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Posts posted by Quiconque
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Yes -- it probably signifies that you have placed so many stored items in that zone that you have overflowed the save file's storage for items in that zone. Suggestions:
1. Check your stored items to make sure none of them have disappeared. (I'd guess the game will overwrite those last, but who knows.)
2. Don't put any more items in Drypeak. Use a different zone. (Or just don't store so many items.)
In previous games the limit kicked in at 255 items in a zone. (Your items plus native ones.) It's been a very, very long time since this has been reported, but it does sound like what you're experiencing.
(If you're sure you're nowhere near that limit, then it sounds like file corruption instead, and the only advice is "revert to a save before that happened.")
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FWIW, those weapons were not direct carryovers from Exile -- almost none of the equipment in AEFTP is. That said, all melee weapons in Exile do physical damage. Some, like the Flaming Sword, could do extra elemental damage on hit. Others did physical damage while always applying poison, though. So it's not really any different from AEFTP in that regard...
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1 hour ago, Antura said:
I modded the game for the special swords to make specific magic damage (like Flaming Sword), because Frozen, Venomous, Oozing are bugged.
These aren't bugged, they just might not do what you guessed. The names refer to the status effects they cause. The idea is it's still a metal blade doing physical damage, it's just also automatically depositing acid or poison, or causing a chill slow effect.
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The mod was originally attached to the first post in the topic. I removed it, because I was sick of being harassed about it. Sorry.
A more updated version of the tooltips are part of my much larger mod, Overrun. But I don't have them as a separate thing anymore.
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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.)
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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.
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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).
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Can you be more specific about what you're doing to try to find their base, that's prompting that message?
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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.
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10 hours ago, mikeprichard said:
The War Infusion/Guardian Push/Lifedrain weapon shaping abilities now have increased duration/potency of effects with additional points in the abilities
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? 🙂 )
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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.
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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.
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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.
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12 minutes ago, nikki. said:
Counter offer: we continue to make life hard for Slarty sooooooo54 minutes ago, nikki. said:everything is exactly the same 👀
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I feel like other things must have happened in between 2017 and 2024... lol.
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Neither, see the thread.
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A solution to the boat issue was finally posted, so you shouldn't stuck there at any rate.
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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.
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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).
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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?
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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.
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2 hours ago, Rune Litch said:
Thank you very much for your answer Randomizer, although I think you might have misunderstood my question, I was not asking whether having many creations is worth it. I was asking if putting lots of skill points into a single shaping skill worth it since creatures level-up on their own anyway? My initial plan was to put just enough points into each skill so I can shape every type of creature and rely on them gaining levels of their own
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.
Infestation..this time guards have no mugs/cups
in Geneforge Series - Remasters
Posted
Huh, that's really weird.
Are other random junk items also missing from Drypeak -- particularly from containers? Or just mugs?