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mikeprichard

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Everything posted by mikeprichard

  1. The first experimental creations had even more HP during the beta? Cah-razy.
  2. Good to know. I didn't expect such crazy HP numbers even on Normal difficulty, as Jeff seems in recent games to have toned down enemy HP bloat in favor of providing challenge instead through AI/tactics, but if it all washes later given player damage output, I guess it's mostly moot. I'm too early to judge in any case. Thanks for the insight!
  3. Thanks for confirming, but... yowza. Each one of these bois should be their own faction. Of course, my guardian MC is still a level 7 scrub playing without creations (for now), so I'm sure at least the first few challenges won't be impossible later on, but the HP on the very first one caught me off guard.
  4. I'm playing on Normal, and the first critter of five (the Experimental Cryoa) is level 12 with 1142 HP (!!!). I know this quest isn't meant to be done right away, but is this what others are seeing? If so... what is she feeding these things? Maybe I don't want to know...
  5. OK! I just edited my post with a couple more suggestions for you to consider and of course either incorporate/ignore as you see fit. Thanks for the info - Strategy Central's really bulking up quick.
  6. I may be off here, but should the formula instead be "Lock Level / (Mechanics + 1)"? E.g., with Mechanics 9, to open lock level 12, you'd need 12 / (9 + 1) = 1.2, rounded down = 1 living tool. The reverse ("(Mechanics + 1) / Lock Level") would instead return a fraction less than 1 (i.e., 0 living tools rounded down) in most reasonable cases, which I think isn't correct. Since your post is linked in Strategy Central, a couple suggestions (take or leave): 1) Maybe change all references to "door" to the more broadly applicable "lock" (for doors, containers, levers, machines, etc. - although what about traps? ugh). 2) It may be helpful to note that using 0 living tools is also possible depending on Mechanics and lock level values - perhaps through one more list of examples using lock level 5, a range common in the early zones and one where many players will be able to use 0 tools.
  7. Ohhh... I either forgot or never knew about such a bug with "backtostart". So no idea here. But I just created a clean new topic for Strategy Central use which I can edit as/if needed.
  8. To input any of the below codes, type "Shift-D", then enter the code in the pop-up window. The below should be the complete list, but I'll edit this post if any additions are confirmed. Character-related codes: retrain - Removes and refunds all of your manually invested skill points; does not remove or refund skill points obtained through canisters/quests/books/other means. rechargeme - Recharges your essence and energy. healmenow - Heals your group. shieldsup - Blesses your group with "Blessed", "Shielded", and "Hasted" statuses. iamweak - Gives you experience points, with 750 points awarded at character levels 1-15, and progressively fewer points awarded at levels greater than 15. iampoor - Gives you 500 coins. igotarock - Gives you a rock. UI/display/location-related codes: fps - Toggles the FPS meter in the top-left corner of the screen. showmeall - Displays all NPCs/creatures as color-coded dots on the local map; red = hostile, green = friendly/neutral. dontshowmeall - Stops displaying all NPCs/creatures as color-coded dots on the local map. location / whereami (two separate codes with identical results) - Displays the number/name of your current zone and your main character's X/Y location coordinates in that zone. backtostart - Transports you out of your current zone and returns you to the game's starting location in the Drypeak Ascent zone. clearthisarea - Makes the current zone green/cleared on the world map. Reputation/faction-related codes: (Note: your current shaper/servile reputation value is viewable in the in-game text console using the cheat code "gsdf 100 0" - omit the quotes. A value of 100 (the game's starting value) is neutral, > 100 is pro-shaper, and < 100 is pro-servile.) ihateserviles - Changes your reputation to 120 (strongly pro-shaper), making it possible to join the Barzite or Servant factions. iloveserviles - Changes your reputation to 80 (strongly pro-servile), making it possible to join the Awakened or Taker factions. clearallsects - Removes your current membership in the Barzite, Servant, Awakened, or Taker factions, allowing you to again join any of the four factions if you meet the faction's relevant prerequisites. forgiveme - Makes all of the zones in the game forget your crimes, with the effects fully triggered after you travel to a different zone. If you were hated anywhere, you won’t be anymore. However, note that certain crimes (stealing artifacts, killing major characters) won’t be forgotten.
