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CottonWolf posted:There's been a new Torment update over on their tumblr, talking a bit about character progression. Reminds me of background traits from games like Arcanum and Fallout, maybe with some overlap with feats/perks, especially if you can expand/add/replace them over time.
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# ? Apr 21, 2013 19:34 |
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# ? Jun 8, 2024 06:10 |
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CottonWolf posted:There's been a new Torment update over on their tumblr, talking a bit about character progression. "Subclass" or "personal knack" may be a better analogue to specialties, when describing Foci. From what I've read about the Numenera system itself, they can be pretty much any subset of themed abilties. The PnP game will come with a number of them, but I could imagine it's one of the parts of the book where players and GMs are heavily encouraged to come up with their own. If "glaive" would be the shothand answer for "what is your characters approach to problemsolving", "focus" would be what type of problems you have a special talent for solving. I'm really looking forward to the PnP system coming out in a few months, not just because I intend to run it past my tabletop group for a few sessions, but also to get a better grasp of all these concepts.
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# ? Apr 22, 2013 08:31 |
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Anyone have some advice on PS:T randomly crashing when entering/leaving an area? I've got Bigg's widescreen mod, Ghostdog's UI mod and the Ultimate Fixpack installed, running on a Vista 32-bit laptop. Google gives me conflicting stories about what might be causing the crashes. I'd hate to start over, but I'm only ~3h in. I kinda want to go w/o the widescreen mod anyway; it looks nicer but it seems that I miss out on some of the environmental details. Maybe I just answered my own question.
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# ? Apr 22, 2013 14:55 |
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spider wisdom posted:Anyone have some advice on PS:T randomly crashing when entering/leaving an area? I've got Bigg's widescreen mod, Ghostdog's UI mod and the Ultimate Fixpack installed, running on a Vista 32-bit laptop. Google gives me conflicting stories about what might be causing the crashes. I'd hate to start over, but I'm only ~3h in. I kinda want to go w/o the widescreen mod anyway; it looks nicer but it seems that I miss out on some of the environmental details. I don't think you do miss out on environment details??? Regardless, you shouldn't be running at a resolution higher than 1280. I'd recommend even going near a 1024_768 resolution that's closer to the x:x of your monitor's ratio. Have you made changes to any mods or re-installed them mid game? Crashing like how you describe is sometimes associated with changing resolution during a game. Apparently it fudges with some values. One save, one resolution, comrade!
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# ? Apr 22, 2013 18:06 |
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Drifter posted:One save, one resolution, comrade! One world One vision
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# ? Apr 22, 2013 18:14 |
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spider wisdom posted:Anyone have some advice on PS:T randomly crashing when entering/leaving an area? I've got Bigg's widescreen mod, Ghostdog's UI mod and the Ultimate Fixpack installed, running on a Vista 32-bit laptop. Google gives me conflicting stories about what might be causing the crashes. I'd hate to start over, but I'm only ~3h in. I kinda want to go w/o the widescreen mod anyway; it looks nicer but it seems that I miss out on some of the environmental details. You will probably have to start over. It's an issue with the widescreen mod and a few people's computers and god knows why it happens. Basically swapping from large maps to small maps (mebbeth's hut in particular) can cause the game to crash. Backup your planescape exe and run this patch to the exe and see if it fixes the problem. http://www.mediafire.com/?3l53i2p8q0ox936. It looks like this patch may cause issues with character sorting when you go into new zones. If that doesn't fix the problem you have two options (well three technically but the third may not work) and each of them will probably require you to start over. You're probably better off reinstalling the game to a new folder before trying the first two. One: Uninstall widescreen and the UI update, start over. Your saved game is definitely not compatible with a non widescreen version of the game. Two: Install widescreen 2.2. You will have to start the game over from scratch unmodded. Your saved game won't work. Some text in the character sheet will run over out of the box and not wordwrap if you use the larger fonts that are included in ghostdog's UI mod but dialogue text will still be fine. Crashing between zones will stop. Three: http://www.shsforums.net/topic/37824-please-report-crashes-here/page-12 On this page someone mentioned there was a recent update to the github stuff for the widescreen mod. Follow the instructions in that forum to install the mod. Your saved game has a slim chance of working but it probably won't/may have problems. There is no guarantee crashing will stop. The character sheet should still work with the larger fonts. MagusDraco fucked around with this message at 18:49 on Apr 22, 2013 |
