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Posts posted by Klldarkness

  1. *Gasp!*


    People are still interested in this? That's awesome to hear!


    As the OP, and controller of this idea, i would gladly get get this started back up, if anyone is interested in writing some idea's up.


    If you are, please post once more saying you'd like to help, while i work out what has already been written, and for which class of wand.


    Also, Adrian, how many have you written?

  2. Is it possible that in the next release, we could get a new cheat option:


    Using the cheat increase subskill x1, or x5, takes forever, if we where to use it to increase all of the possible subskills.


    So, is it possible to get an option that increases all of them? Or atleast the ones that are directly related to the actual classes, like negation, incantation, zoology, ect ect? Basically, all of the ones that have all of different subskills automatically unlocked?


    It would seriously make it so much easier to do that on your first free period, spend the next two getting your study in each class up to 10 or so, so we can spend the rest of the time exploring, and adventuring.


    As another possible option, a receive random legendary object option that isn't just a background. x1, and x5? It'd also help me make a god character. :D

  3. AND!!!!! Here is one of the adventures i have created for one of my legendary wands. It's not fully complete, and is missing the endings(Have to save something for surprise!!!), but this is it in a nutshell. Keep in mind, that your's does not need to be like mine. It can be longer, or slightly shorter. It can do more, or not. Also, as some of these, i am expecting to be the longest adventures in the game, we might make further quests in Year two. Like, quests that require you to have in your possession of a specific wand, to do the quest. We'll just have to see. Lol.


    Here is, "The Tale of The Fire Fiend Wand".


    Part 1


    As your walking down the hallway, you overhear an older student whispering in the corner, to what appears to be no-one!


    "Yes...yes...i will....i promise....please...."


    He quickly looks around, and then rushes down the hallway.


    Now what is that about??


    Exit 1: Just ignore it! It's none of your business, and probably has to do with finals being just around the corner.


    Deciding that it's probably nothing, you simply move on. Several hours later you hear a rumor that another student was found on the grounds next to a cavern never seen before, muttering to himself, and ignoring everything else. He's to be sent away to an outside doctor to figure out what happened to him. But what about that cavern?!


    Result: Continue to Part2A.



    Exit 2: Sneak - Follow him to see what he's up to.


    As you sneak down the hallway after him, you continue to hear him whisper to himself.


    "It WILL happen...I will go to the cavern...you will be free..."


    Now that doesn't sound very good to you!


    Result: Sneak +1, Continue to Part 2B.


    Exit 3: Put him to sleep, and take him to a teacher.



    You decide that this is way above your head, and you need to take this guy to a teacher ASAP!


    You quickly draw the phemes needed for a sleep spell, and the moment you see his back turn to you, you release it!


    It hits him square in the back, and he drops like a rock. With a quick levitation spell, you float him off to the infirmary, and drop him off with a note that says:


    "This guy was mumbling to himself, and something might be wrong. Might want to give him a once over."


    Result: 2 Spells +1 each. Continue to Part3A.




    You decide that this is way above your head, and you need to take this guy to a teacher ASAP!


    You quickly draw the phemes needed for a sleep spell, and the moment you see his back turn to you, you release it!


    Right before it hits, he whips around, and pulls a Glittering black wand from his sleeve, and blocks the spell!


    "You won't stop me....it's far too late..."


    Before you even blink, you get hit with a Flash Flame spell and wake up 5 hours later in the infirmary.


    So much for trying to help.


    Result: Class study drops -1, Detention for missing class.






    Later that night, after a long day, you decide to go searching for this new Cavern. After an hour of searching, you find it! It doesn't appear to be more than a hole in the ground, and is really dark. Should you venture further?


    Exit 1: Sneak - Don't go any further!


    You decide you don't like the look of things and head back to bed. Maybe in the morning you'll go take a look!




    You make it back to bed in time to get enough sleep for classes tomorrow. You wake up feeling great!


    Result: Stress -1, Continue to Ending1.


