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Quiconque

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Everything posted by Quiconque

  1. To answer the actual quesiton: extra points do not increase the hit chance. Neither do your stats. Nothing increases the hit chance, only the duration. This is why more carefully worded tooltips would be helpful.
  2. The dogwhistle? "Dogwhistle" as it's used today does not encompass every situation in which it's possible to interpret a phrase in more than one way. Which would be, you know, every situation in which a phrase exists. There's no intentionality here, in fact quite the opposite; it's not even clear that different groups of people would hear different things in it, just that it doesn't line up perfectly with the axis it is supposed to measure. (I also think the original PC is phantsmagorically worse on that count, whatever you want to call it.)
  3. It might happen. I actually started a few things for that. If it does, it'll probably combine the forums and the official Spiderweb discord.
  4. Obligatory comment that the Political Compass is a particularly terrible assessment of political and ideological values. It conflates a lot of things. I know, I know, it's a tradition. But there are better options and we've had threads for them in the past, too.
  5. A2CS does work on newer Macs, generally. That is not a universal issue even for people playing on Macs. (In particular, it doesn't seem like it can happen at all if you unless you take a save from the demo version into the full game.) Also, the fix in the other thread seems to have worked for everyone else who had the problem. No idea why it hasn't for you. Not saying the original problem isn't worth fixing, but Spiderweb has one (1) developer maintaining 20+ games while creating new ones, so it's not gonna be instant. I would just email Jeff again. Given the recent Nethergate patch, it seems like maybe this is a good time to bring this up.
  6. Bump for additions from QW1: a number of characters from Candide; Ina Garten; Eeyore; and some descendants of Genghis Khan. Most of QW1 appears to be name generator names (albeit a much better generator than was used for Avadon).
  7. Can you be more specific about what you're doing to try to find their base, that's prompting that message?
  8. I have been exceptionally clear about this. I'm not sure why you're asking me to confirm. Stop telling people to edit my mods.
  9. What's the increased "potency of effects" you are talking about here? Status effects all have fixed potency regardless of what applied them, so I assume you're not talking about the status effects. Lifedrain in particular only applies a status effect, so there definitely shouldn't be any increased potency of effects for it. (This is the same reason we wanted the tooltips for spells to be less ambiguous, right? 🙂 ) -- Also, as I've stated in the past, I'm not interested in designing mods by committee, or with dealing with the version confusion that inevitably ensues when people start passing around modified versions. I would appreciate it if you do not suggest that people edit the mod, or give instructions on how to do so, in the very topic where it's being distributed. (You said "for my separate personal use" above, but that's not what you're doing here.) If you feel strongly that the mod should be different, you're welcome to start fresh and make your own and share that one. Trying to force your changes into mine is not cool. Thanks.
  10. How could it be determined when you enter a zone? It's a random result for an arbitrary number of lockpick attempts, not just one. I suppose you could set an RNG seed at that point, but... ugh.
  11. Apparently random lockpicking rolls are coming back for the first time since Nethergate. However, it was greatly mitigated there because you had the option to bash down doors or just cast Unlock instead. So there was some RNG, but the RNG could simply consume renewable resources (HP or SP) rather than lockpicks. This version appears to force you to consume a non-renewable resource (lockpicks, which ultimately means GP). This just creates pointless savescumming, pointless reloading. Please don't do this, Jeff. It works on tabletop but not in single-player CRPGs for a reason.
  12. I feel like other things must have happened in between 2017 and 2024... lol.
  13. A solution to the boat issue was finally posted, so you shouldn't stuck there at any rate.
  14. This mod should be completely unaffected by v1.0.3. (You'll have to reinstall the mod after the game updates, but that's always the case.) I might update Overrun at some point but no, I don't plan to update this one.
