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KickStarter Knights of the Chalice 2 Thread - Augury of Chaos

Yosharian

Arcane
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May 28, 2018
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Grand Chien
Edit: LMAO the caster had bracers of DEX +6 on him! Fucking wow.
I believe he was supposed to teach you how to properly use Feint, as the tutorial rogue even has the Improved Feint feat.
It wasn't feint that won the fight, but the AI fucking up by putting the guy wielding a 50k GP longsword next to the brazier at the right moment. So this 'tutorial' taught me how to reload the game over and over until the AI shit the bed.

Furthermore, it's one of the worst tutorials I've ever played. Pierre dumps 50000 lines of text every few minutes about every single facet of the game, that isn't a tutorial that's a manual in dialogue form. It's boring as fuck.
 

Nortar

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Pathfinder: Wrath
Edit: LMAO the caster had bracers of DEX +6 on him! Fucking wow.
I believe he was supposed to teach you how to properly use Feint, as the tutorial rogue even has the Improved Feint feat.
It wasn't feint that won the fight, but the AI fucking up by putting the guy wielding a 50k GP longsword next to the brazier at the right moment. So this 'tutorial' taught me how to reload the game over and over until the AI shit the bed.

Furthermore, it's one of the worst tutorials I've ever played. Pierre dumps 50000 lines of text every few minutes about every single facet of the game, that isn't a tutorial that's a manual in dialogue form. It's boring as fuck.

I find it curious how people keep the mantra about melee characters being useless, but don't even try to use all the options available to them.

Still, if that encounter has only taught you to reload until you get lucky, you'll have plenty of opportunities to exercise your knowledge in the real thing.

I went in blind on Archmage (only checked off gold cost for leveling) and man, it hurts.
 

Yosharian

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Still, if that encounter has only taught you to reload until you get lucky, you'll have plenty of opportunities to exercise your knowledge in the real thing.
Nah, I understood what Pierre was trying to do. But the clumsy UI and awkward camera angle frustrated my initial attempts to use combat maneuvers, and the numbers are a little too extreme for my liking for a fucking tutorial.
 

Darth Canoli

Arcane
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Jun 8, 2018
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Perched on a tree
The village is a better tutorial but when you're done with the main game, maybe after playing it twice and after playing Hearkenwold, the tutorial is a nice short module.

Ok, I'm going :
  • Kobold Red Wiz
  • Human Black Wiz
  • Elf Psion
  • Drake Fighter
  • Mantis Rogue
  • Centaur DK
For my Archmage (no gold and more feats) Ironman run.
Probably with fire druid and pizarra or the monk if he's good enough.

I barely used necro spells so far, aside from malison on some tough enemies so i'll try to fix that. I'll miss the Barbarian, he's fucking good early on.

I was just thinking about trying a prismatic wall for the Spider Queen fight since I've never tried it.
Silence + Prismatic wall + fighters behind her and some summons on the other side, probably malison once she spawns, ectoplasmic cocoon worked once so it might work again and there's also the guaranteed 1 level drain aoe (probably if not resisted) which might remove her some spells.
 
Last edited:

Yosharian

Arcane
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Messages
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Grand Chien
The village is a better tutorial but when you're done with the main game, maybe after playing it twice and after playing Hearkenwold, the tutorial is a nice short module.

Ok, I'm going :
  • Kobold Red Wiz
  • Human Black Wiz
  • Elf Psion
  • Drake Fighter
  • Mantis Rogue
  • Centaur DK
For my Archmage (no gold and more feats) Ironman run.
Probably with fire druid and pizarra or the monk if he's good enough.

I barely used necro spells so far, aside from malison on some tough enemies so i'll try to fix that. I'll miss the Barbarian, he's fucking good early on.

I was just thinking about trying a prismatic wall for the Spider Queen fight since I've never tried it.
Silence + Prismatic wall + fighters behind her and some summons on the other side, probably malison once she spawns, ectoplasmic cocoon worked once so it might work again and there's also the guaranteed 1 level drain aoe (probably if not resisted) which might remove her some spells.
What proficiencies does Jorad have btw?
 

Serus

Arcane
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Small but great planet of Potatohole
Took me about five tries for first victory on "normal" difficulty.