    Failure: As your sneaking back to your room, a light is suddenly shined onto you!


    "What are you doing out at this hour?!" **** screeches at you, "Your not supposed to be out at this time.


    After being dragged by your ear back to your room, you find out you have detention. Guess heading out wasn't such a good idea.


    Result: *** Friendship -1, Detention +2, stress +2


    Exit 2: Head on in.


    After creating a torch of sorts to light your way, you head inside.


    After a 5 foot drop, you hit bottem and see a tunnel head downward. You follow it till you reach a large carved out room with an alter set in the center. Sticking out of the Alter is a Glittering Black Wand. Should you grab it?


    Success: As you reach for the wand, you hear a noise behind you in the cavern. You whip around, and are faced with something you have never seen before.


    Result: Continue to Part4AFinal




    You follow him out onto the grounds and watch him from a behind a tree. He walks in a circle around a small hand sized rock, and then pulls from his sleeve a Black Glittering Wand. He quickly draws 3 phemes you don't recognize, and releases a yellow spell into the ground. Moments later, a hole opens in the ground which he jumps into without a moments hesitation.


    Exit: You've come this far.


    Since you've come this far, you might as well see this through. You quickly run to the hole and jump in as well. Better see where this goes.


    Result: Continue to Part4BFinal




    ****(Teacher) comes up to you after class, and pulls you aside.


    "Thank you for bringing Him to the infirmary. We're not sure what's wrong with him, but it isn't looking good. For bringing him up though, as thanks, we dipped into the school funds, and got a bit of a bonus for you. Here".


    Result: +200 Pims.





    Standing there in the darkness is Solid Black Spirit.


    "I see you've found my home" it whispers.


    You back away, untill you bump into the alter.


    "Yes....run....FEAR ME!!! I might not be able to effect you yet, but with the power i gathered from the boy, soon....soon i shall be whole...."


    Should you grab the wand, run, or attack?


    Exit 1: Grab the wand. (Success requirements: 7 in negation, incantation, ***, and ***. 4 in Agility and Strength.)


    You feel the best idea is to grab the wand. You can feel the power it is generating, and you don't really have all that much time. Might as well make the best of what you can get.




    You reach behind you, and grab the wand. As you bring the wand forward to point at the Spirit, it suddenly howls as though in pain.




    A sudden burst of fire flies towards you, but you manage to dodge out of the way, which is a good thing considering the crator in the wall behind you. As you turn towards the spirit again, you manage to catch a final glimpse as it fades away, leaving behind a piece of cloth with writing you don't understand upon it.


    Result: Gain FireFiend Wand. Continue to Ending2


    Fail: As you touch the wand, you feel a sudden pull, and everything goes white! You wake up hours later in the infirmary, to find out that they found you out on the lawn completely naked. Your recieiving two detentions. One for being out at night, and one for not wearing clothes. The worst part is, is that you'll never know what really happened.


    Result: +2 detentions. +3 to minimum stress for not knowing what became of the spirit.






    As you travel down the tunnel, feeling your way in the darkness, you come across a carved out room. Standing in the center is an alter, and next to it is the mumbling guy!


    As you stand there in the shadows, he beings an incantation. You can't hear the words, but they feel dark, and will probably not end well.


    Exit 1: RUN! You don't want any part of what's happening here!


    You turn around, and quickly make a run for it! As you make it back to your room, you feel a bit of pity at your own cowardice. You could have done something, but instead thought only of yourself.


    Result: -1 Bravery. +2 to minimum stress for not knowing what was going on down there.


    Exit 2: Attack the mumbling guy!


    As you see his back turn toawds you, you cast the strongest spell you can!


    Success(Requires: 7 in negation, incantation, ***, and ***. 4 in Agility and Strength.):


    The spell strikes him dead center, and lifts him from the ground, slamming him into the wall. He drops his wand, as a darkness seeps from his body and disapates into the air. Your not sure what just happened, but it doesn't look like it could have ended well.


