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googoogjoob

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About googoogjoob

  • Rank
    Walruigisus
  • Birthday 01/20/1992

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  • Gender
    Male
  • Location
    Iowa
  • Favorite Games
    Deus Ex, Anachronox, Machinarium, Geneforge, Thief, Mark of the Ninja, Hard West, Bus Driver
  • Interests
    Historiography.

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  1. A month later: more books. A Column of Fire, by Ken Follett. Pretty much as described in the last post; it doesn't improve markedly in the last stretch. Historical research on par with World Without End, but storytelling inferior to either Pillars or World, resulting in a book that is curiously both very eventful and very lifeless. Oh well. His Master's Voice, by Stanisław Lem. Probably the densest and driest Lem novel I've read- which is saying something- but also, par for the course for Lem, absolutely packed with ideas. Intellectually very rewarding, but as a "first contact
  2. Khyryk is by some distance the most interesting character in Geneforge 3, and more or less fits this description. (He turns out not to be quite so loyal in 4, but you can't know that at the time; within the confines of Geneforge 3, he is indeed loyal to the death- you cannot progress the game as a rebel without killing him.) I'm pretty sure I recall such Serviles in Stonespire, as well. But- these bright spots in the writing of the game come in pretty late, after you've been brutalized and desensitized by the atrocities of the first three islands, and exposed to doze
  3. If you follow the same link you got from Humble in February, it'll take you to a download page where you can download an updated version of the game. The installer that Humble has is on-par, version-wise, with the version on Steam.
  4. Books I have read since the last post I made in this thread: Highcastle: A Remembrance, by Stanisław Lem. Atypical for Lem, as it's a memoir of his childhood in interwar Lwów- it very pointedly ends before he reaches adulthood; he turned 18 in September 1939. Perceptive and unsentimental, as one would expect from Lem; surprisingly moving in places. The Anarchy: The East India Company, Corporate Violence, and the Pillage of an Empire, by William Dalrymple. A very good history of the East India Company and its interactions with the Mughals and other South Asian powers, up till about 18
  5. I agree with this. A lower Control Level being better might make sense from one design perspective (since there's no theoretical maximum, it's not really possible to set a certain value as the default, and have the Control Level decrease to represent weaker control), but on the other hand, its being higher being worse is just counterintuitive (naming it "rogue proclivity" or something might make more sense). It's also frustrating that nowhere in the game can you see, explicitly, how the Control Level is calculated (the information in my post above is largely derived from Mechalibur's testing-d
  6. This is very deliberate. It is happening because your Control Levels over your Creations (visible on each Creation's stats page, and varies by Creation) are too high. Somewhat confusingly, a higher Control Level represents weaker control over a Creation: the higher a Creation's Control Level, the more likely it is to go rogue when it has low HP, so you want it as low as possible. Things that raise a Creation's Control Level include said Creation's level (if it's greater than your Player Character's; a Creation's level is itself determined by your relevant Shaping skill and how many upgrades yo
  7. Queen's Wish (2019) is the first Spiderweb game to introduce this feature. No prior games have it. I forget exactly when this feature was introduced- Avadon 2? 3? In any case, it's another thing that wasn't standard in Spiderweb games until very recently. It's not really something that's moddable, unfortunately.
  8. There not being such an ending doesn't really make sense from a player-choice perspective, but I think it makes sense from a thematic perspective. Sucia is deliberately set up as sort of a microcosm representing the injustices and latent, potential problems of Shaper society, and the endings are ultimately about the effect on Shaper society of what happens on Sucia. None of the factions on Sucia are content with indefinite isolation, and the thrust of the story is towards re-establishing contact with the Shapers on the mainland. If you don't return to the mainland, it'll probably be a long, lo
  9. There's a single smart Ornk in 5, which IIRC is capable of some speech. Not even as an Easter egg- it's canonical, and part of a sidequest.
  10. I don't recall Rotghroths/Rotdhizons having any coherent speech- IIRC there are places where they moan a few words incoherently, but, while they may have the mental capacity for speech, it's presumably pretty hard to express yourself lucidly while your jaw is rotting off. I don't recall any instances of them talking, but I think it's reasonable to assume that War Tralls are capable of speech, given that they're developed from Battle Alphas.
  11. Sucia was barred 100-200 years ago (there are conflicting sources in the game as to whether it was one or two centuries), and Shaper laws were apparently more lax then; and on top of that, the people who were running Sucia immediately before it was Barred were also seemingly bending the rules even farther than that.
  12. It's worth noting that while each faction of Serviles wants you to do something different in the endgame, it's not exactly right to describe the endings as tied to factions- it's possible to get the Trajkov ending without ever joining the Takers, or to get the Obeyer ending having joined the Awakened, etc. What matters is what you do in the endgame, and which faction leaders are alive at the end of the game. Also maybe worth noting: While each successive Geneforge game establishes certain events from the prior game as canon, the canon series of events never precisely matches up wit
  13. If you've either left Ellhrah alive and fought your way to Trajkov then helped him, or passed the Leadership check to join the Takers without killing Ellhrah, the Trajkov ending is actually, curiously, probably the best possible ending for the Awakened. I think it's also curious that Trajkov proves to be basically honest and trustworthy. He's built up across the course of the game, via others' testimony, as a brash, unstable brute who demands total loyalty. But if you side with him- it turns out that he really does keep his promises to you, and to the Takers. He makes you
  14. The meal quests (as with a bunch of other minor sidequests) in 1 and 3 are only in the re-remakes of those games, which I haven't played very much of. 5 doesn't have any meal-related quests, and I don't think any version of 2 does either.
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