Easygoing Eyebeast VCH Posted December 16, 2009 Share Posted December 16, 2009 How can Melanchion be killed? His fire damage and the death curse are powerful. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 16, 2009 Share Posted December 16, 2009 Death curse can be reduced using an invulnerable potion/elixir. Same for fire damage if you don't have the health. Also Click to reveal.. Leave combat mode and use return life to revive dead party members. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 16, 2009 Share Posted December 16, 2009 Originally Posted By: Randomizer Also Click to reveal.. Leave combat mode and use return life to revive dead party members. This is a wonderful and hilarious tactic for any late-game fight that puts out more damage than you can comfortably deal with. It's not at all efficient in terms of spell point consumption, and jumping in and out of combat mode like that causes your buffs to wear off more rapidly, but it does have its uses. Quote Link to comment Share on other sites More sharing options...
Curious Artila elchipeo Posted December 16, 2009 Share Posted December 16, 2009 i thought it was kind of funny that, while melanchion was hostile, his worshippers weren't, so when he does the first fireblast thingy, he kills almost all of his dudes, even though they're all buffed cause of me but yeah, one wonderful spell for this situation is the third cloak, the one that protects you against the elements, and dressing for the occasion, meaning maxing out (90% is max) fire resistance with items/the resistance skill. His melee attacks are suprisingly weak, his mom hits harder than he does Quote Link to comment Share on other sites More sharing options...
Curious Artila LetheRunner Posted December 26, 2009 Share Posted December 26, 2009 I found that his worshipers *were* hostile. Of course, I did get him mad by raiding his trove. Does that make a difference? Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast *i Posted December 26, 2009 Share Posted December 26, 2009 There's a slight oddity in the A4-6 engine which causes only the person you attack to become hostile for one combat round or so. Eventually the game figures it out and switches everyone. It is possible to get Melanchion to blast away all his followers in the interim, however. I've always wondered why Jeff does not all Return Life in combat. It seems to be a logical thing to allow. Maybe something with doing party member placement... Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted December 26, 2009 Share Posted December 26, 2009 I think the idea is that it's a long, complicated process to resurrect somebody. That makes sense to me -- frankly I'm always put off by the near-instantaneous resurrections that have become the standard in CRPGs. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 26, 2009 Share Posted December 26, 2009 But it's easy enough to end combat at the end of every round anyway: the only real cost is that your party's positioning is messed up and your buffs wear off more quickly. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast *i Posted December 26, 2009 Share Posted December 26, 2009 Exactly, so why not just make it available during combat seems to make no sense. Yeah, it probably is more complex to revive someone, granted it is magic and it is a game. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted December 26, 2009 Share Posted December 26, 2009 I think we can put this in the wide category of "unfortunate side effects of free interchange between discrete walkabout and combat modes on the same map" -- something that is relatively unique to SW games. Just about every other RPG either uses different maps for combat, or has only one mode used for both combat and walkabout. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 26, 2009 Share Posted December 26, 2009 Originally Posted By: Bilgy Bow-Builder I think we can put this in the wide category of "unfortunate side effects of free interchange between discrete walkabout and combat modes on the same map" -- something that is relatively unique to SW games. Just about every other RPG either uses different maps for combat, or has only one mode used for both combat and walkabout. fallout Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted December 26, 2009 Share Posted December 26, 2009 Many games that have the same mode for combat and non-combat still include some kind of check for combat. Looking for nearby hostile creatures (already used in Geneforge and A4-6!) or just putting a timer on the end of combat is relatively common. —Alorael, who isn't sure why the party is allowed to force a return to non-combat mode at all. It's a feature that prevents hostiles unable to reach you from slowing your movement to a crawl, presumably, but Geneforge immediately drops you back into combat mode. Avernum gives you the pesky opportunity to abuse out of combat spells. Maybe those spells should also have a post-combat timer. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 26, 2009 Share Posted December 26, 2009 Originally Posted By: Reign in fog and filthy air —Alorael, who isn't sure why the party is allowed to force a return to non-combat mode at all. It's a feature that prevents hostiles unable to reach you from slowing your movement to a crawl, presumably, but Geneforge immediately drops you back into combat mode. Avernum gives you the pesky opportunity to abuse out of combat spells. Maybe those spells should also have a post-combat timer. The way it works now seems pretty likely to be intentional, if misguided. If Jeff wanted to prevent you from casting Return Life in the middle of a fight, he'd make it like changing armour, where you simply can't do it if there's a hostile creature in your sight range. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Mea Tulpa Posted December 26, 2009 Share Posted December 26, 2009 I actually wonder if that's unintentional. He's done that before, as with Beast Ceremony in Nethergate. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Silver Shadow Posted January 4, 2010 Share Posted January 4, 2010 Originally Posted By: Serious Times Come —Alorael, who isn't sure why the party is allowed to force a return to non-combat mode at all. It's a feature that prevents hostiles unable to reach you from slowing your movement to a crawl, presumably, but Geneforge immediately drops you back into combat mode. Avernum gives you the pesky opportunity to abuse out of combat spells. Maybe those spells should also have a post-combat timer. I think it might have something to do with the fact that you can't use stairs in combat mode. On occasion, I've used the forced non-combat mode to run away from an angry mob I didn't want to deal with. Quote Link to comment Share on other sites More sharing options...
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