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| Art imitates art. |
As I began this session in the Blood Peaks, I reflected on our reasons for even being here:
- In Lowangen, an NPC said he thought Ingramosch, the dwarf to whom we were supposed to deliver the Salamander Stone, had gone to the Blood Peaks to "take care of the orcs."
- The party of mages who stole the Salamander Stone from us were last seen traveling through or near the region.
- At least two fixed encounters lead to the party being hogtied, stripped of equipment, and carried to a cell in the Blood Peaks.
- I explored the entire map during the last session, and it is literally the only available map that I haven't already explored.
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| A typical chest during this game session. |
We had also received some history on the region from a smith in Lowangen: An ancient dwarven prince named Tordol conquered the area from the orcs. They had been called the Great Peaks, but the conquest was so violent that they were renamed the Blood Peaks. I guess the orcs must have moved back in after he left.
Despite promises from commenters that the party could recover its gear this time if I just rolled with the capture-and-imprisonment, I looked for another option and managed to find an alternate entrance to the dungeon. This is where we pick up.
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| Thirty seconds later. This is a bad start. |
Many times in the past, we've seen odd parallels, always coincidental, between the two games that I'm playing at any one time. This pairing is no exception. Just like the recently-finished Halls of Colossus in Arena, the Blood Peaks offered numerous "arena" themes, including holding cells and a bloody battle floor. It's interesting to see how the two games take the same basic assignment ("make this arena feel like a real place") and approach it very differently. Arena focused on graphics—though this being 1994, not terribly good ones—while Star Trail adopted the slightly more timeless approach of relaying most of the environmental context in text. (The environment isn't completely devoid of furnishings and such, but it's more suggestive, like the occasional barrels and bookshelves in Gloomhaven, than truly evocative.) Star Trail's approach is better in that they were able to weave some encounters and role-playing options into that text.
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| Okay, those holes are in the walls, not the floors. And they're enormous! Who uses this latrine?! |
The dungeons in the two games are similar in that they're both three levels and have a number of doors that require about half a dozen keys to open. They both thus require quite a bit of backtracking. At about five hours, the Blood Peaks took me a bit longer than the Halls of Colossus, but that's entirely because of Star Trail's slower (but more tactical) combat system.
One final weird coincidence: Both games make it hard to see secret doors, but both of them annotate them on the automap.
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| Given what I just said, you'd think this would be a screenshot of the automap. But I forgot to take one. So it's just a battle with some ogres. |
The game sets up the Blood Peaks as a living dungeon. The orcs actually reside here; they're not just marauding through. There are kitchens, sleeping areas, latrines, forges, meeting halls, trash heaps, and storage rooms. Lots of storage rooms. A party that was stripped of its equipment could mostly re-equip itself here. I have numerous screenshots showing chests, shelves, and tables with dozens of pints of beer, wine bottles, hundreds of rations, scores of arrows and crossbow bolts, other weapons, armor, writing utensils, throwing knives, ropes, torches, lanterns, flasks of oil, snowshoes, hatchets, crowbars, mattocks, hammers, shovels, pitons, rope ladders, grappling hooks, blankets, winter coats, glass flasks, and many vials of poison called "golden glue" that I never found a use for. I found an alchemy set to replace the one I lost ages ago, and Toliman replaced his flute with a lute. Because of all the liquid and rations, I felt free to rest often and restore health and magic.
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| We had to answer about two dozen questions like this. |
There was also a lot of jewelry: gold, silver, and orc. I started by taking all of it, but when I ran out of inventory space, I had to prioritize the gold and silver. It later turned out that gold jewelry sells for about 10 gold pieces each, while silver jewelry only sells for a couple of silver pieces. I wonder if I would have done better with the orc jewelry.
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| Jewelry items do not stack. This was painful. |
The hallways were crawling with orcs and ogres, plus a few adjacent caverns that had spiders. At first, the game noted that I saw the orcs and hid, and they passed by. Eventually, I failed one of those checks, and from then on, any time I ran into orcs, there was a battle. A lot of them were with only two or three orcs, and my habit in such circumstances was to put the combat in auto-mode, no magic, and let the computer duke it out. Korima, my NPC fighter, was a big help in these fights. I did have to take control of two or three battles, one of them notably longer than the others, which I'll talk about below. In contrast to the many chests and shelves and such, most of the battles offered no material rewards, and during the entire six hours I spent in this session, only one of my characters (Gnomon) leveled up.
