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Avatar Of Woe

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  1. I have a compatibility request: Can you pretty please not use the system's default color schema on the mouse over popups? The reason I ask is that I prefer to use a red on black scheme, but every so often theres a problem where the text and background will be the same color, like black on black. That's happening with the new mouse-over windows on the attributes and adventures. It's trivial to change my color scheme to Windows default and back, but it's annoying to do that all the time, and the Windows colors are ugly. It's more important to someone with serious color blindness.
  2. Hey Nyaa, I just wanted to thank you for making that post. Everything makes sense now!
  3. Ok, finished with the locations now. Fairly exhausted. Fingers hurt. Go, bug test and edit. :collapse:
  4. There's an issue on the wiki that I'm not certain enough of to fix myself (much as I'd like to). What are we going to do with Research Topics? Some of the discussion is here, I'm hoping it'll get more attention if I post it on the forum. All opinions welcome.
  5. Go for it. Here is as good a place as any.
  6. I say we do the same as I did to items and spells, only categorize the location and actual effects. Structure the categories like this: Locations - Locations by Skill -- (Parent Skill) : for locations that modify the Parent skill --- (Sub Skill) : for locations that modify the Sub-skill -Locations by Area -Locations by Ability -- Active -- Passive For each location you just add the skill categories they modify + area (e.g. Academagia Grounds) + Active / Passive Ability + top level category Locations. In fact, as long as there are no objections, I'll probably implement it myself in a day or two.
  7. Sorry, I didn't record how I unlock things on my first playthrough, but I *think* it's Astrology. I have 12 Astrology and 10 Planets, Stars and Theory, 8 Moons and 4 Comets, and it's not a Study Level (because I don't have that class). And I mis-reported before. It's actualy a 3 skill-step expand of Playfulness and Art Appreciation, 1 point towards a relationship of your choice, and a possible expand of Glory. All permanent. It can be cast once per day. I'll add it to the wiki at some point. Edit: Wiki is done: http://academagia.wikia.com/wiki/Fill_the_...ars_%28Spell%29 And another quick suggestion: Can you remove the action "Correspond" for characters with the Background: "Black Sheep", since it does nothing for them? Edit Edit: Another quickie: Could (or would) you remove all the locations from the action confirmation screen that don't have a passive ability? Except the Character's Room, of course.
  8. Could you change the way player portraits are handled so that we can have portraits be independent of the college? Separate the portrait and background image maybe?
  9. I'm making an assumption here, but wouldn't it be easier to wait for the modding tools and use them to look up the adventures?
  10. Ooh, thats sounds fun! Can we have spells that cause damage (or mutation) if you fail the casting? And I vote we should have more permanent effect spells, so long as they still have a fixed duration to prevent exploitation of phemes. Consider the Astrology spell “Fill the Sky with Stars” which expands Art Appreciation and Playness by 1, and expands a relationship with someone. It has a duration of 8. Note that's Expand, not a temporary increase. Does anyone think thats overpowered? 'cause I don't.
  11. Ah, so it's just a display bug. Shame, could have been fun. Anyway, can I suggest some random events that have a longer game impact? Like being told you have to share a dorm room with someone, which means a random person is forced into your clique. Or being picked for the rimball club and having a time-slot automatically reserved for rimball practice (attend and maybe improve skills, skip it and lose relationship points with the team). And can we have some more role-playing based events, like being given a nickname based on a distinctively high skill or attribute, or some gender or origin specific events?
  12. You know, I just spent half an hour writing out a full explanation of what I meant, with examples and test framework, only to find someone already answered the question. My post-fu sucks. Thanks. I think I'll stop derailing the thread now. Edit: No, wait, one more thing: I noticed that if I use a spell to increase a skill thats already maxed out (Study Habits at 10), I get Study Habits at 12 and the description says 1 of 2 skill-steps (Not saying Skill Maxed like it should). This implies I could further increase the skill past it's maximum, creating a possible exploit. Someone should look at that.
  13. Which makes getting study bonuses to attributes before doing any serious skill training a good idea. Ha! Totally confirmed my theory. I just used Light of the Universe and Solid Demeanor to up my Charm from 1 to 4, the next day I trained Glamour Methods in The Champions Room once, and instantly jumped from 9 to 10! Remember that without those spells the Glamour Methods needed 8 steps to train (and I had 0 of 8), with the spell buffing Charm up to 4, the skill description showed I needed 2 step to train it. The extra +2 from The Champions Room buffed Charm up to 6, which was enough to get from 9 to 10 in a single skill step. Awesome! I feel like I opened the fridge and have seen the Light! Next question: if using attribute bonuses makes training easier, would using a skill bonus make training harder?
  14. I think it's related to your attributes. Glamour is governed by the Charm attribute, I had a Charm of 1 and needs 8 steps take a Glamour skill from 9 to 10. By comparison, I had a Luck of 5 and only need 1 step to increase an Astrology skill from 9 to 10. I also have a Strength of 3 and need 2 steps to increase a Forge skill from 9 to 10. I also think that each skill has its own training cost, judging by how different skills with the same dominant attribute still require a different number of steps. There is also an action called “Selective Focus” that “reduces the train modifier on a skill of your choosing by 1 point for 5 days, and making it considerably easier to turn skill steps into levels. ” (Personally I think the effect is too weak to be much use, but I suppose if you could stack 3 of them onto one skill it would be worth it). So, yeah, it's all relative. And if there are different training modifiers to different skills, I really think it should be included in the skill's description.
  15. Ok, just a few random questions and I'll call it a night. I notice that there's no nested drop-down lists in the menus, is this an engine limitation? Is the Emperor Sphinx action working properly? The lore says it should increase a skill I select, a random skill, and a skill I don't know, but I only get feedback for one random skill and I don't think my selected skill is increased at all. Can Random Events be linked into a chain? And can different options create different branches of Events? Oh, and can Events be linked to actions? When are the modding tools coming out? Will we be able to modify the in-game music? And pretty please can we have a volume control? Thank-you so much for all your fast replies and patience.
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