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hdghg

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Everything posted by hdghg

  1. This is huge - that'll make so many currently underpowered active effects useful. Combine that with a UI that makes it easier to select spells & phemes from the long end-year lists and I'll probably be doing about a hundred times as much actual magic in Y2. Plus, maybe I will even eat a caramel chew
  2. I've definitely had it when I did the triplets side of the adventure, and in the mod tools I think it has a check on "completed a main adventure" or something like that. From a balance perspective I'd prefer not to see it restricted to Orso's questline unless the others had equivalent 1-step adventures added. Unlocking it is in some ways the biggest reward of completing one of the main adventures. The main adventures themselves are quite long and have difficult checks for an unspectacular reward, but Going about your Business is perhaps the most profitable continuous adventure.
  3. You mean "Just going about your business"? This is available on completing any of the main adventures. It gets disabled if you choose to join a certain criminal organisation in one of the student adventures though.
  4. Well, I don't have an optimal path, but here's some random thoughts on the subject: There's probably multiple 'optimal' paths through depending on your goals. Are you looking to maximise skill points? Complete as many adventures as possible? Max attributes? Make money? Get the highest grade possible? Get very high glory? A big question is how much reloading you'll do. For example a rather tedious extreme reloading strategy could simply do "run a crippling training course" and reload to get +1 fitness each time, taking Fitness to 6 very fast. The other extreme of a no-reload strategy would probably rule out using things like illegal items unless you are very careful to put them away when skipping class. The obvious character creation choice is to take the maximum number of low-impact flaws and put the remaining points into attribute-increasing traits. If you want to do the familiar quests (not optimal in terms of character boosting, but if your goal includes doing them then that's that.) then it might be worth taking familiar attribute increases. You can get 2 attribute points from 1 trait for the familiar, and its stats are much harder to increase than the character's. Classes and colleges are very much not created equal. I made a post a while ago rating the classes. For a heavy adventurer you need to consider adventure unlocks as well as other bonuses. I think that Morvidus is the clear winner among the colleges, although I like to choose a different one for each playthrough to see new content. If you're doing lots of adventures remember that actions spent training skills that you'll max through adventure bonuses are effectively wasted unless they're necessary for the adventuring. A very serious adventurer can get a lot of skill steps from that and some skills like courage quickly go to 10 from adventuring alone. A lot of actions/spells/etc give temporary boni and are not really worth it considering they cost an action to use. I like to do the familiar adventure. This is a huge pain to train for so I recommend getting Improved Familiar Handling for it. It still remains a huge pain though I don't think research is worth it. It costs 10 actions assuming you always succeed and you get +1 skill max or attribute. Unless that skill max is one you very specifically need for your playthrough this is dramatically worse than adventuring. Broadly speaking, my starting approach would be something like: - Begin with "sure-thing" adventure steps like the early "meeting with your mentor" ones mixed in with studying in the venalicum - If I'm being bullied I'll boost bully relationships to a positive value to stop it. - Befriend a few key students into my clique - I do this early before someone else gets them. This might include attribute increases, unlocking incantation to get contu's school or powerful abilities. Most active abilities are not worth the action they cost to use. If you don't befriend anyone then eventually someone will probably befriend you into their clique. - Max out study to get the study mastery boni and get library knowledge high enough to unlock powerful training options. I'll leave a study at level 9 if I know an adventure increases study level though. - Train a few specific skills for unlocks or attribute points, using actions that grant at least 2 and preferably 3 skills steps - Otherwise sparingly train key skills only when necessary. If I'm not studying revision then this is easier because I can get a lot of mileage out of manetele before it drops below 3 steps/action. Otherwise I'll want to use longshade/sphinx when I have to but preferably choose actions where you don't get to choose the skill (like the mercenary's guild for training war). - Adventuring I haven't played for a while, but a heavy adventuring, heavy optimisation, medium reloads character I ran a while ago finished on attributes 14/17/19/12/19/22/19. For skill maxing you'd be better stopping at 6+ and spamming sphinx which is better than most adventures for skill steps. I'm sure other people have done better than that, probably much better. This is no doubt massively higher than a no-reloads non-optimised playthrough though and so I suspect that it's heavily overkill for year2 which will surely be balanced for the average player and not min-maxers. As such, I wouldn't worry too much about squeezing every possible stat point out if it means doing things that are boring for you - you can certainly be OP by the end game without doing so. Edit: on cleanse& remake - I don't use it often at all. Really, an adventure-heavy approach will bring attributes up quickly enough that it's very rare you wouldn't be getting optimal skill steps with your base stats.
  5. It may have changed as I haven't played it for ages, but "A meeting at the tavern" used to be like that too - the beginning of the guard captain main quest. The first step of the adventure was something like getting the captain to agree to talk to you and then the second was the conversation itself.
  6. hdghg

