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Posts posted by Cyx

  1. To follow up, is there an overview of the different types of magic anywhere? For Revision I imagine things might be split depending on the scale and initial state of what you're trying to change, but for Negation I can't really imagine the types. Negating Spells/negating location effects/negating stuff like gravity?

  2. This has probably been asked already, but is there some kind of curriculum for the magical classes? Like, what core competency separates a First Year student of Negation (Revision/Astrology/Enchantment) from a Second (Third/Fourth/Fifth) Year student? I mean, obviously you learn more spells as you go, but I assume there's more to it.

  3. I have some questions about the control mechanic. Specifically, I have Formally Invited some of my characters friends to cast some spells, and I want them to do so at the Vernalicium. Is there a way to do that, or are all the settings just random?

  4. I have a few questions regarding Astrology.

    First of all, what exactly gets taught in Year one? I've read a few lores, but they are bedtime stories, Bargolis' ramblings, or seemingly unrelated stories about demons that become stars (Well, not entirely unrelated, but I doubt that's part of the curriculum). So what is the current theory on what the planets represent, what do pupils actually learn in class? Just the names and movement of planets? Zodiac signs and their significance? Finding items?

    How relevant is Astrology in the daily life of an average Minetan, what do they think of it?

    How often do horoscopes made by a wizard come true? How often do those made by a First Year work?

    Also, why is it called the Erevard Equation? Who was Erevard, what does he have to do with Arcana (Or Courts, I think they're called?)


  5. That just feels wrong, though. At 13 Skill and 20 Attribute I should get more use out of Astrology than as a total beginner.


    Maybe change the constellations to have more negative effects at low levels with harder to obtain positive ones that cancel them out?

  6. Oan's Adventure mentions a Spell - 'Aura of Cemoros' that I can't find in the ModTools. The MC uses it to attract moths that then light up the darkness at his behest. But what does it actually do? Attract critters, or all animals? Is the talking part of it, or was that just the MC being savvy?


    Also, will Year 2 have Gravity Ball?

  7. Yeah, that works, but it somewhat defeats the point. I mean it does save the specifics of the action, but much of the convenience the feature could provide is lost. Thanks for the advice, though. Maybe it will be in the next patch, that'd be nice.


    Edit: Actually, on further testing, it doesn't save the specifics of the Action (things like Train ->Theory of Negation). Well, it does, but only for the day you save it on. So you can save the preset with specifics, change everything back to rest, confirm and when you load the preset in the specifics are still there.

    But if you then advance to the next day and load in the preset, the specifics are gone again. Would be nice if that could be changed as well.

  8. I just want to say, fantastic work Metis. I actually didn't know about Elation. Maybe I ought to look into Emotions more.

    Actually, if I could request a topic, could you maybe do a section on Locations? I know about The Great Hall, but other than that one I'm pretty clueless. Really, I only utilize them through Abilities.

  9. In my latest playthrough, I've found that I rarely actually cast any Spells - there are the obvious exceptions, stuff like Cleanse and Remake and 6th Finger, but almost everyone knows about those.


    One issue is the sheer volume of spells you learn as you go along. The spell menu itself is difficult to navigate, there's no option to sort spells by what they do and, well, they often do quite similar things. Once you have found your dueling spell, for example, you can just about discard a good twenty other spells.


    That last one is not inherently bad of course - in fact, I quite the idea of magic as a vast thing, with multiple approaches to pretty much every problem, but combined with the other factors I mentioned, it means that I don't actually have a very firm grasp of the contents of the grimoires I build in each playthrough.


    So what spells stand out, are worth casting? Or just extremely neat, that's fine too.


    Cleanse & Remake definitely fits the bill. It's extremely powerful, though it requires some planning or investment to obtain in the early game, where it has the most impact. If you manage that however, you're pretty pretty much set. All Adventures are possible, really, everything is.


    6th Finger unless DLC 17 changed things, this spell breaks exam scores. It is an enchantment based spell that buffs enchantment, basically a Von Neumann machine of magic. You just need to stack on whatever Phemes you like.


    Master is reprehensible, outlawed, extremely difficult to actually cast and effectively supplanted by stuff like Hypnotize or that one Calligraphy thing. Once you have the Spell, however, its effects are immense. Giving you nine timeslots in exchange for the one you needed to cast it, it drastically lengthens your year. Just... leave your morals at the door.


    The Familiar's Gift is not to be confused with The Gift of the Familiar. The latter is something worse than Mastery and should be banned for all time, the former is an amazingly useful Spell that is effectively Cleanse & Remake, just for your loyal buddy. Somewhat difficult to acquire, but definitely worth it.



    Obviously, these are standout examples, but I'm curious as to what other spells you actually use. Metis mentioned a spell that gives you rerolls, which sounds very interesting, for example. An honorary mention goes to Calculate the Familiar Equation, which is not actually a Spell but deserves more recognition anyway.

  10. This doesn't quite seem to work. I can save the layout for a day, but once I am in the Confirmation Orders menu for the next day, I am unable to actually load that layout in. All I can do is overwrite the slot. Am I doing something wrong? This sounds really useful.


    EDIT: Yeah, I've found the issue. It doesn't overwrite the 'Attend Class' action. This means it's usually only useful for weekends, or those playthroughs where I actually attend lectures. ^^ Thanks for clearing that up though, Fan! Would it be possible to change it to overwrite Attend Class in an update?

  11. The thing is, I like my taskbar. Call me old-fashioned, but not having it there bothers me. So disabling auto-hide was a conscious choice on my end. Usually, starting a game through steam still forces it away. For Academagia this isn't the case, except when you start the game through a desktop shortcut for some reason, and even then, only until you alt-tab, Honestly, I'm more confused than annoyed by this. The inconsistency is strange.

  12. While the UI of the steam version is admittedly a huge improvement for those of us who are used to the old one (though I do think it was prettier), I'd wager that there's still a few issues for new and old players alike. So, let's swap knowledge here! I'll start:


    This is a holdover from the old UI, but in all the hours I've poured into Academagia, I've never been able to figure what the five buttons on the left-hand side of the 'Confirmation Orders' window do. I had thought them nonfunctional, tbh, but in that case, why weren't they removed during the revamp?


    Does anyone know anything about this?

  13. Steam overlay doesn't work for me, it doesn't show immediately and freezes the game when it does. Also, the taskbar keeps showing when I start the game. I can get around that by starting it from a desktop shortcut, but when I alt-tab out and then go back in, it's back again. Lastly, shutting the game down via alt-f4 closes the window but doesn't end the process, meaning that the music never stops.

    Also, is there any way to lock the interface once it's in the position you want?

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