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Gusmonkey

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Everything posted by Gusmonkey

  1. The real kicker is that the quest log literally says: "If I can prove Penhelm's forgery, I may have some leverage to get the breastplate back". Then when he confronts you, there's no option to actually try that, as in "Ok, you give me the breastplate, I'll give you the affidavit". It's really frustrating because it makes no sense that the only option leading to an exchange involves agreeing to hand it over with no expectation of something in return - that choice is presented as just 'the right thing to do' (I guess). It gets even more annoying when you take that route in order to try and get an exchange. Once you give it to him you can try and get the breastplate back, he will at first refuse. You can then try and convince him, but some of those options will fail (well, at least one will fail that I know of). The problem is that then he just walks away! Where is the option to say "sorry, if you're not willing to hand it over I will take it by force"? Again, the whole point of pursuing the forgery was to get the breastplate back. Frustrating!
  2. Thanks Aarik. It's strange - when I loaded up the game later, the problem was gone for the items I mentioned but then seemed to return for another item. Unfortunately I can't find a save where that is the case now. It was as if new items I picked up that had a spellbinding property wouldn't grant their spellbind until I restarted the game. But I can't say for sure, so consider it resolved for the moment and I'll post here if I encounter it again.
  3. Hi Aarik - here you go. Thanks! https://dl.dropboxusercontent.com/u/57780372/130c6fc7-8d5f-436b-99e4-2561da4896bc%20quicksave.zip https://dl.dropboxusercontent.com/u/57780372/output_log.zip
  4. Neither the spiderfinger gloves nor the animancer's boots are granting their repsective spells for me. I'm getting the other effects. Windows version 1.06
  5. I get the following error dialogue (followed by about another 3) when trying to run the gog.com setup file for the kickstarter item and pet: Runtime Error (at 46:598): Internal error: Unknown constant "windows"
  6. When I exited from below Caed Nua via the ladder that leads to the garden I tried to re-enter the cellar the same way, but all I got was a blank map overlay with the title "Paths of Old Nua".
  7. If you click on a key bind entry to set it, then click 'esc', the game will ask you if you want to replace the current binding. I clicked 'cancel' and as soon as that dialogue disappeared, the 'Save changes?' confirmation opened but with a semi-transparent overlay on it that is preventing me from clicking anywhere. I had to force-close the game to continue.
  8. The character sheet for Aloth says he has 7 lore, but I've given him 2 scrolls that say they require 2 lore and he can't use them (they're greyed out and the lore requirment text is red). Am I missing something?
  9. Forges – these blacksmithing locations can be used to make all of the equippable gear. From helmets to armor to boots, if you can wear it, then you can make it here. Personally I'm not a fan of the 'if you can wear it you can make it' system. This will most likely become a gather-make-sell cycle that is all about making money. How often do you need to actually make stuff for your party? Does this mean finding armour and weapons on the path will be of less significance? Finding cool stuff is way more fun than waiting for your stats to go up so you can make the next level of item, imo. I think it would be more fun if general forging was just assumed to be a sort-of background thing, not an in-game activity, and that the real forging skill is in being able to do unique things, based on the story you create/take part in. Quest-based knowledge and materials that allow some specific items to be made or improved in a certain way, and even then not so that everyone in your party gets a copy! Durability seems to be designed to make the forging aspect of the game useful on an ongoing basis. Personally I'd prefer if this was the only general purpose use of the forging skill, rather than making normal weapons and armour. It might be nice to give the forging skill the ability to make regular items better than they would be without the skill (better stats) - again, this would be an option to help do away with churning out endless iron daggers to sell. Labs – these alchemical tables are used to make any enchantments, as well as all alchemical consumables like potions, scrolls or figurines (which let you summon a creature that will fight for you). If you want to improve your gear or brew a potion, you need to find one of these labs. Sounds good to me! I'd like to know if it's going to be a TES style 30-second potion system or a Witcher-style 10-minute system - or something else. Again, in general I'd like to see alchemy and enchanting done in a story-integrated way rather than just being able to make all the stuff that is available elsewhere, though for consumables it certainly makes sense to be able to do that as well. Also, some method of alchemy/scroll/figurine-making on the road would be good - even if it's at some reduced effectiveness due to lack of some equipment available at more permanent stations. Hearths – these cooking spots are used to make food and drink that can give you long-term benefits when you ingest them. Many rest areas will have hearths, so crafting of this sort can often be done “in the field”. A hearth sounds like something you should be able to make yourself on the road, rather than it having to be at the resting place already (isn't it just a campfire?). I also liked an earlier suggestion that Inns/Taverns should require patronage before allowing you to use their facilities.
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