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Thaluikhain

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Posts posted by Thaluikhain

  1. 20 hours ago, The Almighty Doer of Stuff said:

    I just tested it and confirmed than in Exile 3, Shockwave will not do damage past solid walls, but will do damage through clear terrain. That's disappointing, because it is supposed to work through walls. :(

     

    EDIT: Also, Thaluikhain, you may be confusing Shockwave with Shockstorm. Shockstorm is the same as Firestorm except with magical damage type and more damage, but ShockWAVE is supposed to center an earthquake on the caster's location. The farther away a character is, up to a radius 10 circle, the more damage it does, much like an earthquake, and as such it would normally do damage through walls, as it travels through the ground. Now I wonder if legacy BoE had that problem... I'll test in a little bit.

     

    I knew how Shockwave worked, but either forgot (or never knew) that it's supposed to be an earthquake, I just thought it was magic damage that spread in all directions that got more powerful because it's magic.  And to do more damage to the enemy than the rest of your party, who are presumably closer, I guess.

     

    Doesn't Shockstorm use the same "template" (5x5 except the 4 corners) as Firestorm, but places a persistent magical damage thing, like Conflagration or the wall spells?  Always liked those spells once the fighters/terrain have created a line to fix the enemy.  Or against invisible monsters.

  2. The Barrier Tunnel being the final part of the Troglo/Giant quest, you might not want to clear out Castle Troglo just after getting through that (might want to run away and avoid the final battle/s there as well, but there's stuff you don't want to miss first).  But once it's done, you can clear out the giants at your leisure, and then go via them.  Can't remember if you can just walk up to the front door of Castle Troglo and enter that way.

  3. Er, depends what you mean by "the area behind Erika in her tower".  If you go around the tower outdoors and enter from the north, you end up in a small monster fill section not really connected to the rest.  Directly behind Erika's throne is her personal living quarters or something, you can see it with a magic map, but I've always been told you just can't get into there.

     

    Castle Troglo, yeah, you can get in and clear it like a normal dungeon.  Which should end the Troglo threat, I guess.

  4. Yeah, did that dungeon a few days ago, don't play with the altar (really don't, a Haakai is way too tough, in E3 they are about the toughest monster that isn't a special character.) and I think that guy is just to give exposition and doesn't escape, or at least doesn't have an explicit gameplay escape thing.

  5. 11 hours ago, ladyonthemoon said:

    On a side note, I have a real pleasure playing this game but I cannot play too long sessions due to the outrageous number of monsters to fight; this easily annoys me. I would like it much more if more of them fled. Two hours is the largest limit. :(

     

    Second that, lots of monsters that have little or not treasure and exist solely to get in the way gets tiresome.  IIRC, E3 had a lot less of that.

  6. 51 minutes ago, ladyonthemoon said:

    No, it's the new fort the Nephilim are building in the North.

     

    The multi-level one with Anastasia in charge?  For that, you just need the necklace (there's 3-4 necklaces there, only one is the right one, and to know you even want one you have to be told be someone nowhere near) and you get a reward for that, not for clearing it, IIRC.

  7. I don't know if the spies has a reward, but is it the fort with the portcullis at the back and lots of secret passages?  YIf so, you have to open the portcullis and tell the prisoners about it, and then tell the captain about the prisoners, clearing the fort itself doesn't help (well, makes that easier).

  8. On 8/23/2020 at 12:31 AM, The Almighty Doer of Stuff said:

    it has a shorter range than Flame.

     

    True, had overlooked that.  Still find it more useful myself, though.

     

    On 8/23/2020 at 12:31 AM, The Almighty Doer of Stuff said:

    Unless there's a bug I'm forgetting, buffs and debuffs can only have up to 8 levels. If your characters are already well blessed and hasted, which is easy with higher level spells, it can free up your spellcasters for dealing damage.

     

    Ah, not that high level yet, but good point.

  9. 30 minutes ago, The Almighty Doer of Stuff said:

    Priests have some decent offensive spells, often strong enough to get in the last blows on a few enemy grunts. They're not as effective or efficient as mage spells, but if they're not immediately needed for healing or buffing, those spells can be useful.

