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Everything posted by hdghg

  1. Interesting... I didn't think of the secret history. Actually my last character was "good" - even left the evil book in the woods and forfeited the attribute point. So, an evil character might be on the cards.
  2. Hi, I've finished my somewhat powergamey morvidus playthrough. I'll probably wait for the next DLC before playing another character, but I was having a poke around on the wiki thinking about what to do with them. My morvidus char studied Revision/Glamour/Negation/Incantation/Music/Zoology which is not the "best" selection of classes because I foolishly took music instead of astrology, but is close. Initially I thought for the next character I'd swap out Astrology for Music and Botany for Incantation so I could do more adventures and also try Contu's school. I was also planning to try a different house - though from a balance POV morvidus seems to be the clear leader. However, there is no college aside from Morvidus that allows that selection of classes. While I could just change things about a bit, that runs into a bit of an issue with some classes being dramatically less useful than others. To a certain extent that's unavoidable because it doesn't make much sense for say arithmetic to be as useful as magic to an adventurous student. After mulling it over I think there's a few reasonable colleges such as Durand, but there's others I can't see myself taking unless I'm looking to deliberately challenge my character. I had some ideas for balancing it out below. I'd also be interested in hearing people's opinions about why class X is better than I think - especially for the ones right at the bottom of my ratings. Here's my approximate rating based on the information on the wiki: TOP: Revision, Glamour, Negation SECOND TIER: Incantation, Astrology VERY GOOD: Zoology, Music GOOD: Botany, Athletics OK: Calligraphy (haven't tried it - doesn't rate higher than "ok" unless formal invitation is really amazing I guess), Enchant (somewhat useful in adventures) POOR: Dialectic (attribute from study mastery), History (some useful passives from skill level, sphinx visitation rights although the sphinx is not as amazing as it used to be) BAD: Arithmetic, Geometry, Grammar, Rhetoric There are some things that could even out the balance a bit. Here are what I consider when choosing a class (from a balance/gamer perspective - obviously you can make a case for anything from an RP perspective): - Usefulness of skills in events & adventures: this is probably unrealistic to change. The magic skills are way ahead here, along with astrology, zoology, botany, music and athletics. - Useful abilities/spells from the skills. The front-runners are probably Zoology (imp. familiar handling), Music (perform etc), Athletics, maybe calligraphy - Skill points from classes. Magic classes train 4 subskills, 1 of which typically needs more skills steps than usual to increase. This makes them better than the likes of zoology or music that only train 3. Given that even the magic classes max the skills out with several months to go, it would probably be possible to train 6-7 subskills in class and still get them to max or near max. I've only played with 7 classes recently so I don't know about how many subskills the more academic ones train though. Is there a resource that tells me this? - How many adventures they unlock and how useful these are - How good the study bonuses are, in particular whether the "study mastery" gives an attribute. Typically study mastery improves rolls as well so it's going to be more useful for skills that get checked a lot than for the likes of history or arithmetic. - How easy it is to increase without taking it in class. Athletics is a skill I consider important, but it isn't one of my essential classes because I can improve it by working out. The problem is that a lot of the more academic skills fall in the "bad" category for most or all of these. To a certain extent that makes sense, but I think there's some things that could be done to improve them even in Y1: - Make all the study masteries give an attribute point. Especially the ones from less useful courses - Add adventures to weaker classes. The main reason I want to try botany is for the adventures. If the more academic classes came with a 3 adventures each like botany or astrology I'd be more tempted. - Don't know how hard this would be to implement, but consider increasing the trained skills for some classes. I think I already mentioned this on the forum somewhere - Music and Zoology stand out among the classes I've taken as they have 7 and 6 subskills respectively, but both only train 3 of them in class. This puts the magic skills yet further ahead. Actually writing this I'm tempted to drop music down to "good" in my ratings... - Of course with year 2 out soon, I don't expect you to be putting a lot of developer time into Y1 so I'm certainly not insisting on changes. Also, will some of these less useful classes or skills be pre-reqs for more useful courses in Y2? If maxing my skill with grammar/history/geometry/whatever will unlock interesting Y2 content then that'd be an argument for taking those classes. And a few questions on skill training: - For an adventurer, Negation and Glamour are really important skills that don't as far as i know have a good way of training them outside classes. At a pinch I could skip Revision and use the library of manetele (although with a point of finesse from study mastery that's not happening), or skip incantation and use contu's school. Am I missing some action somewhere for those two? - From looking at the wiki, Zoology also lacks a good training method other than one step at a time via libraries or the sphinx. I haven't found a decent alternative to Improved familiar handling (preferably combined with Numerology) for familiar training. This means skipping zoology is potentially painful if I want to complete the familiar adventure. The wiki has plenty of gaps though - am I missing an action somewhere? Edit: Just realised that the useful sleuthing subskill is part of dialectic, so I'd be tempted to push that up to "OK" if it's one of the ones trained in class
  3. Oh, I'll still buy it if it's not on steam, that'll just be my first choice if it's there. I'll keep an eye out for it showing up on greenlight and make sure to send you a vote.