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| This happened a few times. Then we lost it. |
Without going in chronological order, here were the major features and mysteries of the Blood Peaks:
- Numerous hallways with traps, most of which my characters were able to avoid with Gnomon's high "Perception" and "Danger Sense" skills. The spider caves had some exceptions, where we repeatedly ran into "an avalanche of stones" from the ceiling, causing us to stop and rest several times.
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| Why couldn't I get this to stop!? |
- Several doors and chests I was never able to open. One of the problems is that I forgot to buy more lockpicks last time I was in town, so I was relying exclusively on force and "Foramen." Perhaps there are some locks that you have to pick to open?
- A wall that looked like it had a secret door, but every time I ran into it, the game just said, "Wow!"
- A box contained a mummified hand and a copper disk. I took the disk, although I don't know what it does. When I tried to take the hand, it started glowing green and did damage to Gnomon, who dropped it.
- A lever. The game asked if I wanted to flip it. I did. It said: "En voila! A perfect triple somersault . . . No, wait a minute, that's no good. Let me rephrase that. Do you want to move the lever to a different position?" Ha ha. Anyway, when I said yes again, nothing happened.
- A huge barrel of beer. Toliman became obsessed with something at the bottom of the barrel that he could only barely make out. He ended up spilling it all over the place and reducing his charisma for a while. It was a dead rat. I assume he failed a "Curiosity" check?
- There were a few wells where we could fill up our waterskins. For some reason, we got +1 "Courage" doing so.
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| I supposed it takes a certain amount of bravery to drink out of a cistern in a dungeon. |
- A couple of cages with war dogs (again, going with the arena theme). We had an awful role-playing choice to stab them to death through the bars (which we did not take). Later, other dogs attacked us when we opened a couple of rooms.
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| It occurs to me that I might have done this in Skyrim. Why does choosing it as an option feel so much worse than doing it in an action interface? |
- We took several opportunities to hinder the orcs. We destroyed a statue to the orc war god, Brazoragh. We destroyed a couple of catapults. ("The gods only know how the blackpelts ever got hold of these war machines.") We smashed up a cache of weapons. We sliced open sacks of grain meant to feed an army. We burned an orc war flag.
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| I hope this doesn't come back to haunt us. |
- In the main arena hall, we found a statute to Brazoragh. It had gold plating, and Korima became fixated on scraping the gold off. Failed an "Avarice" check, maybe?
- In a pile of dog feces, we found a Ring of Magic Resistance.
- Under some straw in a jail cell, we found an Amulet of Mirroring. On the way back from this dungeon, I returned to the basilisk to see if it would do anything, but we just died again.
- There was a large, cavernous area full of spider webs. We had to hack through them. We had multiple easy battles with cave spiders in the region.
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| For once, my characters give voice to my own thoughts. |
- The spider area culminated at a nest where we had the option to destroy baby spiders and eggs. When we did, a Queen Spider arrived and (in a scripted event) killed us all with her poisoned stinger. We had no option or ability to fight or avoid it. I had to reload. The best I could do was only get one party member killed if I split the party before destroying the eggs, but I didn't even want that.
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| The way The Return of the King should have ended. |
- A skeleton wrapped up in webs had a magic sword on him. I was unable to identify it. Casting "Analyze" just tells me that it has "evil influences," but I'm reluctant to get rid of it, as it's not like the game is over-stuffed with magic weapons.
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| That might be for reasons having nothing to do with the sword. |
The largest battle occurred early in the session when I ran into about a dozen orcs and three orc veterans in a large courtyard. I hate large battles in this game because everyone forms a tight cluster and it makes it impossible to see what's happening. If any of my characters gets caught in the middle of the cluster, I can't even see the selector when his or her turn comes up, let alone which enemies are within his or her range. I just have to guess. It also encourages me to eschew regular tactics in favor of clearing as many enemies as possible from the southeast side of the cluster. Paradoxically, these large battles are the ones that most require the player's attention.
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| Go ahead, make anything out of that mess. |
I like tactical combat, but I haven't really enjoyed
Arkania's approach to it. In my
final entry on
Blade of Destiny, I outlined what I thought were its biggest weaknesses of the
Arkania. I'll repeat them here because they're all still relevant here:
- "The axonometric perspective doesn't work well for combat. It's hard
to separate the characters and enemies from each other and particularly
hard to move to a specific tile." I think I already covered that adequately.
