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Jenekee

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. Strange. There must be something hardcoded that prevents the Haven's Mercy bonus from working on items that have an ability while in your pack. Just tested now and it works when modding the ability onto a worn item like a necklace - just not items with "it_abil_work_in_pack = 1" Oh well, if that's intentional then never mind the bug report.
  2. It's not just the description. The ability itself does not get increased
  3. Charm of Haven appears to be bugged. Looking at the game files, it is supposed to give +1 to stat 199 (Haven's Mercy) in addition to the +10% curse resistance. This would keep it in line with the other faction specific charms that each give +1 to one of the cultural abilities (Charm of the Vol, Ahriel, Ukat, etc.) In game, however, it only appears to give the 10% curse resistance. No increase to Haven's Mercy is observed, and it doesn't appear in the item description.
  4. I don't know if other's have had any problem with this, but I've found that keeping track of which character is currently acting in combat is mentally more taxing in Queen's Wish; it requires more focus and double checking things than previous games. At first I thought it was a minor thing, but the longer I played, the more apparent it became. As such, I often find myself issuing commands to one pc, mistakenly believing a different one was active (e.g. accidentally sending a squishy character into melee b/c I subconsciously assumed my tank character was selected and I didn't double check the sidebar to see who was actually highlighted) A few reasons this may be: First, there are fewer salient cues to differentiate characters from one another. In the past, we had very distinctive character sprites that stood out and were hard to mistake for one another. I would never confuse my bow-wielding Nephilim archer for my melee human fighter. And I'd never confuse red-shirt John with green-dress Adrianna. But now the look of the sprite depends on the armor you are wearing. While this is a step towards realism, I don't know if it's a great choice for a game that relies so much on iconography for conveying information. Characters end up being harder to differentiate because everyone is decked out in similar looking drab brown or grey (aside from robe wearers). The field becomes even harder to grok when similar looking NPCs join you for battle. And even if you subconsciously get used to the subtle differences between the sprite armors, your mental mapping becomes useless again the moment you upgrade your armor (or worse, it becomes actively confusing when you move armor you've grown accustomed to seeing on one character onto another one). Second, the new speed/extra turns system makes it harder/impossible to predict who will be acting in combat next. In the past, your brain could fall into a pattern of knowing Frrrrr acts after Thissa, Thissa acts after Jenneke, etc. And you could count on this pattern holding steady for the most part. Quick Action in later games could change this order up, but even then you could still predict the order your party would act in during and between battles. Now, I have no idea who is going to act first in a battle (or even from one battle to the next), or how many extra turns one player will get before another has had a chance to take their first. While this is not necessarily a bad thing itself, it becomes a problem when coupled with the aforementioned difficulty distinguishing characters from one another, as the state of the battlefield is now much harder to grok. Lastly, the one indicator on the battlefield for whose turn it is, the highlighted tile and glowing circle at their feet, is not very salient. It can easily blend into the floor if, say the character is standing on a dark tile right next to a light tile with a similar brightness to the highlight or is partially obscured by a wall/door. And the glowing effect can easily be lost within the medley of other sparkling status effects / blessing indicators and background ornaments on screen. Right now, glancing over at the character sidebar is the most reliable way of checking who is active. But on larger screens where the sidebar is well outside your peripheral vision when glancing at the battlefield, this becomes just one more detail you must to remember go out of your way to look for. Some may say this is minor or nit-picky. To that, I say, there's a reason distinctive colors and shapes factor so strongly in how we process information in our world (traffic lights, stop signs, warning symbols, corporate logos, app icons...) They allow us to quickly grok information and make decisions. Without them, our brains have to spend extra time and effort distilling the signals it is getting into a digestible form. It is difficult to quantify precisely how much harder the brain has to work in the absence of such salient cues to differentiate information. All I can give is my personal experience: and that is I find myself issuing errant combat orders due to mistaken identity FAR more often than I did in any previous spiderweb game (previously almost never). I often play games to unwind after a long day when I'm not at peak focus and may not have all of my wits about me; having to pay attention to these minor details in such times makes the game become tiresome much more quickly, and sometimes even frustrating. The end result is, when I'm trying to decide on a game to play, I'm much less inclined to pick up Queen's Wish in these cases. Now, I don't know exactly what should be done to improve this. While I liked the old distinctive character sprites, there's also much value in being able to determine what "class" your character is just from looking at the armor and weapons their sprite is sporting - especially when today they may be a melee fighter, but tomorrow, a magic support healer (I guess that's one downside of unlimited character re-rolling — harder to make lasting associations btwn a character and their abilities..) Anyway, I would not say any of the new changes I mentioned as problems need to be reverted. Merely that something needs to be added to offset the reduction in salient cues. Maybe a stronger highlight or some dark outline around the active character, like in previous games, would help somewhat. Maybe different colored "foot discs" would help differentiate your pcs from each other and from other generic friendly NPCs and summons. Possibly customizable armor colors? Just some ideas. Hope others will chime in with what they think.
  5. Been playing Spiderweb games since the original Exile 1 with the single action point system. I think this may be my favorite new spidweb release since the original trilogy. I really like the fort building aspect and not having to tediously slog around the world scavenging for used gear and junk to sell. Gave a sort of empire-building feel to the game. Taking the micromanagement and finality out of character building and stat allotment by making them completely mutable was also a very welcome change. Allows me to freely experiment with different builds and just focus on role-playing and doing what I think is right instead of constantly being compelled into min-maxing (which may sound counter-intuitive to some, but I spend an inordinate amount of time fretting over every little stat detail when I know they are permanent and will carry with me for the rest of the game. So eliminating the permanence removes this pressure). And I especially liked that what you said and did seemed to have big-picture consequences that reverberated beyond just metagaming for the immediate-best outcome. While a lot of the new concepts and mechanics lack some complexity, this is understandable for a first release that does a major overhaul to everything people are used to. But I very much like the direction this new series is headed and I hope Jeff continues to expand on these new mechanics and explores new ways to incorporate more empire building into the mix. Strategy games and RPGs are my two favorite genres, so seeing even a glimmer of a nexus of the two in this series fills me with excitement.
  6. I had this problem too. I contacted both Humble Bundle and Spiderweb support. Humble Bundle support told me: "Sorry, there is nothing we can do." Spiderweb support was helpful and plans to contact Humble about fixing the Mac installer.
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