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mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.

vdate posted:

Solution loves the smell of fyoras in the morning!

Because Shapers are so noodly, I ended up making my own pile of loot. IIRC it ended up being mostly batons, thorns, and unique gear; I opted to up strength a bunch and cart the pods and spores around with me. I used Ellrah's Keep's entry hall as the storage grounds, though, because apparently I thought keeping stuff in an accessible central wilderness area seemed weird.

Got back into Geneforge 2. Playing as a Guardian or an Agent seems an interesting prospect, yet I can't help but feel like not playing a Shaper goes against the spirit of a series called Geneforge, where making your own army of horrible killbeasts is one of the central unique game mechanics.

A - they're all shapers. My agent in GF 1 definitely used shaping, just in a different manner than Solution. I actually was always annoyed that one of the classes was CALLED shapers. They should have called it Summoners or something else so this wouldn't be an issue.

B - Play a Guardian in GF 2, it's the only time that melee is actually good (as in really, unbelievably stupid good). Only time that poor class gets to shine at all :negative:

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I dont know
Aug 9, 2003

That Guy here...

mauman posted:

A - they're all shapers. My agent in GF 1 definitely used shaping, just in a different manner than Solution. I actually was always annoyed that one of the classes was CALLED shapers. They should have called it Summoners or something else so this wouldn't be an issue.

Honestly, they should have been called Researchers since that is their discipline and role within the larger sharper guild, as oppose to being part of the shaper's military or intelligence service. In both gameplay and lore, Guardians and Agents do plenty of shaping, it's just done in service of their specialty rather than their primary focus.

That said, I can understand only playing as a shaper since having a big horde is definitely in the spirit of the game and they specialize in it.

mauman posted:

B - Play a Guardian in GF 2, it's the only time that melee is actually good (as in really, unbelievably stupid good). Only time that poor class gets to shine at all :negative:

The common complaint was that Guardians were unintentionally a challenge class in the first one, and he over corrected. Even then, they are still outshined at it by Agents.

I dont know fucked around with this message at 04:26 on Feb 4, 2017

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry

POOL IS CLOSED posted:

I had a similar line of thought last week while reading Nakar's Serpent Isle LP. The UI of this game is really similar in some respects to Ultima 4 and 5. Then the age gap struck me. No wonder this feels old school as hell.

Yeah, small operations tend to make nostalgic-looking style choices for practicality's sake. It's also a deliberate attempt to create these kind of old-school dungeon-crawling experiences that weren't getting made a lot at the time.

MagusofStars
Mar 31, 2012



mauman posted:

B - Play a Guardian in GF 2, it's the only time that melee is actually good (as in really, unbelievably stupid good). Only time that poor class gets to shine at all :negative:
They're...odd in GF1. With anatomy and quick action, they basically one turn kill anything they can reach...but there are so many good ranged enemies (turrets, drayks, etc), that they have a really tough time surviving the "run into melee" part of the battle.

At least that's what I found on Hard (and presumably normal). No idea about Torment because I don't hate myself.

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.

I dont know posted:

The common complaint was that Guardians were unintentionally a challenge class in the first one, and he over corrected. Even then, they are still outshined at it by Agents.

It's a close call in GF 2. I think early on the agents have the advantage, but as you go on and on, the guardians shoot up radically in power. Parry is just that drat good.

Also, yeah, researchers would have been a much better name for the Shaper class.

The Lone Badger
Sep 24, 2007

PurpleXVI posted:

I suspect Solution is part Drayk herself, considering her huge hoard. :v:

Would explain why she's keeping her face concealed

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

POOL IS CLOSED posted:

Congratulations, first of all!

I had a similar line of thought last week while reading Nakar's Serpent Isle LP. The UI of this game is really similar in some respects to Ultima 4 and 5. Then the age gap struck me. No wonder this feels old school as hell.

A few of the Spiderweb storylines are very similar to some of the Ultimas, too. Exile 2 and Ultima 6 are both about travelling deep into the underground to negotiate with strange, alien beings who are destroying your world, discover that they're more like you than you'd realised, and talk them into allying with you. Avernum 4 and Ultima 5 are both about defeating three spectres who terrorise towns.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
Sheeple, wake up!

We can shape ORNKS now.

berryjon
May 30, 2011

I have an invasion to go to.

POOL IS CLOSED posted:

Sheeple, wake up!

We can shape ORNKS now.

But not the exploding kind, alas.

TheGreatEvilKing
Mar 28, 2016





So are drayks illegal, or illegal without training? I thought we crashed here after the drayk we were riding died.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug

TheGreatEvilKing posted:

So are drayks illegal, or illegal without training? I thought we crashed here after the drayk we were riding died.

Drayk-craft are separate from drayks, it seems. We certainly didn't shape that lizardboat, at any rate. Drayks are illegal... BUT NOW WE HAVE THE POWER.


berryjon posted:

But not the exploding kind, alas.

That was a real missed opportunity in my opinion.

