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d1r

Single handedly funding SMTVI
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have to play on widnows

20230302_224717.jpg
Clean your fucking room, your laptop, and probably wash yourself too. Jesus.
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Game #13 is beaten. Control is an average shooter, with a story that I wanted to see through to the end. Skipped a lot of side content, and moved on to the Foundation DLC. I'm not sure if I will go back for the rest. Side quest bosses have been decent.
 

Jvegi

Arcane
Glory to Ukraine
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Nov 16, 2012
Messages
5,505
have to play on widnows

20230302_224717.jpg
Clean your fucking room, your laptop, and probably wash yourself too. Jesus.
Have you seen an actually dirty gamrer room? Maxie is clean as a cat, leave him be.

I'm getting deeper into System Shock 2 and it's very interesting. Nothing like Deus Ex really. I'm dying a lot. Getting lost too, but the map helps.
 

Jvegi

Arcane
Glory to Ukraine
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Messages
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I'm getting deeper into System Shock 2 and it's very interesting. Nothing like Deus Ex really. I'm dying a lot. Getting lost too, but the map helps.
What class did you choose? What difficulty are you playing on?
Navy, no psi normal. I always seem to have single digit health so I get constantly one shot. It's a learning process.
 

NecroLord

Dumbfuck!
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Psi can be very powerful. Has many useful psi powers, but also some downers.
Weak in the beginning, godlike near the end. You know, like a mage.
 

Kabas

Arcane
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Feb 10, 2018
Messages
1,812
Tried that Ardenfall demo
t2Nt8FU.jpg

Optimised kinda poorly, like all the similar games of it's kind.
Decided to be a vanila mage of sorts. Keeping your enemies at bay with the wind spell while simultaniously throwing fireballs and icebolts is fun.
fWAtFkL.png

All other spells except elemental and summoning one appear to be useless though. Protection spell doesn't protect you and heal spell is inferior to literally everything edible you end up gathering.
Potions of stun and levitation ones are fun to use.
Don't dig the lore and the open world but i did like exploring the dungeons so far. Would like to play something similar without the open world.
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Game #14 is sort of beaten. I did the Empire and Undead Campaigns in Disciples II. I will keep the game installed for the rest of the campaigns, but I will take a break. In both campaigns, my main hero became a power house, that could probably have killed anything on their own. Especially my Undead hero, with his HP regen. Overall, a very solid game, but it took me a new PC, and a lot of internet searching to make the game work.

I am now moving on to Jagged Alliance Gold, and I should probably finish Solasta+DLC at some point.
 

Poseidon00

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Dec 11, 2018
Messages
2,257
Dragon Quest Monsters: Iru and Luca's Marvelous Mysterious Key. A remake of the best handheld rpg to ever exist, Dragon Warrior Monsters 2.

It sucks. It's a perfectly good game in it's own right, and I appreciate expanding on the main plot, but taking out the randomized keys to other worlds and replacing them with keys to a small, single map is BULLSHIT. The keys were the best part of the game. Whole new worlds were unlocked, with dungeons full of treasures, many different kinds of towns and scenery, and if you got lucky, were full of monsters that were extremely difficult to breed on their own.

Oh, and now you can add traits to monsters that came from their parents, which is also bullshit. Now monsters don't have strengths or weaknesses anymore, and it makes no sense since those traits were inherent to the monsters body type and skills. The one redeemable feature to this is the ability to turn normal size monsters into 2 or 3 slot giant ones.
 

Poseidon00

Arcane
Joined
Dec 11, 2018
Messages
2,257
Game #14 is sort of beaten. I did the Empire and Undead Campaigns in Disciples II. I will keep the game installed for the rest of the campaigns, but I will take a break. In both campaigns, my main hero became a power house, that could probably have killed anything on their own. Especially my Undead hero, with his HP regen. Overall, a very solid game, but it took me a new PC, and a lot of internet searching to make the game work.

I am now moving on to Jagged Alliance Gold, and I should probably finish Solasta+DLC at some point.