     

    Wound seems more effective than flame, though generally hasting is better than either.

     

    31 minutes ago, The Almighty Doer of Stuff said:

    On the other hand, I typically play mage-priests rather than dedicated mages and dedicated priests. I want to do a different build when I play Exile 3 and BoE again though. I typically have one all-around fighter and five mage-priests, and name them all after various cheeses.

     

    While I find at higher levels that I may as well give priest spells to casters (they've got magic points) and priest spells to fighters, I find that I need a bunch of people in armour, so no mage spells for them.  Though not tried more magic, might give that a go.

  10. Oh yeah, leveling up at different rates can be a pain, I rotate the positions of melee fighters sometimes, but it's handy to have a heavy hitter first.  Also, your healers aren't killing stuff so they don't level as fast, but are important to level up.

     

    I see someone with bashing and pole weapon skills, normally I'd pick one and put all the points in there.  Also, I'd give melee skills to my casters, though, I almost never use them that way so that might be a waste.  Having a third caster is useful, I find, normally I retreat from a dungeon crawl when my magic points run out, not so much my health points.

  11. 32 minutes ago, ladyonthemoon said:

    It's the shield icon, isn't it? I use it on combat start so that the enemies have to spend their action points to get close and the party members don't get hurt before the mage and priest can bless them. Very efficient. :)

     

    Do you find that still worth doing when the enemy has archers or magic and can hit you a little before their fighters get close?

     

    33 minutes ago, ladyonthemoon said:

    I noticed that the order of action in E1 depends on the order of the players in the list; it's different in Avernum.

     

    Yeah, one annoying thing is that if you are in a cramped tunnel in a dungeon and enter combat mode, the third person to act often is standing in front of the second.

  12. 1 hour ago, The Almighty Doer of Stuff said:

    If you have your fighters wait while your spellcasters Bless and Haste them, they can close the gap to the enemies more easily the next turn, instead of running halfway there and letting the enemies get the first hit.

     

    You mean not Wait, wait, just not advance and make the enemy come to you?  Good idea, not thought of that.

     

    1 hour ago, Hondero said:

    Whoa — years of playing and I didn’t realize Wait as being different than Stand Ready (clicking on your active PC in combat — which I also like, as it hits an enemy if they walk into an adjacent square during their turn). So Wait will allow you to have your fighters effectively swap their place in the party action schedule but not give up their turn? Very cool. Have to try it out in person to see if it works how I am imagining. 

     

    In E1, it's "Parry", rather than "Stand Ready", you are harder to hit, but you don't get a hit when you are approached (if I'm understanding it correctly).  Which is a shame.

  13. 20 hours ago, Randomizer said:

    Fighters start out with a lower baser to hit chance than mages and most early armor has a negative to hit chance that makes it worse so read item descriptions. This is the same problem in the Avernum remakes.

     

    Lower base to hit?  Not sure what you mean, unless you mean it's easier to zap people with magic then hitting them with stone weapons, which is true, yeah.  Not noticed armour giving a negative to hit chance.

     

    20 hours ago, Randomizer said:

    I remember the Exile games having a wait command so a character can delay an action. In some fights that works well because the mages can use their actions to haste party members and slow the enemies at the end of the round in longer fights.

     

    Not exactly, hasting a PC takes effect next turn, so waiting doesn't help with that, but OTOH, there is a wait command and I use it all the time to do stuff like hitting a group of enemies with a fireball and then sending the fighters to hit the survivors.

  14. Yeah, I always have 3 fighters, 1 mage, 1 mage-priest and 1 priest.  Playing Ex1 at the mo myself, and using 1 fighter for disarming traps (doors are kicked door or have unlock cast on them).  Not bows of thrown weapons as yet.  1 fighter has bashing weapons, in case I find a cool bashing weapon, have found the odd iron or bronze mace.  Oh, everyone dual wields, except one fighter using pole.

     

    And the endless wandering monsters that wear down health, and worse, magic without leaving treasure are very annoying, make just getting to the dungeon grind a grind.  Are my automaps supposed to erase themselves every so often?  Also annoying.

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