- "Everyone misses too often." Aaargh, is this infuriating. With my characters at Level 7, having pumped their primary weapons skills to 10 or 11 (which involves sacrificing a lot of points to failures), the default response to any of my attacks is still to do no damage. Even my best fighters hit and wound the enemy maybe 40% of the time. Where with most RPGs, you only have to pass one accuracy check to hit and then roll for damage if you do, Arkania makes it possible to fumble the attack at the outset, for the enemy to parry the attack, and for the attacker to hit but do no damage. I think there might even be a fourth one, where the attack simply "fails." Not to mention that "fumbling" carries a chance that the attacker will wound himself. Now, all these things are true of enemies, too, so they don't necessarily make combat harder than the typical RPG; they just prolong it.
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| The most infuriating message ever. |
- "Attacks don't cause enough damage." This one has either changed or I just got better at combat. When my attacks actually do any damage, they usually seem to me to do sufficient damage. Orcs die in about three hits, sometimes two. And the animation where they stand rigid, turn to the left, and then dissolve into bones never stops being fun.
- "Spells, which would make the whole thing go faster, eat up so many
magic points that you can rarely cast more than three or four before
needing multiple nights' rest to recharge." Still very true. Later in the entry, I made the point that even though the game offers a few dozen spells, you're not really encouraged to experiment with them because of the comparatively low number of mana points. At the same time, I'll allow that I probably could have exploited the economy and potion system better, bought or made more mana potions, and maybe gotten more use out of spells. My defense is that potions don't stack and inventory space is extremely limited.
Because of the spell issue, I think that players are highly incentivized to find one or two strategies that work and just stick with them. I spent most of my spell points on "Bambladam" (a kind-of charm spell makes the enemy stop attacking), "Balm of Roond" (healing), "Lightning" (blinding), and "Ignifaxus" (direct damage). During this particular battle, I had some success with "Horriphobus" (makes enemies flee). I wish I'd been able to experiment more with summoning spells, but none of my characters started near 0 with them, and I didn't want to waste a dozen spell increases getting them competent.
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| An old reliable. |
I have a few other complaints that I didn't think to levy in my Blade entry:
- You have no control over your character distribution (vis-à-vis the enemy) when combat begins.
- If you've nailed an enemy with a status spell, there's no way to see that condition, so you have to keep careful track of who you previously targeted.
- Unless I missed something there are no spells at all that target multiple enemies.
- Using items during battle sucks. Instead of just opening up the regular inventory interface, you have to switch items into your off-hand (putting down a shield, if you have one) via a menu.
But having said all of that, I will allow that the game basically scratches the tactical itch and gives the player those moments of agony and ecstasy that a good tactical combat system evokes. I just wish it were a little less annoying.
I should also mention that encumbrance has been an issue for most of the
game, so much so that even with the Girdles of Might I found earlier,
I've been having every character take strength with every level-up, so
as to offset some of the limitations caused by their heavy armor and
shields. Given how often those armor and shields block enemy attacks, I
still think they're better than having extra movement in battle, but I
haven't experimented enough to be sure.
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| I think we're going to make it! |
I won the orc battle after three tries, mostly by ganging up on individual enemies (as well as I could, given their sheer number), casting the spells listed above and restoring my mana with the few potions I had, and healing with herbs and potions in the middle of battle. Lyra and Lilii, not great fighters, ended up surrounded by enemies, and after I exhausted their spell points, I basically just had them use healing potions or herbs every round. They each kept four orcs occupied while the fighters cleaned up the rest. It was a bit thrilling to slowly winnow them down and realize that I was going to win.
We eventually found the cells where we would have started if we had sucked up the orc ambushes. There was an orc named Thurazz in one of them and a human named Praiodan vom Tann in another. They both offered to join, but we would have been forced to get rid of Korima.
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| He didn't care for our rejection. |
A couple of the cells had graffiti
scratched into the walls. I looked dozens of times and rarely got a
duplication. Some of it is clearly procedurally generated.
- "Up the III. Regiment."
- "Shite!"
- "B. J. Blaskowicz was here."
- "Up the 11th Banner."
- "Help Rondra!" (or any of the other gods)
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| Get her out of your heart? |
- "The Polar Diamant is in the temple of aaaarrrghhhh . . . "
- "Sadrak Whassoi is a XXXXX."