Did you use the vampire undead Hero? He is a unique one. Slow to start out but nearly unkillable by the end.
 

Abu Antar

Turn-based Poster
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Messages
14,310
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Game #14 is sort of beaten. I did the Empire and Undead Campaigns in Disciples II. I will keep the game installed for the rest of the campaigns, but I will take a break. In both campaigns, my main hero became a power house, that could probably have killed anything on their own. Especially my Undead hero, with his HP regen. Overall, a very solid game, but it took me a new PC, and a lot of internet searching to make the game work.

I am now moving on to Jagged Alliance Gold, and I should probably finish Solasta+DLC at some point.

Did you use the vampire undead Hero? He is a unique one. Slow to start out but nearly unkillable by the end.
That's the one. The Nosferat Guild Master Hero.
 

Kabas

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Messages
1,812
All this recent talk about Morrowind made me want to give it a try again.
Made a high elf, mage with the mage birthsign. Didn't bother making the custom class. Pretty solid character surprisingly.
I really don't find the constant long walks and gathering of thousand herbs to be fun though. And guess what kind of quests they started giving me the moment i joined the mage guild? Do a long walk and gather a bunch of herbs... Yeah, this game is not for me.
 

NecroLord

Dumbfuck!
Dumbfuck
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Sep 6, 2022
Messages
15,548
Playing Thief: Gold.
I'm at the Song of The Caverns mission and it is incredible. Splendid level design and art style. Always one of my favorite Thief missions.
 

Kabas

Arcane
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Joined
Feb 10, 2018
Messages
1,812
Does anyone remember me talking about not wanting to play Zanzarah anymore? Well, i am full of shit. I just went back and completed it.
My final squad looked something like this, only everyone was above level 40 by the time i reached the final boss.
W2cicPw.png

My air fairy, uber cute! Doesn't have any fancy tricks but still pretty good! She is very fast with her secondary spell equip.
1P1H6Ns.png

He was there from the beginning, a solid backbone of the team. His offensive skill doesn't allow him to wield the highest tier of earth magic but he can use a very nice metal/earth spell in case of need.
h82nOZ9.png

Can take a hit and hit back, what's not to love here? She was also there from the begining tho it took awhile for her to get good. If you're going to start playing my advice is to not pick this one as your starting pokemon, you will get the opportunity to get this exact fairy literaly 10 minutes later.
jDAHwwa.png

Look at this handsome devil! Psi suffers from being vulnerable to literaly everything but they compensate for it by being one of the few fairies who are effective against earth and having a very solid spell selection(including that very annoying spell that teleports you randomly across arena).
tfqSu7P.png

This monstrocity is probably one of the reasons why the people of Zanzarah are so racist against the dwarfs. I do like their spell selection though. Metal fairies have a few interesting quirks like requiring dwarven tools to evolve and having a dwarven craftsmen as your spell merchant instead of the usual purple fairy thing.

Being a bit underleveled made the final battles actually fun. That battle for the fire card was only one that felt like an absolute bullshit tho.
 
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octavius

Arcane
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Joined
Aug 4, 2007
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19,792
Location
Bjørgvin
All this recent talk about Morrowind made me want to give it a try again.
Made a high elf, mage with the mage birthsign. Didn't bother making the custom class. Pretty solid character surprisingly.
I really don't find the constant long walks and gathering of thousand herbs to be fun though. And guess what kind of quests they started giving me the moment i joined the mage guild? Do a long walk and gather a bunch of herbs... Yeah, this game is not for me.

It has no patience?
 

gamerguy

Educated
Joined
Feb 10, 2023
Messages
165
Really loving the world and boss design.

The world is decidedly less interesting than MP1, except there is a whole nother dark version of everything. Not just reskinned poly's either, but a giant complimentary puzzle piece to the light world.

Somehow they manage to keep it simple enough. The linear path ahead is more or less laid out for you, while still making you think through a couple possible paths on your map through both worlds.

