Fenix
Arcane
Should be changed really, seems retarded.
I think it at least should affect it for less turns - maybe only on same turn you throw it.
Should be changed really, seems retarded.
Always have enough antidote. Never just eat the poison dmg, use antidote to prevent it entirely. In this game your HP are a FINITE resource. Healing supplies are limited. If you don't want to discover mid game that you have to start over because you can no longer heal up your party avoid as much damage as you can. That saidAlright so I decided to finally give this game a go and I'm not too far yet, but having quite a lot of fun for now! There's something really satisfying in fast attacking people with little to no armor with a sword and getting bleed effects aswell. There's one encounter I'm having problems with (it might be an optional one). There's these 3 scorpions (one stronger than the other 2) and I can manage to kill one but afterwards I just get demolished. Are there any general tips against them? Some additional info: I'm running a sword/dodge user and using Marcus(hammer/dodge) and some old guy who uses a crossbow and critical strike. Playing on murderous psychopath.
Thanks for the help! The tips worked and I beat them. I might have to restart anyway since I didn't skill any crafting skills (just want to try a playthrough without them) but I gave my character 10 intelligence, so using those extra skill points for some alchemy/crafting seems to be the smartest choice. For some reason I didn't really mind restarting in AoD aswell just to try some things slightly differently.
EDIT: Alright so I reached my limit at the third battle against Roxana. Zero rations, my character is at 1 HP and yeah... I'm a goner. So, I think I'm going to try to skill alchemy in my new playthrough instead of having an unnecessarily high swords skill, and my DEX was the lowest of all my companions aswell, so I might as well drop the 5 CON I had to 4 and take an extra point in DEX instead. Let's hope it goes better this time.
I think it was patched out?If you're having some trouble with ranged characters consider equipping a shield as even dodge characters benefit from vsRanged defense they provide (though you'll have to live with some THC loss usually).
I think it was patched out?
Not sure, something in last patches.
[crystal caves] It's focking gay that you can't end the combat with the three plants and the sclopendoptera if you kill the bug and then walk past the range of the plants. I know you have to clear a path for your posse but still, at least let me heal scum or something. I understand that this would probably be difficult to implement with the way the skill points are rewarded at the end of a fight, I'm just frustrated, but not beaten!
There's plenty of walking. There's *some* teleporting like returning your character to quest givers after completing quests, which isn't a big deal, but as you know people like to exaggerate.- I (am still to this day) stupefied that there is no walking and instead teleporting from script trigger to the next trigger
Glad you like it.Happy to eat my words now after playing DR and seeing the depth in the combat system. AoD can absolutely coast by without party members on that TB system.
We planned it this way long before AoD was released. Our original plan was to develop two different settings with different systems. Fantasy vs sci-fi, single-character vs party-based, focus on melee vs ranged, skill-points vs increase by use, focus on exploration vs working your way up in a faction, feats vs skills' passives, etc.(But I still dislike not having some form of companions in my TB games, or any RPG games for that matter, and I find it humorous VD gave in to consumer demand and made Colony Ship a party-based RPG simply because of the non-stop raging butt-hurt over AoD's one-man-army/diplomat).
We planned it this way long before AoD was released. Our original plan was to develop two different settings with different systems. Fantasy vs sci-fi, single-character vs party-based, focus on melee vs ranged, skill-points vs increase by use, focus on exploration vs working your way up in a faction, feats vs skills' passives, etc.
http://www.irontowerstudio.com/forum/index.php/topic,7208.0.htmlWe planned it this way long before AoD was released. Our original plan was to develop two different settings with different systems. Fantasy vs sci-fi, single-character vs party-based, focus on melee vs ranged, skill-points vs increase by use, focus on exploration vs working your way up in a faction, feats vs skills' passives, etc.
That was the plan all along? That is really interesting to know. You're making yourself one of the most well-rounded RPG designers in the industry by going for such polar opposites right from the start! If I recall correctly, you've already talked a bit about the setting of a tentative game project after The New World. Do you already have ideas what you'd like to do with game mechanics there?
I love the 19th century's Gothic novels like The Manuscript Found in Saragossa