- "KiL aLL OrG SkuM!!!"
- "Long live Emperor Hal!"
- "Beware of Belgor!"
- "No one gets out of here alive!"
Finally, the game noted that we found a mage on the floor of another cell. He appeared to have died of dehydration. Gnomon recognized him as one of the mages who stole the Salamander Stone from us. We searched the body, and sure enough, the stone was in the pocket of one of his robes. Unbelievable.
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| I suppose we were due. |
When we exited the caverns and headed back to the north, we kept getting "the pursuers are getting closer" messages, just like we had near Lowangen the first time we had the Salamander Stone. Commenters suggested that casting "Without a Trace" was the way to avoid getting attacked by these pursuers, but I could never find the right moment to cast it. If I tried to interrupt travel, I just got attacked by the pursuers anyway. If I cast it at night, the message suggested that only the caster's presence had been masked, and anyway it didn't seem to have any effect on the pursuing party. I thus had to fight long, difficult battles with druids, mages, and rogues twice on the way back.
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| These guys are harder than the orcs in the Blood Peaks. |
We stopped at a couple of inns and briefly at Tiefhusen, but our ultimate goal was Tjolmar. Once there, we healed up and then went to Ingramosch's house. As I suspected, the Salamander Stone dissipated the magical aura on the door.
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| I wonder if we could handle "the truth." |
Some random dwarf answered the door and refused to tell us anything about Ingramosch. We were forced to barge inside and fight a battle with dwarves and spellcasters. Unfortunately, Korima refused to go with us and took off.
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| You're much too young to die for one silver piece per day, I'll grant you that. |
When we were done, we found ourselves in a "Vault beneath Tjolmar." At this point, I exited the building and ended the session. Next time, I want to sell excess items and load up on potions and herbs before going back. I trust this dungeon will be the last.
Time so far: 54 hours
There's an attack check and (once) a parry check. A fumble just means you rolled a 20 on the attack check. The parry check is why it's important to gang up on enemies.
ReplyDeleteA character with your stats should hit at least 80% of the time, parry check excluded, especially the character with the sword of Atherion, which gives an attack bonus.
Possible explanations: your character wears very heavy armor, and/or for some reason you all your weapon skill points went into your parry stat.
B. J. Blaskowicz is the protagonist of the Wolfenstein 3-D series, which likely inspired this game's 3D mode.
ReplyDeleteOkay, but what's Jim Morrison's connection? [I know the words are not exactly the same!]
DeleteThe combat system is actually pretty tactical and can be hard to master. This isn't made easier by the interface/perspective, but it's useful to at least know how it works in some more detail.
ReplyDeleteSay you have an attack of 16 (which is pretty good!), and the opponent has a parry of 8 (which is pretty bad!). Rolls are made with a d20, so your chance of landing a successful hit is 16/20 * 12/20 = 48%. That should explain why you see relatively few hits that deal damage.
Everybody has one attack and one parry each combat round. Parries are used up against the first successful attack that would hit a character. So every successful attack after the first one can't be parried at all. With each character attacking an opponent in the same round, the chance to land hits rises exponentially. This goes both ways.
The way to go is therefore to ALWAYS gang up on opponents – and try to have your guys defend against only one opponent at a time. That's admittedly not easy especially when outnumbered. For this reason, numbers play a huge role in this combat system. Being even slightly outnumbered makes it much more likely that your guys will take damage; conversely, combat against few enemies is vastly easier.
That makes "Lightning", "Horriphobus" and similar disabling spells a godsend, because they can skew the numbers game in your favor. Disabling and charm spells often cost less spellpoints than damaging spells, too. I'd always favor these over "Fulminictus"/"Ignifaxius" unless I really have the spellpoints to spare.
"Lightning" reliably takes an opponent out of the fight for two rounds, and is dirt-cheap. Start combat by casting it every round for a few rounds, and things will be a breeze. "Horriphobus" results in opponents fleeing. If they're close enough to the edge of the map, they'll leave combat entirely - very powerful, but more costly than "Lightning". Druids get a spell that has an opponent switch sides for a few rounds ("Evil Eye"? "Böser Blick" in the German original): the best spell in the game in my opinion!
