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Post by drdave on May 13, 2014 9:32:27 GMT -5
To add my tuppence worth (US English - two cents) to the single-wield/dual-wield/two-handed debate.
A question, are you role-playing or roll-playing?
Use the system that fits best with your vision of the character.
My Vraes is a big lump of a lad (high Str), a bit clumsy (low Dex) and thick as (at least) two short planks (really low Int). His idea of combat tactics is to grab the biggest, heaviest, pointiest thing he can find and stand there knocking seven shades out of anything that gets too near him.
Every time we go into a weapons shop he just stands there pointing at the biggest spear shouting "Me want!" until Tamilin gives in and buys it for him. If there aren't any big spears he heads to the shiniest suit of armour, at which point Kyera tends to point out that at least that might give her a chance to do something other than patch him up every few seconds.
Tamilin and Karjtan both major in hiding behind Vraes and dealing death from a distance, taking out archers, shamen, etc and Kyera swapped her hammer for a staff with an SP boost, because she never gets a chance to do anything except put Vraes back together again.
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Post by drdave on May 13, 2014 5:45:37 GMT -5
It barely registered with me. Been playing CK for some time and just accepted "Hund" as referring to the genetically modified shock glove fodder of the near future. When I saw the same term in HoS, I just accepted it as one of the numerous cross game references that the TB put in their games. Half the bars in CK reference ST (or is it the other way around). I had assumed the Secrets of Steel Club was referring to cyberware, but who knows? In the same vein, love the obscure Hihitchhiker's reference in City Hall.
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Post by drdave on May 12, 2014 3:24:21 GMT -5
vdx - lol. In the next update, if you visit the Brunehorn Inn, don't have the hammer on you, and have killed Vurnak, a new hammer will appear in your inventory. You will no longer be able to sell or use it. Ignore my last post, I missed this entry! I've got it!
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Post by drdave on May 12, 2014 3:20:37 GMT -5
Is the hammer of the smith lord and essential plot item? It is described as "story item". I messed up in the end fight and am want to know if I need to start again.
My tactic was to buff Vraes up with the extra 2MP incantation and then run around on his own smashing foci. He died after smashing the last focus so I restored. This left us all together and able to get back to the bottom of the stairs. It was then a simple matter to wait in single file on the bridge for V to turn up and then knock seven shades out of him. Once we killed him and were teleported to the altar, Tamilin opened the chest and retrieved the hammer. Unfortunately I them made 2 errors. I accidentally ended my turn without healing so someone died. I then hit restore instead of retry, so went back to not having opened the chest.
Whilst I was trying to make my way back to the chest the temple collapsed and I was transported back to the town minus the hammer.
JUST ANSWERED MY OWN QUESTION!!
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Post by drdave on May 6, 2014 9:58:07 GMT -5
Tamillin has a lot more to her than whats been said.Kyera im thinking has been cooped up and spoonfed a dogmatic view of the world that doesnt quite match the reality. Vraes' backstory is pretty much there by the time you start operating around Oskahold. Gingerbread the biker is still an enigma to me though. Other than having a fireproof beard, he's a goodrear sector fire support guy, but doesn't have much character development compared to the others. Keep playin'
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Post by drdave on May 6, 2014 9:10:00 GMT -5
Would it be possible to change the default setting on entering an area, leaving camp etc from "unglommed" to "glommed" (are those words?)? It tends to be in those situations that I tend to forget and have Vraes wander off on his own.
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Post by drdave on May 6, 2014 8:29:44 GMT -5
What I find annoying, is not being able to but multiples of an item in one purchase. I like to stock up on the Group HP and Group SP potions so anyone with a spare AP at the end of the turn can heal everyone.
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Post by drdave on Apr 8, 2014 10:15:51 GMT -5
The best thing about the assorted stun gloves is you can go around knocking seven shades out of everything that moves (except predator drones) and still have less heat than a Scottish summer (I'm from Glasgow I'M allowed to say that).
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Post by drdave on Apr 8, 2014 9:31:43 GMT -5
On the easier levels you can advance fairly well without needing much in the way of implants, but the whole point of this type of game is there is no one right way to play. My first play through of MNB I used every bit of cyberware I could get my prosthetic hands on, but then reached the point where the character had nowhere to go. I started a sandbox game with Ghost, determined to learn from her mentor's mistakes, avoiding using cyberware. Both were equally enjoyable.
