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stilltim

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About stilltim

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    Articulate Vlish
  • Birthday 04/06/1968

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    Male
  • Location
    Chicago, IL

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  1. I'm sure I'll appreciate whatever enhancements Jeff makes. But, the original GF2 had Rothgrowths, Draykons and Eyebeasts. Looking forward to dreading the sight of all three of them again.
  2. They're crazy variety of colorful abilities is pretty amusing, but they do get killed off way too quickly in most battles. Basically, if you can get through that last quest, you have better options than these things. I think of them as comedy relief.
  3. The games are challenging. And yes, sometimes they just want to make me pull my hair out. But frankly, isn't that also one of the reasons why they're so compelling? I mean, they're not exactly boring are they?
  4. You don't necessarily need to ally with anybody. I completed both the original Geneforge and Mutagen without joining any faction. Joining just gives you a few nice goodies and can boost your experience with a few quests. Who you join is more like a test of character that shapes later events in the game. Each choice comes with its own benefits and challenges. Some tips: Talk to everybody. See if they need help (will offer you a quest). The experience from quests is important. Getting some quests requires really exploring every option in a character's dialog Go wherever y
  5. Thanks. That's a big part of why I did it. The denizens of this forum have been so helpful on Jeff's other games, I wanted to do something to contribute.
  6. The maps for all 82 zones are now present and annotated.
  7. Randomizer tested up to about 28 or 30, after which he tends to note when you still need 1 tool. The comparisons revealed only one that was definitely higher than 30 (between 34 and 44) and that was on a lock which Jeff clearly wants you to get the key rather than pick. So, a normal max of about 30, with a handful of locks in the 31-35 range is entirely possible.
  8. From its description, I got the impression that it might be a replacement for Luck checks related to mechanical devices - which the new Stealth stat would likely not help with.
  9. I get that. But, I'm guessing in this case, it really was a transcription error on my part. I remember struggling with suddenly forgetting numbers in that hallway. I could have easily gotten one wrong. And the formula seems to work very well in every case but that one.
  10. It occurs to me that we can test this by comparing Randomizer's published lock levels with my published "x tools at y Mech" entries: Central Labs has a couple doors that R says are M22. I've got 1 Tool at 12 Mech for both. So, if googoogjoob is correct, it would take 1 tool at 12 Mech to reduce the lock to M10 and the remaining M10 is free because it's not more than 12. That one works. The West Gate has a box that R says is M17. I've got 1 Tool at Mech 11. 1 Tool takes the lock down to Mech 6, which is free. That one works too. There's also a door in that zone that R
  11. Ah yes. Those would be the "There's a key right over there, you idiot" locks. I'm very familiar with those. 🙂
  12. Thanks. I've been searching for the best way to describe lock difficulty. When I started doing annotated maps (years ago on original GF), I knew I didn't have a clue how it worked then. So, I just started recording my actual observation. For example, "Requires 3 Tools at Mech 8". Then, I thought just indicating the lock level might be cleaner. But, that's also problematic because: If Lock Level is Mech 9, it's probably pretty intuitive to a player with 8 Mech that he's going to have to burn 1 tool. But, if the lock level is Mech 30, that's not a particularly informative numb
  13. Does anybody have any idea how the number of Living Tools required for locked items is calculated? It's obviously based on Mechanics, but it's not as simple as 1 point mechanics = 1 less tool. I'm guessing it's maybe something like: ((Mech needed for 0 Tools)/(Your Mech)) * (some constant) Other Mechanics checks are pretty simple. Trap and power spiral disable seem to be straight Mech checks (either you have enough or you don't). Power Spiral repairs seem to always take 1 tool plus you need a specific Mech score.
  14. My understanding is that if you do the quest for one of the sects, you upset the other one and they won't give you the quest.
  15. You can use it in your pack. Click the special ability button and then just select it. Or, put it in the quick action bar by clicking the slot you want to put it in and then selecting it.
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