The official forums had an ornk only challenge LP, but I'm not sure if it was ever completed.

MagusofStars
Mar 31, 2012



POOL IS CLOSED posted:

The official forums had an ornk only challenge LP, but I'm not sure if it was ever completed.
I've personally beaten the game on Hard with a Guardian solo* and at least one person on the official forums beat the game canister-less, so an Ornk-only run is certainly feasible. Probably need to skip the Shaper Crypt and run like a wimp past a lot of the tougher creations, but unlike other games there aren't really any 'boss fights' per se, so you could just sprint through areas where you're outclassed.

*Which was not an intentional 'challenge' - I just honestly never thought to make creations as fodder.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug

MagusofStars posted:

I've personally beaten the game on Hard with a Guardian solo* and at least one person on the official forums beat the game canister-less, so an Ornk-only run is certainly feasible. Probably need to skip the Shaper Crypt and run like a wimp past a lot of the tougher creations, but unlike other games there aren't really any 'boss fights' per se, so you could just sprint through areas where you're outclassed.

*Which was not an intentional 'challenge' - I just honestly never thought to make creations as fodder.

Actually, I was mistaken. The playthrough was completed! The final update is something to behold.

I was thinking this playthrough involved a build like Solution's, but nah.


edit: It's gonna be a bit before the next update, as the latest update represents the last of the processed screenshots. Need to play through a few zones.

Epsilon Moonshade
Nov 22, 2016

Not an excellent host.

thetruegentleman posted:

I'm glad the people here name dropped Nakar; his Ultima LP's have been extremely entertaining. A shame he didn't do Pagan, but then again, Pagan leads to Ultima 9, and Ultima 9 is depressingly bad. How it has even two and a half stars on GOG is beyond me.

Ultima ended after Serpent Isle. That's my belief and I'm sticking to it. :colbert:

No, really. U8 was terrible platforming around a decent story, and U9 just shat on most of the cool story that Ultima had established up until then.

As for the LP here - I'm really looking forward to seeing how meeting Trajkov plays out. I kind of got distracted from my playthrough, and it turns out I'm having trouble dealing with the interface when it's in a VM window :v:

Really though. We've got this person whose story has been built up so much... I'm almost expecting a plot twist where he's a feeble old man who wants the Geneforge for fountain-of-youth type things rather than "world domination" or some other stereotypically evil plan. All the "evil" attributed to him is actually his minions doing it while using his name and/or legend to provide some legitimacy to it.

vdate
Oct 25, 2010

mauman posted:

A - they're all shapers. My agent in GF 1 definitely used shaping, just in a different manner than Solution. I actually was always annoyed that one of the classes was CALLED shapers. They should have called it Summoners or something else so this wouldn't be an issue.

B - Play a Guardian in GF 2, it's the only time that melee is actually good (as in really, unbelievably stupid good). Only time that poor class gets to shine at all :negative:

That's fair; I did mean 'Researcher' by it. Basically the feeling is that if a game's Big Neat Thing (other than interesting plotlines involving bioethics of wizards) is going to be making your own army of creations, it inclines me to play as the Class What Makes The Creatures Good.

GF2 has done some interesting stuff with creation leveling thus far. The difference between a creation that's been with you and leveling for a while and a new one is super noticeable now. I've had one creation with me since almost the beginning of the game, and they're like level 21 now, and have something like 50 HP and 4 of each stat above a freshly shaped member of the same species. It's gotten to the point where I've loaded the game because they died. I dunno if it's feasible to take the lil' guy all the way to endgame, but I'm sure going to try.

The scaling point costs on level up are taking some getting used to, though, boy howdy. What good are the cheap Shaping skills if they don't stay cheap?!

dont be mean to me
May 2, 2007

I'm interplanetary, bitch
Let's go to Mars


Damage (reduction) per time? And since your Creations are permanents, that time flattens a lot of things out. EDIT: Also semi-geometric scaling since better Creations live longer, spreading the cost across even more time.

Doesn't always scale well, but that's just sort of a 'change it up' message.

POOL IS CLOSED posted:

Sheeple, wake up!

We can shape ORNKS now.

And then Solution became a crazy woods lady.

Well, not right away; we have too much stuff we have to drag out into the light, but we're basically self-sufficient now and no one else deserves to have to live with the weight of this place on their shoulders.

dont be mean to me fucked around with this message at 04:07 on Feb 5, 2017

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
Guess who got hooked on a Rune Factory game?!

I'll have an update for ya tomorrow.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
As Necessity Demands

A short but text-heavy update wherein Solution betrays the Awakened and joins the Takers.



You make your way to Kazg. The vlish trio clusters nearby, conferring as always in their subtle language of scents and magic. Your glaahks keep you between them as always, tails brandished proudly as though to dare the Takers to come get some.

"What dealings do you wish to have with me, Shaper?" Gnorrel asks.

"I haven't slain Ellhrah, and I won't. No deeds. I will work with you, and help you, but I will not be tested by you," you tell her.