BTW: Wizards should always enchant their staves up to the final level (4th enchantment; you start the game with the 1st enchantment already in place): it will make ALL spells 2 points cheaper.
Note that poisoning your weapon can duplicate certain spell effects, most importantly "Horriphobus" by using fear poison. Other poisons do heavy damage or lower stats. Note that poison wears off after dealing damage once. You can poison a whole stack of arrows/bolts at the same time, making these the go-to.
Poison is quite powerful: An elf with Artherion's bow using fear poison arrows and an Axxeleratus spell active can clear a whole orc party on his/her own.
Brilliant!
DeleteI love this comment.
Another evidence of elves being OP in this game! :)
DeleteI would add that there are enough spells to consider in game, and they absolutely don't cost a lot.
DeleteThere's the Acceleratus spell that gives you extra attacks. There are multiple defense spells that allow a mage to survive a close quarters fight mostly intact. There are multiple debuffs, like Iron Rust, that render the enemy mostly harmless. There are summoning spells that, at the very least, keep the enemy occupied with something else while your guys do their job.
What's more, spells are rarely "one size fits all", since some enemies have more or less resistances to something. I.e. I am pretty sure there was a very specific enemy that I had to get with Ignifaxus, because it reliably worked. Unlike everything else.
Without Korima is it worth going back to the arena and picking up one of the captives to fill the space?
ReplyDeleteNPCs usually don't stay that long. I know the orc only stays with you until you've made it out of the dungeon. I don't know about the second one but I doubt he stays much longer. Korima is an exception in that she stays as long as you pay her, minus the Tjolmar dungeon.
DeletePraiodan von Tann, along with Korima, is the only exception to stay with the group for a long time. And he harbors a dark secret....
DeleteNo one of them accompanies the group into the dungeon beneath Tjolmar.
That ring in the dog poop reminds me of a George Carlin bit about gag dog crap. "You'd always know the authentic Doberman Pinscher because of the little pieces of clothing and buttons in it."
ReplyDeleteIs that Frodo after Shelob with the magic sword.
ReplyDeleteThe copper disc was for opening a chest somewhere, i think.
ReplyDeleteThere are specific antidotes for the spider queen's poison in the dungeon. However, there aren't enough for the whole party!
The lever with the pun, which was translated into English as well as possible, has probably defused a trap.
For me, everything is clearly visible on the battle screens, even in close quarters. Of course it would bother me too if it were otherwise.
Paul was faster about the useful spells and the battle mechanics. I would add the Skelettarius to bind large enemy hordes with additional fighters.
The original pun plays on the fact that "umlegen" means both "to flip" and (coloquially) "to kill" in German. Paticularly, to kill with a gun. Which is why the resulting "Bam! The switch is now dead." doesn't fit that well into the setting.
DeleteStill found it somewhat funny, although the hermit in part 1 was better.
I normally have very good memory of the RPGs I play and finish, but we are probably now at 95% of this one and I don't remember a single thing that has happened in this review. Nothing. Nada.
ReplyDeleteAnd I played (and didn't finish) RoA1 and still remember parts of that game
I was writing and ultimately not posting the comments on your approach to combat for a while, but here I feel it is time and place to finally commit.
ReplyDeleteFirstly, I look at your screenshot - and I can figure out everything out of that mess pretty easily. The characters and their classes are clearly visible, so are enemies, and I fired up the game just to check that no, I'm not imagining, and it is very trivial to click on everything just by pointing the mouse to where the grid you want to select should be. It worked a bit trickier in the first game (you never got it), where the mouse acted more like a mousewheel on diagonal axises, so you needed to move it diagonally a bit to move the active squares in the appropriate direction, then a bit more or less in another direction to click through squares - but in this game, it works perfectly normal. And, by the way, I liked the previous way better.
Secondly, your combat positioning is a mess. Typically, you want to form something V-shaped, with the tankiest character getting the brunt of hits at the spearhead, and two less tanky but well developed fighter characters ganging up on the flanks with enemies. It is critical to have at least two characters attack an enemy, since he or she can't parry one of the attacks. At the same time, I think that arrows and such cannot be parried; with computer AI mostly limited, you want to move your casters to the back, and maybe add some arrows. I don't know whether that fight in particular is an aberration, but I normally ended up with very different character patterns on the screen than what I see in your case.
