-
Posts
20,031 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Posts posted by Lilith
-
-
This may kinda ruin the impact for you, but you should know that Beastkeeper Vyck's name is a reference to this guy.
-
Also, when you go into the settings to check the difficulty, make sure you check it ingame rather than at the title screen, since difficulty is tracked separately for each save file. I remember that catching some people out back when the game was released.
-
As far as the Geneforge series specifically goes, no, you can't get your character's resistance to 100%. In the earlier games, the way resistances are displayed means that your resistance can appear to be over 100% with the right combination of equipment, but you'll still take some damage from energy attacks.
-
Yeah, to expand on what Slarty said, Jeff has talked in the past about how even if money weren't an issue, working with other people doesn't suit his personality, and if it did, he'd be working for Electronic Arts or something instead of running an indie studio.
4 hours ago, alhoon said:I really doubt they can afford 100K$.
Ehh... perhaps a good programmer from a less expensive country? I think that some software developers are finding talent in Asia to do that stuff. I once saw an ad from an indie game company asking people to do a bit of freelancing for them for 300$ per month or something, for ~50-100 hours per month. I think they got a lot of people to show interest. I don't know if those applying actually had the qualifications but the company later said they were very pleased by the interest shown.
As countless failed small-time devs have learned, sending out an open call like this has a very good chance of getting you someone who will do a month or two of work and then disappear. There's a reason why "our programmer flaked out on us" is one of the top causes of failure for indie video game kickstarters. It's viable for small pieces of work but a big risk if you need someone to work consistently over the course of an entire dev cycle.
-
Everyone, please remember that swearing is against the forum rules even if you bleep out part of the word:
Make people feel welcome, especially new members. Don't use obscenities in any language, including masked or abbreviated obscenities, or post links to inappropriate material. Please avoid strong language on topics that are sensitive to others. Above all, do not make posts that that harass, belittle, humiliate, threaten or cause embarrassment to any member and any hate speech against a certain group of people, due to their religion, sex, sexual orientation, nationality, etc.
I've edited several posts in this thread accordingly.
- Gameman112358 and alhoon
-
2
-
4 hours ago, Nobear said:
You're right, thanks. I'm sure I saw this option before, and just didn't have the game experience to see the significance of it.
My questions remain about
1) whether combat order is otherwise just a countdown of Dex scores modified by Quick Action, or includes other factors like PC/NPC levels
2) what specific effect Quick Action has on combat order (e.g. 2 Dex points worth of initiative per point of QA?), and
3) whether there's some file where I can view NPC/monster stats.
I suppose I could alternately have the character editor handy on my first torment singleton attempt, swap Int for Dex as needed, and take notes to report.
If I recall correctly, your combat speed is exactly equal to Dexterity + Luck + 2 x Quick Action. I don't think level factors directly into it, although of course Dexterity increases with level.
There is a text file in the game's scripts with all the monster stats in it, but some stats are derived from other stats instead of being stated directly in the script, and the base stats can be modified further by location-specific scripts, so figuring out exactly what stats a particular enemy in a particular area has could take some digging.
-
2 hours ago, Nobear said:
It'd be nice to know the formula for determining combat order. It seems that, unlike in previous games, your chosen party order is maintained regardless of Dex scores.
I'm pretty sure there's actually a preference option to determine whether your party acts in order of action speed or is locked into acting in marching order.
-
I believe it's possible to finish every Geneforge game without ever directly attacking an enemy at all, so yeah, a missile-only build would also be possible.
-
4 hours ago, Spukrian said:
It's a bit too late, but for the record, if you successfully charm Morbo's summons, they will attack him and as you know, anyone who attacks him with a melee attack will get charmed... however, a bug causes this to EXTEND your own charm, i.e. his charmed melee summons will remain allied to you untill Morbo kills them (unless they fail their attacks against it repeatedly, but that's highly unlikely to happen in this timeframe).
That seems like not so much a bug as just a consequence of how the Charm effect works; the game doesn't keep track of who charmed you, just whether you're charmed or not. You could call it a design oversight, I guess, but changing it would be significant extra work to deal with an edge case.
