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Posts posted by blondetiger

  1. Looking at the 3 most recent editors, Rhialto and the other one who's red have nothing written on their profile page while the third does so I think that might be the key.

    Draigh hasn't posted here in years but he visited the forum recently :( It might be time to start the adoption process then...

  2. @Rhialto Do you still need help?

    @MetisFrom what I remember when I first signed up, the red text is because there's nothing on the talk page. I've had a Wikipedia account for years but because no one (including me) has written on my talk page, my username is still red. Wikia does the same thing as it likes to pretend it's like Wikipedia. I've come across some other wikis before like Wikidot, but from what I understand they all have their issues. I hate Wikia in a lot of ways, the biggest being the search engine, but seems better the devil you know...

    I've been pretty scarce in contributing lately, but I would like to do more again, cleaning up what's already in the wiki rather than adding more (I am so not up for going through ModTools to add Adventures again). We gotta get it spiffy as we might only have a few years left until Year 2 ;)

    @Draigh, could you make some people admins? It could get the wiki a little more streamlined. With multiple admins one is bound to check on things sooner or later. And an admin can spruce up the css and layouts. A little color and background would do wonders :D

  3. # of College-only Adventures

    • Morvidus - 8
    • Hedi -7
    • Vernin - 6
    • Durand - 6
    • Aranaz - 5
    • Godina - 5
    • Avila - 4

    Poor Avila has even less than 4 since they're gender-based. 1 regular, 2 female, and 1 male (since the first leads into the second they're really just one long adventure). Morvidus has a bunch which is great for them but there are already 3 adventures for Zoology and 2 for Revision (I'm not saying to take them away though, don't take them away!). But Avila needs more and so do Godina and Aranaz to balance out.


    And for classes, there are 21 adventures for 17 classes. But there are no adventures for Arithmetic, Athletics, Enchant, Geometry, Incantation, or Rhetoric class. Granted, some of these are probably not very popular electives but that's all the more reason to give good benefits to taking them! Also Negation, Dialectic, and Calligraphy only have 1 adventure and only the former is actually exciting... in my opinion anyway :P


    Soooooo I guess I just wanted to point that out to TPTB and modders. Keep it in mind? If I ever finish adding adventures to the wiki, I might try writing one... but that's a big if -_-

  4. You're welcome :)


    I'm pretty annoyed I raised about a dozen levels in Astrology Subskills but I still haven't been informed of Numerology. (Edit: and now I've been informed that Numerology is The Everard Equation which I totally have and why doesn't the wiki mention that anywhere?) Of course, I no longer need it as I raised my Bond to 10... but I probably should have done my familiar adventure first because that raises bond too... -_-


    Next time, I'm playing Avila. Or maybe Morvidus, I've never played Morvidus... but Avila has such pretty colors and I am a sucker for Astrology.


    Oh hey, I'm adding a few familiar adventures to the wiki. Does anyone have any requests? I have the other Hawk adventure to write and then I'll probably do Hedgehog and Owl and clean-up Cat.

  5. I agree with Hdghg, it really depends on what you want to accomplish. Maxing skills and raising attributes to 15-20 are two separate things and how you optimally accomplish them might be slightly different. Adventure is a great way for both but I still consider Sphinx to be a powerhouse because a good chunk of adventures don't give you 3 Skillsteps in a single action. And not all adventures have attributes or a really awesome item anyway.


    I think it comes down to breaking optimization or tips or a guide into chunks. We can start with a Character Creation guide where we suggest to never put points into attributes, only into background that raises attributes. We can write about the benefits and costs of Black Sheep and Deed Negated. We can suggest that Life of Avarice gives you an extra attribute on top of the Finesse attribute if you do a short, single action adventure (A Hot Time) which seems to me to be worth a shot at Fitness, Finesse (Elemental Warrior), or Strength plus a wand over Temperance level 11's Charm which you have to spend a lot more action points to raise anyway...


    Maybe some info on the classes should be under CC as well. Which come up in adventures a lot, which are easier to raise yourself compared to other course subjects, which have the best bonuses and abilities, which might need a couple extra training actions outside of class time because they're so difficult, etc.


