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Is it intentional?


Eigenvalue

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1. I remember that there was a discussion that with 11+ action points you should be able to attack, move, and attack again. I am even sure that I have managed to do this previously. However, now I am getting a message that "you cannot move after attacking". Where's the old hit-and-run tactic?

 

2. For masochists: there is a way to hurt yourself. In the fighting mode, choose a battle spell and click on yourself. It is rather funny when you parry your own attack.

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If you use a baton or spell then you usually can not move again in hasted mode. The exceptions are if you do a melee attack or click on an item to search it. The order of your actions is important.

 

You could always use attack spells upon yourself or an ally. The game usually only checks for melee and missle attacks where you get the can not talk during combat message. Crystal attacks can be done without causing a fight.

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Quote:
Originally written by Slartucker:
Ooh. Bug!
One that has been there since GF1.

Quote:
Originally written by Dikiyoba:
Just out of curiosity, what happens if one of your creations attacks your main character?
I can only answer from experience, but in GF1 and GF3, one of your own creations attacking you would just end up as a normal attack. You would take damage. In GF2, however, if one of your creations attacked you, it immediately was game-over.
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Originally by Nioca:

 

Quote:
And for clarification, I meant having your critter attack you manually (by clicking the attack button on it's turn and selecting your character).
That's what I did. I just tested it again and got the same result. My character lives in G2 and dies in G1.

 

And Dikiyoba can't get Dikiyoba's character to attack itself with spells in G1 or G2 either.

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Quote:
Originally written by Eigenvalue:
1. I remember that there was a discussion that with 11+ action points you should be able to attack, move, and attack again. I am even sure that I have managed to do this previously. However, now I am getting a message that "you cannot move after attacking". Where's the old hit-and-run tactic?
This is a change from previous Geneforges. To answer the thread question. Yes, it is intentional.

But you can now attack with less than 5AP. Thus, you can move 7AP and then attack. The no move after attack restriction is the quid pro quo for being able to attack with 1AP rather than requiring the full 5AP as in previous Geneforge's. No more hit and run but think about the possibilities using gems and pods... a lot more attacks in a turn are now possible.
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That was my feeling too. But I got won over by three considerations:

1) the Agent's hit-and-run tactics would inevitably degenerate into absurd engine abuse, so really we're all better off with toning that down;

2) you can still hit-and-run if you use crystals, since these don't stop you from moving;

3) even if you never add Endurance points, your health will be high enough now that you can afford to get hit back a bit, especially once you get some good Blessing spells.

 

You can often still jump around a corner and blast everything in sight. You can generally survive the retaliation by whatever is left, and then either blast again, or run away at that point. It kind of still feels the same, at least to me.

 

What you can't do is count on pure battle magic (let alone pure Firebolt) to handle every single encounter. It's a really good idea for an Infiltrator to get some serious Mental Magic as well now. But to me this is a sign of improved balance.

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If the first spell you cast is daze, with the right combination of mental magic and spellcraft, it's all you usually need. For most of the first 2 chapters you can stun most of your opponents and then pick them off one by one. One nasty thing is to use daze and burning spray since that damage comes at the end of the round. You can if you go first repeatedly daze your opponents and damage a new one every round once you are hasted.

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