# ? Apr 22, 2013 18:43 |
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Drifter posted:I don't think you do miss out on environment details??? Regardless, you shouldn't be running at a resolution higher than 1280. I'd recommend even going near a 1024_768 resolution that's closer to the x:x of your monitor's ratio. Oh snaaap that must be it -- I transferred a save to my fiancee's laptop a few weeks ago and ran it at a different res, then brought that save home and repatched to my native 1440x900. Balls. Re: details... I misspoke, I guess the larger sprites are easier on my eyes. #myeyessuck e: Didn't see your reply before I hit reply on my phone, havenwaters. Looks like I'll be restarting. Oh well. Appreciate the rundown though. spider wisdom fucked around with this message at 19:21 on Apr 22, 2013 |
# ? Apr 22, 2013 19:17 |
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spider wisdom posted:Oh snaaap that must be it -- I transferred a save to my fiancee's laptop a few weeks ago and ran it at a different res, then brought that save home and repatched to my native 1440x900. Balls. Well if you swapped resolutions you're hosed. You can probably just use whatever the current release of the widescreen mod is though and ignore all the stuff I typed up. It was fun having to figure that stuff out when my game started crashing when I tried to leave mebbeth's hut (in the end had to ask some guy on the gog forums to e-mail me his copy of Bigg's WS Mod v2.2 because it wasn't anywhere on the internet) MagusDraco fucked around with this message at 19:29 on Apr 22, 2013 |
# ? Apr 22, 2013 19:27 |
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Just to make sure, the Kickstarter donation not showing up in your Torment account is normal at this stage, correct? Or should it have shown up by now in the "Donations" section?
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# ? Apr 22, 2013 19:34 |
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univbee posted:Just to make sure, the Kickstarter donation not showing up in your Torment account is normal at this stage, correct? Or should it have shown up by now in the "Donations" section? Mine hasn't shown up either, I'm guessing we'll get an update about when that's gonna happen soon.
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# ? Apr 22, 2013 20:02 |
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univbee posted:Just to make sure, the Kickstarter donation not showing up in your Torment account is normal at this stage, correct? Or should it have shown up by now in the "Donations" section? It is. We haven't imported any Kickstarter pledge data yet. Will do it in the coming weeks.
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# ? Apr 22, 2013 20:42 |
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Torment got plugged in Divinity: Original Sin's latest update (along with Project Eternity, Camelot Unchained and Battle Worlds: Kronos).quote:Torment, made by inXile - the spiritual successor to Planescape Torment with an all-star team. It's going to be great! Even if their campaign is over, you can still fund them on Paypal. D:OS itself is now entering its final 48 hours on Kickstarter, with about $700,000 so far. We're discussing it in this thread.
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# ? Apr 24, 2013 16:39 |
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Phlegmish posted:Torment got plugged in Divinity: Original Sin's latest update (along with Project Eternity, Camelot Unchained and Battle Worlds: Kronos). Original Sin seems like it'll share Torment's love of dialogue and story reactivity, but focusing on the cooperative dialogue feature that's built-in from the very beginning. I'm excited as all hell about that bit - imagine having the conversation with Ravel with 2 players choosing different responses, and the game recognizing and responding to that!
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# ? Apr 24, 2013 17:00 |
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Yeah, I'm a big Larian fan, I even thought Divinity II was good "for what it was", but I'm glad they're going back to a more old-school style. I own the Divinity anthology and backed Divinity: OS, of course. It and Dragon Commander should be a lot of fun.
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# ? Apr 24, 2013 17:22 |
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Stronghold is in: http://tormentrpg.tumblr.com/post/49200541721/torment-update-finalstretchgoal-stronghold-reactivity
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# ? Apr 29, 2013 21:44 |
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Cool. I can't say I felt that the stronghold itself fits the themes as stated particularly, but the reactivity goal's nice to hit. And if Colin says he's got some good ideas for the stronghold, I trust his vision enough to be willing to see what he comes up with before I prejudge it.
