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What was your ending and how did you get it?


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If you find out, please add it to this wiki page, because it's missing that particular bit of information as well.

 

PS: Maybe it depends on what you respond during the animancy hearings when the duc asks you who helped you discover the things you learned?

 

Maybe. Gotta check it out sometime. But that would be something different than in Doemenels and Knights questlines. The ending is dependent of your actions in the second quest for that faction. In the Dozens case that would be the quest Bronze Beneath The Lake, but I think this doesn't apply... huh.

It would be of small avail to talk of magic in the air...

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If you find out, please add it to this wiki page, because it's missing that particular bit of information as well.

 

PS: Maybe it depends on what you respond during the animancy hearings when the duc asks you who helped you discover the things you learned?

 

I hadn't realized this was still missing, otherwise I'd looked it up earlier - you can find it in five minutes with grep.

 

In conversation with Roedric, two possible anti-Knights options:

 

 

 

      <ID>109</ID>

      <DefaultText>"The Knights started out a lot like you. Mind that you don't turn into them."</DefaultText>

      <FemaleText />

      <ID>114</ID>

      <DefaultText>He snorts. "You can be sure of that."</DefaultText>

      <FemaleText />

 

 

  <ScriptCall>

          <Data>

            <FullName>Void SetGlobalValue(String, Int32)</FullName>

            <Parameters>

              <string>n_Dozens_Outlook</string>

              <string>1</string>

 

 

      <ID>112</ID>

      <DefaultText>"As long as you're prepared to take matters into your own hands. Now's the time for decisive action."</DefaultText>

      <FemaleText />

      <ID>113</ID>

      <DefaultText>He runs his fingers over rough stubble. "Don't I know it."</DefaultText>

      <FemaleText />

 

        <ScriptCall>

          <Data>

            <FullName>Void SetGlobalValue(String, Int32)</FullName>

            <Parameters>

              <string>n_Dozens_Outlook</string>

              <string>1</string>

 

And two pro-Knights options:

 

 

 

 

      <ID>111</ID>

      <DefaultText>"Just consider that Defiance Bay needs order now. The Legacy's done enough damage."</DefaultText>

      <FemaleText />

      <ID>116</ID>

      <DefaultText>He snorts. "These would-be lords patrolling the streets haven't helped any. But I see your point."</DefaultText>

      <FemaleText />

 

        <ScriptCall>

          <Data>

            <FullName>Void SetGlobalValue(String, Int32)</FullName>

            <Parameters>

              <string>n_Dozens_Outlook</string>

              <string>2</string>

 

 

 

 

 

      <ID>110</ID>

      <DefaultText>"You may not like what the Knights represent, but there's a lot to learn from them."</DefaultText>

      <FemaleText />

      <ID>115</ID>

      <DefaultText>He snorts. "Like how to scratch pretty letters into armor?" But he looks thoughtful as he rubs his blunt fingers over his stubble.</DefaultText>

      <FemaleText />

 

  <ScriptCall>

          <Data>

            <FullName>Void SetGlobalValue(String, Int32)</FullName>

            <Parameters>

              <string>n_Dozens_Outlook</string>

              <string>2</string>

 

Simple!

Edited by Bubbles
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In conversation with Roedric, two possible anti-Knights options:

 

The dialog file is named "Roedric", but he's called "Wenan" in-game.

 

(Probably renamed during development to avoid confusion with Raedric?)

 

In any case, thanks for the info. Added it to the wiki now.

I've been looking through some *.stringtable files before myself, but didn't realize that the *.conversation files could be made sense of as well with only a little more effort.

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"Some ideas are so stupid that only an intellectual could believe them." -- attributed to George Orwell

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