Gnorrel thinks about this. It is clear that she needs your help more than she wants to let on. Finally, she sighs. "Fine, then. We will have to trust you. If you wish, you can ally yourself with us. But beware. You turn on us, and we will destroy you. Do not doubt that we can do it."

Here's the dialogue you get if the Takers don't like you enough.

"We have heard what you said to the other serviles. Rumors travel. We know what you think. We don‘t think you feel serviles should be free. Talk to others, and, if you say the right things, we might believe you really feel we should be free."

I hecked up during the conversation by choosing some wrong result, so Gnorrel refused Solution's union application. In a slightly less stupid world, the following occurs. Also, to prevent having the same problem I did, make sure you take one more freedom-affirming dialogue choice than Solution does (or do one of the "kill this servant mind!" quests) so you have extra insurance.


"You have chosen wisely. Others can beg for your help, but only we can give you power in return for it. All that remains is this.

"Do you swear to aid the Takers, to fight for the Takers, to even slay your own kind if that is what is required for us to take our freedom?" Gnorrel asks.

"I do so swear," you reply.

Gnorrel nods sharply. "Then we are your allies. We must speak farther. I will tell you of what has been happening on Sucia Island, and how we can help you." She hands you a key. "This key opens all of our resources to you. You will need them, if you are to do what is required."

"I'm trying to find a boat. Where can I find one?" you ask. You hope her answer is the same as the Sholai rebels'.

"There is a boat not far to the northeast. It is owned by the Sholai. It is their only boat. They will let you use it when they are ready." Once more, the serviles are not able to give you the help you really need, but at least Gnorrel's answer matches up with everything else you've heard and seen.

"I want to talk to you about what's happening on this island."

"And there is much you should learn. There are humans on this island who have come from far across the western sea. They are from a people called the Sholai. They are helping us, and we are helping them. We all have many great plans, but to make them come about, we need the help of a Shaper," she says.

"Who is leading the Sholai?"

"Their leader’s name is Trajkov. He was the captain of the band of explorers who sailed over the sea. When they landed here, they found the secrets of the Shapers, and it was he who decided to master them."

"What is Trajkov trying to do?" you ask. You doubt she knows more than you do about any of these matters, but the value of confirmation really can't be overstated.

"In the research warrens to the north, he has found something, an incredibly powerful, hidden Shaper artifact called the Geneforge. However, to use it, he needs the help of a Shaper. With our help, you can go to him. He will tell you what he needs, and, in return for your help, he can make you incredibly powerful." Gnorrel probably doesn't have the authority to make such promises on Trajkov's behalf, but you're sure the serviles and the Sholai will promise you anything in order to unlock the power of the Geneforge.

The false Shaper gloves nestled beneath your armor feel like a cold weight.

"How can I meet these Sholai?"

Gnorrel points to the door at the west end of the chamber. "Use the key I gave you. There is a Sholai beyond that door. Speak with him, and he will help you reach Trajkov. Go to Trajkov. He will help you further."

"What language do the Sholai speak?"

"They have their own tongue, but we are mastering it. Find Toivo. He is in the library. He can teach you much of their tongue. It will be necessary before you can deal with Trajkov," Gnorrel says. She's rapidly losing interest in this conversation now that she has what she wants.

"What other help can you give me?"

"Shaper. I am busy. I am trying to help my people survive. My job is done. I was to find you, test you, and send you on to Trajkov. This has happened. Go on to your destiny. I have work to do."

You sigh and walk past her to the locked door without any further pretense of courtesy. For Gnorrel's part, she doesn't stop you or even seem to care. Politesse holds little water in Kazg.



Beyond the door is the customary cistern, flanked defaced Shaper statues. They're covered in dust, but the water smells clean.



In the supply room you find a few choice goods laid out on long counters. More to your taste are the canisters in the back, which improve your command of the war blessing and your ability to shape thahds.

Buoyed by the canister rush, you, check the other rooms for more goods (more canisters) and the Sholai.





You come face to face with one of the outsider humans as he paces around a small chamber. He's not a canister, but he will do.

He says, "I am Tuzenbach, of Sholai. Good to meet Shaper. Gnorrel tell me of you." He is speaking your language, in a very crude way. It is hard to control your disgust and anger. He is, after all, an outsider, invading an area Barred by the Shapers.

You barely manage to swallow that anger down to speak with him properly. As much as you want to slay him and everyone who has sheltered him, you have a bigger picture to consider. It's hard to keep that in mind.

You have to remember. "What are you doing back here?" you ask.

"I wait for you. Trajkov sent me here to await you. Now that you approved by Gnorrel, I can talk to you," he says.

"What do you want to talk to me about?"

"I come from Trajkov. It wants to talk to you. It wants to deal with you. He is deep in mountains to north."

"How can I reach him safely?"

Tuzenbach hands you an amulet. "This is the safe pass. All guards placed in Trajkov's lair not attack if you bear it. Outside its fort, amulet no good. So you must be careful on way."

"How do I get to him?" you ask.