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# ? Apr 29, 2013 22:23 |
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Nice to hear about the stronghold! Still working on the OP + all the info that you need to start playing PS:T (restarted a game myself) It's just a huge mass of info to collect from various sources and to edit. Spent some hours on it already, getting there guys
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# ? Apr 29, 2013 22:33 |
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So they're adding all the stretch goals in even though we suck and didn't reach 4.5m - I love these guys edit: V This is true. Noricae fucked around with this message at 00:12 on Apr 30, 2013 |
# ? Apr 29, 2013 23:09 |
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Noricae posted:So they're adding all the stretch goals in even though we suck and didn't reach 4.5m - I love these guys A part of it is also that we sucked some percentage less than expected so some of the money that was put aside for pulled pledges can be added to the stronghold fund.
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# ? Apr 29, 2013 23:35 |
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Perfect Potato posted:A part of it is also that we sucked some percentage less than expected so some of the money that was put aside for pulled pledges can be added to the stronghold fund. Hooray! We're adequate! I am glad they're able to go hog-wild with their creativity though; I would think a stronghold based on your spiritual lineage would be pretty amazing, and be a great way to show how you affected the world. Like a statue showing you as a hero/conqueror/etc.
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# ? Apr 30, 2013 00:14 |
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I was really half expecting this they had kinda pushed the whole thing a little too hard to just drop it. I mean if they were nowhere near getting the money they might have had too but it looked like they were looking for any reason to have it. That's great news and now I'm wondering what they will choose. Original Sin is already doing the planar stronghold, Eternity is probably doing a more classic style stronghold so either of those two will be done soon. The other type they mentioned is Corner of your Own Mind which could be weird and have it growing darker/brighter and more in theme with what you are doing could be interesting. Start out cluttered and organic looking and have it evolve into more organized metallic looking (themed towards your 'tides' or whatever). The other choice they mentioned is Airship which could be really fun. Sort of a throwback to when I played Final Fantasy games. Of course since they're just on the planning stage they may come up with something totally different.
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# ? Apr 30, 2013 06:12 |
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I think the Corner of Your Mind stronghold may infringe a tad too much thematically on the Castoffs Labyrinth, which is also some inner mystic space. They could of course put it inside there (making your ability to "teleport" there never more than a away), but the Labyrinth is already filled with stuff, so I somehow doubt it. I'm more excited about the added length and shelved ideas they can bring back to life. GhostBoy fucked around with this message at 07:45 on Apr 30, 2013 |
# ? Apr 30, 2013 07:42 |
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BTW if anyone is interested in getting the corebook for Numenera (seeing the amount of people in the thread that were interested in the Torment handbook) its pretty cheap right now on http://rpg.drivethrustuff.com/product/114133/Numenera-Preorder#_=_, at 20$ instead of 60$, though its only a digital copy
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# ? May 5, 2013 07:57 |
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You are sure this is the corebook? I just find it strange that the page doesn't mention exactly what it is that you can preorder.
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# ? May 5, 2013 08:35 |
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Oasx posted:You are sure this is the corebook? I just find it strange that the page doesn't mention exactly what it is that you can preorder. It is. Monte Cook linked it via his facebook. It's the same as the one you get as bonus, if you preorder the print version.
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# ? May 5, 2013 11:09 |
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GhostBoy posted:It is. Monte Cook linked it via his facebook. It's the same as the one you get as bonus, if you preorder the print version. Thanks! Based on what I have heard mention regarding Torment it sounds like an interesting setting, and quite cheap.
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# ? May 5, 2013 11:18 |
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Books should be made of trees.
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# ? May 6, 2013 05:40 |
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FRINGE posted:Books should be made of trees. I prefer physical copies as well, but I am not interested enough to pay 60$ for a print version, but 20$ for a digital copy is a good deal I think.
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# ? May 6, 2013 11:08 |
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Hey, question for folks, I stopped following this a little while back. Has there been any word on the addins from the kickstarter yet?
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# ? May 15, 2013 05:00 |
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Not yet. According to the website when you login, they're still processing the donations.
