mikeprichard
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Loving this game! Some feedback
mikeprichard replied to supercow's topic in Geneforge Series - Remasters
I really abhorred the second Avernum trilogy's approach to the world map - having everything occur in such a small "real space" had the effect of shrinking the game world into a tiny area of about only one-two miles across, rather than giving a true immersive sense of the vastness of the caves (i.e. in the original trilogy/remakes, the distance between Silvar and Cotra really was the 50 or whatever miles it said on the signs in-game, not... 200 feet). This treatment of the world maps is actually a major pet peeve of mine with some RPGs, also seen to their great detriment in the later Elder Scrolls games, for example. (A "continent" the size of a few football fields? No, thanks.) I very much hope Jeff doesn't revert to that in future games. But I didn't mean to go off on a rant/tangent here - glad you enjoyed the game overall! I think he did a really nice job with the remake, and loved the changes to creation mechanics - really brought what was previously a somewhat one-dimensional aspect of the game to life. -
Cure Affliction is excellent bang for the essence buck - cures all hostile effects on any ally for the low, low price of 1 essence a pop. Of course every point of essence is needed early on, but it's really essential, both for solo characters and those with a couple cryoa bros.
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Ha, not cool. No lizard snacks for them.
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If you're on Normal difficulty and below, you should be able to do plenty of stuff around Pentil and continue on the level raising curve that way without many problems. Sorry I can't remember very specific areas that might be good for you right now, but that general plan worked fine for me.
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The very basic "recommended" area progression is to move east through the southern half of the island, scouting the areas in and around Vakkir, Pentil, and Kazg in turn, then later start exploring the northeast and northwest sectors of the isle. There are still going to be a couple areas that you'll need to come back to when you're stronger (Ascended Labs is one notable example). I don't remember for sure, but the Spiral Burrow (area west of Crag Valley you're referring to) might be another that's a bit tough for level 4.
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Mechanics of 2 is quite low, but for that particular door there's a key received from Brea for completing the bandits quest - so that would explain it. https://spiderwebforums.ipbhost.com/topic/26318-barren-research-how-to-get-inside-the-facility/?tab=comments#comment-315242
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Barren Research, how to get inside the facility?
mikeprichard replied to RedBeard's topic in Geneforge Series - Remasters
Oh right, I'm apparently more of a diplomat in-game than some folks on the forums - forgot there's a second entrance to the village that requires fisticuffs. -
Yes, I've never seen anything remotely like 33 living tools required!
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Barren Research, how to get inside the facility?
mikeprichard replied to RedBeard's topic in Geneforge Series - Remasters
I'm not sure where you are in the process, but you need to: 1) Gain access to the Inutile Village (through a Leadership 6+ dialogue option with Swan in Ellhrah's Keep, I believe after talking with Ellhrah about the inutile first) 2) Complete the bandits quest for Brea in the Inutile Village to get the key to the Ascended Labs -
Door on west side of Kantre's Realm
mikeprichard replied to mikeprichard's topic in Geneforge Series - Remasters
That's where they're hiding the other twelve canisters of Create Ornk! Thanks for confirming. -
I'm an extremely thorough completionist, so I hear you. But especially in the early game, before you've had a chance to pump up Mechanics and start collecting some free living tools (i.e. in and around Vakkiri), there are just going to be a few areas you'll have to note down and return to later. Good luck, and have fun.
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Very important point Randomizer made re: keys for some locks. If you have 8-10 points later on in Mechanics and are finding levers/containers etc. that still require 5+ living tools, chances are there's a key or other way to open the thing.
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Raising both Leadership (slightly more important) and Mechanics up to about 5-6 over the first 3-4 levels is pretty essential. Not sparing those points for combat/magic/shaping skills may seem like it hurts or is a waste at first, but trust me - you'll thank me later. With those levels (eventually skilling up to at least 7 Mechanics before training/canister boosts), you'll still be using living tools fairly regularly, but you'll be getting more on practically every map lying around on the ground and in containers for free. I haven't bought a single living tool the entire game, and have a stockpile of 50 unused in my inventory by doing this, with only 5 maps left to complete.
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Looking at the minimap, there's a door in the central west wall on the far left side that doesn't open, even after convincing Kantre to let you pass. I don't think it opened in original G1 either, but just checking - is there anything past/any way to get through the door now?
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(Spoilers) Duplicate spiky orbs in Inner Crypt?
mikeprichard replied to mikeprichard's topic in Geneforge Series - Remasters
Ha, you got me! Thanks, Jeff. -
From Randomizer's atlas (which answers many questions!) - https://spiderwebforums.ipbhost.com/topic/26270-gf1-m-atlas-to-quests-and-items-massive-spoilers/ Ell - Leadership 7 - advice - XP 100 at level 10 - opens area to containers - spray crystal, splitting thorns, curing pod, healing pod -- Grounding Vest (PA 15%, MA 8%, +20% Energy and Curse res. for self and creations)
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Thanks, Jeff - I did actually send you a couple (sorry for two) emails today and yesterday referencing this topic as well as a couple other more significant bugs. If you wouldn't mind checking back here once or twice more before dropping the patch (since I am adding a few as I go), that'd be great, but understood if you have more pressing things to do right now. Really enjoying the remake!