almondblight
Arcane
- Joined
- Aug 10, 2004
- Messages
- 2,656
Fezzik said:I just put the demo up on megaupload. Maybe that'll work for you.
Thanks! You sir, are a prince among men.
Just started but the game seems really cool so far.
Fezzik said:I just put the demo up on megaupload. Maybe that'll work for you.
Darth Roxor said:Just finished the main quest, but I'm gonna visit stuff I haven't been to before completely finishing.
Overall, I liked this, generic as fuck plot aside (it's not like it's important, anyway). And the end-game area was... really fucking hard to say the least.
Hoaxmetal said:Anything else good except the combat?
Gwendo said:How much time did it take to finish it?
Well I just hoped that combat isn't only thing which is done well.Panthera said:Hoaxmetal said:Anything else good except the combat?
That's like talking about Tetris and saying 'anything else good except the falling blocks part?'
Darth Roxor said:And the end-game area was... really fucking hard to say the least.
Edward_R_Murrow said:I have a feeling it's not the end so I'm trying to conserve spells and not go all out, but if it is the end I guess I should.
getter77 said:Luzur said:-Check their profile and you should notice their weakness(es) on the Babaus.
the ingame profile? ive been looking around the net but didnt find any mention of weakness.
Yep, easiest way to figure out the abilities and weaknesses of anything you fight in the game right down to their specific inventory.
Luzur said:getter77 said:Luzur said:-Check their profile and you should notice their weakness(es) on the Babaus.
the ingame profile? ive been looking around the net but didnt find any mention of weakness.
Yep, easiest way to figure out the abilities and weaknesses of anything you fight in the game right down to their specific inventory.
well okay, i looked around in their profile and they are demons who works as assassins.
is that supposed to tell me something? sorry but i dont get it. should i burn their protective ooze off first? try casting protect from evil? searing light? what?
Panthera said:That's like talking about Tetris and saying 'anything else good except the falling blocks part?'
http://www.heroicfantasygames.com/Forums/viewtopic.php?f=2&t=78 said:Changes:
1) Fixed a rules compliance issue: a character should be able to take an equivalent move action (that is to say an action other than moving which takes as much time as moving up to the character’s speed), such as Use the inventory, after taking a five foot step (free action) and making a single attack (standard action).
2) Added an option for automatic end of turn, as requested. If this option is on, the game will check after each action performed whether there’s anything more you could do and if not, it will automatically end the character’s turn. Examples: after moving and then attacking; moving and then using the inventory; performing a five foot step then some attacks and finding yourself without anymore enemies around you.
3) Fixed a problem with casting from a scroll outside combat: the scroll was destroyed even when the spellcaster cancelled his spell.
4) Improved the design of the scribe scroll and craft wand screens.
5) Escape will bring up the menu screen even when the computer is playing.
6) Added a button linking to the main help index in the title screen.
7) Cure spells cast outside combat on a player character will not require the caster to be adjacent to the recipient.
8) Fixed the issue when swapping characters: this issue was responsible for the bugs with Luminara targeting Kline as well as the double swapping issue. It was a small bit missing in the swapping code.
9) Added Luminara and Elinor to the list of random female names. Cool names. PS: I enjoyed reading the personalised descriptions of Elinor’s swords.
10) Fixed broken link in the Ghoul Touch spell description.
11) Fixed the spelling of peeble to pebble in Magic Stone spell description.
12) Damage dice now printed as “1D8” rather than “1D08” in the character sheet and inventory screen.
13) Changed the way campfires are printed so that the contrast is higher.
14) Added Movement by holding the Mouse button pressed.
15) Fixed a big bug in the chronometer. Thanks for spotting that, I missed it earlier as I thought the reloading was cutting down time. Now displays both hours and minutes.
16) The game will now save the cursor state (attack, shoot or observe) of each character at the end of their turn and resume it on their turn. Also saved in save games.
17) Fixed a bug with Dexterity 0 when obtained from sleep. Being put to sleep (or pinned) reduces the dexterity to 0 but it should not “paralyze” a creature. It’s only when a character acquires dexterity zero from ability damage that he becomes paralyzed because of low dex.
Haven’t had enough time to upgrade the item interface.
AndhairaX said:Wha would you say to having a party of 2 knights and 2 wizards (aka no cleric) The only real flaw in that is you don't have heal spells AND you can't use healing wands. Is it that big a deal though?
VentilatorOfDoom said:-no Undead Turning?
-how are Concentration checks handled (they fail all the time) since there is no Concentration skill?
Ashery said:AndhairaX said:Wha would you say to having a party of 2 knights and 2 wizards (aka no cleric) The only real flaw in that is you don't have heal spells AND you can't use healing wands. Is it that big a deal though?
Suicidal.
The problem is when you have dungeons where there are points of no return...ie you can't just run away and rest whenever you're low on hp.
And cold iron/silver/adam. weapons are best acquired through crafting. I actually recommend to take crafting fairly early on as it's useful even in the first dungeon.
Unfortunately, yes this is definitely one of the things I missed. Hell, clerics are overall rather gimped - in the later areas I didn't use almost anything except (mass) cure/inflict/harm/heal, because all the other spells seemed pretty useless
Concentration 'skill' is equal to your level iirc.
Wizards get Teleport