:kingcomrade:
There is little difference in that case. What difficulties do mostly is changing long term balance, number of feats, having to pay for levelling, etc... Things that make the game easier/harder because your party becomes stronger or weaker. The change in combat itself are the initiative penalty for the AI on Normal and Hard and higher dying threshold - on per level basis on Normal. Let's forget easy. The initiative plays a big role, the bigger the stronger enemy, especially casters get but only Archmage by default doesn't have the penalty for AI. Btw a 25% penalty doesn't guarantee anything, just makes it much more likely.

You have tons of talking in the tutorial but you can skip it with a click or two (and suffer in consequence). The tutorial itself is very nice in my opinion, past that combat.
No one reads manuals these days and the game is demanding. You will ALWAYS remember that lesson, in all Pierre modules. And so do I.
:smug:




tbh the tutorial is harder than the first and second act of the main game
Yes but i think it was a good kind of difficulty. Mostly.

Did you start the ironman run yet?
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. MCA Project: Eternity Divinity: Original Sin 2
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Gaem too hard. Filtered by the tutorial. Welcome to RPG Codex, home of true, monocled gamers.

tbh the tutorial is harder than the first and second act of the main game

So what I'm hearing here is that visionary designer Pierre Begue listened to all the whining about difficulty and created a tutorial that will tutor players to be able to more easily pass the first two acts of the game. Genius! :smug:
 

Serus

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Small but great planet of Potatohole
:avatard:

Gaem too hard. Filtered by the tutorial. Welcome to RPG Codex, home of true, monocled gamers.

tbh the tutorial is harder than the first and second act of the main game

So what I'm hearing here is that visionary designer Pierre Begue listened to all the whining about difficulty and created a tutorial that will tutor players to be able to more easily pass the first two acts of the game. Genius! :smug:
He also created a sort of "prologue" that is more difficult than the first chapter and half of the game. This is why everyone loves him. Or hates him but it is hard to remain unaffected by his "design" choices if you play his games.



Yes, still in Finchbury and trying to plan my course. Hardest part in Finchbury will be the vanishing sword quest.
I agree, the fight with the Sharkmen was probably the most difficult one in Finchbury for me. Perhaps the one in that quest where you fight a lot of melee only in a very small room too. I had a domain that prevents surprise round so it was easy for me but i don't know how it is otherwise. The good thing is that it is Finchbury, the beginning of the game and after that you have an easier time for a while.
 

Yosharian

Arcane
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Grand Chien
There is little difference in that case. What difficulties do mostly is changing long term balance, number of feats, having to pay for levelling, etc... Things that make the game easier/harder because your party becomes stronger or weaker. The change in combat itself are the initiative penalty for the AI on Normal and Hard and higher dying threshold - on per level basis on Normal. Let's forget easy. The initiative plays a big role, the bigger the stronger enemy, especially casters get but only Archmage by default doesn't have the penalty for AI. Btw a 25% penalty doesn't guarantee anything, just makes it much more likely.
This isn't true because I have seen a video of someone playing on Normal difficulty and he is hitting / succeeding on spells far more easily than I was. Normal applies a level drain to enemies which makes them weaker, so it doesn't just change long-term difficulty.
 

plem

Learned
Joined
Dec 4, 2021
Messages
155
There is a "Zen Archery" feat though, WIS replaces DEX as the stat to give the attack bonus. Included in Hunting domain. Nice for a cleric archer, i would say, and affects ranged touch spells too.

it's also great on a Druid, especially if you take either the Fire sphere for empowered Produce Flame or Earth sphere for empowered Magic Stone
 

Serus

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Small but great planet of Potatohole
There is little difference in that case. What difficulties do mostly is changing long term balance, number of feats, having to pay for levelling, etc... Things that make the game easier/harder because your party becomes stronger or weaker. The change in combat itself are the initiative penalty for the AI on Normal and Hard and higher dying threshold - on per level basis on Normal. Let's forget easy. The initiative plays a big role, the bigger the stronger enemy, especially casters get but only Archmage by default doesn't have the penalty for AI. Btw a 25% penalty doesn't guarantee anything, just makes it much more likely.
This isn't true because I have seen a video of someone playing on Normal difficulty and he is hitting / succeeding on spells far more easily than I was. Normal applies a level drain to enemies which makes them weaker, so it doesn't just change long-term difficulty.
Normal doesn't apply any "level drain" automatically. Level drain is a rare effect from, mostly, higher level spells and a high level, rarely used, weapon enchantment. This is what normal difficulty modifies. The change only affects spells resistance and armour class - at least according to help files. This means that if the video wasn't showing mid game at least AND the players wasn't spamming the effect AND the enemy had SR (in case of spells) to begin with - the option didn't do squat - at least to my knowledge. Also See "observer bias".