"Trajkov fort is to north. Bridge across river is northwest. Then go north to find great gates. Get more direction there."

"Tell me about your people. I would like to learn more about you."

"I not understand," Tuzenbach says. "You talk to Trajkov. It helps you learn and know us."

You try something else. "Can you teach me more of the language of the Sholai?"

"No understand you. No understand speak well enough to help," he replies.

Well, that's hopeless. You put the amulet on before it can be taken or mislaid, then you repeat your request to learn more about the Sholai people, but in their language this time.

He says something quickly back to you in the Sholai tongue. You don't understand a word. Then he says, in your language, "Sorry. Want to teach, cannot help. Trajkov can help. Trajkov is the knowing one. The leader."

You shake your head. "This island is Barred. Your kind should not be here."

"No understand you. We not want to do bad things here." Tuzenbach shrugs.

That's really all there is to say about it.



Game Text posted:

This binder contains letters between Gnorrel and someone named Trajkov. It is all written in the language of the outsider humans, but you get some idea of what the messages mean.

Gnorrel has been dealing with the outsiders and their leader, Trajkov, for some months. She has been telling him which serviles were most loyal to the Shapers, and he has been sending rogue creations to afflict them.

Gnorrel has also been sending him supplies and keeping some other outsiders imprisoned east of Kazg. Trajkov, in return, is offering to help them gain permanent independence from the Shapers.

When you first landed on Sucia Island, you would never have imagined that any servile could ever so turn away from their creators. Now you know better.

You leave the back end of the fortress and wander a while, too weary to move on but too unsettled to rest. Back in the Taker kitchens, you encounter Kaxen again. This time she doesn't draw a knife on you.

She still snarls at you. You ask her why she hates the Shapers so, though you doubt you'll get a different answer from before.

This time, though, Kaxen seems willing to humor you... or maybe she wants to try to shame you. "So hungry, for so many years. I hoped when child that Takers wrong. I wanted to believe in you Shapers and kindness. Then my bonded, he lost. My bonded lost to big fyora who hunt woods to east. Called Bore. He kill him and others. He hunt out there still. We want kill him, but no. You Shapers made creation which killed him, and you left us here with it. You no care about us. So I want to fight your kind, ever!"

The description of the fyora sounds familiar. You've eradicated all the rogues between here and the woods, anyway. "I've slain Bore. Your bonded is avenged."

"And? And what? You think that makes things better? You want reward? Payment? Thanks?" Kaxen spits. "You Shapers should not have left Bore with us in first place. Should not ever have happened. You just do what should have been done years and years ago."

She isn't wrong. You didn't cause any of the events on Sucia Island, and you still prickle at the suggestion that, as the sole representative of the Shapers (if you ignore Goettsch, who still hides in his fortress, clearly dreaming of his own kingdom), you bear responsibility for all that's gone wrong here. But you also can't deny that you've benefited from the research done here, and from the way your people employ Shaping. Modern Shapers have come a long way from the barbarity you've witnessed here, but even a bare novice like yourself can see that changes must be made.

"I'm allied with the Takers. I am not your enemy," you say, knowing it will fall on deaf ears.

Kaxen hisses a dismissal at you.

The tinker workshop is empty when you arrive. You help yourself to some tools -- after all, Gnorrel said all of the Takers' resources are at your disposal.

Kyazo the tinker wanders in after you tuck away one more living tool. She doesn't seem surprised to see you.

"Do you have any devices I can buy?" you ask her. You stuff your hands into your sleeves to hide your unease at being walked in on. Even if Gnorrel gave you the go ahead, you still feel like a sneak thief who's been caught.

"I am using all time just to give Gnorrel all she needs from me. I cannot give weapons or such. Try the merchants. But there is one item I can trade serviles cannot use. But we need help in return," she replies.

Typical. But an item the serviles can't use promises a canister as a reward... "What do you want?"

"South of here are dry, dead Kazg ruins. East of there is old place, where serviles once born and trained by Shapers. It important place to us, both because information is there and because it place to give memory to our ancestors. It is full of creations, though, creations who hate us and are loyal to Shapers. They are young. Something is making them. Destroy who is making them, and I reward you."

She must mean the servile warrens. You've already met the mind there and seen the carnage its rogue guards have wrought. "I'll consider it," you lie, but Kyazo's attention has already wandered away, and soon, so do you.

In Kazg's library, Toivo keeps arranging useless, flaking scrolls. "What else?" he asks.

"What have you learned here?" you ask. Perhaps now he'll be more willing to share with you.

"Less than we want. We try to learn to use Shaper powers, but it just not work. You Shapers make us to not be abIe to use the magic of any sort. But the Sholai, they have no such limits, which is why we try hard to be allies with them. We understand these lands. They have powers. We work together."

An alliance of traitors and interlopers, you want to say. You bite your tongue against it, thinking not only of the canisters' influence on your temper, but also of the serviles who’ve managed to learn some spells. You think you've slain them all. They're too mad and dangerous to live if even Gnorrel won't deal with them.

