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About Tuhalu

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    Action Forum Master
  1. Programatically, you'd expect a <15 yr old regent to train any other trainees at the Keep, but be incapable of training himself due to the XP limitation. He's still a regent. You'd have to put in extra code to prevent an underage regent from counting as a trainer for anyone else. As far as the training goes for pushing past their limit, it's not likely a big problem. At 9000 xp, you only get 0.493 XP per day per trainer. Obviously the game tracks fractional XP internally or that daily tick of XP wouldn't work. So you'd need at least 4 trainers with say 10,000 xp each to get a trainee 2xp in one day. Assuming the program checks each trainer before it adds XP from them, you'd need a single trainer with at least 21,000 xp to push a trainee up 2xp in one go and even only if they are already super close to having the last point of XP already. Haven't played in a while, what's the max XP at level 10 in the latest patch?
  2. I think there must be a mistake in that formula. It must be (XP *.3 / (365 * 15)) per day. That's the only way you gain exactly 30% of a given influencers XP in 15 years. Without the brackets I added in, you'd be getting 225 times as much XP per day! As to the value of additional crucibles, I think the 2nd crucible is still very clearly valuable. You can't get to 100% of the highest level influences XP with only 3 influences. 3 times 30% is only 90% at absolute best (less if any of the 3 is behind on XP). You'll wind up spending too much XP trying to catch up to the previous generation and fall behind on XP in the end. The only exception is if you get the Crucible XP Boost region ability. The 3rd crucible might be valuable for XP in a few situations: 1/ You have a slow learner that you need to get up to level anyway. 2/ You have to do without a regent or spouse for a significant period of time leaving you short on XP at one Keep. 3/ One or both of the regent and spouse are low on XP compared to your highest levels. In this case, the regent and spouse are only going to be useful until their children surpass them and then you are going to need 3 crucibles to get them somewhat close to your max experience amongst your crucibles. Obviously those are all situational reasons. So you won't need a 3rd crucible in every game, but you might need the boost from one in some games.
  3. Well, it's probably too late, but I just had a thought for the Alchemist/Hunter. Precision acid bombs? The Face Melter!
  4. It's a little different from what you are thinking. The game keeps track of most traits that are in a bloodline and it calculates what is in the "genetics" of a child based on what is in the genetics of the parents with a small chance of a random mutation deviating some genes. For each ability that a child may have, it has one element from the mother and one from the father, just like in real-world genetics. Because some genetic traits can be dominant or recessive, sometimes a gene will be available in one generation and not in the next or vice versa. On top of all the real-world genetics, any given hero only expresses three traits, which are randomly selected from the list of traits that child has activated. In relation to your questions: 1/ The traits of an adopted children are completely new and random. Personality is as influenced by the parents (unless Strong-Willed trait exists). Adopted children are best for keeping a bloodline in existence to retain any relic owned by the house. They aren't very good for retaining genetic traits. 2/ Mary's child with the quick trait could be due to three reasons that have nothing to do with Mary's siblings. Random mutation is one reason. The second reason is that it could be a recessive trait. Without both halves of a recessive trait, it cannot express as a trait. If Mary and her husband both have only half of the quickness trait (and it's recessive), then it would not express in them, but could express in their children. The third reason would be if Quick was a dominant trait but failed to express through multiple generations due to the luck of the draw on which three traits are expressed. I hope this helps. Genetics were intentionally made very difficult to control absolutely. It can be hard to know you have bred a trait out of a bloodline and very hard to know when you are breeding one back in.
  5. The thing with a group of pawns coming in at once is because people were complaining about it taking too long to hunt down every last randomly moving pawn at the end of a mission. So now, when you've already killed most of the enemies in a map, any unrevealed enemy will rush towards the players until they are revealed. Sometimes that turns into a dangerous pack. Usually its just a convenience that lets you finish the mission faster.
  6. With the current changes to building research times, you can't put a more than a couple of bloodlines into keeps before your starter heros get too old to breed. If you want new bloodlines after year 30, you simply need to use mission reward heros or lean on Recruit Hero to create new bloodlines. The other option is to spread the bloodlines you establish in the first decade or two into additional keeps and hope you can breed the bad traits out as you go.
