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Aoslare

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Everything posted by Aoslare

  1. I suggest emailing the email address you quoted and asking.
  2. Hi! What part are you asking about? This is basically just an announcement that the old policy is kaput (as of 2015) because it isn't viable to give previous-owner discounts in the modern app-store-centric world. If you're wondering about the free hint books, I'd suggest emailing the support address listed in the announcement to ask.
  3. They don't have the same odds. They use the same lookup table in their functions (charm_odds), but there are steps taken both before (in this case, dividing the monster's level by 2) and after looking up that value (in this case, using a 0-to-70 RNG), and those steps are different for charming and for capturing, which results in different resulting odds.
  4. also, worth noting, although this is the same odds table that Charm and a few other effects use, they don't necessarily use the same formula with it. I know Charm takes the caster's level into consideration, for example. So it's not actually that charming is twice as hard or anything, it just scales very differently.
  5. Except it's not actually a percent due to the 7/10 multiplication. r1 needs to be <= 4 to succeed vs a level 24-25 monster, which will happen 7% of the time -- as even 49/10 rounds down to 4. And then level 26-27 should be 2%, since a roll of 2 also rounds down to 1. After that, as you note later, it's 1%.
  6. pascal int Random() Random returns an integer between -32768 and 32767. The integer is from a uniform pseudo-random distribution. The seed for this function is the global variable randSeed. RandSeed is initialized to 1 by InitGraf.
  7. You have it backwards. if r1 is greater, it fails. That set of conditionals is what causes it to fail.
  8. Actually... wait a minute. r1 is a short. c++ rounds down by default. and that's a > not a >= in the charm_odds compare. so this means that anything above level 27 and not immune should have an exactly 1% chance to get captured, right?
  9. And voila, here's charm_odds as CM kindly provided in a previous thread: const short cCreature::charm_odds[21] = {90,90,85,80,78, 75,73,60,40,30, 20,10,4,1,0, 0,0,0,0,0, 0}; For Capture Soul, looks like it's auto-success through monster level 13, then it starts dropping, and becomes quite harsh above level 23. Looks like level 27 is the absolute limit.
  10. Yeah, the mechanics in all the Geneforges generally make creations supported by spells a stronger option than anything else. The only things that really ever compete are Parry in G2, or a truly focused investment in Mental Magic in the later games.
  11. Crazy! Good catch Ess. I guess this just never came up because people rarely bothered with archery in Exile in the first place.
  12. I wonder if it's an emulation hiccup. Saying this because there's no record of anyone on the internet reporting this before (and given how heavily E3 and BoE were discussed on these forums 20+ years ago, I can't believe no one ever tried to poison arrows), while there are some reports of being experiencing really weird things using OTVDM with BoE. Notably, there is a report of Capture Soul always using slot 1. Which slot Capture Soul picks is random -- well attested -- which suggests something really goofy is going on with the RNG call, when played under OTVDM. The same post says there are other "sometimes" glitches -- it doesn't elaborate on them, but that could also be consistent with an RNG issue. Emulation can affect RNGs due to initialization values, etc. Usually we're used to seeing old systems suddenly have better RNG when emulated (think about the old exploits for NES games where you'd restart, perform a specific series of actions, and then guarantee a particular encounter or whatever), but I guess this could be working the other way around. And it's definitely possible that something about the poison chance RNG is different for ranged attacks vs melee (maybe just in terms of order of things in the code rather than an intended gameplay difference). (The report was for BoE, but something similar could presumably happen here -- they share an awful lot of code.) There are also reports in that thread of text inconsistently missing values... which could point to something weird going on with memory read/write. Definitely a possibility with emulation, if the game is handling it in an unusual way. (Looks like OTVDM has had issues in the past with heap sizing that are attested, could be something like that.) And here's another thread that suggests truly bizarre RNG with OTVDM, this time E3 itself. I don't think E3 even had a door strength setting that could produce such low chances for success at bashing a regular door with 18 Strength. If you have a way (and the time) to try out a different emulation method (like just DOSBox) with a transferred save, it might be worth seeing if you experience the same behavior.
