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mikeprichard

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Everything posted by mikeprichard

  1. One more question (since I only played the demo and haven't yet started a "for-real" playthrough - I've got other games for now, and am waiting for 1.0.1/1.0.2 anyway). As a very, very thorough completionist who likes to play RPGs leisurely without any explicit or implicit "time pressure", thinking further on this, I'm a bit concerned that the fact that resources are apparently finite across the entire game and aren't produced daily/weekly coupled with the theft mechanic could eventually put you into a resource death spiral if you play the game too long. E.g. to use simple numbers that illustrate the principle I have in mind, let's say you buy/collect 100 wood over the course of the entire game from all available sources, and spend 75 making buildings. If you then play too long, will occasional thefts start chipping away at your 25-wood "cushion", to the point where you'll eventually be in the hole and suffering penalties with no possible way to get back in the black? I'm sure I'm missing something obvious here - i.e. maybe getting to 0 in a resource isn't a problem in itself, as long as you don't try to build another building that would put you in a deficit - but any insight would be appreciated! (cleanup of incorrect/misleading assumptions - sorry for all my posts spamming this topic; I'll just summarize in my 9/1/2022 post further below)
  2. It would be nice if he'd tweak the report UI a bit to clarify the system, but I know he tends to be a bit set in his ways after version 1.0 launches! Either way, it's cool.
  3. Yeah, I'm surprised Jeff didn't highlight this (that I saw at least) in his blog posts/other news bits for returning QW1 players. It's a major change, but one I happen to like.
  4. It looks like there's some significant duplication of posts/info in this topic (the post starting with "Low Dhaga - southern" was apparently posted twice; there may be other duplications as well). Would you please be able to remove the duplicated info for ease of use? Also, you write in https://spiderwebforums.ipbhost.com/topic/27810-qw2-advice-for-playing/ that monsters now give 1-24 experience, but here you state they give 1-12. Could you please confirm which is correct? Thanks for this awesome resource, as always!
  5. You can always count on Randomizer! Thanks as always for the great info.
  6. Thanks for the inside info, Randomizer! It sounds like the "tweaks and improvements" only refers to underlying performance/system compatibility changes, rather than any adjustments to gameplay or UI.
  7. Hi all - I'm checking in since I just read in Jeff's newsletter and on Steam news that QW1 was recently updated to 1.03 to include "better, revamped character art and a lot of tweaks and improvements." I suspect a detailed changelog specifying the exact tweaks/improvements doesn't exist, but if one does and I'm just missing it, will someone please provide a link/copy here? I doubt the changes will be enough to get me to start another playthrough, but I am curious about any hints of what's in store for QW2. Cheers!
  8. Oh yeah, those Anama playthroughs in some games... good point.
  9. Sorry to continue this tangent, but how were lockpicks "infinitely renewable" in Exile? Was there an infinite supply in merchants, or did they not get used up? Again, don't remember that far back.
  10. OK, so I guess I was right in that this kind of thing has been around since the beginning, without really remembering for sure, lol.
  11. Oh, so Exile did have lockpicks after all? Forgot about that.
  12. True, the old Exile/Avernum games had an Unlock spell for this purpose - been a while since my last Exile/Avernum playthroughs, so I tend to mix up different gameplay mechanics across the series.
  13. Good Lord, those stinging (?) double-move clawbugs were a massive pain in the tuckus the first time I ran into them. Was very satisfying to come back later and squash 'em.
  14. Yeah, I realized that later, TriRodent - no problem! To BenS' point, I also would love to be able to selectively sell junk bag items, and find the limited inventory space much more tedious than challenging, but I understand the latter it least is a very intentional decision on Jeff's part - and inventory management is still wayyyyy (way) better than it was in the original.
  15. I didn't see Shift-click covered earlier, which is how you split stacks (and why I mentioned it above as relevant to alhoon's immediately previous question).
  16. In my case, I was simply trying to understand the mechanics - no real complaints about difficulty (though in some battles I had to go for a cup of coffee while waiting for my turn to come back while surrounded by 25 ticked-off shades...).
  17. I've also noticed this and wondered about it; though I've finished my playthrough so I can't recall very specific examples, it seemed many enemies had this kind of inherent "double attack" ability, separate from/in addition to e.g. Haste or Quick Action used by Sholai or servile NPCs.
  18. This kind of resource management has been a staple of Spiderweb games since the beginning. Everyone has their own personal preferences and takes on what they find frustrating, but changing the tools system for a chance-based approach would also drive me nuts.
  19. I noticed the same thing with armor, Mechalibur - many of these calculations don't seem to be based on a flat percentage as the tooltip info would have you believe. I think this has been a trend with some of Jeff's more recent games; in general, speaking as someone who enjoys the stat-crunching aspects of CRPGs at least to a point, Spidweb in-game information often seems unfortunately somewhat unclear with things like this.
  20. I know, it is a minor but recurring issue. Jeff's support/other half just emailed me back confirming he'll take a look regardless for patch 1.0.1.
  21. Ended with 30000, and a ton of stuff still left in my junk bag I couldn't sell since I took everyone's money; the shaper records were only a very small portion. Then again, I hoovered up everything in the game worth any coins (except stuff that would've needed to be stolen, of course).
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