I have to say I love the controls. The way L/R play off each other to maneuver and aim works extremely well, and you can tell everything is built for this scheme. I press against my turn speed one direction, then the other as I jump from platform to platform. Strafing fire by pressing the L button without the click. Holding your vertical aim with R for viewing or shooting. Dual sticks for this game would feel both superior, and inferior... just like the remaster.

Bosses continue to impress. I love that they close off the save point before the gravity boost upgrade. I had to do that whole section again because my timing on my super missles was a bit off and the boss killed me. That's a good burn with a balanced penalty.

Grapple guardian was easy to stay at full life because of the light bubble... but I ran out of light ammo trying to figure him out, and had to charge beam the last 20% of his life. My hands were a bit cramped at the end, and I couldn't help but shudder at hard mode.

...I've been reading MP:R impressions on different sites, and it's hilarious watching people complain about the difficulty in that game. I hope they remaster Echoes just for the forum lols. "bububu they don't respect my time "
 

Kabas

Arcane
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Joined
Feb 10, 2018
Messages
1,812
All this recent talk about Morrowind made me want to give it a try again.
Made a high elf, mage with the mage birthsign. Didn't bother making the custom class. Pretty solid character surprisingly.
I really don't find the constant long walks and gathering of thousand herbs to be fun though. And guess what kind of quests they started giving me the moment i joined the mage guild? Do a long walk and gather a bunch of herbs... Yeah, this game is not for me.

It has no patience?
For video game hiking? Definitely.

I prefered the Daggerfall way in which you don't spend this much time on slowly walking from one location to another.
Joke might be on me though, because instead of using the silt strider i decided to reach Balmora on my own while exploring every single dungeon and town i find along the way. I actually somewhat liked experimenting with avaliable spells and exploring the dungeons themselves, the most memorable one was probably the one with a very angry Nord axemen, used my scroll on him but it was worth it.
I still absolutely hated all this slow ass walking during all of this, soaking myself in the atmosphere and music lost it magic rather quickly thanks to this. Started loosing my interest to continue playing after finally reaching Balmora and lost it completely the moment i started doing mage guild quests.
Never liked the "press space/e a thousand times to fill your inventory with alchemy trash" gameplay of Skyrim, Morrowind is no exception. Alchemy menu being somewhat annoying to use doesn't help either.
And lastly i was never a big fan of rise by use skill systems.
This was my fourth or so attempt to get into Morrowind, unsuccessful.
 

NecroLord

Dumbfuck!
Dumbfuck
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Sep 6, 2022
Messages
15,548
I prefered the Daggerfall way in which you don't spend this much time on slowly walking from one location to another.
Hehe...
There are still the infamous Daggerfall dungeons to navigate through.
If you think about it, the original Elder Scrolls were dungeon crawlers. Morrowind was a more outdoor focused game. But in Arena and Daggerfall, most of the action is in dungeons.
 

Kabas

Arcane
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Joined
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Messages
1,812
There are still the infamous Daggerfall dungeons to navigate through.
I was mostly talking about the overworld travel. Daggerfall dungeons themselves being structured like a satan's digestive tract is a different case.
 

CthuluIsSpy

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Dec 26, 2014
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8,722
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On the internet, writing shit posts.
So I completed the main Morrowind questline.
I can see why it has a following, it really is a grand and intoxicating experience.
Fighting through those dark dwemer ruins, meeting an old friend who remembers you whilst you don't, killing him and then finding him still alive and stronger than ever and blasting you with magic while you have to make your way to the heart was pretty tense.
Moonshadow was actually useful here, as you can use it to bypass him and his minions to get to the heart and destroy it. Only issue is that after I destroyed it...nothing happened. I thought it was a bug until I walked away from it and finally the journal updated. Bit of a fault on Bethesda's part.

So my thoughts on it before starting the DLC -
+ You get a lot of options, and that's great. You get build options, you can put enchantments on anything including paper, thereby making your own scrolls. You can't do that in the later games and I haven't the faintest idea why.

+ Whilst you don't have fast travel, you do have teleportation options that actually give you more freedom than the later games' fast travel. You can't Fast Travel into or out of a dungeon, but Morrowind does allow you to teleport out with spells and that feels better.