  13. Weird. I assume you get the same behavior when using other bows and arrows, when attacking other monsters, when the PC has more skill in archery or poison, etc.? Just trying to think of any possible unknown edge case that could explain this... I assume from your other posts this is just in Exile III, right?
  14. What bow and arrows specifically do you have equipped?
  15. Poisoned arrows were definitely a thing since the very first game. The in-game tips even talk about them. (And "poisoned weapon" is just tracked by a simple status effect -- it applies to the PC, not the specific weapon.) I dunno -- can you be more specific about exactly what you're observing? You're following exactly the same sequence both times, but melee attacks are applying poison but ranged attacks never are? What do you have equipped?
  16. Hi, thanks for reporting this! Looks like Google now wants a whole bunch of manual setup to enable this kind of thing. Not sure if it was ever working here and just never got reported till now. I've disabled Google login for the moment.
  17. Some great insights in here. I can help out with a few of these questions: 1. This is only in G5; as you surmise, it's the result of the 3 loyalist classes being directly edited for NPC use in G4, and then having the NPC style resists accidentally preserved in G5. 2. They do not break the 90% cap. Comment: It's a fairly enormous bonus for the entire game, unless you are going well past 86% resistance without those bonuses (which is pretty hard to do without sacrificing other bonuses for it). (86% is around the point where a 30% bonus will get you to the 90% cap.) Though I suppose you're also right that if you simply don't need more survivability because you are truly fluent in glass cannon, then it's not necessary. Of course, there's no downside to taking those classes; the only real consideration is if you want to go Sorceress instead (and from a strict minmaxing perspective it doesn't beat out the resist bonuses, despite Sorceress being the imaginary class we salivated over through all the previous games).
  18. Ugh, I forgot about Leadership. I was testing on friendly drayks. Here's the thing -- I never once saw Terror resisted, but Daze was close to 50/50. I think I ran about 30 trials of each. That's really weird in combination with your results. But I guess weird happens. Testing on friendlies is necessary, I think, since those are the only creations where we can be truly sure there are no hardcoded modifications made to them.
  19. Slow, there's a wand, a melee weapon, and a couple of enemy melee attacks. Shock I don't remember -- Ur-Glaahk skin maybe? I'm pretty sure I saw it a few times.
  20. EDIT: I was suspicious about Shade creature types, so I did some testing myself on drayks. They resist Vulnerable, Curse, Wrack, Slow, and (notably) Daze. They do not resist Poison, Acid, Terror, Dominate, or Stun. I couldn't easily test Shock and I could actually see that one going either way.
  21. Q: Do we know that's the complete list of statuses Curse Resistance is applied to? There have been SW games in the past where e.g. Curse Resistance was what would resist the application of poison and acid even though poison and acid resistances are used for resisting the actual damage done by the status.
  22. Yeah, it's just a question of value for skill points. It sounds like we agree both that it's not literally worthless and that it's not a great value. I do seem to recall another recent debate where you said you rely on creations to land acid (so the buff duration won't help there) and that acid dealt 80% of your damage in the toughest fights of the game (so the airshock damage increase won't do much there).
  23. If you're a shaper, I would argue that it is actually pretty bad. You get +5% additive to spell damage (easily outpaced by even a third of a stat point to a creation skill); +5% additive to healing spells (potentially useful, if your heal spells are actually falling short, but that's pretty unlikely); and +5% additive to buff/debuff duration (very meh).
  24. The monster spell levels are a bit odd. Especially on the characters who teach you level 6 and 7 spells... hah.
  25. I think the stat labelled "speed" there might be a mistranslation from Japanese, and is really the "skill" stat. Which IIRC mostly affected accuracy.
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