    You go over to him, and pick up his wand. As you feel the power of it run through your body, you realize that the Spoils of war are good.


    Result: FireFiend Wand. Continue to Ending2




    As you let your spell fly, he turns to the side, and it instead crashes into the alter! OH NO!


    As a high pitched whine fills the air, he grabs his head with his hand, and draws an unknown pheme. The resulting spell cracks the ground, and walls, causing a collapse! You make a run for it but don't make it far enough. You wake up in the infirmary with the headache to end all headaches.


    Result: Infirmary time!

  4. Lol. Yep. 30 new adventures. However, only certain ones will be available at certain times. I think the most anyone will see on a single play through would be 5, maybe 6. And those are just the normal wands. Specialists would only see one, and with enough hard work, in specific area's, they would only see the adventure for one legendary. 30 new adventures is only the total number. I doubt that it is possible without some heavy cheating, to have all 30 playable at once. And even then, it is possible using the prerequisites, to make it impossible to do any other's if they already have a wand/stave in that category. So, while 30 does seem like a huge amount, no one will see even a third of them on one play through. And that is if they are lucky. As each wand won't be known, nor how to find them, the chances get even lower as it goes. :)



    Here is the list of current wands in the game, and what legate sent me on Wand Lore.


    "but wands are not just made of wood. In fact, wooden wands are generally less powerful than other kinds of materials, but they are the most general, most available and least costly of the alternatives. Other materials tend to be very good in one area, but offer drawbacks in others due to their affinity with certain forms of magic.


    A quick note on Staves: Staves are rarely used by mages because the primary purpose of a 'wand' is to allow the user to inscribe Phemes on their Palette. Staves, because of their size, require a sophistication of control in order to do this. I'd personally suggest creating a new Sub-Skill for Staves, and have Prerequisites for various levels of that Sub-Skill gating the use of the Staves which you create. There's nothing preventing a Staff from being Enchanted, of course, but it can't be used to cast Spells actively- it's just a passive Enchantment, like a Ring or a Necklace, in that case."




    If i do the publishing, i'll be added a skill for staves. With perhaps a few special abilities that will seriously toss you through a loop. :D


    Alter Wand

    Ash Wand

    Askew Wand

    Astrologer's wand

    Awareness Wand

    Balenced Wand

    Broken Wand

    Cloudwood Wand

    Culibratha's Wand

    Dragon-Bone Wand

    Dueling Wand

    Emperor Sigilix's Wand

    Escape Wand

    Evening Wand

    Gaming Wand

    Gristle Wand

    Icanyke’s Wand (Replica)

    Incantor's Wand

    Iron Wand

    Nature's Law Wand

    Old Wand

    Ordinary Wand

    Rose Wand

    Smith's Wand

    Social Strategist Wand

    The Ancient Grammarian's Wand

    The Dancer's Wand

    Tulan's Wand

    Useless Wand


    Wand of Alesfa Pinga Wood

    Wand of Beauty

    Blackened Ash




    Fire and Ice

    Flaming Death




    Wand of Planar Shift

    Reasonable Assurences





    Wand of Wenge Wood

    Workman's Wand



    Most are pretty easy to figure out, and if you look under items in the mod tools you can read what each one does. But, if you can't get to the mod tools, and need to know what one does, feel free to message me and i'll let you know. :)


    Thank you everyone. :)

  5. I'll be posting the list as soon as i get home, and will ask Legate, and Nyaa about the lore for the wands.


    The Wand Bonus's i posted is the maximum i was able to average out from the wands currently in game. There is a Legendary Gates Wand in the game already that does more then the Legendary example i gave above, and is easier to get then fighting a baby Kraken. I made the bonus guide from an average of 5 Legendary, 5 Rare, and 3 uncommon/common wands. It's as close to average as i could make it. However, keep in mind, that those were maximum's above. You can create the wands way below what i posted, as long as they are still worth the time to get them.


