On reflection, it was more of an annoyance than anything real. It happened in Sher'tul forest outside of a large castle.
I lost the escort because I tried to dig a new path, and it would not wait for me to finish. It turned out the portal was in the moat.
Basically I always hate losing escorts.
Search found 38 matches
- Fri Mar 24, 2017 2:09 am
- Forum: Ideas
- Topic: How about escorts don't pathfind though deep water
- Replies: 3
- Views: 1848
- Thu Mar 23, 2017 11:44 pm
- Forum: Ideas
- Topic: How about escorts don't pathfind though deep water
- Replies: 3
- Views: 1848
How about escorts don't pathfind though deep water
Just a grrr moment.
- Sun Aug 31, 2014 3:15 am
- Forum: Ideas
- Topic: Weapon damage is misleading
- Replies: 13
- Views: 6139
Re: Weapon damage is misleading
It's really good to see this :D. (I suggested something and someone did something about it. Finally my life has significance.) On formatting, I agree with HousePet and marshmallowsoup on both their points. Two or three digits is enough to work with and is in keeping with the rest of the game. I have...
- Sat Aug 30, 2014 2:49 am
- Forum: Ideas
- Topic: Making secondary racial stats more significant
- Replies: 4
- Views: 2159
Re: Making secondary racial stats more significant
I have played Nightmate difficulty, though mostly I was surprised at how fast all characters gain levels. I don't play infinite dungeon or arena, so could not say how xp rates affect these. There are problems with grayswandir's suggestion. Racial stats can go down as well as up, so would need some w...
- Sat Aug 30, 2014 2:28 am
- Forum: Ideas
- Topic: Two-faced rogues
- Replies: 2
- Views: 1322
Re: Two-faced rogues
I am all for doing more with factions. This is a part of the game that looks like it has a lot of potential, but then got sidelined. I don't know how the player could become a political mover and shaker unless you were to build a campaign specifically around that idea. There is room for bonus sidequ...
- Sat Aug 30, 2014 1:38 am
- Forum: Ideas
- Topic: Weapon damage is misleading
- Replies: 13
- Views: 6139
Re: Weapon damage is misleading
I would disagree that the value is being nerfed, that would require that the value was actually being used as a base damage. I have to concede, that was a lazy use of that term. I think the conversion between base damage and power is a redundant step, that is all. I am happy with the end result, bu...
- Fri Aug 29, 2014 2:40 am
- Forum: Ideas
- Topic: Two-faced rogues
- Replies: 2
- Views: 1322
Two-faced rogues
The rogue is a perfectly decent class nowadays although they do have a precarious start. It still seem as though players need a bit more of an incentive to try them out. I suggest they be given the unique ability to cross the magic/antimagic divide. That would mean Zigur would always be visible, and...
- Fri Aug 29, 2014 1:59 am
- Forum: Ideas
- Topic: Weapon damage is misleading
- Replies: 13
- Views: 6139
Re: Weapon damage is misleading
Exactly that. If I understand correctly the *power* of a weapon is directly proportional to the damage it does.
- Fri Aug 29, 2014 1:52 am
- Forum: Ideas
- Topic: Making secondary racial stats more significant
- Replies: 4
- Views: 2159
Making secondary racial stats more significant
The main distinctintion between races is the racial talent tree, and this works beautifully for all of the main races. Apart from this, hit points make a difference, but every other factor can be completely ignored. XP The main point is experience bonus/penalty. I only play adventure mode, but in my...
- Fri Aug 29, 2014 1:09 am
- Forum: Ideas
- Topic: Mercenary Outfit Blueprint
- Replies: 2
- Views: 1573
Re: Mercenary Outfit Blueprint
With all of these, it is the implementation that will make all the difference. I like the tie-in with roving bands, even though that part of the game can be a pain sometimes. An encounter with roving mercenaries would be a natural trigger for this zone. I reckon there's room for a cage fight vs. meg...
- Fri Aug 29, 2014 12:31 am
- Forum: Ideas
- Topic: Show Effective Values on Items
- Replies: 9
- Views: 3432
Re: Show Effective Values on Items
Yes this is good and very welcome. The format might be cleaned up a little (because clarity=good & clutter=bad) but yes! Re multiple slot items, is this to do with the [CTRL] compare feature? I think this is a seperate issue. i.e. it needs a fix specific to that feature, i.e. it is not your prob...
- Fri Aug 29, 2014 12:21 am
- Forum: Ideas
- Topic: Weapon damage is misleading
- Replies: 13
- Views: 6139
Weapon damage is misleading
This is has been bugging me since I started playing this game. The damage stat is generated randomly within a narrow range depending on the weapon type and tier. This value is what is shown to the player, but this value is not used directly. First it is nerfed! I don't get this. The range of values ...
- Thu Jun 26, 2014 9:47 am
- Forum: Ideas
- Topic: Would Be Nice To Find Better Gear In Shops
- Replies: 7
- Views: 2817
Re: Would Be Nice To Find Better Gear In Shops
Endorse the OP.
For pathalogical packrats like myself, I should note that buying an item from a shop is an active choice. You have to make an active choice to ditch, the random crap you pick up off the floor.
For pathalogical packrats like myself, I should note that buying an item from a shop is an active choice. You have to make an active choice to ditch, the random crap you pick up off the floor.
- Thu Jun 26, 2014 9:42 am
- Forum: Ideas
- Topic: Analyzing the Wyrmic Class
- Replies: 75
- Views: 47786
Re: Analyzing the Wyrmic Class
I suggested auxilliary attacks before, by which I mean secondary attacks that automatically follow any melee strike. These would work equally well with any choice of weapon.
- Sat Jun 21, 2014 12:51 am
- Forum: Ideas
- Topic: Allow Survival to be purchased at Shatur
- Replies: 2
- Views: 1005
Re: Allow Survival to be purchased at Shatur
This tree looks like something that could be unlocked by a side-quest, or maybe by completing one of the Shatur local tier-1 quests.