    Deed Negated ?

    Getting zoology to 11 is not trivial though - it's a parent skill so that means you need 3 subskills at 11. Unless I've missed something that's 30 actions in researching (ouch!) or 30 relationship points plus probably a fair bit of reloading to increase skill caps from favours. If you have your heart set on a non-Pamela familiar then that's a pretty steep price to avoid spending a chargen point. Of course, if skill caps are increasing in Y2 and getting zoology 11 becomes straightforward then that'd have an impact on the value of buying a familiar. Also, I just noticed how I am totally derailing this thread from its original question onto a discussion of chargen choices. Of course I decided to post my derailing post anyway...
  7. hdghg

    Deed Negated ?

    Largely agree, but a few other points: - While attributes can be got from adventures, this typically isn't true early in the game and that might inhibit your skill improvement if you're looking to max skills early on. That's particularly an issue if you have an attribute at 1. So, starting attributes are still important even though the difference will become irrelevant by the end of the year for a hardcore adventurer. - Gates does not seem too useful in Y1. I still took the secret heritage for me evil/gates character, but that's an RP choice, not a powegaming one. - History: Descended From Traitors is an alternative to blacksheep if you don't want to risk ongoing effects. The penalty is significant but can be overcome. Note also that parental approval could potentially lead to a *lot* of pims over the full 5 years once the series is complete. If we're only taking year 1 into account though, then black-sheep is very clearly the powergamer's choice. - Glory is not as significant as other attributes so be cautious about that -2 stress. I'd only recommend it if you're going 3+fitness. Otherwise I think you'd end up with a stress max of something pathetic like 2 which could be hit by a single bad event. - Familiar attributes are extremely difficult to increase. There are some traits that give your familiar 2 attribute points. A hardcore powergaming Y1 character would probably largely ignore their familiar, but personally I like to do their adventures. If that's the case then consider one or more of those backgrounds. In particular, it's not very realistic to max bond if the familiar has a 1 in an attribute that governs a bond subskill (fitness, luck, intelligence I think). I always take the exotic familiar though so it's guesswork for me. - Insight 2 is not that big a problem. You can get an extra point from war 2. War subskills can be unlocked by the mercenary house which is unlocked by vilocian. You can get that by training elumian 1 step I think and then studying with professor sido. There's another point available from planning as well and it often increases with adventures. - As Svink says, strength is by far the hardest attribute to raise. It's also probably the least useful, but still worth considering a bit extra at character generation. It's not unusual for an endgame character to end up with insight etc at 20+ but strength hovering around the 6 mark.
  8. To chip in on the glory discussion, one of my characters spammed "Perform Voice" for a while to unlock certain students' adventures and doing that gives you huge amounts of glory compared with normal adventuring and suchlike. A student who spends their first year wrestling and singing at people will end up far more glorious than one who goes out fighting bad guys.
  9. You do in fact get an enchanted flying goldfish bowl if you do the familiar adventure for the fish.
  10. While I believe the mythological minotaur was unique, that's clearly not the case in academagia - there's an event where you find a shopkeeper who's keeping a baby minotaur
  11. hdghg

