instructions

    1) Close the game.  Locate your G2 "Scripts" folder.  Sample path might look something like:

            C:\Program Files (x86)\Steam\steamapps\common\Geneforge 2 - Infestation\Geneforge 2 Infestation Files\Scripts

    2) Back up the folder.

     

    Simply replace the modified Scripts folder, with your backup copy.

     

    (If you changed the PC's walking speed by reading the sign, you will also need to revert to a previous save.)

  9. Jeff asked me to send him a simpler set of modified tooltips.  He used a couple of them.  I am happy that at least mental magic and blessing magic now say "duration" rather than "effect."

     

    This will get updated after Overrun, and it will probably just use Overrun style tooltips rather than the base game's style.  Since Jeff seems to be vaguely threatening a v103, I also might wait to see whether or not that materializes rather than needing to update it twice.

×
×
  • Create New...