  4. Technical question time! I bought academagia ages ago on Impulse - it's now called GamersGate or something like that. However, I don't really use it any more. I've switched over to Steam or rarely GoG. If I buy year2 when it comes out on steam, will I be able to transfer over saves from the Impulse version of Year1?
  5. Hi, while I'm giving suggestions and all that - I've got one more: At the moment items can be unidentified, but I don't think this works very well in Y1. The best items mostly come pre-identified as adventure rewards anyway so it generally isn't worth a time slot to identify items. How about just removing this feature and making all items identified by default?
  6. Yeah, doesn't it mention that some people use it if their familiar's about to die? No-one had better hurt my fish in Y2 though.
  7. Good point, though I didn't do that much with favour in this last game. In fact, I ended up with relationship 9 with Orsi, and I missed out that adventure that you get after finishing a main quest one. According to the wiki it gives big bonuses to that relationship, but it seems to be on a timer and it just dropped off my list about a bit before the end Actually, while I'm suggesting changes here are my thoughts on favour and research: Research - I think this could be removed if you're looking to simplify the interface. Lores could moved into the relevant skills and skill-cap increases switched over to adventures. You could have a similar situation to current research with a 10-step adventure with repeated tests against Research, but using adventures would give the flexibility to have a variety of different tests instead of always checking research, and also to have easier/shorter adventures for skills where the benefits of increasing the cap are less... and maybe harder ones where increasing the skill cap has large benefits. Of course the downside is that writing more adventures is no doubt time-intensive so I'd certainly understand if this sort of change isn't realistic. Favour: This is a strong incentive for save-scumming. The best favours come at relationship 10, but the loss of 10 relationship points is a very heavy cost if you just get a bit of merit or something. How about letting the player choose which specific favour they want from the professor? I don't think this would give a big advantage to a powergamed character because a player can just reload if they get a bad result, and of course giving advantages to non-powergamed characters is hardly an issue. You'd probably also need to restrict each specific choice to being picked once in a year. It also seems more realistic. At the moment I imagine the conversation goes like this: Student: Hey professor. Remember when I saved the school from pirates and such. And then I aced your class. And I helped you defeat your evil family Prof: Yes indeed. Thanks again. You're a model student Student: Well... I hate to ask this of you, but I kind of need a favour Prof: Oh, well you certainly have earned one. What do you need? Student: Huh? Oh, um, surprise me. Prof: Right.... well.... you can have ten points of merit I guess Student: Oh...... <uses time-turner> Student: Hey professor. Remember when I saved the school from pirates and such. And then I aced your class. And I helped you defeat your evil family Prof: Yes indeed. Thanks again. You're a model student Student: Well... I hate to ask this of you, but I kind of need a favour Prof: Oh, well you certainly have earned one. What do you need Student: Huh? Oh, um, surprise me. Prof: Right.... well.... I can give you some tuition that will improve your skills beyond even the smartest of your classmates. Student: <Puts time-turner away> Thanks sir!