    DLC 15 Bugs

    The "Exemplary Thief's Lockpick Set" has an item type of "Lockpicks" but no such slot appears on my character. It doesn't fit in the Hand or Miscellaneous slots either - I didn't try every slot but usually the item's type in its description says what slot it should go it. Having it in my backpack doesn't give me the ability. Is this a bug?
  12. Thanks. I'll probably wait for the next DLC before I start a new game, but I'll give that a try then
  13. No worries. It is a bit of a puzzler. I wonder if it has some other pre-req that my playstyle doesn't hit? I'll crack on anyway - it's hardly the end of the world if I miss one adventure
  14. So DLC 15 is more recent than CP3? Could someone point me to where to get it? I tried the link in this thread http://academagia.invisionzone.com/index.php?showtopic=2418 but I get a 404. The one I have installed at the moment was downloaded from http://academagia.invisionzone.com/index.php?showtopic=2547 , assuming I did the install correctly. The Mods folder has "Content.mdm" and "Academagia Patch Notes CP3", both modified on 28/01/13
  15. I've just done the first part with my latest character - this time I took the heist route. I'm still not seeing "finding the crows" in my adventure list. I had a look in the mod tools but I can't see any other pre-reqs. I don't need to equip an item or level a skill or anything do I? I *think* I'm on the latest version. It says "The third interlude" as the name of the DLC when I start a new game. Edit: Patch 128 I think. At least I have the 128 patch notes file in my Academagia folder
  16. According to the wiki there's also a pirate version - starts with "in search of rumours of pirates". I've never done it though. As for the negation wand, I have the illegal version which means reload or lose it every time I get detention - I think holly is the right choice there. I agree that the wand isn't super strong, especially considering that it's in the hand slot which has a lot of good items. It is good enough to be one of my top-2 on stats alone, but only by a small margin and the others aren't illegal. It's also the main reward of a long and difficult adventure while my other hand items we mostly much easier to come by, so I agree it could use a bit of a buff. Either that or maybe there could be a follow-on quest in year 2 to improve it further.
  17. I keep all the junk. I love junk so much In year 5, maybe I can make a wand golem out of all my spares
  18. hdghg

    Mod Tools

    Sorted! Thanks very much
  19. Interesting - I never tried that action so I didn't realise they were so valuable. I rather think the adventure has the edge though, assuming you pass all the checks. Give it a try
  20. There's a couple of adventures which will give enough money for the tuition as well as the usual benefits you get for adventuring. Seeing as you're taking astrology, try "A chance encounter at the Admiratio".
  21. hdghg

    Mod Tools

    Any chance someone can re-upload the AMO to another host? My connection's a bit unstable and even with retrying a bit I can't expect it to stay up longer than 3 hours straight or so without a short download-breaking outage. The baidu.com link is the only one I found in this thread that isn't dead, but its download speed is too slow for me to realistically get the file.
  22. The only way I know of it to get Ana Flavia in your clique - her ability improves all magic theory skills which will also discover it for you. The theory skills don't seem to improve from events or adventures much but it's possible that there's an adventure out there that'll do it - can't say for sure though
  23. hdghg

    DLC 15 Bugs

    Magsa's "extra credit" adventure line has a step "musical extra credit". Taking the passion exit (at least - I didn't try the others) rewards the player with 2 points of music study level. I got this even though I wasn't taking the music class. The study level isn't displayed in the interface, but it informed me I'd received the relationship improvements that the first two levels give.
  24. Hi all According to the wiki this is a 12-step adventure: http://academagia.wikia.com/wiki/A_Not_So_Quiet_Day However, it seems to stop for me after either "the heist" or "correct document storage" depending on the path I take. These give an attribute point (strength or charm respectively) which is usual for the last step of an adventure. Is this a problem with the wiki, or is there something special I need to do to get to the later stages of this adventure?
  25. The House on the Bog adventure involves a discussion about the "mother of monsters" in which her name is spoken, and adds some lores. Her name includes an unusual letter which I believe is "Thorn" (pronounced "th" and used in old English in words like "the"). According to wikipedia Icelandic is the only modern language that still uses this letter so I imagine most players won't be familiar with it. Given that the PC has heard it pronounced by Euneycia and clearly uses the modern English alphabet in other writing, why not put a line in the lore which gives how it should be pronounced?
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