    Now a chart on adventures could/should have

    • # of actions (to succeed all the way to the end as is listed on the wiki)
    • unlock requirements
    • # of Skill Steps & Skill Levels (not all listed, but the highest # possible to gain)
    • # of attributes (same as above, only a few adventures give 2)
    • other bonuses: items, relationships, abilities, locations
    • a difficulty rating of easy, medium, hard based on skill roll levels overall so players have an idea if they can do that early on or not
    • maybe a quality rating too, Leon? "worthless, okay, good, great, awesome" based on the previous six

    Problem is there are a lot of adventures. There are 197 adventures listed on the wiki including some of the student adventures, all of the college adventures, and none of the familiar adventures (because I listed them in the subcategory only). If I was to do a chart, I would be reluctant to add familiar adventures since they're limited. Maybe the college adventures too. Actually, maybe we could have 2 more charts for these to help people decide during CC (one for familiar adventures, one for college adventures). Student adventures aren't usually either-or though. But at 28 and counting... there are 83 students and at least a few of them unlock more than one adventure so that's still 200+ adventures!


    I think a chart will have to wait until the adventures are all added though... now I'm feeling overwhelmed.


    Anyway, a guide to training skills from the start would be helpful. I did totally max out Courage halfway through... also Concentration maxed really early with the Library of Longshade (if I'm remembering the right one) so knowing which skills get raised in adventures really easily would be good. And which ones never get raised is helpful too so I can work on those if I want to. Knowing the early ability bumps as Svinik suggests, without having to check out the separate attribute pages, would be fantastic.


    So to recap:

    • Adventure Chart(s)
    • Character Creation Guide
    • Training Guide

    Now I'm running away :ph34r:

  6. It's been written elsewhere that attributes only need to be at 5 or 6 to train a skill with the least Skill Steps possible (up to level 10 at least). So after that, higher attributes aren't needed except for rolls (and if you're scumming...).


    On my current game I trained to get Cleanse and Remake early on but I've ended up not using it at all. The skills I wanted to raise to high levels already had the necessary attributes (except for maybe class skills but I've ended up maxing out on 80% of those halfway through the year...). I think I'll skip Cleanse and Remake on my next game. I'm not one for using the spells a lot anyway.

  7. This is a great idea. And it would be fantastic as a guide or guides on the Wiki ;)


    For Step 2 B, there is a random date range for each Class Skill so it's not the same date game to game. The date may set at the start of the game though...


    For Quests, the Wiki doesn't have details on all of them (we'll get there) but there are still several sorted into categories. There's the continuous category for the single action adventures and categories for the 7 different attributes as well as Glory. There's also Mikka's Adventure Guide for a general overview, but a guide on quality would be great!


    C: There's a chart for Research Topics Bonus at Skill 10. A chart for all the Skills' and Parent Skills' levels 10 and 11 might be handy too. The attribute pages do list bonuses from Skill Levels, abilities, and Research Levels (like Charm here).


    I'm not sure I have anything to contribute to this thread at the moment (I've got some familiar adventures to format) but whatever comes up could be added to the Guides section on the Wiki. Pleeeeeease :D

  8. If you attend all classes and don't get detention, then you have 500 actions to utilize.


    There are 300 days (280 regular days and I think 20 Holidays...?) so if you get Sphinx by Hionosi and spam it (or scum it? that word keeps coming up in reference to reloading but it only makes me think of Lucas Arts), that's at least 100 actions which gives you 300 Skill/Research Gains.


    Aaaaand that's about all the speculation I'm going to do because the gains are too dependent on the mix of actions you choose.

  9. @albert


    I agree. I think unlocking adventures or events would fit well. After all, increasing your skills is more like practicing the subject while research just involves reading (unless some of it's supposed to be experimental research...?). Increasing skills can certainly involve reading (since there are lores) but research suggests the focus is different. Learning more about a subject, rather than becoming better at it, could open up adventures or events that could involve

    • exploring for an item
    • searching for empirical evidence of some rare or doubted research
    • getting closer to a student because you learned some interesting family history of theirs
    • befriending a Mineta shopkeeper and getting free weekly caramel chews for life because you found out about their past and they're a sucker for flattery...
    • impressing professors

    I've been trying to think of what the point of Researching things like "Insult" (besides Strength) as I don't even have my character very high in the skill itself. All I can imagine is reading about famous insult face-offs and insulters (Guybrush!). It occurs to me that Research isn't very efficient to raise attributes. Most adventures take less than 10 actions to complete... I just like the idea of my character being a bookworm like me and learning for the sake of learning.

  10. The link to the forum topic? Or the download? You don't need to download it to get the idea, I meant more "read the thread". Schwarzbart listed the Final Exam percentages of each class here. If the links to the topic don't work, just search for "Academagia Gradebook" or replace the showtopic number in the url with 2790. Otherwise, I added some of the info to the Exams Guide the other day: http://academagia.wikia.com/wiki/Exams:_A_Guide#Class_Grade


    I'm not sure about Research though... I've only barely started to do the Research Topics and I don't think I was very efficient raising my Research Subskills anyway.