  7. Sounds like the Random Number Generator got you there. That's one of the things I meant when talking about a lack of balance in the game at this stage. There is nothing that prevents a pair who should be producing a dozen children or more (via bountiful) to randomly have none instead. If that happens very early on, you will be screwed. I talked about problems with Fertility Rates here, but nobody else really commented. Presumably because nobody disagreed? I don't know. Hopefully, when they get around to difficulty balancing, they'll look at that.
  8. Currently, there are no built in difficulties for the game. Difficulty is all over the place for now. In one game you might have all sorts of xp bonus regions and a few very good starting heros. In another game you might have fertility and building bonuses and mostly terrible heros. Not only do those two games play very differently, the second example is generally harder to deal with due to lower levels and poorer traits of your heros. With a lot of experience you can beat the worst case scenario (maybe, I didn't do great on every attempt). Until then, you might have to restart your campaign a few times to get a start you can go to town with. Any campaign with the XP boost for killing cadence is great. Slam your second Keep right down on there and feel the wonder of bonus XP. Any game that includes relatively decent heros with the Bountiful trait is pretty nice too. Have some higher level characters ready for years 40+. You can do this making sure one of the two heros you retire into a keep as regent and partner are high level. Any children they give will be that same high level when they grow up! So your first keep should probably have a level 2 hero in it (or level 3 if you are really lucky). When that second generation of heros grows up, get them into combat in preference to your aging heros, because you'll be able to level them up to level 3 or 4 in time for the Bulwark invasion. Your aging heros may die before the Bulwarks arrive and then they do you no good. Caberjacks with Refined Caberjack armor are nearly immune to Bulwarks. All hits from Bulwarks become 1-2 damage each. If you have a Caberjack Keep, it can be an excellent strategy to research that first armor upgrade for them and have them at the forefront absorbing Bulwark damage. A level 2 or 3 Caberjack with Refined armor can usually soak up 10 Bulwark hits without dying. I also agree with trying to get Steady Hander fairly early. If you can get your accuracy up near 100% in time for the Bulwark invasion, you can count on your melee guys to not do glancing attacks. Getting a glancing blow on a Bulwark is the worst.
  9. The problem is Relics. Relics are weapons. You can only use a weapon if you have the right primary class. If the class bloodline could change, your bloodline could lose the ability to use their own relics and that would be terrible.
  10. Have you not seen the skill on your Caberjacks skill bar? It's the one that does lower damage, but if it hits will knock the target back a few squares and then stun them.
  11. Looking at that table of skills again, I can see that some of the skills use old names. Like Eagle Eye instead of Spirit of the Dart Falcon and Taunt instead of Prime Target. More importantly, the "full dive" description of the Alchemist/Caberjack describes abilities that are not even named in the table (Hack'n'Slash, Knockback Flask and Claw Swipe). Given those two points of data, I think we can safely assume that the table of skills was there to show their working more than show what the final result is.
  12. Nice. I look forward to finding out what the Chaos Slinger does now that you've given it's special ability to all Alchemists. Even bigger explosions? /Torgue
  13. 41% at level 10. You can check that number in a relics info. If the real chance is more than that, it would be a bug since they actually dropped the number from ~60% to 41% prior to the early access release.
  14. Who was in favor of removing the cooldown completely? I think you were misreading from the start. If you use it and the second shot activates, you are still on cooldown for 3 turns. Note: If they change it so it works this way, they'll have to fix Ruptures so that they actually die and explode when the first arrow does enough damage to kill them instead of waiting until the players action is complete. This would not be a trivial change to the code, so they are unlikely to spend the time to do it at this stage.
  15. No, you cannot predict how often a critical will occur. That's gamblers fallacy number one. That pretty number on your character sheet is only a chance to a critical to occur. Sometimes it will happen, sometimes it won't, but you won't know which it is until you roll the virtual dice. This topic boils down to two ideas: 1/ Taking risks is fun and the more risks you put in, the more fun it gets. More risks leads to interesting decisions because you feel smart when you guess right. 2/ Some risks are not fun and those risks can be eliminated. Not fun risks result in you making choices that make you feel bad when you guess wrong. Some will argue that you can't feel really smart unless there is a chance for you to feel really stupid as well; therefore you should have a chance to waste your special ability. Others will argue that you don't have to feel really stupid to feel really smart; therefore you should not have to waste your special ability. Flarrow is an example of a skill that everyone likes because when you use it you always feel smart and it eliminates your risk of harm from a whole group of baddies for a turn. If you wanted to put that skill on the same level of "fun" as Follow Up, each potential target would have a chance to not be affected.
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