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# ? May 15, 2013 07:12 |
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This sounds bit worrying to me:Colin McComb posted:During T:ToN, the player will be hunted by the ‘Angel of Entropy’. Many games settle for conveying a sense of urgency by faking an antagonist’s pursuit via scripted sequences - no matter how tardy the Nameless One is, he’s never going to be caught by the Shadows in the Mortuary or in the Buried Village - but you’ve stated on Reddit that “there will be some pressure from behind”. Should we expect time-limits, a la Fallout, or do you have other plans for giving the game’s adversaries a sense of involvement in the story? Has there ever been a game where something like that has actually been fun? The implementations I've seen have ranged from passable in Fallout 1, mainly because the timer was so easy to beat, to pretty horrible like the hunger timer in MotB. Full interview here.
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# ? May 20, 2013 12:01 |
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The time limit in Fallout completely ruined the game, but while i am not fond of the game urging you to move on, it doesn't sound anywhere near as bad as Fallout 1, so it should be fine.
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# ? May 20, 2013 12:34 |
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A soft time limit could work, instead of a game over limit they could just have something really hard come after you that doesn't drop any loot. Or they could go for a branching chapter like with the old Warhammer strategy games. You need to get to place X in 12 days or less and if you gently caress that up and arrive late the guy you're meant to meet is dead or gone. Think the Witcher games where decisions and choices have longterm consequences for the story.
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# ? May 20, 2013 12:55 |
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Zilkin posted:Has there ever been a game where something like that has actually been fun? The implementations I've seen have ranged from passable in Fallout 1, mainly because the timer was so easy to beat, to pretty horrible like the hunger timer in MotB. Full interview here. Mass effect 1 for example felt a bit silly when the main plot was all about hurrying before the bad guys could finish their plan - even going so far as calling the main mission "a race against time", but you instead of go wasting time mountaineering with the Mako on one of the dozens of planets that have nothing to do with the main plot. Do the bad guys just sit around and do nothing but wait for the player to finally get around to stopping them? As for a game where something like that has been fun. I'd say Mask of the Betrayer. A lot of people hated the spirit meter. But I always felt that it was a pretty decent mechanic that enforced the game's narrative. Even when going full craving, the game was still perfectly playable and it did give me the feeling that my character needed to find a cure. The only two flaws I saw with it was that using suppress made the whole spirtic eater mechanic completely irrelevant and that the meter continued to tick downwards during dialogues (which did made me bit too nervous at times). Raygereio fucked around with this message at 13:14 on May 20, 2013 |
# ? May 20, 2013 13:02 |
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Oasx posted:The time limit in Fallout completely ruined the game, but while i am not fond of the game urging you to move on, it doesn't sound anywhere near as bad as Fallout 1, so it should be fine. Huh? The time limit in Fallout 1 was pretty generous and you could essentially "trade time" between the first half and second half, albeit the trade-off wasn't big exactly equal, it was probably the best timed quest in video game history. Just a shame that you couldn't keep playing after resolving all the issues.
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# ? May 20, 2013 13:11 |
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Mordaedil posted:it was probably the best timed quest in video game history. Is that like how herpes is a better infection to catch than HIV?
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# ? May 20, 2013 13:39 |
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No, that would be "well at least timed quests are better than escort quests"
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# ? May 20, 2013 13:40 |
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Chairchucker posted:Is that like how herpes is a better infection to catch than HIV? What an awful, tasteless joke. I love time quests done well, it's just most games can't seem to do them right anymore and they serve better as the overarching plot than single-instance quests. Maybe I'd get excited over the impending doom in Dragon Age if I had a limited amount of time to gather my allies. But then have time only be consumed when I changed areas on the overworld map. And then give me plenty of it instead of giving me a tight budget so I only get to see half the game before the end game. I hate being lulled into a false sense of security, but fallout managed to make the time ticking down very much in-your-face, so you can't forget about it and count the days down.
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# ? May 20, 2013 14:11 |
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From the sound of things, it's not a hard limit [as in, "you've got X days to beat the game or you get game over"] and more of a soft limit that gradually pushes at you with greater intensity the more time you spend not progressing forward, and which would obviously reset once you actual make some progress. I don't necessarily like time limits in my games, but this sounds more interesting than what most games have.
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# ? May 20, 2013 14:29 |
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# ? Jun 8, 2024 06:10 |
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Generally speaking, I hate time limits. They ruined the first Fallout for me. But if it just means negative gameplay and/or narrative consequences instead of 'lol game over', I'm okay with it.
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# ? May 20, 2013 14:35 |