+ I prefer Morrowind's soundtrack to the later games. It's a lot more sombre and melancholic, which fits the overall story and atmosphere of the game.

+ The main quest structure is really well made (with the exception of the Hortator questline, which was pretty lame) and is the best part of the game.

+ Daedric and Ebony weapons and armour actually feels rare and exotic, and Daedric artifacts are actually hard to find. The later games just throw them at you, they have no meaning.

+ Unique items have no level scaling, so no silly side quest meta gaming where you have to hold off an early quest until level 30 to get the best possible version of that weapon.

+ There is no level scaling, so you can actually feel the improvement as you level up.

+There's a lot of thought and care put into fleshing out the culture and land of Morrowind. It does feel pretty immersive.

That said, there are issues

- The pathing is terrible. Like, I've seen enemies get stuck on trees, and on flat ground of all things. What's sad is that you can't even blame it on its age; Deus Ex and System Shock 2 are older and I don't recall such things happening with that frequency.

- Whilst the Main quest is great, the side quests are rather poorly done. Not only do they tend to be comparable to Skyrim's shitty radiant quests, they also tend to have worse directions, where you're just given a vague cardinal direction and sent off blindly wandering around until you stumble across where you need to go.

- Similarly, the world map is rubbish and inconsistent. Some important landmarks are shown and some aren't (such as actual daedric shrines), and you aren't allowed to make your own notes, and good luck trying to find a specific NPC wandering around in the wilderness. This and the above point allowed me to understand why quest markers were introduced.

- The NPC AI is really primitive and nonreactive. This is actually where Oblivion shines; NPCs actually react to their environment and to each other, whereas in Morrowind they barely react to the environment, each other and the player and only if you talk to them sometimes. NPCs also seem really eager to just dump exposition, even when they hate your guts for being the Nerevarine. You'd think the Temple and Ordinators would attack you on sight but nope, apparently not. So much for the war against the Nerevarine cult I guess.

- Assassinations are a joke. No skill required, just strip down and taunt until you aggro your mark.

-Whoever thought to give Sunder a weight of 40, that you have to use in conjunction with Wraithguard (weight 15) and keening (weight 9) is a twat.

- The potions all look the same and are a bastard to use. Similarly, the Alchemy UI is pretty clunky to use. Interesting, it would seem that Skyrim brought back that mechanic of freely mixing together ingredients of unknown properties.

- The cliff racers. The fucking cliff racers.
When it comes to Elder Scrolls idiosyncrasies, they are often exaggerated.
People talk about how you can't hit shit in Morrowind, but that's only if you built your character wrong and have low stamina.
People talk about how enemies in Oblivion are damage sponges, but that's more of a problem past level 30, as by then you would hit your damage cap and prior to that the game does give you a lot of damage amplifiers in the form of weakness spells, enchantments and sigils.
People talk about how annoying cliff racers are, how they are everywhere, have huge aggro range and will attack you out of nowhere. This is completely accurate, cliff racers are that obnoxious and there are too fucking many of them in any given area. Praise Saint Jiub, remove birbs from Vvardenfell.

All and all, I thought it was a good game and I can see why it has such a following and reputation.

Do I like it more than Skyrim? Yes, Skyrim was polished but bland.
Do I like it more than Oblivion? Eh...yes and no? It's actually quite funny; there are features in Morrowind that would have been great in Oblivion, and there are features in Oblivion that would have been great in Morrowind. If only Skyrim was a synthesis of those two systems instead of a stripped down husk.
 
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NecroLord

Dumbfuck!
Dumbfuck
Joined
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Messages
15,548
So I completed the main Morrowind questline.
I can see why it has a following, it really is a grand and intoxicating experience.
Fighting through those dark dwemer ruins, meeting an old friend who remembers you whilst you don't, killing him and then finding him still alive and stronger than ever and blasting you with magic while you have to make your way to the heart was pretty tense.
Moonshadow was actually useful here, as you can use it to bypass him and his minions to get to the heart and destroy it. Only issue is that after I destroyed it...nothing happened. I thought it was a bug until I walked away from it and finally the journal updated. Bit of a fault on Bethesda's part.

