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Everything posted by Metis

  1. Guess I'll start this early, here's what I've got so far: Nothing extremely horrible that I've noticed so far, though there's definitely room for even more improvement.
  2. You are indeed only supposed to use the latest Summer's Blush.
  3. Does Academagia use the (wrestling) term "heel" in the same context that it's used IRL, and if it doesn't, what term does it use?
  4. Better grab a few if the offer hasn't, because there'll undoubtedly be other people who'll be asking for one. *Innocent whistle*
  5. So after all of the delays that Y2 went through before getting released the Team thinks it can keep up with monthly DLC deadlines? That's just plain adorable .
  6. What's Y2 look like in terms of college-exclusive adventures, at least currently? Any particular college on the low side?
  7. Could you post the crash rapport, preferably in a spoiler? There should be a file called Academagia.log in the same folder where the cache folder(s) are located, if your game crashed that file should have a log of exactly why it did.
  8. Not giving me the impression that classes have been made less useless in Y2, Legate .
  9. Y2's Brew class only teaches up to the Y1 skill limit?
  10. Given how long Y2 has been in development already I'm pretty sure the answer is "too long".
  11. Not really. There's so few areas that have base 0% CoD that it's not even worth listing the exceptions, honestly.
  12. Take Dance Lessons with Professor Badcrumble if you have access to the relevant adventure, Wayfinder's Courtesy if you have access to Seeking Friends in Hidden Places, visiting the spirits in The Cold Room if you have access to that relevant adventure, Imperial Palace: Dining Hall if you can find it, or taking lessons at Avendra’s Studio. Tuition for that last one will run you 200 Pims.
  13. Aibti. And in a sense, I suppose? It's a story that's intended to be figured out (or not, who knows if the Team will go with it after all) later, I believe, though I believe part of it is foreshadowed in this one. And by that I mean "indirectly spelled out", because someone, not naming any names, does not know how to do foreshadowing. I wouldn't call it casual, but it just seemed like the perfect opportunity to use an otherwise basically unused skill. Hence the Mastery option as well, chronic lack of opportunities to use it that's one of the things to be corrected in Y2.
  14. Here's me starting a personal experiment: Will posting an adventure in the Writer's Corner rather than completely typing it out in the dark be a better idea, etc, etc. I honestly cannot say whether I'll remember that this topic still exists tomorrow and actually, you know, update it ever, but hey, that's why it's an experiment. Oh, the adventure? Well, first off, here's some pointers for how to read it: -Options will be colour coded as they are in Y1 (sort of): --Green options are automatic successes, and cannot be failed. No associated rolls. --Blue options are easy, they require a few points to pass without fear or failure but they're nothing worrisome (this game's sadistic RNG aside). Roll v. 1-5 --Black (coloured dark gray to make it stand out) options are harder, and require some effort to train up or a buffing spell to pass comfortably. Roll v. 6-10 --Red options require either save-scumming, dumb luck or buffing. You can train the skill high enough, Y2 being what it is, but it'll take a long time. Roll v. 11-15 --Purple options are hard as hell, 6th Finger or Cleanse and Remake are recommended. Roll v. 16-20 ---To anyone that wants to say "Hey, in Y2 you can train skills to 21 and you'll have all all those Y1 attributes to back you up!", you've a point, but A: Training skills beyond 10 requires significantly more time, so adventures can't assume that everyone can/has trained some skill (out of a possible 300+) that high, and B: The game's difficulty should be balanced for roll-players so save-scumming won't be required to succeed at all, and roll-players aren't likely to end Y1 with 18 Insight. Besides which, 18 Insight isn't going to help on a Finesse roll. -Options with a question in the text are investigations. -If an adventure PROCEEDS, it goes to the next stage (technically the next "phase", in wiki terms) on the same turn. If an adventure PAUSES it ends for that turn, but next time the adventure is called it'll start at the next stage. If an adventure STOPS it ends for that turn, and that stage must be tried again (it generally only STOPS on failed