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Everything posted by Jazerus

  1. I'm putting together a spreadsheet of typos, bugs, lore inconsistencies, etc. that I'm noticing as I play, since I'm finding enough that it would be unwieldy to post them all separately here. I thought I'd let you know, Legate, in case Y2 is anywhere nearby on the horizon - please inform us before you finalize the last Y1 patch so I can submit everything I've found so far at that time, if I haven't already.
  2. I see, that makes sense. Is pheme Magnitude similarly a cut mechanic, or does it interact with spell type in some way? I know that some phemes supposedly oppose each other through the magnitude system and adding them to the same spell, supposedly, doesn't work correctly (although in most cases of opposing phemes I think there's no reason at all to ever put them in the same spell so you'll never really run into this in practice even if it exists).
  3. What is an Affinity on an item? Based on context it seems to be related to phemes - does it enhance the associated pheme's effects? Reduce its difficulty?
  4. Hi, there are a lot of questions I've had about Y1 over the years that I've never bothered to ask and which I'm not sure anybody has documented. At the very least, these questions won't be ones that are answerable through the wiki. I've forgotten a lot of oddities, but I've been playing again recently and thought I'd make a topic here to get some answers (hopefully straight from the Legate, who, since he is Orso, presumably knows everything...). I'll probably be posting questions sporadically for a while. Okay, first one - on some Social actions there is a toggle which (sometimes) appears called Blackmail. Its tooltip refers to using the Blackmail you have on a character to increase the chances of the action succeeding. 1. How do you accumulate this blackmail in the first place? I've never used any blackmail-related actions on this character although she is in my clique. 2. What exactly does this do, in hard numbers? Can you accumulate more than one piece of blackmail to gain greater advantage? Is this applying a CoS modifier or something less general? 3. Does using the toggle expend all of your blackmail against that character or is it reusable? 4. Does using the blackmail damage your relationship with the character? 5. Is there anything else noteworthy about this function that I haven't specifically asked about?
  5. Yes, that's what I was asking. I'm glad to hear it. As long as there *is* a way to import from game to game I'll be using it - I've put too much time into figuring out Y1 to start wholly from scratch in Y2.
  6. On the subject of Y3-5 - is part of the reason Y2 is taking so long that you are ensuring there's a solid base for faster work on the later games? Because, uh, no offense but if they take 10 years apiece I'm not sure anybody is going to be loading up a 40 year old game to actually start a character in Y1 and see them all the way through!
  7. Personally I think that if you're asking for Y2 you're a real fan. Anyone else forgot about it years ago!
  8. Alright, questions it is then I suppose. Have the broken/near-useless systems from Y1, such as crafting and dueling, been significantly improved? Is there a large variety of recipes to discover for crafting so that all of our more abstract skills can be put to use for things other than skill challenges? Are there combat encounters other than duels with other students?
  9. Have you considered posting anything - anything at all - of Y2 so that people other than Rhialto and Schwarzbart can have a little bit of faith that the game even exists? I love Y1, and there are a lot of people out there who love Y1, but the decade-long wait for Y2 with not even a screenshot is tiresome and has been for years. This dance of "oh yes, things are being done and have been done" that the devs have you do, Legate, is bizarre. I understand not wanting to commit to anything, but a screenshot marked "pre-release, not all details are final" does not commit anyone to anything. I would, frankly, be a lot more inclined to buy Y2 when it comes out if I felt that the devs were at all inclined to hear player feedback or share things with the community. During Y1's post-development patch cycle, I think we did all feel that the devs were doing a pretty good job of interfacing with the community, and things like player-written events being added in patches reinforced that feeling (although I have to admit that I wish there had been some overhauls to the more broken Y1 systems like crafting - nevertheless, community engagement was pretty high at that time!) The secrecy legitimately made sense a few years ago, to an extent, but if Rhialto and Schwarzbart hadn't been asking questions over the years we would know exactly nothing about Y2. Despite their admirable persistence, we still know very little. Please, I'm begging you for your sake and ours - don't just stonewall every detail until launch day, whenever that is going to be, and then release the game with little fanfare onto Steam. This series deserves better.
  10. Reintroducing the afternoon skipping bug as an optional mechanic set at character creation (maybe as a background?) seems like the easiest way to make the classes a more flexible mechanic.
  11. Thank you! In a Y1 context, I was envisioning it as a 1 point background trait - perhaps along the lines of "Apprenticeship: Explorer's Guild" or "Prodigy: Self-Tutor" - that gives you special dispensation to skip afternoon classes (presumably by suppressing the discipline event for that timeslot).