  8. That kind of thing. I agree train is fine conceptually and it makes sense to keep it for NPCs as well, but I mainly end up using library of longshade and the like for training early on. To pick out one ability I like, "Cast your arrows" really is great in terms of balance. You get improve your archery if it's poor, and if it's maxed out you can still do it for the other skill increases, money and relationships. Really makes the idea of playing a sporty archer character work. Adventuring is really spot on in academagia. My latest playthrough over the last few days was mostly spent adventuring with very little library time. You get skill ups with stuff that you're actually using, and there's an interesting story and the prospect of special rewards like rare items or attribute increases. Also, you have to meet challenges to proceed which is interesting, and there's enough adventures that you can just switch over to another one if you run into a check that's way above you. In fact, when I wrote my original post I had it in my head that a "gamey" playthrough would involve lots of time spent training in libraries, but this latest game has changed my mind on that.
  9. Hi guys, I'm not asking that every path be equal in terms of how powerful the character gets, just that the dramatically weaker routes get balanced out. I don't mind RPing a character that ends up being a bit weaker because of their RP, but if the difference is dramatic then I feel I'm locking myself out of a lot of the adventures and so on. From a realism POV, I disagree with Albert - as you no doubt know as I mentioned realism at the end of my original post. Every time you do something you are learning. If you watch TV, you're at the very least learning about TV shows even if those shows teach you nothing at all. If you play computer games you're becoming better at gaming. Of course some skills are not very useful so some time is more productive than others. In real life, a person who does lots of social actions will become very skilled socially without ever going to the library to train their beguile skill or whatever. A person who bullies lots of kids will become better at bullying, though this is not generally a useful skill in real life. A person who pulls lots of practical jokes will become good at pranking people. Presumably if spells were real then someone who cast lots of spells would be better at it that someone who just read about them. Most practical skills in real life are learned by doing, and someone with lots of "book learning" but no practical experience will find themselves far less effective than someone who has been actually doing the skill in question.
  10. Cheers. I just finished it and It is a good adventure - one of the funny ones which are my favourites. I've been reading a lot more of the adventure texts since I found out that we could increase the font size. Is there an increased text area size in year 2? The large font means you get a lot of pages on some of those adventure steps. Also, pass on my congratulations to whoever wrote that event where you find a bee's nest and there's a special option for those of us who wear the beekeeper's mask all the time - that's my favourite line in the game
  11. Vuillaume's adventure series begins with the player character not knowing who she is, hearing other students gossip about her, and deciding to go meet her. This is odd because the adventure chain doesn't trigger until you have a positive relationship with her - so your character is likely to have interacted with her at that point. Edit: Also, at least the first part of the adventure repeatedly refers to her wearing glasses. She is not wearing glasses in her in-game picture.
  12. College switching is a cool idea to have in there. That means our required classes would change too I suppose. Do players get to pick a new set of classes for Y2?
  13. Lessons plus the occasional adventure or event seem to max out their trained skills well before final exams if the player has good attributes. In my current game there are several months to go, but only 1 subskill (incantation spells) can still be improved by lessons. I hadn't been skipping lessons this far but they're now essentially wasted time periods. I'd like it if there was a benefit to attending classes even when the skills are maxed out. Some ideas I had: - Increase the number of trained subskills. Zoology is a big example of this - it has 6 subskills but the class only trains 3 of them. - Give the player extra credit if they've maxed out the subskill that a lesson would be training - Automatically free up the time slot without risk of punishment if the player has maxed all skills that would be trained in that time slot (the teachers know you're too advanced to benefit from those classes, so they suggest you pursue higher level studies on your own)
  14. That sort of ties in with starting skills being tremendously low compared to real life. I mean, these are 13-year-olds that often start without being informed of things like the befriend action. That's teenagers who have apparently never made a friend in their life and don't have the slightest idea of how to go about it. Most characters get more skills points in a few weeks than they start the game with... maybe they were in a coccoon for the first thirteen years of their life! As someone who grew up overseas, I thing it's likely that by age 13 someone from an expat family in Meril where both parents were Elumian would have a better knowledge of the language than most 18-year-olds in Elumia who'd been studying it in school for 7 years. Students from a family with a merilian parent would probably be bilingual. It's hard to compare that to game numbers because 10 is the maximum but a character can train up to that in a few weeks without great difficulty while I believe I've seen 10,000 hours of study & practice quoted as a rule-of-thumb amount of time needed to become fluent in one language in real life... Still, the game's about growing your stats so starting with unrealistically low levels makes sense from a game balance POV. Edit: Just occurred to me that skill 0 presumably refers to a base 13-year-old level of ability rather than none at all. Duh.