  9. EDIT - list moved to new topic: updated complete GF2 Infestation cheat codes list Per my in-game testing, I believe the correct G2: Infestation codes list, reordered/collected from a few separate posts above and the G1: Mutagen cheats topic to capture all known codes and to make a few corrections/clarifications (some of the codes in the posts above don't work in release versions of G2: Infestation), is the following. If there's still anything incorrect or missing, perhaps I (with others' confirmations) or a forum admin could copy/edit this together into a single correct and comprehensive post to link from G2: Infestation Strategy Central? Character-related codes: retrain - Removes all of your trained skills and refunds all of your previously invested skill points. healmenow - Heals your group. rechargeme - Recharges your essence and energy. iamweak - Gives you 750 experience. iampoor - Gives you 500 coins. igotarock - Gives you a rock. UI/display/location-related codes: fps - Toggles the FPS meter in the top-left corner of the screen. showmeall - Displays all NPCs/creatures as color-coded dots on the local map; red = hostile, green = friendly/neutral. dontshowmeall - Stops displaying all NPCs/creatures as color-coded dots on the local map. location / whereami (two separate codes with identical results) - Displays the number/name of your current zone and your main character's X/Y location coordinates in that zone. backtostart - Transports you out of your current zone and returns you to the game's starting location in the Drypeak Ascent zone. clearthisarea - Makes the current zone green/cleared on the world map. Reputation/faction-related codes: (Note: your current shaper/servile reputation value is viewable in the in-game text console using the cheat code "gsdf 100 0" - omit the quotes. A value of 100 (the game's starting value) is neutral, > 100 is pro-shaper, and < 100 is pro-servile.) ihateserviles - Changes your reputation to 120 (strongly pro-shaper), making it possible to join the Barzite or Servant factions. iloveserviles - Changes your reputation to 80 (strongly pro-servile), making it possible to join the Awakened or Taker factions. clearallsects - Removes your current membership in the Barzite, Servant, Awakened, or Taker factions, allowing you to again join any of the four factions if you meet the faction's relevant prerequisites. forgiveme - Makes all of the zones in the game forget your crimes, with the effects fully triggered after you travel to a different zone. If you were hated anywhere, you won’t be anymore. However, note that certain crimes (stealing artifacts, killing major characters) won’t be forgotten.
  10. Related mod request/suggestion - the "text13abildesc.txt" file may also benefit from the same treatment. I've only just started my playthrough, but I immediately noticed the example of the War Blessing description: to be fully accurate, "All nearby allies will do more damage with attacks for a while." should also mention the increase in the chance to hit. Just a thought! EDIT: Also, a nitpick re: the Mindshield description in "text1skills.txt": "with" should be deleted in "Grants all nearby allies with resistance to mental attacks."
  11. Yeah, although it's a cliche/meme at this point, the way Oblivion in particular handled level scaling was laughably bad for the reasons discussed ad nauseam on the nets. It absolutely destroyed any semblance of immersion, aside from its lopsided effects on gameplay balance. But even when scaling is not at its "worst", I strongly dislike the notion of any game world illogically revolving around the player in this way. I'd much prefer a mix of challenges in a truly open world, and the thrill of encountering and besting a challenge high above your "expected" level - which, as Slarty pointed out, was in fact the case in many/most other open Spiderweb games - rather than an attempt to force the balance of every area to be at a generally similar "middle-of-the-road" level. I fully understand the reasons why devs, including Jeff, feel the need to implement various types of scaling (and nod at alhoon's point that various CRPGs have certainly not implemented enemy - or other (inventory etc.) - scaling in a monolithic way), but I think there's always a way to build an enjoyable experience that doesn't need to rely on such a crutch. Of course, doing so is generally more time-consuming and therefore expensive, but IMO from an immersion/fun perspective, it always wins. /rant, whew, lol.
  12. It's one of several reasons I'm not a big fan of QW 1 and 2 (I understand why Jeff implemented level scaling there - I just don't like it). But yeah, there's none of that in the Geneforge, Avernum, or Avadon series.