  11. I don't think my run was particularly optimal. I managed to score between 120-200 on all my finals, but my mid term grades were only between 20-50, so I doubt my final scores in those subjects will be particularly good.


    If you look at Freespace's Yearbook you'll get an idea of how little the Mid-term Score matters. You're probably fine with 120 on most of the classes and 200 would mean no worrying at all :)

  12. I hope this thread is okay with questions that are less "in game" and more "game mechanics"...


    1. When it comes to Sub Skills and classes, does the system account for holidays, weekends, and month changes?


    For instance, there's Comets in Astrology Class at Athonos 26. It's a Friday with no holidays nearby. 3 days on either side means that Monday, Pramidi 1 should be a possible Expansion...


    And then there's Famous Battles in Athletics Class at Gelamenus 11 but The Hunt is between the 8th and the 9th. Is the 8th still counted as a chance or does the system count holidays even though there's no class? (I'm assuming it counts weekends just because of dates...)


    2. And does the system ensure that the Class Sub Skill will always be gained so long as class is attended? Or does the randomness of it (however that may be) mean there's a chance the SS isn't gained?

  13. Mod Tools still has Pamela as a "Spirit" but it does show the Shade image instead. Since Shadow the Shade still uses that image I suspect it's a bug. Maybe Legate knows what happened?


    I'm not really sure why Shade was added as an exotic familiar anyway. But it is only 1 of 3 familiars to start off with Fitness, Intelligence, and Luck at 2... (but I'd rather have the hedgehog or the toad).

  14. I'm too lazy to read this whole thread (I did read Nyaa's post on the World of Academagia though) so I'm sorry if this has already been asked...


    But does the final "adventure" or endgame choices matter for Year 2? I know our character data will be imported but does say choosing Revision over Arithmetic as my favorite class have any effect on Year 2?

  15. I was looking in the Mod Tools at different stuff while reading some other threads. I thought I'd double check Skill Perks for the classes because I felt pretty sure I didn't learn the Familiar Pheme randomly. Checked two classes and then thought, "hey, why not check Familiar Kinship where it taught me The Familiar's Gift to see if it makes any mention of the Familiar Pheme?". I open the Familiar's Gift SP then I look at the 5 Inform Lores because I was reading Free's thread about Gates and looking at Lore stuff on Wiki and stupidly confusing Lore and Phemes. So it was like 5 minutes before I noticed SP II - Familiar Pheme (Magnitude = 2) -_-


    That's right. You learn the Familiar Pheme on your way to training to get the Familiar's Gift Spell. I'm not sure how a Pheme you can learn after the first 2 Skill Levels is considered rare but oh well. I've added it to the Familiar Kinship Skill Perk list on the wiki (but not the Pheme itself cause I don't do Phemes. Or Lores. Yet. Maybe someday... Adventures are more important at present).

  16. The Familiar's Gift Spell does exactly what it says: temporarily raises your Familiar's attributes. The Familiar Pheme increases (as in temporarily) your familiar's Awareness and... Courage I think. I already had the pheme when I was leveling up Field Medicine to get the Blood and Empower phemes so I have no idea how I got it. I'm looking through my history right now to see if I can find details... (Edit: I'm 3/4 through the game but I got the pheme before I got the spell so it was probably half a game ago, not gonna find it)


    The Familiar's Gift is handy when you're trying to raise the Bond and your familiar has Intelligence, Luck, or Fitness at 1. It's a little less handy at level 6 as it still takes 2-3 steps with the spell. At level 8 you can use Lend Fitness (Iron), Lend Intelligence (Silver), or Lend Luck (Stars) and it will only take 1 Skill Steps to level up (so 2 SSs to hit maximum and expand your familiar's attributes) (Edit: this may not be as handy for you as it has been for me since I have Hector Per Vittoria in my clique with Bond+3...). The Familiar's Gift is probably obsolete by level 8 as you can focus on training hard Skills of one particular attribute at a time much faster at the high levels.


    You can take a look at the very brief Familiar Guide on the wiki and use Explore with Your Familiar and Go Outside the Fences until you get Familiar's Gift or Improved Familiar Handling or Calculate the Familiar Equation (if you're studying Astrology; Numerology hasn't popped up for me after using a Random Astrology Skill Expanding Action like 30 freaking times...).


    Keep in mind that The Familiar's Gift Spell only helps the familiar. The player benefits from the addition of the familiar's Skills and Subskills during rolls, but not from the familiar's attributes. So increasing your Snake's strength is only helpful for familiar training or a familiar adventure. Personally, I think Improved Familiar Handling is the handiest ^_^

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