So my thoughts on it before starting the DLC -
+ You get a lot of options, and that's great. You get build options, you can put enchantments on anything including paper, thereby making your own scrolls. You can't do that in the later games and I haven't the faintest idea why.

+ Whilst you don't have fast travel, you do have teleportation options that actually give you more freedom than the later games' fast travel. You can't Fast Travel into or out of a dungeon, but Morrowind does allow you to teleport out with spells and that feels better.

+ I prefer Morrowind's soundtrack to the later games. It's a lot more sombre and melancholic, which fits the overall story and atmosphere of the game.

+ The main quest structure is really well made (with the exception of the Hortator questline, which was pretty lame) and is the best part of the game.

+ Daedric and Ebony weapons and armour actually feels rare and exotic, and Daedric artifacts are actually hard to find. The later games just throw them at you, they have no meaning.

+ Unique items have no level scaling, so no silly side quest meta gaming where you have to hold off an early quest until level 30 to get the best possible version of that weapon.

+ There is no level scaling, so you can actually feel the improvement as you level up.

+There's a lot of thought and care put into fleshing out the culture and land of Morrowind. It does feel pretty immersive.

That said, there are issues

- The pathing is terrible. Like, I've seen enemies get stuck on trees, and on flat ground of all things. What's sad is that you can't even blame it on its age; Deus Ex and System Shock 2 are older and I don't recall such things happening with that frequency.

- Whilst the Main quest is great, the side quests are rather poorly done. Not only do they tend to be comparable to Skyrim's shitty radiant quests, they also tend to have worse directions, where you're just given a vague cardinal direction and sent off blindly wandering around until you stumble across where you need to go.

- Similarly, the world map is rubbish and inconsistent. Some important landmarks are shown and some aren't (such as actual daedric shrines), and you aren't allowed to make your own notes, and good luck trying to find a specific NPC wandering around in the wilderness. This and the above point allowed me to understand why quest markers were introduced.

- The NPC AI is really primitive and nonreactive. This is actually where Oblivion shines; NPCs actually react to their environment and to each other, whereas in Morrowind they barely react to the environment, each other and the player and only if you talk to them sometimes. NPCs also seem really eager to just dump exposition, even when they hate your guts for being the Nerevarine. You'd think the Temple and Ordinators would attack you on sight but nope, apparently not. So much for the war against the Nerevarine cult I guess.

- Assassinations are a joke. No skill required, just strip down and taunt until you aggro your mark.

-Whoever thought to give Sunder a weight of 40, that you have to use in conjunction with Wraithguard (weight 15) and keening (weight 9) is a twat.

- The potions all look the same and are a bastard to use. Similarly, the Alchemy UI is pretty clunky to use. Interesting, it would seem that Skyrim brought back that mechanic of freely mixing together ingredients of unknown properties.

- The cliff racers. The fucking cliff racers.
When it comes to Elder Scrolls idiosyncrasies, they are often exaggerated.
People talk about how you can't hit shit in Morrowind, but that's only if you built your character wrong and have low stamina.
People talk about how enemies in Oblivion are damage sponges, but that's more of a problem past level 30, as by then you would hit your damage cap and prior to that the game does give you a lot of damage amplifiers in the form of weakness spells, enchantments and sigils.
People talk about how annoying cliff racers are, how they are everywhere, have huge aggro range and will attack you out of nowhere. This is completely accurate, cliff racers are that obnoxious and there are too fucking many of them in any given area. Praise Saint Jiub, remove birbs from Vvardenfell.

All and all, I thought it was a good game and I can see why it has such a following and reputation.