  15. I think Jeff is overstating things quite a bit there. The AEFTP skill tree system actually was very well received. But his last highly popular game using that system was 6 or 7 years ago, so right now his vocal customers are used to other things, particularly Geneforge's system. But yeah, A4's was extremely similar to G3's. The main addition was just the hidden skills, which players have always liked (though the hidden skills did almost zero to expand gameplay in any way, they were really just a adjoining closet of slight variations on crunch hidden behind a curtain).
  16. Grimwing: is this a Transformers reference? Looks suspiciously drayklike. The Herringbone hatchet quest is obviously a Monty Python reference and we know that was a backer insertion; was Grimwing also?
  17. 100%, you got it. Except you can generally stop caring about your own Intelligence once your party is full. And you can get a few extra levels on your creations by leaving out the 2 points of Intelligence (at first), too. In G2, G3, and G4, Magic Shaping is the way to go (for Vlish in the first two, and Wingbolts in the latter). In G5, there are more options. And in G1, levels creations gain from experience are only half as good as levels they gain when they are created, odd as that sounds, so freshly-shaped, disposable creations are the order of the day - but once again you want to invest in a single shaping type. Fire and Magic are both good there.
  18. It depends on the exact game, but it is optimal to put a bunch of points in initially to boost their starting level, and then later rely on them gaining levels on their own. Importantly, creation XP scales according to the player's level, NOT the creation's level. So if you boost a shaping skill by +10 before shaping, your creation will permanently be 10 levels higher than it would be otherwise. And a creation that starts 10 levels lower will never actually catch up. This makes a pretty huge difference.
  19. One convenient thing about putting Mass Healing on multiple characters is that it also comes with Unshackle Mind, so mental effects shouldn't be too bad for this party.
  20. It sounds like you're having a blast, which is awesome. A few thoughts: 1. Ranged weapons are significantly stronger in the remix. So in the remix, archery is definitely a legit option. 2. One thing I couldn't really change in this mod is the fact that hybrid characters are suboptimal. Because Str/Dex/Int have such a significant impact on damage, any character who goes after more than one damage path (i.e., melee, ranged, or magic) will be significantly worse at it than a character who just picks one. (You can hybridize OK with utility functions like healing spells, since they don't rely on stats.) Even against heavy resistances or armor, the loss from stats is significant enough that having an auxiliary damage option won't generally help. Warrior/archer is especially unfortunate -- warriors can go really deep into the skill tree still getting good mileage out of them. 3. 15 points in archery isn't actually required for AR -- trained points in the other 3 weapon skills can free up at least 6 points to go elsewhere. And there are some items that give weapon skill, so even 9 isn't necessarily needed. Where else might those points be more effective? Well........ It sounds like you're running a sort of fragile approach -- you can't take a hit, so you have to act first; you can't kill things immediately, so you have to do some dodging after that. (I think all of that will get harder as the game goes on, but def speak up if that's not the case by endgame.) I'm willing to bet the missing element is Hardiness and Resistance (and Parry for front-row folks, especially in the remix). Those skills are incredibly powerful at high levels. You already mentioned Adrenaline Rush for casters, so you can generally nuke things before they can move. Even without high initiative, it's often possible to do with this with thoughtful positioning; in the cases where you can't, Hardiness/Resistance mean you survive long enough to get there -- and without sacrificing your attack stat for more dodge, which means the nukes are more effective, too.
  21. Thank you for saying so! This was a very old project (and frankly I wish I had done a better job finishing it) but it's great to hear it's bringing someone happiness even now. And some credit has to go to wackypanda, too! This is definitely not a thing. The standard advice is to ignore dexterity entirely. (If you were an archer you wouldn't want to, but archery is not up to par in the vanilla game.) If you're playing Torment and relying on Dex to avoid taking damage, you're going to be in for a rude awakening, as you won't be able to keep up with enemy hit rates, and by the end of the game all of that Dex will be useless (on non-archers).
  22. Bump; made some miscellaneous updates. More to add: I know there's a bunch in QW and probably QW2 that I haven't sorted through -- any suggestions from that? Likewise feel free to call out any Kickstarter additions that are references.
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