    And i am extremely glad to hear that you have some good idea's as well. I'd suggest making the wands first, and then creating the adventure. Once you have all the info for a wand written out, let me know so i can create a list of already created mod wands to keep track of progress and such.

  6. Well, if you don't think you can handle it, if Torolf wants it, it's his. If not, then someone else can have it. :D




    For the adventure's, i have these guidelines:


    For common/regular wands/staves:

    Atleast a two day adventure. Meaning once you succeed, the next day a new adventure is open to finsh the adventure line.


    For each part, atleast two pages, with three choices for each one. Two to succeed, and one to start over, or try again later.


    For Specialists:

    Atleast 3 days, and 3 pages per. minimum of 3 choices for each.

    The only requirement for doing the quest is to have a certain amount of skill in that area. Say, for a negation wand, you would need atleast a 7 in all subskills under negation.


    For Legendary:

    Atleast 7 Adventures, 3 pages each, minimum of three choices per page. One Final challenge. Such as for the example i gave, their is a Baby Kraken at the end to fight. For another of my Ideas, you have to fight, but not kill, a Giant Chimera. It's for the Chimera Nail Wand. The final Challenge could be anything, whether it be to find a certain rare item, a "Boss" battle, or to use Mastry to control 6 students. Perhaps an evil spirit telling you to get someone expelled? Anything that would be difficult, but fulfiiling. :D

  7. Awesome! Lol. You are welcome to join as well. :)


    You can have:


    1 Legendary

    2 Specialists

    2 Normal



    Take your time, as i expect this mod to take a while, to make sure that they are actually DLC worthy. :)



    Btw, anyone not yet helping, the legendary wands are currently gone. But their are still specialists, and normal wands left to go around. :)

  8. And we have our first helper! :D


    Each wand should hopefully have it's own Adventure. However, as i know it would be a tad difficult to have that many adventures, it's okay to have some of the common wands/Normal wands to be part of a single adventure. As long as the wands pertain to each line of that adventure. :)


    Your Wand list is as so:


    Create a brand new one of each of these:


    2 Legendary

    2 Specialist

    2 Normal



    The two normal wands can be in the same adventure, as long as the seperate choices in the adventure lead to the different wands or staves, and actually pertain to it. Such as a wand that would slightly raise negation spells, would of be given to someone by doing negation. Ect Ect. The rest are to have their own adventure, Specialists lasting atleast 3 days, with two ways to win each day, and one way to fail on the last day, but in a funny way. By failing, you get the currently already ingame wand, "Useless Wand". I can promise you already, it may start out as useless, but after a certain, extremely taxing adventure, it might surprise you. ;)


    Take your time, as there is no rush. Whenever you have an update, such as you finish your wand list, or you have an adventure comepleted, send me a message with it so i can take a look. :D


    This is going to be...."Magical". :D (Bad pun, i know, but i am in a good mood this morning. xD )



    If you have any questions, feel free to message me. :)



    OH! And as an update to this. I am buying a new computer at the end of this month that should be able to handle putting the mod together, so, if i am unable to get someone to help me with it, i should be able to make a good show of it. :D

  9. Hello writers! :D



    As can be seen in this thread-http://academagia.invisionzone.com/index.php?showtopic=512&pid=10070&st=880entry10070 ,I have begun working on a mod, that will(hopefully) be incorporated into a future DLC(Or even a DLC all on it's own. :D :D :D )


    What this mod will need, is roughly 30 brand new Wands and Stave's.


    15 of these will then be used as the "prize" for adventures, so that that way, our characters can get wands fairly close to the middle of the year, or later, depending on certain prerequisites.


    The 10 others will be made in such a way that they are only available for "specialists", adventures. (Such as a Wand for Gates or Mastery)


    The last 5 will be considered Legendary, and will be the hardest wands to get. These will probably take an entire school year of hard work, and planning, to even attempt to get. However, they would be worth it, as i am sure they would carry over into second year, and be that, damn, awesome. An example of one such wand follows:


    Baby Kraken Fang Wand

    Rank/Rareness: Legendary


    +5 to 5 currently unspecified Subskills

    +3 to 5 currently unspecified subskills

    +2 to all stats

    -1 Stress Daily

    100% success rate on water spells.