Thirdly, I looked up, and my Level 7 mages had 87 and 104 arcane points respectively. I understand that you may not be there, but level 5 should still be in the 60es, given that mages can opt for 10 arcane points fixed at each level up. There are tons of spells that cost relatively little, so I simply don't get the complaint. I'll check the exact value, but there are tons of mild debuffs around 3-6 AP on top of my head.
Fourthly, since the game uses the same "roll a die to level up" for spells, at some point it explicitly encourages diversification in spells, since specialization becomes a drain. You normally want to level up your chosen schools, but after a while diversification becomes very attractive.
Fifthly, there are a lot of small things that can affect the experience. I don't think I ever used shields, because they add too much weight. There are lots of weapons with to-hit penalties. It is relatively trivial to overload a character, particularly if you have a good hunter in the group: those rations sometimes add up fast and can weigh more than you realize.
"You normally want to level up your chosen schools, but after a while diversification becomes very attractive."
DeleteIt doesn't quite work that way due to the limited amount of increases per skill/spell and level. So at low levels, when your sucess rate is high, you choose diverse spells by default because you have to spend all of your many increase attempts. Only when you reach higher skill levels your attempts start to run out fast on your core spells, and investing into other spells instead of spending up to 9 attempts on a single spell really becomes a choice. But since spells outside your realm only increase by 1 per level, by then it's too late to pick a completely new spell.
This is especially noticable for the druid, who has very little spells outside of the domination category, and I found it hard to spend all increase attempts.
"I don't think I ever used shields, because they add too much weight."
I think even iron shields don't have an attack penalty, so they are actually quite useful.
@Buck, I did not have a druid and so I can't comment. I also found the witch useless.
DeleteFor wizards, though, there is a lot of choice. And the limited number of attempts per school also force you to spend some outside.
It doesn't look too hard to distinguish the different characters to me either, but I think Chester's color-blindness makes it harder for him. Maybe especially since everything seems to be either red or green.
DeleteWhat can I say? I ran the screenshots for RoAII, Arena, and Dark Sun through Coblis with red-blind filter, and I have to say it affects Arcania in a uniquely shitty way (I would argue that it makes the other two look better). However, this is the case when I can only send my condolences and assure Chet that his experience is quite unusual, and that he can consider himself somewhat lucky in how much visual clutter is removed in other games.
DeleteNot sure if the latrine caption is meant tongue-in-cheek. Based on the screenshot I'd assume those holes in the walls are the entrances to the individual 'cabins' and each of them has indeed a (smaller) hole in the ground.
ReplyDelete"You have no control over your character distribution (vis-à-vis the enemy) when combat begins."
Maybe I'm misunderstanding what you are complaining about here, but if it refers to the placement of your party members on the battlefield grid at the start of the fight, isn't that the case with many CRPGs (at least up to this era) which include tactical combat grids or other types of similar environments, like e.g. the Gold Box games or BaK?
And to me that actually would make sense / be 'realistic', at least if you are not ambushing your opponents, but rather happen to just encounter them or are even surprised yourselves by them.
Praiodan vom Tann is a most typical name for the DSA setting, right next to Titus Sturmfels ;)
ReplyDeleteDid anyone else read the "I have numerous screenshots showing" section like the final part of Weird Al's Hardware Store? Look at all that stuff!
ReplyDeleteWhen I reached that list I put on "Money for Dope" by They Might Be Giants and left it playing while I read the rest of the entry.
Delete(Well, I think it finished before I finished the entry.)
Chet (or the game) beat me to "Help me Rondra" this time, so instead:
ReplyDeleteBlack Betty had a child
Bambladam
The damn thing gone wild
Bambladam
"In a pile of dog feces, we found a Ring of Magic Resistance."
ReplyDeleteI think I'll take my chances with the enemy wizards.
You missed a fun interaction by taking this path. Try taking Praoidan von Tann into your group and see what happens when you rest for a night.
ReplyDelete"If any of my characters gets caught in the middle of the cluster, I can't even see the selector when his or her turn comes up, let alone which enemies are within his or her range. I just have to guess."
ReplyDeleteYou can select the "Attack" command and move around the map with the cursor keys to see who is standing where exactly and which squares are unoccupied. Afterwards You can abort the attack and move or cast a spell instead.
I've read somewhere that changing "Attack Mode" from "Normally" to "Aggressively" will lower your parry and raise your attack value by 5. If this is true, doing so should increase combat efficiency significantly.