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TriRodent

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Ineffable Wingbolt

Ineffable Wingbolt (11/17)

  1. That would probably be the least complicated way of doing so, especially if, as it sounds you don't care about previous game/s. I 'think' there's a way to do so in one of the game files, but you have to mess with the coding...which if you screw it up ... will have you reinstalling the game again anyway. I know with medals/awards you sometimes have to play again but making different choices to get them all. That may be why you can't reset things (although resetting stats would be good -or have two screens, one for the current game and one for cumulative games).
  2. Re the demo: Also one thing to consider is that the demo downloads probably aren't from the Kickstarter backers as they'll be getting the full game next month. Some certainly, but I wouldn't imagine that it is a high percentage. Hopefully they turn into a decent number of sales for SW.
  3. And as of now, fully funded ($31k actually). (waves hi to people. Computer died back in Sept. Been keeping an eye on the forums on my phone but didn't want to log on through that. Now with a functioning computer again ... whee, just in time for the Kickstarter)
  4. I'm pretty sure that I found him back in Ft Meadow 4 after getting the banner back.
  5. IIRC you need to see Miranda to get supplies to build your smithy & apothecary, go back outside & buy/build the area for the shop/stall (that little stone post in front of an area of rubble - as an aside, when I built shops in the forts, I built a stall for those merchants that I interact with frequently (smithy, potions, carpenter, etc) and put those that I'll never talk to again in buildings (miller, distiller, barracks, etc). It will save a couple of seconds of 'going through a door' time & you will immediately know who you should interact with when going back to the fort). Once the area is prepped then you click on the place buildings icon down in the lower left (assuming that you have already purchased them with the other icon down there). Like Randomizer said, you then get a square box that turns green when it's in a position to build that shop. Click the area when it's green & it should be built. After building the first two, go back to Miranda & tell her that you did so. She should then give you more supplies & you can then go buy/build all the remaining types of stores/upgrades.
  6. To add to Mechalibur & Raptor's thoughts, in general it's better to step inside a fort rather than sleep as less game time will pass (8 hours vs whatever amount of time it would take to walk to a fort & back to where you were). Not a huge deal, but cumulatively it can add up to a few 'lost' days.
  7. Are you sure that you checked back in/reported to whoever it was in lower area who sent you north? There were a couple of times when I thought that 'x' should happen but I neglected 'y' first. And this is NOT a knock against you BG but rather a general observation - just because you can't do something that you think should be done, it isn't necessarily a 'bug' (especially something that seems like it should be a significant event). I'm sure some bugs slipped through (thus necessitating versions 1.01, 1.02, ...), but this game did go through several months of pretty intensive testing before the release. If you're playing a pretty 'normal' game in a fairly straightforward manner (not attempting to kill everything everywhere or choosing wildly divergent answers to various questions for instance), you should have a fairly clean experience. If something isn't working for you, look at it a bit closer/from a different angle, chances are that there 'is' a way to move forward that you haven't figured out yet.
  8. When doing the tutorial, did you do everything that Miranda told you to in the order that she told you to do them? Iirc you were given a few resources, told to go build a smithy & apothecary, report back to her, and 'then' you were given more resources & allowed to build anything you wanted to wherever you wanted to. It wasn't a matter of, as in later forts, "Here's a big pile of stuff, do something with it...". If you missed a step in there, that might be the problem.
  9. It shouldn't matter, but as always, back up your saved files beforehand. Install the full game & you should be able to just load any/your last saved game & go from there (if your last saved game was inside a city, you may have to go back outdoors and then back in to access the full games options)
  10. Right clicking on any monster will provide a plethora of useful information (HP, energy level, resistances, etc). This isn't real time combat, take an extra moment to check them out & see if poisoning them will actually do anything at all. Mad Flurry will deal damage to everyone around your initial targeting point ... but it will also do what would be the normal attack damage from that weapon type (say it does 10 hp to everyone around & including the target, then the target gets 50 hp damage from the arrow attack - so 10 for everyone around & 60 to the targeted monster). If you have multiple people using Mad Flurry, it may be better to spread the targets around slightly than to pile it onto the guy in the center. If you're fighting monsters that are two squares wide (some of the trees for instance), if you can funnel them into a chokepoint that's three squares wide, only one can attack you at a time (unless they spit poison or some other distance attack...)