So yes, there is a difference between Normal and Hard in combat but it isn't a big one and not early in game at all. The death threshold change is, probably, the bigger one of the two between normal and hard difficulties. The big difference in combat is between normal/hard vs Archmage, namely the initiative.
 

Serus

Arcane
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Joined
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Messages
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Small but great planet of Potatohole
The village is a better tutorial but when you're done with the main game, maybe after playing it twice and after playing Hearkenwold, the tutorial is a nice short module.

Ok, I'm going :
  • Kobold Red Wiz
  • Human Black Wiz
  • Elf Psion
  • Drake Fighter
  • Mantis Rogue
  • Centaur DK
For my Archmage (no gold and more feats) Ironman run.
Probably with fire druid and pizarra or the monk if he's good enough.

I barely used necro spells so far, aside from malison on some tough enemies so i'll try to fix that. I'll miss the Barbarian, he's fucking good early on.

I was just thinking about trying a prismatic wall for the Spider Queen fight since I've never tried it.
Silence + Prismatic wall + fighters behind her and some summons on the other side, probably malison once she spawns, ectoplasmic cocoon worked once so it might work again and there's also the guaranteed 1 level drain aoe (probably if not resisted) which might remove her some spells.
What about healing? Only Psion in main team is capable of healing. Everything else from potions scrolls? You can't even read cleric/druid scrolls. I think you need the one of the two companion druids - or at least the elemental bodyguard of the "good" one. But then i'm a noob in this game compared to you.
Also necro spells on lower levels are mostly crap.
 

PaquoCastor

Novice
Joined
Jul 19, 2020
Messages
17
Using v1.29, I was only able to beat the battle on very hard after setting reduced initiative 25%. No one was even unconscious at the end! The negative levels make the fighter less of a problem, that's true. Only him and one of the mummies has that effect, from what I saw in the editor. Either way, it's still one of the best battles I've ever played.
 

anvi

Prophet
Village Idiot
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Oct 12, 2016
Messages
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Kelethin
I think I'm on the final fight but it keeps crashing -.- I'll try again tomorrow, it's fun though.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,833
looked at nexus - it's almost empty. way too early for modules but no one even makes tokens. Pierre really messed launch with starting price. pity.
 

Fireblade

Erudite
Joined
Mar 27, 2004
Messages
207
Normal doesn't apply any "level drain" automatically. Level drain is a rare effect from, mostly, higher level spells and a high level, rarely used, weapon enchantment. This is what normal difficulty modifies. The change only affects spells resistance and armour class - at least according to help files. This means that if the video wasn't showing mid game at least AND the players wasn't spamming the effect AND the enemy had SR (in case of spells) to begin with - the option didn't do squat - at least to my knowledge. Also See "observer bias".

So yes, there is a difference between Normal and Hard in combat but it isn't a big one and not early in game at all. The death threshold change is, probably, the bigger one of the two between normal and hard difficulties. The big difference in combat is between normal/hard vs Archmage, namely the initiative.
The in-game help says "Negative levels may be assigned to certain opponents, depending on the Difficulty level. Negative levels resulting from the difficulty setting apply a penalty to Armour Class and Spell Resistance, as well as the standard effects of negative levels detailed below". Then it goes on to list Attack Rolls, Saving Throws, Hit Points, and Effective Level (affecting spellcasting/psionic powers).

edit: also just pulled up a normal mode save-game I have in chapter 4, got into a fight, examined a Black Wizard, and in the Effects tab it says "Condition: Reduced Difficulty Negative Levels +2". A Warlock in this fight has it, too. Most of the enemies don't though.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,642
Location
Grand Chien
Normal doesn't apply any "level drain" automatically. Level drain is a rare effect from, mostly, higher level spells and a high level, rarely used, weapon enchantment. This is what normal difficulty modifies.

neglevel.jpg
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
10,642
Location
Grand Chien
Using v1.29, I was only able to beat the battle on very hard after setting reduced initiative 25%. No one was even unconscious at the end! The negative levels make the fighter less of a problem, that's true. Only him and one of the mummies has that effect, from what I saw in the editor. Either way, it's still one of the best battles I've ever played.
So you admit that the negative level effect makes the fight easier, and having defeated the encounter before and knowing exactly what to do, you were able to defeat it again on the higher difficulty!

Real big brain moments in this thread
 

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