"Tell me more about the Sholai," you finally say.

"They sail in big ships from over sea to west. Long, hard journey. They have three ships. One not make it. One founder on rocks when first arrive at Sucia. And one destroyed in bad luck when meeting and capsizing you." Toivo snorts. "They have good luck in landing here, though. They find the secrets of Shapers. And they can understand them."

You wouldn't call that good luck. The Sholai have only sealed their doom. Even if you let them be, the mainland Shapers will not. "I would like to deal with the Sholai."

"Then you must talk with them. And so you learn from me. Come close, and I give you lessons. You will be able to talk to them better. Not all you need to learn, but a huge help."

Toivo is a good teacher, and the Shaper mind is well trained to absorb information quickly, especially about languages. Several hours elapse. Eventually, you have gained a fair amount of knowledge about the language of the Sholai. You still have much to learn, but you could now carry on a very simple conversation with one of them.

Solution has actually already gotten this "piece" of language tutoring. That's right, there are three ways to get this particular lesson. One is by just busting into Toivo's tower. The other is by allying with the Awakened and speaking with their spy in eastern Kazg. The final method is to ally with the Takers as shown here and speak to Toivo. I don't think any other lesson has as many alternative methods of acquisition.

The sun is setting, so, as before, you hole up in the abandoned northeastern section of Kazg and rest. Your creations stand guard, but no one disturbs you during the night.



"Any man who tries to be good all the time is bound to come to ruin among the great number who are not good. Hence a prince who wants to keep his authority must learn how not to be good, and use that knowledge, or refrain from using it, as necessity requires," Niccolo Machiavelli, The Prince.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
Does allying with the Takers at this point really lead to any further rewards than those two canisters? Also, are there further rewards for, for instance, killing Ellrah, than just becoming friends with the Takers?

vdate
Oct 25, 2010
They give you an amulet that will ID you as being on-side to the non-renegade Sholtai, meaning that you can just waltz through their checkpoints instead of getting into a great deal of trouble!

edit: I just reread the update, and judging by what the Sholtai rep said, I appear to be full of crap (I didn't go this route in my playthrough). Then again, judging by those below me, maybe not?!

double edit: spoilers are gone. Sorry, Pool Is Closed!

vdate fucked around with this message at 17:24 on Feb 10, 2017

MagusofStars
Mar 31, 2012



PurpleXVI posted:

Does allying with the Takers at this point really lead to any further rewards than those two canisters? Also, are there further rewards for, for instance, killing Ellrah, than just becoming friends with the Takers?
The amulet that Tuzenbach hands you that gives you safe passage is a big, big deal. Having safe passage changes so much that the walkthrough for the game includes separate discussions of how to handle Trajkov's Fortress that basically boils down to this:
If you are NOT a Taker: (Long detailed description of enemies, dangers, turrets, Sholai, ways to sneak around corners, areas to avoid, etc, etc)
Takers: Walk through, grab some canisters, don't piss people off, loot stuff. 'nuff said.

I don't think there's any actual benefit to completing the quests rather than just bullshitting your way through with Leadership, outside of a trivial bit of XP/money as a quest reward. Not 100% on that though.

mauman
Jul 30, 2014

Whoever's got the biggest whiskers does the talking.
edit: whoopsie....

mauman fucked around with this message at 05:16 on Feb 10, 2017

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
I feel like most towns - and this is across all Spiderweb games - didn't really account for you trying to kill everyone outside of the bare facts of the engine. It'll be interesting to see a town that's designed to repel an assault from the player.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
We haven't gotten far in Trajkov's territory, so let's slow the collective roll on spoilers. You'll see what the amulet does soon!

Slaan
Mar 16, 2009



ASHERAH DEMANDS I FEAST, I VOTE FOR A FEAST OF FLESH
Does it make us look pretty?

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug

Slaan posted:

Does it make us look pretty?

The prettiest in all the land! (Condition applies only to Sucia. No refunds or exchanges.)

SatansOnion
Dec 12, 2011

The most elegant accessory for a lady, imo, is a fyora perched on the shoulder or a trailing vlish gently undulating through the air behind her :colbert:

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
May I suggest a searing artila boa?

ManxomeBromide
Jan 29, 2009

old school
More domains where battle alphas can't really do much. :smith:

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe

ManxomeBromide posted:

More domains where battle alphas can't really do much. :smith:

The alpha is following you in a tuxedo, carrying your luggage.

Chronische
Aug 7, 2012

A noble ornk steed, to carry you from place to place, rounding it all off.

Xander77
Apr 6, 2009

Fuck it then. For another pit sandwich and some 'tater salad, I'll post a few more.



POOL IS CLOSED posted:

"I'm trying to find a boat. Where can I find one?" you ask. You hope her answer is the same as the Sholai rebels'.

Not the same, probably?

vdate
Oct 25, 2010
I guess it depends - is Solution looking for confirmation on the one boat she has information a)on being both on the island and b)intact? If yes then I guess she is hoping for the same answer?

