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Punctuation rains from the heavens

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Posts posted by Punctuation rains from the heavens

  1. No, but given that there are several items that boost shaping skill, it really is a waste -- you are spending 6 skill points just to have Thahd meatshields an island or two early, even though there's absolutely no need for them that early. Daze is so ridiculously powerful in G3, and essence pods are so plentiful, that it should carry you through much of the game.

  2. Once again, this problem is not unique to Geneforge. This is really endemic to (almost all) RPGs. Years and years ago someone noticed that the game is more fun when your characters grow a lot. Realistically, of course, that's not going to happen very quickly, and it's a lot less likely to happen from adventuring than from training.

     

    I think there are multiple mages in every Exile/Avernum game who comment derisively on adventurers who build their magical skills by combat rather than by study.

  3. A level of damage is basically an extra die, in tabletop RPG terms. It's fairly easy to see that all damage ranges in GF are summed dies. Thus a 4-16 damage dagger is 4d4, the sum of four random numbers between 1 and 4. This works similarly for missiles and spells, though the numbers may be different. In GF2, at least, and GF3 is probably the same, Firebolt was d4, Searer was d5, Ice Bolt was d6, Kill was d12 I think.

     

    I'm not 100% sure the "+X to levels of damage" works this way, but it looks like it does. Basically, it's like +X to battle magic (and presumably to damaging spells like terror, too), missile weapons and melee weapons, except that it doesn't give you the to-hit bonus.

  4. Convicingly argued, SoT. I suppose if you are a loyalist, you -are- in a rather unique position. And as for the rebels, I guess Litalia and Hoge would have a harder time going undercover -- though considering that most of the other shapers have never heard of Litalia and don't know anything about Hoge's defection, I don't know that it would be that hard for them. True, they have OD'd on canisters, but you can do that and get things done just fine.

     

    The really confusing thing, though, is WHY YOU? It is apparently not an accident that you were not killed in the attack on the school. Why no fuss over, say, Greta, who is clearly sympathetic, and seems to have had nearly as much training as you? (If the GF1 shaper who's "years away" from learning simple magic spells can master shaping, surely Greta can too.) And why save you, when no one seems to have any idea what you think of the conflict?

  5. I think this is a question of the plot outgrowing the basic game assumptions. On Sucia island, this made perfect sense, since your appearance on the island was a big deal and you were, inherently, one of the most powerful forces there. There were few settlements and each one had spies from the others! In GF3, it makes very little sense -- similarly Litalia's apparent obsession with you.

  6. The +2 levels damage from the Chestguard is great for agents, as it affects spells as well as melee and missile combat. The weight difference isn't that huge - Chestguard is 20.0, Shroud is 12.5. That's less than a point of strength in encumbrance, and late in the game one point of strength is a lot cheaper than two levels of magic.

  7. The two mechanisms could easily coexist, seeing as they don't overlap at all. GF1 you use the tool like any other item, one by one; GF2/3 for the auto-using you click on the lever/chest.

     

    Really I just hate having to cart around any more living tools than I need to, since they are a pound a piece...

  8. I put together this list of random drops a while ago, pulled straight from the GF3 scripts... it sounds like some of you might find it useful. Note that this only applies to enemies with random drops, so it does not apply to most named characters, or some slight variants of fyoras or thahds, etc.

     

    Note: each of these items has a specific chance associated with it, in I think percent; you can find these in the scripts. I'm not sure if Luck affects item drop chance like it once did. I haven't noticed a difference, at any rate.

     

    Rogue, Enraged, Warped Fyora = Perfect Fyora Scale

    Charged Fyora = Fyoraskin Shield

    Rogue, Brutal, Unstable Thahd; Thahd Shade = Platinum Ring, Coins

    Charged Thahd = Thahd Skin Tunic, Gemstone

    Rogue, Plated, Searing Artila = Artila Eye

    Charged Artila, Inferno Worm = Student's Belt

    Ornk, Rogue Ornk, Oozebeast, Detonating Beast = Meat, Meat, Meat

    Servile = Coins, Coins, Cloak, Dagger, Sandals, Platinum Ring

    Guard, Rogue, Warrior, Plated Servile; Servile Defender, Servile Vat Tech, Servile Power Tech = Coins, Coins, Cloak, Bronze Sword, Sandals, Gold Ring

    War-Bred Servile, Servile Icecaster, Servile Cultist = Coins, Coins, Acid Thorns, Bronze Sword, Sandals, Gold Ring

    Rogue, Rabid, Guardian, Icebreath Roamer = Roamer Fang

    Rogue, Submission, Terror, Corrupting Vlish = Vlish Tentacle

    Spectral Vlish = Healing, Curing, Speed, Major Healing Spores

    Spawner = Gemstone, Lovely Crystal, Beautiful Crystal

    Turret = Thorns

    Venom Turret = Venom Thorns

    Burning Turret = Acid Thorns

    Submission Turret = Submission Thorns

    Reaper Turret = Reapers

    Fighter = Coins, Thorns, Javelins, Healing Pod

    Warrior, Elite Warrior, Blademaster, Guard = Coins, Venom Thorns, Steel Javelins, Major Healing Pod

    Specter, Specter Sage, Ghost = Agent Cloak, Miner's Gloves

    Rogue, Wounded Battle Alpha = Chitin Armor, Chainmail Vest

    Rogue Battle Beta; Battle Gamma = Chitin Armor, Iron Breastplate, Coins

    Glaahk, Rogue Glaahk, Ur-Glaahk, Rogue Ur-Glaahk = Steel Dagger

    Mage, Wizard, Researcher, Lankan = Gemstone, Fiery Wand

    Pylon, Energy Spire = Coins, Coins, Coins

    Rogue Drayk = Gemstone, Coins, Coins, Perfect Drayk Scale

    Rogue Drakon, Rogue Ur-Drakon = Perfect Drakon Scale

    Rogue Gazer, Rogue Eyebeast = Eyebeast Eye

    Rogue Rotghroth = Rotghroth Fang

  9. Well, it's not like there's easy newsflow in any of the GF games. These kinds of questions are hard to address in open-ended, computer-based RPGs like Jeff's... the player will always find something unexpected to do. Dialogue pretty much has to be pre-scripted, and you can't predict everything.