    For the specific legendary wand above, in the adventure you go on, you need atleast 7 people in your clique, and must have found the *Secret location* at the bottom of the lake. You will be fighting a baby freaking Kraken. If you manage the kill, you get to take it's fang, and create a wand out of it. Sounds impossible, i know, but that's just how cool this mod project will be. :D


    I currently have the list of the wands currently in the game, so that that way, the wands used in this mod are special, and unique. What i need is this:



    5 people who are willing to help me on this. Out of thirty wands, i will be creating 6 wands, and the story lines to go along with them. Of them, 2 will be legendary, 2 will be Specialist, and 2 will be regular adventure wands.


    That leaves 24 wands for 4 people, divided like this:


    13 regular wands

    8 Specialist wands

    3 Legendary wands.


    The 5th person, who is literally integral to this mod, will be the person to put it all together, and publish it, as my current computer can not even come close to handling it. After 10 hours, the last mod i did was at 46%. Darn single core processor. D: This person will need to seriously know what the heck they are doing with the mod tools. Can't have all of this work mean nothing in the end, right? :D



    The rules i have set for the wands/staves are as follows:


    They must either be made from wood, metal with some sort of core, or animal bone.

    Based on the rank/rareness, they can do these things:


    Regular/uncommon: Maximum of +3 to 3 subskills. Maximum of +2 to three stats. +20% to a specific spell type success rate.


    Specialist: Maximum of +4 to 4 subskills specific to each Wand/Stave. Maximum of +3 to 3 stats. +50% success to "A" specific spell type.


    Legendary: +5 to 5 subskills. +3 to 5 subskills. +3 to all stats. Effect either stress, or Finesse, positively, or negatively. 100% success on ONLY ONE spell type. Mostly elemental.


    They are to be ranked by difficulty. It should be very hard to get a legendary wand. It should be taxing to a specific type of skill for a specialists. And finally, it should be a good adventure to get a regular wand.



    This will not be an easy task to complete, and if needed, i can do all of this myself, however, it would take a very long time to complete. With 5 people helping me, we could get this done in a month, maybe a month and a half.



    Oh, and i need someone to act as a creative adviser. Please apply in this thread. :D


    If you would like to help me in this, please write below that you would like to help, and i will message you a list of the wands that are currently in the game, so anything you create won't be the same as those. I will assign wand creation ranks by a first come first serve basis. So, if you would like to create a legendary Wand/Staff for this mod, and the adventure to go with it, don't hesitate!! :D


    Once you have been assigned, when you create a wand/staff idea, please send it to me, and the others that are joining us, so that we don't create anything too similar to each other. Thank you! :)

  10. Seeing as how most adventures have 3 to 5 choices, would 3 adventure lines, with 3 to 5 different choices/wands, be sufficient?


    That would be 9 to 15 Wands and Stave's.


    Say, 7 special ones(not counting current ones already in game), and 2 to 8 normal wands/Stave's, but made from different woods thus giving them different abilities?


    If this is sufficient, then i would gladly write the entire adventure line for all of them(Perhaps with a bit of help from some other people? :D). I would think that with the new wands and stuff, and the adventures, that would be enough content for a DLC, right? Let me know what you think, and i shall get to writing asap. :D

  11. I just wanted to say, that this is easily the best game in the world. Not only is every single play through different, with each DLC, and patch, it gets better, and adds things to the game.


    Plus, this game is literally built from the ground up, by the fans. I have not once seen a game actually take forum suggestions, and add them into a game the next month. You just don't see that. Ever. EA literally spends more time messing the sims up, then adding what the fans would like to see in the game. But here, at Academagia, i can see that it's different.


    So, without further blathering from me, i would like to say thank you. This game, forum, and actual user friendly forum/game, is literally a pc gamers dream.