Do I like it more than Skyrim? Yes, Skyrim was polished but bland.
Do I like it more than Oblivion? Eh...yes and no? It's actually quite funny; there are features in Morrowind that would have been great in Oblivion, and there are features in Oblivion that would have been great in Morrowind. If only Skyrim was a synthesis of those two systems instead of a stripped down husk.
I really miss the sheer power of artifacts you found in Daggerfall and Morrowind.
Items like Sunder, Helm of Oreyn Bearclaw, Chrysamere, Boots of Blinding Speed, Ten Pace Boots. They make the "artifacts" of Skyrim look like children's toys.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,316
So I completed the main Morrowind questline.
I can see why it has a following, it really is a grand and intoxicating experience.
Fighting through those dark dwemer ruins, meeting an old friend who remembers you whilst you don't, killing him and then finding him still alive and stronger than ever and blasting you with magic while you have to make your way to the heart was pretty tense.
Moonshadow was actually useful here, as you can use it to bypass him and his minions to get to the heart and destroy it. Only issue is that after I destroyed it...nothing happened. I thought it was a bug until I walked away from it and finally the journal updated. Bit of a fault on Bethesda's part.
Destroying the Heart of Lorkhan should result in a snippet of spoken dialogue from Dagoth Ur, visual effects showing the Heart being destroyed, the collapse of Akulakhan (hard to miss), and, as you're leaving, an appearance from Azura with one of the three video cutscenes found in the base game. If not, you experienced a bug, likely caused by a mod.
 

CthuluIsSpy

Arcane
Joined
Dec 26, 2014
Messages
8,722
Location
On the internet, writing shit posts.
So I completed the main Morrowind questline.
I can see why it has a following, it really is a grand and intoxicating experience.
Fighting through those dark dwemer ruins, meeting an old friend who remembers you whilst you don't, killing him and then finding him still alive and stronger than ever and blasting you with magic while you have to make your way to the heart was pretty tense.
Moonshadow was actually useful here, as you can use it to bypass him and his minions to get to the heart and destroy it. Only issue is that after I destroyed it...nothing happened. I thought it was a bug until I walked away from it and finally the journal updated. Bit of a fault on Bethesda's part.
Destroying the Heart of Lorkhan should result in a snippet of spoken dialogue from Dagoth Ur, visual effects showing the Heart being destroyed, the collapse of Akulakhan (hard to miss), and, as you're leaving, an appearance from Azura with one of the three video cutscenes found in the base game. If not, you experienced a bug, likely caused by a mod.
My apologies, I wasn't clear.
Yes, that all happened, but only when I stepped on the bridge away from the heart.
At first I though I did run into a bug, but it was just the script being weird. The heart did indeed shrink, Dagoth did indeed panic that I was destroying the heart and Azura did give me a nice ring.

On another note, I now feel bad for making the Black Star in Skyrim. Azura is a good Daedra.

Speaking of soul gems, I'm really happen they did away with the chance to fail to recharge in later games. That felt kind of bullshit and tedious to me.
On the other hand, I do like how weapons recharge over time.

Playing Tribunal now.

Some initial thoughts -
- I'm kind of confused about it. On one hand, you get it pretty early in the game when the Dark Brotherhood attack you, but it seems to be mid to late game content? You fight a lot of enemies and adamantium armour seems pretty high tier, not to mention the NPC that can just make ebony and glass gear. So is it meant to be played after the main quest, or not? Not sure.

- There is no world map for Mournhold, which isn't good.

- Most of the action is in the sewers. So the DLC is a sewer level. Also not good.

- There appears to be some leveled list nonsense? At level 30 the Dark Brotherhood have daedric weaponry and during a side quest a NPC attacked me with a daedric wazikashi. So much for the exotic rarity of daedric gear I guess. Also goblins are really tough. I don't know if they have HP scaling shit or if they are actually meant to be mid to late game enemies.

- I did a side quest where I had to pay 3000 gold to free some prisoner. I then tried to pick pocket the gold from the ring leader. I failed and he ran away so I killed him. No one cared. Not even his body guards nor the former prisoner. Amazing AI reactivity in action.

- I discovered you can buy a literal pack rat. 10/10, best Bethesda DLC of all time.
 
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