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Post by drdave on Jan 7, 2014 9:51:56 GMT -5
Just completed the "Duct and Dive" level I think it is in "Secrets of the Dark Age" or possibly "Vengeance of the Templar". I only play sporadically (more of a CK and HoS fan) so I've lost track of which episode I'm on, I just press "continue".
The victory text at the end of the level doesn't make sense, it's the same as the text at the end of a couple of levels earlier where you have to recapture Gux's shuttle (it makes sense there).
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Post by drdave on Dec 17, 2013 10:16:16 GMT -5
Question: What do people eat in the New Boston Zone? I ask because I'm thinking about employment, merchants, small-shops, restaurants, little stands in corners selling food, gizmos, junk. Just wondering how to picture the wares and the atmosphere. EDIT: I think I just answered my own question about food. This is DEFINITELY a way I can picture meat (that isn't mutated or rat) in the NBZ. I bet it can be used for grain too. Soylent Green! Why do you think the authorities turn a (relatively) blind eye to the amount of killing you do.
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Post by drdave on Dec 17, 2013 6:58:43 GMT -5
I too have just acquired a pair of staves. I found the caravan, but due to injuries returned to the inn to rest rather than explore further. After resting I reported in that I had found the caravan but nothing else and was paid 500 gold. I then returned to complete my exploration of the caves and found the goods from the caravan. I returned to town and spoke to Lady Strom again, at which point I was given two options: 1) We have found the caravan and the goods; 2) We explored further and found the goods. Choosing the second (accurate) option first resulted in me getting the staff. The first option then remained in the dialogue for the store so I selected it and the resulting conversation seemed to be what you should get if you had found both before returning. My pay was increased to 600 gold and I got another staff.
I hope this helps.
PS slayernz - yes, the cleric can use the spare staff!
Just checked, I forced a close immediately after the conversation and when I reloaded I had just arrived in back in town. I tried choosing the 1st option first, I got 600 gold and a staff, the second option remained (albeit now as option 1) and choosing it gave me another staff.
I presume the key is reporting back before finding the goods.
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Post by drdave on Dec 11, 2013 10:15:48 GMT -5
I'm having a similar problem, which developed in an earlier version, but I've just re-loaded that game in v 1.1.13 and it is still an issue. I was fairly deep into the maze in Krellin Deeps, I had got round the other side of the ancient pillars and stumbles across a large encampment (at least 5 huts), when one of my characters got cornered and killed, I initially used the repeat turn option, but I'd already let things go too far and used all my potions, so I couldn't win. After dying again I selected the restore option which took me back to the campsite near the entrance to the maze, with HP still low (as they were before I camped there). However I was stuck in combat mode and could not rest even after ending my turn repeatedly. If I move the map to focus on where I got killed, I can see the enemies from my last battle are still active, but it will take forever to get there stuck in combat mode and I would need to use all my potions (which have been restored to the pre-camping numbers, just to get fit enough to start fighting, so I'll probably just die again. I think this problem might be linked to the one in this thread: startradersrpg.proboards.com/thread/6007/perpetual-combat-mode
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Post by drdave on Dec 10, 2013 12:40:46 GMT -5
Not really a bug, but there's no wish list. Can you add a confirmation dialogue to the "Return to main menu" button in the top left of the main game screen. I keep brushing against it accidentally. This takes me back to the main menu and I have to load again. I may just be ham-fisted, but I like to think it's because I am left-handed so I am moving my hand in from the left all the time.
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Post by drdave on Dec 4, 2013 11:26:58 GMT -5
My idea is to have a defensive posture option for when you dont want to attack move or use an item. It would end your turn and use all of your ap but give you a defensive posture allowing the next enemie's turn. I think, basically, tellub means an "End Turn" button. It would be quite useful, especially for Cyberswords, The Hund is 3 squares away, you have 5 or fewer AP left. If you move towards it then it wins initiative, you get bitten. You want to be able to hold your ground, then yield initiative next turn so it closes on you then... "Whack!", "Zap!", dead doggie. In fact I just had a brainwave whilst typing, "Hold Ground" sounds much better than "End Turn"
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