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Tuhalu

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Everything posted by Tuhalu

  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.
  16. Critical hits are not something you can predict, so how can you know you didn't need to use it until afterwards? The "damn fool" is the one who can't tell the enemy has already died.
  17. Ooh. Using the Regent as a template for gear sounds awesome. It would have to be limited to the weapon, armor and first item slot only (in case of Alchemist, because they won't all have that skill), but it would certainly save a lot of effort in each generation. I imagine that all the hybrid classes are going to use the same weapons and armor as the parent class, so that should be safe enough.
  18. No reaction to getting shot from outside sight range Dead Eye allows Hunters to shoot pawns from beyond their sight range. If there is no player unit in sight range, the AI will usually just stand there and take it until they die. Twitcher swapping If you stand 10-11 squares away from a Twitcher so they can see you, but can't reach you, they will not make a swap move. Instead they run at you and stop a couple squares short. On the other hand, there are plenty of situations where you can't even see the Twitcher yet, but it decides to swap with someone in your vanguard. Usually this happens when one of the Twitchers original group moves to where it can see you first. This is probably intended behaviour, even though it feels rude.
  19. The way I'd to it is to have the left side be a list of all the eligible regents and the right side be a list that changes to show all elegible partners for the currently selected regent. When you are happy with both choices, you can then click a button to accept both choices. You'd also need to be able to only select a regent or not select anyone at all and have it handle those options as well. In the case of only selecting a regent, you would have to be able to open that window up again later with the regent locked in so you can pick a partner.
  20. Adoption won't help since you can only adopt into an existing bloodline and so they'll always be the class of the bloodline. Only Recruit Hero and the mission rewards will give you a class you don't already have. Of course, they are both quite random. If you don't mind it, you can always save right before the Recruit Hero research is complete and reload as many times as it takes to get the result you want.
  21. Well, flasks are so gloriously overpowered that you'll destroy even an Alchemist with them. I actually had an Alchemist in the current version so fabulously inaccurate that he tried to throw a flask 2 squares and he blew himself up instead. I guess the lesson here is, never trust a Nervous man with volatile liquids.
  22. Just checked in a new game. The bonus accuracy from Spirit of the Dart Falcon (DF) isn't applied directly to your accuracy. Having read the text a bit more closely, it is a range and accuracy boost to your flasks. So unlike Eagle Eye, you don't get it on your melee strikes as well. Based on the numbers I'm getting from the game for various accuracy values, there seems to be two regions of scaling for range. For an alchemist without DF, accuracy varies from 1.5x at 1 square to 0.97x at 3 squares to 0.5x at 7 squares. With DF, accuracy scales from 0.96x at 4 squares to 0.5x at 9 squares. I can't say anything about 1-3 squares with DF, because the accuracy is too damn high to be below 100% (need a level 4 nervous guy!). I don't have a perfect formula that can duplicate all the values I'm seeing in the game, but this will do as a rough estimate. My tentative conclusion is that DF lets you throw further with the same accuracy penalty or the same distance with less accuracy penalty. You pick which. Throwing at maximum range always has an element of risk.
  23. I agree with the viewpoint that Fertility and work-arounds like adoption and recruiting heros is going to matter more than ever before now. With a drawn out building phase, you are going to have to work hard just to maintain your basic force of populated Keeps and 5 vanguard members. If natural births are not high enough, you will have to use adoptions and recruit hero to keep up. I'm also not convinced that you can reach certain level break points in a timely manner without funneling kills heavily to 1 or 2 future standards or regents in each fight. If you do manage to achieve those targets, I'm not convinced that you'll be able to do so with a reasonable set of researched gear at the same time. One thing is particularly clear though. With the massively increased research times for buildings and decreased efficiency in end-game sagewrights and increased need to spam adoptions and recruit heros, it's going to be less possible than ever to research everything in one campaign. You are going to have to be really choosy and only get what you absolutely need.
  24. Thanks for that Smiles. After spending hours writing the post, I forgot to go looking for the post I was referring to
  25. Just checked with a "young" character in my all alchemist game with everyone at level 10. She has Tranquil and a Steady Hander equipped for a total of 120 + 42% accuracy. I gave her Spirit of the Dart Falcon, but it's showing no accuracy change from that. May be a bug with old save game though. I was also able to take extra item since it was still at level 6 on that character. Throwing 9 tiles away she drops to 81% chance to hit the tile. Assuming I take Wunderpants over Steady Hander (because extra item should be on the same line), that would only be 63%. With no Tranquility either, it would drop to 39%. Very risky. I need to try and survive long enough into a new game to figure out if that is the correct numbers or if I'm missing some accuracy from Dart Falcon in this old save.
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