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
Confirmatory; that is, everyone's telling the same story, which increases the likelihood that there is, in fact, a boat, even if Solution has to murder her way to it.

berryjon
May 30, 2011

I have an invasion to go to.

POOL IS CLOSED posted:

...there is, in fact, a boat, even when Solution has to murder her way to it.

Fixed that for you. ;)

So, now that Solution is a Taker, where are you planning on going next?

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug

berryjon posted:

Fixed that for you. ;)

So, now that Solution is a Taker, where are you planning on going next?

We're going to check out those two bridges Solution had to bail on after checking their defenses several updates past. We'll also take a look at the winding road and crossroads area (the one with the randomly ghost-infested pylon circle where we evaded Sholai patrols) and see how the Sholai like Solution now.

I'm not sure if I want to show the alternative no-amulet run, since the extra content is mainly "murder everything that moves" rather than new dialogue for the most part. I'll probably just feature any significant deviations in a side bar instead of subjecting everyone to write-ups largely consisting of "and then you kill them all."

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
Not Burning Bridges Part 1



Once you acquire the amulet, Trajkov's forces become neutral or allied units. This creates a distinctly different experience in the northeastern island -- you can have conversations with special named NPCs which you would otherwise miss out on. Without the amulet, almost all of the northeastern zones are completely hostile.



Game Text posted:

There is something wrong here. The life in the region is unmistakably ill. The trees are twisted and the leaves are the wrong color. The grass is thin and brittle. There is the faint smell of rot in the air.

Something must be causing this sickness, but you aren't sure what it might be. It has happened in the past that the byproducts of Shaper experiments could alter life forms in a broad area. You wonder if that might be happening here.

Actually, we know why this is happening -- this bridge is very close to the workshop that Corata breached two hundred years ago. The game doesn't have an updated version of this dialogue.



You head west off the beaten track first and find a swampy little patch of ground from which a few thorn bushes sprout. You don't dare allow your creations to drink the water here, not with all the signs of contamination.



Someone -- or several someones -- have heaped garbage up in piles outside this ruin, along with half-rotten lumber and rusted tools.

Game Text posted:

The sign is written in Sholai script. You can't understand it.

I don't know if we're expected to take this as not knowing the words used on this sign or if we're suddenly completely illiterate with regards to Sholai written language; the latter would be a continuity error, since you can puzzle out parts of written Sholai found elsewhere in contexts where the writing would be more complex than a sign.



Just past the ruin is the riverbank. You look out over the foaming, putrid water. Scum collects where the current breaks down into eddies and stagnant water. It stinks here. The rogue roamers are a welcome break in scenery.





It's the matter of a quarter hour's work to locate the blue roamers' nests and destroy them, as well as the shepherd vlish leading them.



Game Text posted:

Not far ahead, you can see an old stone bridge, spanning the river. The water is slow and muddy. The bridge looks sturdy enough, though it is difficult to see more. There is a guardhouse blocking your view.

As you step closer, you hear human voices. They are speaking in the Sholai tongue. The bridge is guarded, though you can't see how well from here.

Fortunately, you have the amulet Gnorrel gave you. It is supposed to give you safe passage. You just hope that the people on the bridge know that.



Game Text posted:

Your conversation with this outsider is very brief. He doesn't speak your language, and his accent is too thick for you to understand him. The fact that you make him very nervous doesn't help.

Finally, he points to the northwest guardhouse and says, "Ivanov. Ivanov." You suspect that lvanov is a name.



The outsiders have cleaned up the guardhouse and now squat in it, using it as their own checkpoint. The sight of the consumed canisters briefly infuriates you.



Before you can do anything rash, you decide to investigate the rest of the woods before the bridge. There's even more trash out here -- the Sholai have probably been dumping it away from the guardhouse. The land is already despoiled, so what does more misuse matter?





More rogues patrol here. You wonder if they're descendants of the creations the Shapers abandoned here, or if the Sholai created them.

Finishing the rogues off puts you in a slightly better frame of mind. You'd worry more about the soothing effect violence now has on you if you had the presence of mind to really notice it.



None of the Sholai at the checkpoint stop you or even interfere with you. They've reinforced their position with a number of nasty looking turrets. You touch the Taker amulet around your neck.





You meet a massive Sholai warrior, no doubt the leader of this encampment. When he sees you, he looks very relieved. He walks up and grabs your hand in his.

When he speaks, it is in a rough mix of his language and yours. Surprisingly, he's not hard to understand. "Shaper good! Glad you here finally. I am Ivanov. Bridge watcher. Help you to be moving on."

"Where should I go from here?" you ask, pulling away as soon as you're able.

"North! North to see Trajkov. Not waste time with us. We not important. Follow road to north. Later north road jaunt west and north again. Keep to follow. One day, it take you through woods with mines and traps. Talk to guards before you get there and learn how to pass those traps in safety. In woods, turn east and you go into caves where Trajkov is."

It sounds like the Sholai have used their months here to thoroughly dig in and entrench themselves. You don't like that one bit. "What do I do once I'm there?"