  13. True. It's very often a fine line (or at least a line difficult to determine as a player) between "bug" and "design decision", and while Jeff is a GOAT dev, UI is arguably not his focus/strong suit. But to your underlying point, I appreciate this mod, because - as is obvious from my nitpicky posts over the years - I really like to know what's actually going on with the game mechanics, whatever they may be.
  14. Lol... in this case (referring only to the result, and not the method...), given it turns out some skills may in fact be wonky, agree to disagree! Glad he was allowed a chance to review and make his own call. Though I do demand 1.0.2 be released by the end of the week, and the G3 remaster by April 30 at the latest. Being totally reasonable here. Totally.
  15. A bit off-topic for the mod, but I also strongly preferred being able to sell all 0-gold junk bag items, given how easy it is for a completionist to hoover them up and how much clutter they add to the bag (which isn't infinite, and which the player may want to adapt for other storage). But if it was the same in G1:Mutagen, I guess Jeff had some reason for preventing their sale/cleanup, though I can't think what that may be (I don't think there are any/many useful/required quest items with 0 value).
  16. Good to hear - sounds like Jeff did in fact want to make some changes after reviewing those skills after all! It did seem odd to me that subsequent levels in a few skills were so lackluster, as I think (?) is still the case with a few of the Weapon Shaping skills. Will be interesting to see whether he tweaks more in 1.0.2, though I'll probably be too impatient to wait for that patch before I do a full playthrough.
  17. Thanks, Mech! That's 6,000 gold reserved in the later game for my planned Guardian run.
  18. Revisiting a couple points in my earlier above post re: my detailed min-max unaligned ending plan: 1) Would someone please confirm whether, in game version 1.0, you can purchase 3 points of Quick Action training from Krogst, or only 2? There was limited discussion on this in the GF2:I Atlas thread, but I'm not clear whether the 3 (or even more) points mentioned there were only possible during the game beta. 2) Would someone please be able to confirm (in spoiler tags, of course) the exact change(s) to the "good unaligned" ending slides due to canister usage? Jeff recently mentioned he's not looking to ruin the fun for players using canisters, given how many fundamental boosts they provide throughout the game, but I'm curious as to the endgame RP consequences.
  19. As the above info is tentatively linked in G2: Infestation Strategy Central as likely still current, I just confirmed that all of the above codes seem to work (though I haven't yet fully tested the actual results of the "forgiveme" code, it did give a pop-up message suggesting it had worked). I'm not sure whether there are additional codes (outside other debug-type stuff like "gsdf") in G2:I, however. Also, a suggestion - at least in G2:I, "iloveserviles" sets your reputation to 80, while "ihateserviles" sets it to 120. If this was also the case for G1: Mutagen, it may be relevant to note these specific numbers in the post above since other information on the forums goes into detail on exact rep values, including rep values needed to join factions/recruit NPCs/do other stuff. Thanks! EDIT: At least according to my old G1: Mutagen notes, it seems the reputation scale was the opposite of G2: Infestation's, such that rep > 100 was pro-servile, and rep < 100 was pro-Shaper. It therefore may have been the case that the codes in G1:M set the "love"/"hate" values to 120/80 respectively, but this is just educated guesswork since I don't currently have G1:M installed to test.
  20. Last brief question here since I'm hijacking Slarty's thread - but would you add "cr_scaling=70" to all three GF2itemschars.txt "cryoa" sections ("PC created cryoa", "Rogue Cryoa", "Pit-Bred Cryoa"), or to only one or two of those sections, with the scaling then automatically applying to one or both of the others? Again, if you don't know offhand, I'll just have to test later when I encounter these critters.
  21. OK - not sure whether you're referring to a particular thread, but I'll mess around with the above same edits later on and see if they cover all the fyora/cryoa critters to my satisfaction without breaking anything!
  22. Yes, on a GF2 Infestation demo stream. It's just too much work for him to "upgrade" (IMO) all the zones to the proper world map format used in most of his other games which provides a much more accurate/immersive sense of scale/proportion.
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