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Slariton

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Everything posted by Slariton

  1. Besides the things you mentioned, difficulty affects: - % penalty to damage dealt - % increase to damage received - increased chance/quantity of augments possessed by enemy creations (this includes activated abilities and passives, not sure if it also includes the +stat/level augments) - additional scripted actions (generally on top of their regular actions, i.e., they don't use up turns or AP) for bosses and other special enemies I don't have (and haven't seen) specific numbers on any of these. There are also a (very) tiny number of cases where difficulty adds/subtracts from the reputation, leadership, or mechanics need to deal with a situation. It doesn't have a really significant impact in any of these AFAIK.
  2. I've split this heated and somewhat divergent conversation off from the mod topic, for the sake of keeping that topic (which has a purpose) functional. And because this subject appears to be resolved for the moment, I'm locking it while we're all ahead.
  3. Critical hits deal 1.5x damage in GF2 (and most Spiderweb games going back a long time now), so if you crit 30% of the time, your damage is 15% higher on average versus never critting. And yup, QA now adds 1 die per point to sword attacks. I'd have preferred more crit and less of that, but I wasn't able to find a reasonable way around the die increase, so I kept crit low instead.
  4. It's impossible to talk about any of this seriously, when this level of venom and anger is already in the conversation. Please stop with the venom and anger.
  5. This is completely insane. I don't know whose alt account this is, but please lay off.
  6. That's a pretty disingenuous assertion, thanks. Jeff says his change is a bugfix. The change back and forth is just changing one value to another. I thought that was an unfortunate change (whether a bugfix or not) and that the original value was better, so I reverted the value. That's not "reintroducing a bug." That's deliberately changing the value. Based on this, I can't quite tell if I should take your other feedback seriously or not.
  7. You got the "left too soon" ending. This happens when you don't complete the requirements for any of the main endings. You can get a main ending by either 1) Being a member of a faction, and completing their whole quest chain or 2) Having no faction membership, and killing all of Barzhal, Akkat, Rhakkus, and Easss. It sounds like you were going for #2, but may have missed one of the Taker leaders.
  8. You don't specify, but it sounds like he attacked you outside Zhass-Uss, right? Was this with v1.0.2 or v1.0.1? This was listed as being fixed in the patch notes for v1.0.2.
  9. What in the world gave you the idea that you weren't "supposed to" use it? Here's a question. What CRPGs do you actually enjoy, without any complaints? I've been scratching my head trying to figure out what game would actually satisfy you, and I'm not sure I can think of any.
  10. Wow. As much as I advocate focusing on one shaping skill... just a couple points into Essence Mastery (you avoided all the free points somehow) would get you multiple extra drayks. But I'm even more puzzled by your complete avoidance of magic skills. Blessing and Mental magic are incredibly strong, and if you're refusing to use them at all, that explains some of the difficulty you've faced. You talked about what the game was balanced around. Well the game was definitely balanced around, e.g., the player having access to the Speed spell! That only takes a couple of points. And to Dominate, and Airshock. You have a very, very specific way you want to play. Both in terms of how you progress through the game, in terms of how you want mechanics to work, in terms of stat investment, etc. And more power to you, I think that's awesome. But you can't then turn around and complain that the game isn't custom-tailored to your extremely specific personalized approach...
  11. Infestation: OVERRUN updated to v1.02 New download link: Download here Please follow the installation instructions in the first post in this topic (which also explains the mod). You can see this post for a more complete list of mod changes. Changelog for v1.02: - v1.02: Integrated all base game v1.02 changes - v1.02: Reverted base game v1.02 rotghroth nerf - v1.02: Lowered base level for drayks, fyoras, artilas, and searing artilas to compensate for base game v1.02 Innate Haste buff. (They are still better than they were in v1.01 even with this adjustment.) - Enhancements to PC melee: PC sword attacks received a modest boost to help them compete with Overrun's missile attacks, to create a specialized build option, and to recreate some of the feel of OG1's QA/Anatomy Guardian, which eviscerated things when it did get into melee range. PC sword attacks now receive a small chance to crit based on the PC's Quick Action skill: 5% for every 2 points of QA, up to a maximum of 30%. (Note that crit is only a 1.5x multiplier in GF2, so this is only up to a +15% bonus on average.) As a side effect, QA also adds to die quantity for PC sword attacks. There are now at least 3 viable solo Guardian builds (melee QA; missile Dex; and Feisty Slap Strength). - Overrun Bugfix: Purifying Blade now requires 20 canisters to max out rather than 10, as intended in Overrun v1.01 - Overrun Bugfix: The book formerly called "Wild Adventure" no longer causes a crash on the Mac version of GF2. (This was due to strings having a smaller size in the Mac version. The flavor text has been truncated to comply.)
  12. The message is generic and does not depend on the skill that caused it. QA does not apply to spells, Spellcraft does.
  13. 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.
  14. Alphas have more to distinguish them than other battle creations do. Leap, stun, daze, cleave, crit. Alphas could be better for sure, but right now they are the least redundant of all the battle creations.
  15. Ah, whoops. In that case... I share your question.
  16. OP didn't get to level 24, OP got to level 20. Based on the screenshot in another thread, OP has skipped over a lot of the zones in the game.
  17. 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.)
  18. If you reinstall Overrun 1.01 onto the updated v1.02 of the base game, most things will work fine, but some of the fixes in v1.02 won't be present. I should have Overrun v1.02 out either today or tomorrow.
  19. 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?
  20. Ah, I see. Your warning was directed at somebody who doesn't bother to save regularly, and then ends the game still without bothering to save at all. Fair enough. (I thought you were suggesting a backup save was needed here; since there are games that lock your save into an ending state once you complete the game.)
  21. Nothing happens when you go back to Drypeak Ascent. The ending only triggers when you actually choose the "leave" dialogue option. And triggering the ending doesn't delete your save. I'm not sure what you're trying to warn against?
  22. There is no longer a "10-cap" where you get +1 per point from 1-10, +1 per 2 points from 11-20, etc. (Skill point costs do still increase.) There is no cut-off for earning skill points beyond the limits of XP.
  23. "Save first" is always a good idea. In this case though, the "point of no return" feeds directly into the ending, there's no chance to save or anything in between. So you can't get locked into leaving.
  24. @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!
  25. Go back to where you began and take the path back to civilization. G2 has exceptionally few fetch quests, especially compared to other games of this style. 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.
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