  15. This isn't something I think can realistically be changed in Y1, but I'm hoping balance and opportunity costs will be considered in Y2. Basically, an "opportunity cost" is when choosing to do something means you can't do something else. Consider one of the negative actions, like bully. Bully has no stated costs or downsides, but it takes up a timeslot that could otherwise reliably mean a permanent 2 or 3 extra skill steps. Essentially I'm giving an NPC 3 points of stress for the cost of 2 or 3 permanent skill steps. This makes it extremely weak and a character that tries to use this sort of action frequently will find themselves with very low stats (and thus unable to complete anywhere near as many adventures etc) compared to a more optimal character. I think that an awful lot of the actions, abilities and spells fail to meet their opportunity costs to such an extent that they are effectively useless. Negative actions are the most obvious ones because the player typically sees little or no benefit. Others include a lot of the social actions and a lot of the spells and abilities that offer temporary benefits. Temporary boosts that are targeted and substantial can be useful to overcome high rolls and pass adventures, but there are some real stinkers in there - I'm sure I've seen one that offers as temporary increase in 2 random skills. Items are also pretty bad if they are unidentified. I've had plenty that need a time slot on identification and then turn out to give a pathetic +1SS or something. These are just begging for a reload and then to rot in the wardrobe forever. I do like roleplaying my way through games and trying different playstyles, I understand that it's unrealistic to expect complete balance, but I don't like choosing a playstyle if I know it will massively nerf my character. Archetypes like the social butterfly, unacademic athlete, prankster or bully that initially appear to have skillsets to allow them to be played turn out to be very weak indeed unless I "break roleplay" and end up doing pretty much the same thing (i.e. sitting in a library between adventures) with all of them. This cuts down on replayability because either there isn't much variety between characters or they're frustratingly underpowered and will struggle to make a mark on the adventures. One solution might be to split up skills so practical skills (social, sports, crafting etc) can't be trained by book reading and the player actually has to use them in order to improve. That is, by adding appropriate expand skill effects to social/practical actions. This is also realistic - you don't get good social skills in real life without spending quite a bit of time talking to people, or become a master archer without firing off a lot of arrows.
  16. Why are people saying the game has a "huge database"? Really, I think words like "massive" and "huge" are very much an exaggeration when we're talking about computer games in general - compared to most corporate ones they are trivial in size. I don't think that Academagica even has a particularly large one in game terms though. Compared to, say, the Football Manager series it's quite small. Databases are used to persist data to disk - permanent storage. There is no need whatsoever to access the database outside of saving and loading unless you genuinely cannot hold the data in memory. I believe that even the FM games ran in memory. Even outdated machines should very easily be able to run Academagica with no database access except for persistence. If you are accessing the DB during play, then this is something you should look to eliminate. DB access is pretty much always a performance bottleneck and it is well worth minimising DB calls. Just load out the whole data set into memory when you load a game (you must surely have to load it all for when you process everyone's actions each turn anyway) and don't even look at the DB again until the player chooses to save.
  17. I've just had this problem. I'm not sure where my log file is though. I got the game through Impulse and there's no folder named ProgramData directly under my C: drive. I've found the academagica install (confusingly impulse puts it under program files/indie games) but it does not appear to have a log file. If you let me know where to look, I may be able to check the forum and send a log file. I don't want to make any promises though - I'm going to put this game aside for a time now, so if you don't hear from me it's because I've not been reading the forums.
  18. Thanks. Not really worth the hotfix seeing as I'd need to start a new game - I'll wait for impulse to update. i did try the forum patch 6 but it broke my game and I had to re-install so I'll stick with Impulse for now! At least I know the fix'll be along soon, so it's not so bad.
  19. Hi, I'm playing the game off Impulse. I was able to Research a bit when I didn't select the DLC. I've recently started a new game with the DLC on and it does not seem to work at all. I've tried maybe 7 or 8 times with a research skill of at least 10 (up to 12 - i had it boosted with a spell). I've tried different research topics and it's failed every time. This is all at a current research level of 0.
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