  12. On the topic of the class-skipping bug, I feel like this has definitely become an area where the playerbase likes both the intended behavior and the bugged behavior. Maybe a character creation option could be added - "strict or lax discipline?" - which would allow anyone to play under the rules they prefer. Certainly I like being able to skip classes - it fits with Orso's rather lax attitude toward rules and preference for students learning through exploration, independent study, and adventure - but I could see why someone would prefer an Academagia more along the lines of a Hogwarts-esque high school rather than a magic college, too. I raise this mostly because a lot of games - I'm thinking of Crusader Kings 2 in particular - have been pretty successful lately experimenting with changeable rulesets.
  13. Morvidus and Vernin are preferred for just about anybody because the Study Masteries on all of their required classes give stat bonuses, and they tend to have an easier time staying ahead in the merit competition as well.
  14. You will not finish everything even after playing several characters even with just the base game. The DLC content tends to be better designed than the original adventures, too - they take up less calendar time unless you're failing a lot because one part of those adventures usually leads to another seamlessly unless there's an actual written break in the action, while there are many forced pauses in some of the original adventures. (P.S. Legate, any chance that could be looked at at some point? There are a fair number of adventures where the stage breaks don't make much sense paired with the text.) I would just play with the DLC on - I've probably played at least one character in each DLC and each just makes the game better, particularly because the newer events and adventures tend to let you make use of some of the skills which were rarely useful in the base game. If you really want to know, though, DLC 2 was the first one with user-generated content, at least based on the oldest roundup topic by Legate in Writer's Corner, though the deadline on getting stuff into DLC 2 was tight so even some of the very early stuff like my library event and the Muffin Man were part of DLC 3 instead.
  15. A college that takes the early lead (because of you, 99% of the time) is much more likely to maintain it than one that doesn't. Any college's students will strive to stay in first, though maybe not as well as Aranaz, Vernin, or Morvidus. Once your college is in second or below, your fellow students will probably give up unless you get them back to first. It's pretty variable, though - you won't be able to maintain first in a lazy college the whole year, or even reliably at all if you don't get ahead in the first week or two. Merit Prize X for Room of Champions is the only one that really matters, though, so if you can pull ahead at that point in the year you can safely not care otherwise.
  16. Could I ask the Team to reconsider making the current behavior officially "correct"? As it stands, familiars don't provide enough of a benefit in most situations for me to ever bother raising Bond at all - if these abilities function as the text says they should, however, an across-the-board attribute increase for the player incentivizes actually using your familiar. I haven't broken out the mod tools, but I am guessing that most effects from skill raises have a blank target because they're intended to be given to the same actor that rose the skill - thus, when these effects were being designed, the target was accidentally left blank because someone didn't think about Bond being a familiar skill and the *intended* target was the player.
  17. No, I received Gift of the Familiar so my Bond skill must actually be at 10. I am using patch 68, which is the most recent as far as I know. This really does not seem like correct behavior. The descriptive text for the Bond of Iron 10 ability reads "The careful development of the Bond between you and your Familiar has brought you mastery of the powers of Iron, permanently Expanding all your physical Attributes - Strength, Finesse and Fitness - by one point each." according to the wiki - unless that is entirely fabricated, the intent is for the player (and perhaps the familiar as well?) to receive the attribute increases.
  18. The abilities you are supposed to be granted upon hitting 10 in Bond of Iron/Silver/Stars that grant you attributes are not granted. This makes the Bond skills substantially less attractive.
  19. The Palette seems to be a focusing tool; part of the reason some event skill checks are rather high is that you have to cast without the palette in stealthy situations.
  20. I'm curious. Why is Malice named Malice? While I understand how Patience can be malicious (sort of), and Gambling is typically seen as a vice, Puzzles are...pretty innocuous to be honest. The parent skill here could use a rename, I suspect, especially since you don't really gain any malicious actions from studying Malice skills, and the attribute is Luck anyway; Gaming, perhaps? Also, some of the Skill-Attribute pairings are odd. Gates and Mastery are linked to Fitness? I have long suspected that that's a typo and that they should be linked to Finesse instead, unless the implication is that the forbidden arts are intrinsically draining and you need to be very fit to use them.
  21. Silke's bonuses are permanent, which is what makes her one of the more valuable clique members you can get. I don't believe stress can actually go below 0, though; but with Silke, you can accumulate a lot of stress minimum and still be fine, though I have no idea what actually raises stress minimum.
  22. I would tend to assume that dragon fire-breath uses liquid aromatic hydrocarbons like man-made flamethrowers; that would be more likely to develop from a poison-spitting defense system or something similar than hydrogen sacs, I suspect. In any case, I'm really quite surprised that we have access to the "big two" forbidden areas of study, Gates and Mastery, while smaller things like studying Reptiles are so forbidden that they can't be learned at all. Yes, this is a call to add even more stuff to our kitchen-sink of skills.
  23. The Mod Base rapidshare link has died.
  24. Arcanum was underrated at the time but is very, very good, though like Planescape, Fallout, Baldur's Gate, and other western RPGs of that era, it has not aged as gracefully as I would have hoped. Still, most definitely worth the $5-$10 that it's probably selling for these days.
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