  10. Emerald Chestguard

    def 50%

    +2 AP

    +2 levels damage

    +2% resist all

    +18% resist stun

     

    Crystalline Shroud

    def 16%

    +2 AP

    +30% resist stun

    +12% resist all

    +3 creation strength

     

    Shroud for shapers, Chestguard for guardians/agents

     

    All-Protector

    def 12%

    +5% resist all

    +20% resist stun

    +2 levels damage

     

    Essence Aegis

    def 12%

    +2 spellcraft

    +2 healing craft

    +1 int

     

    Both are probably inferior to Quicksilver Bulwark, but

    Aegis for shapers/agents, All-Pro for guardians

     

    Infiltrator's Ring

    def 2%

    +2 dex

    +2 leadership

    +2 mechanics

    +2 luck

     

    Avenger's Ring

    def 6%

    +15% resist stun

    +2 melee weapons

    +4 quick action

     

    Infiltrator's Ring for anyone except melee guardians

     

    Creator's Belt

    def 20%

    +2 creation str, dex, int, end

     

    Lightning Girdle

    6%

    +1 AP

    +3 parry

    +2 dex

     

    Belt for shapers, Girdle for guardians/agents

     

    and then there's the spectacular, spectacular

    Talisman of Might

    +4 str

  11. Actually, I *really* miss the manual living tool use. It meant that you could use just enough tools to get a lock within reach of your Unlock spell. In G2/3, if your Unlock spell is just SLIGHTLY too weak, you have to waste a full set of tools, not just 1 or 2.

  12. Well, missile weapons have one major drawback that melee weapons don't: they run out. While you have convinced me this isn't such a big problem, it IS still a drawback. Javelins in particular deserve to be better than melee weapons since they are so heavy, as opposed to, say, thorns and batons, which are fairly plentiful and easy to cart around.

     

    Also, missile weapons don't get extra attacks from Quick Action.

     

    Finally, there are some situations where not having a melee weapon already equipped is a disadvantage -- say you get stunned to 5 AP and your target runs up next to you.

  13. The problem with relying on crystals is that there are only so many of them. They are plentiful, yes, especially if you take the time to forge extras (ugh) and there are plenty for tough fights, but not enough to use against regular enemies. I suppose using a melee weapon you haven't supported with too many skill points is okay against them, but any other primary attack you put points into -- whether magic, melee, or shaping -- is freely available 24/7. Heck, there are so many essence pods in G3 you don't even have to restrict yourself to the weaker spells.

  14. Impressive! The agent is definitely my preferred class, but I tend to play them like guardians -- with the G2/3 skill point system, their only real physical deficit is 3 or so points of QA and Parry, and little bit of HP, while having better buffs/dazes is super. I always found that melee attacks were more consistent than magic, even for my agents; Firebolt in particular annoys me with its proclivity to miss, and the slower energy restoration rate in G3 makes me less inclined to rely on the stronger spells. However, I've never focused on the magic skills to this kind of degree. Thanks for the idea... I'll have to try this if I play through again.

  15. The thing to keep in mind:

     

    Experience penalties from having allies are constant (it will always be 8% per creature, or whatever it is)

     

    However, experience penalties from gaining levels are exponential. Ever notice how the 32 points (or whatever) you got for killing a Fyora quickly drops to 16, 8, eventually 1? 1 or 2 levels can make a drastic difference in the amount of experience you get.

     

    The net result is that singleton players will always have more experience than full parties -- but only by a little; they will constantly hover just slightly ahead.

     

    I don't know if this was Jeff's intent, but there's no real game mechanic incentive to run solo. (The incentive there, I suppose, is that it's less hassle to move your party around, and often easier to keep 1 player alive than a full party of 8.)

  16. Drakefyre-

    as mentioned previously (I think in this thread, possibly in another) the complaints about inventory management are mostly about the *complete* lack of keyboard management *except* for picking up items. Given that GF3 pretty much encourages you to carry around various infiltrator items, etc., to switch on and off, it becomes a huge hassle to click move click, click move click five times before and after every door I want to jimmy. That said, for picking up items, once you get up to I and J it's hard to remember which key is which box and I've mistaken the j label for an i an awful lot of times. Click move click is very slow.

     

    What I would envision might be a highlighted item box, which you move around with the arrow keys, and a small command set - d to drop, e to equip, and so on. It certainly wouldn't have to replace the clunky mouse movement, for those who appreciate it.

     

    Of course, this is all nitpicking.

  17. I'll second everything Matt Thorn said.

     

    As for the first version of Exile being bad quality -- HARDLY! Sure, the graphics were primitive in comparison with Geneforge, but game was damn beautifully done. Back in 1994 pretty the only current, well-made Mac RPGs were Realmz and Exile (plus a few odd ports like Might & Magic III). Realmz had glossier graphics, but ran sloppier... Exile had an attention to detail in gameplay, and in general game construction, and balance (not to mention the backstory) which was downright AMAZING for its time.

  18. As far as I can tell, the % in the ratings for armor, etc. is not particularly relevant. It may be that effects max out at 100%, but 100% armor certainly doesn't reduce damage, or chance to be hit, by 100%.

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