  11. Doh, I forgot a big one. In your forts you can create either building or stalls - things are easier to manage if you put all of those building types where you don't have to interact with them once they're built (barracks, bakers, distilleries, etc) into buildings. Leave the open stalls for those that you do want to talk to (smithies, carpenter, weaver, etc). Sure they may get wet standing out in the rain waiting for you to stroll by, but you're royalty, exploit it a bit.
  12. Hmmm, I must have missed one or two on my playthroughs then. Between the apothecaries & fort upgrades I always seemed to be on the edge (wanting one or two as a buffer against theft). Good to know, thanks.
  13. Remember in The Graduate the advice 'Plastics'? For QW2 ... 'Mad Flurry'. It's great for thinning out crowds. And if they do start getting close to you, Ensnaring Vines is great for freezing the horde ... and then the others whack them with Mad Flurry. Distilleries tend to be a waste of Quicksilver. Intriguing bonuses, but man is quicksilver scarce. Combat/energy conservation is much like QW1. In many places you will be swarmed with waves of bad guys/monsters. If you kill a wave & no others are visible on the screen, end combat and hopefully you'll regenerate a point or two of energy. Then when the next wave arrives you can use those points on Mad Flurry or some such. Rinse lather repeat. With many dungeons I was able to reach the boss with energy levels up around 75-80% or more using those tactics. If you're near a fort, step inside there to recharge/heal rather than sleeping in a bed. Usually far less time will pass. When using fast movement, if the travel time says two hours, it's usually better for game time to just walk there. Three hours or more it won't matter as far as the game clock is concerned. In dungeons, when at a closed door, stack everyone right next to the door in a square (doors tend to be two spaces wide). Enter combat and have one of the front guys kick the door open (one movement point). Then if there are monsters visible, everyone gets generally one turn to shoot arrows or wand zaps at them before they notice that you're there. You can use entering combat as a scouting ability. Every monster is outlined with a red square one space out from them that is visible in combat mode. If there's a monster juuust out of sight, if you enter combat you can see their outline and decide how you want to proceed. Speed is great. Speed augments on each different item that can take them adds up fairly quickly. Getting everyone the ability to heal is a good way to spread energy usage around. Also, going up the support tree is a good way to improve evasion & speed (10% speed at level three (ability choice) and level four (automatic)) VERY IMPORTANT - do your healing 'before' ending combat. After combat ends is when energy is regenerated. If player 'x' has full energy but player 'y' needs healed, if 'x' heals 'y' and then ends combat, there's a good chance that 'x' will get that point back. Probably more later, those were just off the top of my head.
  14. Again iirc, that was my followup argument. Perhaps allowing you to switch out party members 'after' doing some exploring/eliminating the slimes. However it pretty much came down to 'that would be too complicated' & 'it's my game & I want them to be included if people want them'. Well ok then (& I really can't fault either of those points. It would make the programing somewhat more difficult/extra time to produce & in the end it is one guys vision of what he wants it to be). Oh well, it's still a great game & one of my favorite SW offerings.
  15. A few thoughts to go along with your random ones... By A3 the Avernumites had been down there for a few generations (at least 2-4), so they had time to figure out what worked & what didn't, had been through the war with the Empire, etc. They were pretty much in that sweet spot where things worked but not because they had to & not to the point where you will do 'x' followed by 'y' & then onto 'z' because that's how it's always been done/it's in the rules that that 'will' happen this way. Back in beta testing for the current A3 I argued/discussed with Jeff that both sliths & nephils should 'not' be allowed in the exploration party. My thinking/reasoning was that the Empire banished/tried to exterminate them. Showing up on the surface, both very pale, & with either or both of them in your party isn't exactly stealthy. His argument (iirc) was things were so bad up there that everyone quickly realizes that nobody cares or notices you (unless you give them a reason to do so). Yep, I've thought this many times over the decades that I've been running around in his worlds Hey, my word for the day. Agreed btw Ummm, yes there are. You can't do one of the big quests without meeting them... I finally had to hint book/Strategy Central that one... decent long term reward though I never had a problem spending money. There were always things I wanted to train everyone in or spells to buy. The job boards were great for providing income when I needed just a liiittttle bit more money I generally run a ranged damage party. Everyone gets mage spells up to at least the first AOE spell (Ice Spray?). They also get priest up to where (eventually) they get flamestrike. The first guy may be more of a meat shield but even he can toss out those flaming grenades to thin out the horde before they can close with everyone. It's been a couple of years since I've wandered through A3(RW). Once the QW2 fervor dies down I may have to revisit some of my old friends there.
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