rolls). If an adventure ENDS that's it, the adventure is concluded and over. The Endless Section Library, 1st stage: Anyway, as for the titular library, I intend for it to be the go-to place for quick and efficient Research, much like the Sphinx is for actual skill training. Minus the BS hidden failure chance, of course. My idea is for this adventure to open up after Juvenalia (so no mass-abuse during the summer holiday) with a skill requirement of natural Research 11. The easiest way to get that is to get Decipher Handwriting 10 for +1 Cryptology max, get that to 11 for +1 Filing max, get that to 11 for +1 Library Knowledge max, and then get that to 11 for +1 Elumian max and Research 11, which gives +1 Intelligence. After completing the adventure you get access/Visitation Rights to the library and it's location-based ability, Research At The Endless Section Library. That ability will (fairly) roll Insight/Cryptology, Finesse(?)/Decipher Handwriting and Luck/Filing, and for each successful roll you expand a research subject of your choosing by 1, for a maximum of +3 per turn spend. You could also add Intelligence/Library Knowledge, for a max of +4 research levels per turn, but I think the team would consider that too powerful. I'm not sure how high the threshold on the roll would be, particularly because while Insight increases are common in Y1 Finesse and Luck increases are...not as common. If anyone has any insights, let's hear them.
  15. Since it's done anyway, Wrapping up in Rapture, stage 6: As I said, a doozy. It took some tries to think of something that could possibly work for the Plot exit. And Stage 7: And that's that, pretty short for one of my adventures but whatever works (and considering that like 90% of this adventure's plot was pretty much made up on the spot, I'd say it works pretty good). Now it's just a matter of crossing one's fingers and hoping that ol' Strom hasn't actually spend the past however many years lying face-down in a secret compartment underneath von Rupprecht's desk. That'd be mighty unfortunate ...
  16. Wrapping up in Rapture, stage 3: Bit of a filler stage, really. So why not have something more interesting as well? Like, say, Stage 4: The vagueness is because it's explained in the next stage's main text block rather than both success texts in this stage. Which would be a good cliffhanger...but I don't like cliffhangers, so how about a triple feature? Stage 5: I'm assuming you folks will be able to mostly piece the puzzle together at this point. Also no quadrupole feature because the next stage actually isn't anywhere close to done yet . The stage after that one, actually the last one, is, so if I can get stage 6 done by tomorrow (it's a doozy) expect a double feature to end out the adventure. Yes, only 7 stages. It's not a long one, I'll admit, but hopefully it's a good one.
  17. Wrapping up in Rapture, stage 2: The ship's name if Google Translate is to be trusted translates to "privateer", in case people want to try and read something into that .
  18. Wrapping up in Rapture, Stage 1: Let's see if I did this whole "subtlety" thing a bit better than I usually do. Incidentally, on this adventure's requirements: Probably having done the Triplets' side of the main adventure in Y1 and a number of ranks in Bassan, like 5+ or so. Maybe something else, but those are the big ones.
  19. Magsa's got a higher Charm stat and a focus on Persuasion and relationships, so I figured that between the two of them he'd have the better chance to charm the PC.
  20. And after a while and a half, have a new adventure: Wrapping up in Rapture, Stage 0: ...That wordy, huh? No wonder it's taking so long. Anyway, new adventure with everyone's favorite trio. This going to be a thing I guess? *Shrugs*
  21. It would be somewhat hilarious, in the worst way possible, if Y2 was delayed further by the Team giving regular updates on Y2's development.
  22. For reference, unless I misremember joining the Thieves Guild is done through
  23. What did happen to Professor Strom? Just in general, was he arrested and jailed, did he flee to places unknown, or do he genuinely fall off the face of the island to the point where he could be chill'n out as a lumberjack in Mineta with no one being the wiser?
  24. Is Professor Strom's first name, as well as exactly where he ended up (jailed? Hanged? Fled somewhere?) after the whole smuggling debacle, known to Academagia students/faculty/what have you?
  25. Speaking of which, has the Team cooked up a response to these old related questions of mine?