    WARNING!!! There are spoilers below here!!



    Wands and Staffs:


    In one of my games, i managed to find a Dragon-Bone Wand. My first thought was "HELL YEAH! This thing is going to cause some damage!!!"....Yet i later found out that it didn't really do anything, which was more surprising then anything.



    So, my suggestions is, to take the wands in the game that aren't just normal wands(Like the aforementioned Dragon-Bone Wand), and perhaps add extra effects to them? Like:


    Dragon-Bone Wand

    +1 to agility

    +1 to all Fire related spells.

    +1 to 3 Random subskills under Gates(Or Mastery)

    Breath Of Fire spell learned.




    These would of course be equip bonus's. Meaning, as long as you have it in your hand, it gives these bonus's. My reasoning behind it is, is that Dragons are clearly feared in the world of Academagia, so having a wand made from a Magical Creatures Bones would naturally give some sort of bonus to a persons magic. Being evil Dragons, well, i naturally think the bonus's should be geared towards dark spells and such.





    A quest to get a Wand/Stave. Seeing as how their are clearly alot of magical creatures out there in the world, i would think that an Adventure to make a wand would be fun, and interesting. I'm not very good at writing adventures and stuff yet, as i am still working out the whole exit thing, but i will have one for this idea in a day or so, once i feel that it sounds appropriate.

  12. Download


    Feature list:


    Inheritance: Mysterious Crate

    Given 10 legendary items at game start


    Aptitude: Cheating

    All attributes +10

    Action "Cheat Artifact" - Researches 5 items of your choice

    Action "Cheat Bank" - Gives 1000 pims each use

    Action "Cheat Health" - Increases Vitality Maximum by 10

    Action "Cheat Relaxation" - Increases Stress Maximum by 10

    Action "Cheat Phemes" - Gives 10 random phemes each use

    Action "Cheat Explore" - Informs 5 random locations in the selected regions

    Action "Cheat Study" - Increases selected study skill 10 levels

    Action "Cheat Research" - Increases selected research 10 levels each use

    Action "Cheat Game x1" - Increases selected subskill 10 levels each use

    Action "Cheat Game x5" - Increases 5 selected subskills 10 levels each use

    Action "Cheat Little Max x1" - Increases selected subskill maximum 10 levels each use

    Action "Cheat Little Max x5" - Increases 5 selected subskill maximums 10 levels each use

    Action "Cheat Game x1 (Familiar)" - Increases selected familiar subskill 10 levels each use

    Action "Cheat Game x5 (Familiar)" - Increases 5 selected familiar subskills 10 levels each use

    Action "Cheat Attribute x1 (Familiar)" - Increases selected familiar attribute by 1 level each use


    Bug Fixes

    The Secret Heritage background's Follow your Parents' Instructions ability now works correctly.

    The Hedi adventure series, Illusion and Misdirection, is now back to being available to Hedi students. Start with A Book Full of Ghosts.

    The second adventure in Illusion and Misdirection now has the proper exits for success and failure. Adventure, Time to Investigate!

    Merit prizes should now work correctly at all levels.

    General typo fixes.



    Familiar attributes could not be raised at game start like player attributes. Use "Cheat Attribute x1 (Familiar)" to increase familiar attributes if needed.

    Daily roundup will not have a name for the familiar attribute you've increased, but it has been. Check and see in its stat screen.

    If familiar subskill raises aren't working, see if you've raised its Bond skills first.

    Selecting a parent skill to increase its maximum doesn't work at this time. "Big Max" actions removed until a fix is found.



    Unrar Cheats110.rar into Academagia's Mods folder

    If using the official DLC, make sure my mod is below the DLC in the mod prompt list

    Select one or both options during character creation, Inheritance: Mysterious Crate or Aptitude: Cheating (Bug fixes present with or without cheats)



    All credit for finding the game bugs go to those reporting them in the Patch 24 Bugs thread.