"Look for more Sholai. They direct you more. For now, just keep north, and look for the big mountain entrance," Ivanov replies.

"What sort of forces do you have guarding this bridge?"

"Men. Good strong men, some with the magic. And the big turrets!" He's quite proud of those.

"How did you get these turrets here?" you ask.

"Trajkov make them. He smart and think hard and learn how to make. Drains him very much, so we only get four. No more than that. We protect them well, and they are deadly strong, yes?"

You had not guessed that Trajkov might be so skilled at your arts. Making a new creation is a true accomplishment. Or, perhaps, he just discovered an old Shaper design left behind on Sucia Island.

"What are you guarding the bridge from?"

"Trajkov tell you more about that. and dangers of other Shaper. You find and talk to him. We keep bad Shaper from Trajkov!" Ivanov says. You're inclined to agree with the Sholai about Goettsch, but it still leaves a bad taste in your mouth.

"What threats are in these woods?" you ask. You've slain a number of roamers and vlish, but they weren't particularly threatening to you. The outsiders here have all obviously used the augmentation canisters, and with the turrets, you don't imagine that the rogues are terribly threatening.

That's a thought, though. Goettsch might have unleashed these creations here. In fact, most of the marauding rogues that have moved south from the wastes can probably be blamed on him.

''You stay on path. ls best. Too many threats for valuable useful Shaper. There are wild creature in woods, not made by us, strange and nasty and smart. Little walking dog things and floating worm things. And floating things heal dog things. Make killing hard. Not worth trouble for you. You move on."

"Is there anything you could pay me for clearing the woods for you?"

"Oh, Shaper, it is kind to make the offer, but I am to make you think of moving on and not risking yourself. Trajkov needs you truly."

You weren't trying to be kind. "Can I have some supplies?"

He thinks. "That hard, because we need the supplies to guard bridge from enemies. But there is box in corner." He points to one of the two boxes in the southeast corner. "It has spore batons. You take those, if want. Using them helps pass some of the traps Trajkov makes. They spit out invisible dust which makes traps go not kill you."

"I need more supplies to be able to reach Trajkov. Will he be happy if I don't make it because you didn't help me?" You raise your eyebrows, but it's not like he can see that through your lowered hood.

Ivanov looks bothered by this possibility. "I do not like that you so weak and baffled that you need help and goods from us. But I trust wisdom of Trajkov is wanting you. Take what you want. I hope it help you help us."

You grin a little at the off-handed insult. "How did you get to this island?"

He laughs. "Oh, it was ugly journey! Months and boat sinks and rotting food. We think we never see the land again. We think we dead Sholai. We never dream of place like this, with food and power and jars which give you magic!"

It would be easy to pity these people if they hadn't wound up here of all places, and if they hadn't decided to violate and steal what your people left behind.

"You've used some of the canisters? Are there any left around here?"

"Yes! I not start this strong. I start out small and weak. Skilled, but no muscle and sick from journey. Now I am mighty and fast, thanks to your kind magic. No canisters now, not anymore. We use as soon as we find. Make us strong to watch bridge."

"I'll be moving on then." You think he breathes a sigh of relief.

Before you go, you investigate the guardhouse a little more. Your creations relax but remain watchful for signs of treachery from these outsiders while you collect the spore batons and look at the tome in the back.

Game Text posted:

The book is written in Sholai script. Actually, not so much written as scrawled. Fortunately, you've learned enough of their language to decipher one small section. It's a message from Trajkov to the commander here.

"(Garbled) research says the master control was left in South Workshop. It is guarded by (Garbled), but it will make Geneforge easy to control and (Garbled). You must secure it quickly! The turrets should be enough to protect (Garbled)."

You manage not to check that you still have the control baton that you obtained from South Workshop. The Sholai weren't able to get past mad shade Corata, but you were. Unless they have spies watching the place, there's no reason for them to suspect that you already have the baton.





North of the bridge are still more rogue patrols. You track one group back to their nest and find the remains of an outsider who was recently dismembered and mostly eaten. He had some enchanted Shaper gear. Now it's yours.



Worse than the occasional guardian roamer or shepherd vlish are these carcinogenically pink roamers. They explode at the least damage. It's satisfying to watch them detonate each other rather than your own creations.



The woods are absolutely rotten with rogues and decaying remains. It's time you moved on.





When we reach the central obelisk here, we actually gain the ability to pass this area over entirely. We just couldn't do this earlier without engaging hostile Sholai. One thing to note, though, is that even if you engage a fight, if you get the play character to any map exit and your creations are near enough, you can exit the map even while in battle mode.

North of the bridge is the dell you've snuck through many times. Now that you have the Taker amulet, you boldly walk right up to the first patrol you see.

Game Text posted:

You meet one of the outsiders. She points at herself and says, "Sholai." She points at you and says, "Shaper." Then she points at the large building to the northwest and says, "Gayev. Go." Then she nods to you and continues her patrol.