-
Did you start a new game to test it, or did you load an existing savefile? Items that have already been generated in the game have their data stored separately, so changing the item data may not have any effect on them.
-
On 7/26/2018 at 7:59 AM, uncleseano said:
I guess is it important to go to 12? The first trainer in the game can teach weapon skills. It is recommended to level say, melee to 8 and then get two for 10 or level to 10 and push it to 12?
EDIT: Just pumped nature lore of to the needed to get all the things and just saw a trainer for it in the Tower. Would've saved me some points... grrr...
I wouldn't say it's super important, but it helps. Melee is a special case since it's one of the uncapped skills so it doesn't really matter when you buy training, but for skills with a cap, getting to 10 with skill points and then raising to 12 with training does give you a bit extra power for high-value skills like Hardiness.
-
3 hours ago, uncleseano said:
I decided to give the middle finger to my torment run. I've rolled back to Hard and am starting again. Even though I got to levels and completed the Goblin cave and was going through the Wolf pit it wasn't fun. I guess that's the most important thing. I don't want to min/max I want some wiggle room to roleplay & make interesting builds. Like paladins, or pole wielding archers etc. So hard difficulty it is for me so
So, last question. 10 is the max skill point allocation yeah? You can go to 12 if you leave skill trainers until you reach that cap yeah? As in skills can be raised from trainers twice?
That's correct, apart from the base skills like Melee Weapons and Mage Spells, which don't have a limit to how high you can raise them.
Also, you know that you can change the difficulty at any point during play, right? If the game gets too easy or too hard, you don't have to start over.
-
If you're concerned that you might accidentally delete the wrong thing, you can always make backups and put them elsewhere.
-
6 hours ago, Clash on the Big Beige said:
Things were different in Geneforge and the Second Trilogy, where EVERYTHING ELSE in the HP formula was multiplied by your Endurance. (Or something like that, it's been a while.) Now that it's a flat +5, the impact is much, much, much smaller.
I think there was a base value that wasn't multiplied, so your HP wasn't directly proportional to your Endurance (and you didn't instantly drop dead if you managed to get your Endurance down to 0, which was possible in some games due to equipment penalties), but it was pretty close.
-
Do you remember when it started happening?
-
Nah, not really. Once the barrier's down you're done with the troglos, it's just a matter of how exactly you get there.
In general, expect breadth rather than depth from Avernum 3. Not many of the individual quest lines are super long or involved, especially compared to the main quests in the first two games.
-
A more peaceful resolution to the troglodyte quest is possible, but not if you killed their king. They don't really have much more dialogue or a significant further role in the plot even if you don't, though.
-
Yeah, there's a hard cap at 90% on all resistances.
-
With such small numbers, the difference between additive and multiplicative stacking isn't actually very significant until you get to huge numbers of stacks. If it actually works that way, 50 stacks of it should give you almost a 40% resistance, for example, which should be noticeable.
If it has any effect at all, it's more likely that the game simply does a yes/no check for whether you have any stacks of it at all, and applies a single 1% resistance effect if you do.
-
There's no specific cutoff point like in some of the Geneforge games where extra points in a skill suddenly become less useful. The main thing constraining you from putting a point in your primary weapon skill every level is the number of other things you want to invest in.
-
The easiest way is probably just to change the screenshot key in Steam itself. Bring up the Steam overlay with Shift-Tab during play, click the "Settings" option at the bottom of the screen and then select the In-Game tab to customize the Steam screenshot key for that game.
-
-
The percentage of damage blocked isn't affected by your own level, but there are some bugs in how it's displayed. Changes in damage from things like buffs, debuffs, and difficulty level are correctly factored in to the actual damage you do, but they aren't correctly displayed in the calculation of how much damage is blocked. So if you were using buffs at level 15 and didn't have those buffs yet at level 10, that would explain the difference.
-
Yes, it's related to enemy level. All enemies have an innate resistance to damage based on their level, and physical resistance rises faster than other resistances.

Stuck in Remote Cave puzzle
in Avernum Trilogy (2011-2018 remake versions)
Posted
I think you have to Examine it while standing next to it.