    I'm gone for a couple days, and we're already up to like version ten? :D

    Zelefis, you have done an amazing job on this mod. It went from a simple cheat mod, to this thing that gives you whatever you want. :)


    Keep up the good work my friend. I'm downloading right now to give it a try. :)



    Nyaa, you have some major organization skills. I would never manage to sit still long enough to keep track of all the things you do. xD

  13. @Klldarkness Nyaa had the right idea referring you to my instructions, but, I'm sorry to say, I made a little mistake in them. My mod must be below the official DLC in the list. I've corrected the instruction above and apologize for any confusion. I had tested this earlier to see if my mod would work if loaded first. I thought it might since I was adding content instead of editing preexisting content; however, it seems that the DLC completely negates my mod if loaded after. Unfortunately I didn't write this down and decided to log back in for a quick look when typing my post. I thought the game would remember the order in which I last used the list, but it seems to reset each time.


    That was the problem. xD I had it above, them. Lol. It works for me now. Thanks! :D


    Thank you all for the comments. I'm trying to get out an improved DLC 5 version of my cheat mod as soon as possible, and any input would be most welcome in determining which features to add. After downloading the new base tonight, I remade the mod with the current features and added a few extra. Here's what's new:


    Cheat Little Max - Increase a choice subskill maximum by 10.

    Cheat Big Max - Increase a choice skill maximum by 10.

    Cheat Health - Increase your Vitality maximum by 10.

    Cheat Relaxation - Increase your Stress maximum by 10.


    With all of these I'm not sure I need an option to increase attributes beyond the mod's automatic +10 to all. Another idea is to make some actions that allow you to choose more than one subskill to increase at a time, but how many is too many in that scenario? Three? Five? I'm going to investigate identifying all inventory items at once as well. It'll be useful, but I'm not sure there's an "all" option in that context. I'm aiming to have the next version out to y'all this weekend or Monday at the latest, so keep those ideas flowing.


    I would suggest an increase of 5 subskills at a time, if you were to add that option. That way, you could max out all your skills in less then a week. That leaves alot of time for exploration, and adventuring. And everything else. :)


    Oh, and might i ask for an option to increase your current level of study? That way near the midterms you could just study once, and BOOM! Instant 5's in each. Then near finals, BOOM! Instant ten. That would make the game perfect to do some exploring, and would allow me to compile a walk-through of sorts, or whatever else i might like to do. :D

  14. Legate of Mineta, would it be possible, that with one of the future DLC's, that we could get a Lore Manual in PDF format? If needed, if you could send me the pictures, and texts, i could make it into a pdf, and organize it, and make it look spiffy. :)

  15. The only way to do anything like how you want it done, is to either:


    A. Make a mod with a new background that gives everything you want.

    (Pro's: Works every time. Can start new games, and have the same)

    (Con's: Takes a very long time to do, and then 6+ hours to publish the mod to actually use it)


    B. Download a program that allows to change running code in programs. Aim for 4 bits, and 8 bits. Probably Binary as well.

    (Pro's: Gives you more optioins, and will let you change things on the fly)

    (Con's: Not as easy as it sounds, can crash your game easily.)


    C. Just play the game. It's alot more fun that way i promise you.



    (OH! If you do A, message me on here, as i want the mod as well. I want to do some exploring as well)

  16. 1. I haven't seen anyone ask this yet, but as of current dlc and patch, how many years does the game last?

    2. Can you be expelled for failing?

    3. In later dlc's, will we see more classes for later years? Perhaps advanced classes for higher grades in previous years?

    4. Is a Academagia 2 planned? Or will we just dlc for a year or so, and then #2 come out?



    Things i wouldn't mind seeing in DLC's:


    New Familiars (Which, i plan on making about 20 more when i get the modding tools downloaded. PM me animals you'd like to see in a mod)

    New Classes for later years.

    New Teachers for said classes.

    More secret areas to explore and discover.

    More backgrounds, and personality traits and what have you.(Another thing on my list of to-do's.)

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