Game Text posted:

This is an old Shaper obelisk. It is still legible:

East - Arena, Mines

South - Kazg

West- South Workshop, Main Research



The Sholai patrols even have battle alphas with them.





In the lee of a crumbled ruin you find a canister tucked just out of sight. When you use it, you almost miss the rush of augmentation for the queer feeling of possessing a forbidden skill -- the power to Shape your own drayks.

The knowledge makes your hands tremble. Temptation beckons. But to craft a drayk would mean absorbing one or more other creations, and that plus the taboo are enough to hold you back.



The Sholai have set up a smithy in this room. This woman is hard at work doing minor repairs, sharpening swords, and so on. She looks surprised to see you here.

She bows and points to herself. "Sofya."

"You are a smith here?" you ask.

"Yes, Shaper. Others worry about fighting and magic. I am humbler. I just keep them having supplies. Trajkov plans are not worries for me," she says.

"What is Trajkov planning?"

She shrugs. "I support him as leader, but I tell him I not work with his strange magic plans. I support. That is all." Trajkov must be surprisingly tolerant.

"Can I trade with you?" you ask. You have a wealth of goods to offload on somoene, and you've already taken the servile traders for all the liquid currency they'll part with.





Solution's build probably can't safely part with 2 endurance.

"I need supplies. Could you give some to me?" you ask after selling her a number of goods you have no use for.

"Our supplies are very important. I need to share them with our people, who have little that they need. But I will trade with you, as I think you might give things which have the value," she says.

"But Trajkov would surely want you to, at least, give me a discount. And he will want to hear about it if you don't. Yes?" This isn't haggling so much as it is extorting.

She looks very uncomfortable. "Yes, of course, Shaper. I can give good deals."

After that, her prices become quite reasonable.





The Sholai leave a trail of used-up canisters wherever they go.



This Sholai mage watches you silently. You ask his name. He says, "Borkin."

Further attempts to communicate with him don't elicit a single word. He watches you in stony silence. Eventually, you give up.

Maybe he suspects you're the one who slew so many Sholai on the winding road.

Nearby is a heavily armored Sholai you suspect is Gayev. He smiles weakly at you. His vision is still slightly glazed over.

"Tell me about your encampment here," you say, eyeing the depleted canister.

He nods proudly. "We guard here. We guard the path north to Trajkov and Geneforge. We let you by."

"What are you guarding against?" you ask. There aren't any rogues this far past the bridge.

"There is a Shaper here called Goettsch. Here on island, I mean. Not here, here. He has agents and evil forces. We must keep him and dangerous serviles south so Trajkov can be not disrupted." Some of his words are hard to understand. Use of the canister has slurred his speech.

You certainly don't look this poleaxed after using a canister. "Did you just use that canister?"

"Oh, yes. We use all we find. They give us powers. Each one I use makes me stronger, more ready to fight. Not like I was."

"What were you like before?"

"We were sailors. Small. And diplomats and explorers. But we use canisters, and Trajkov helps make us mighty. Trajkov divides us into two groups, and use different canisters."

"What groups?" you ask.

"I was in warrior group. We used canisters to make us strong and fast and with muscles. Smaller group was magic group, which turned from sailors to wizards and guide us. Months ago, I was small sailor. Now look at me!"

You frown. "Are there any canisters I might use?"

"Not here," Gayev says. "We use them all." You already found one, so you don't really believe him.

"All of them? Are you sure about that? Trajkov would not want you to deny me anything."

"Oh. Well, well..." He sighs. "I want to use this one, but you are right. To east is small ruin. Was saving one canister, hidden behind pillar. You can find it by smithy."

"Hm." That was the canister that gave you the power to shape drayks. At least this outsider has been denied that much. It also puts the lie to his claim that the canisters were divided up by type of augmentation. Or perhaps some of the Sholai are using the other group's canisters without checking in with Trajkov. "Where should I go from here?"

"Trajkov guides you best. Go west, then up road to north. Follow signs you Shapers leave. They lead you to research center."

"Thank you," you say, and leave him to his dazed regrets.



Game Text posted:

The book looks like the journal of Gayev, the commander here. It is written in the Sholai tongue. The words are very short and simple. Gayev is not the most literate man. It is written at a child's level.

You are able to spend some time studying it. Your understanding of their tongue improves.

TooMuchAbstraction
Oct 14, 2012

I spent four years making
Waves of Steel
Hell yes I'm going to turn my avatar into an ad for it.
Fun Shoe
The game's really taunting you with all those used canisters. The things were nowhere nearly as densely-packed on your half of the island.

berryjon
May 30, 2011

I have an invasion to go to.

TooMuchAbstraction posted:

The game's really taunting you with all those used canisters. The things were nowhere nearly as densely-packed on your half of the island.

It's also a warning that the Sholai are being just as proactive as the player at getting the Canisters. Except there are more of both of them up this way.

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PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!
It's great getting to see stuff, since this was something I missed(and which is easy TO miss), because I ended up murdering all the Takers rather than allying with them.

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