Thanks it workedtalk to the guy standing there it will give you the option to go back
Thanks it workedtalk to the guy standing there it will give you the option to go back
What wrong or right?, the question boils down to: start an evil path or refuse it and go against it, it’s clear as the day.Ok - I now must decide to either support Gwen as her champion or side with her sister?
I am leaning toward her sister, she is a goddess of wisdom after all - any right or wrong in these?
You can help by updating the wiki, although we were waiting for a certain user that is very busy.It would also be really good to have a walkthrough that is organized by Quest as well as the existing one by person / path
I personally created two saves where I chose the path of Isha and Atia, but if I still answer your question, I think it's better to choose Atia's side, because, in my opinion, this is a WISE choice : )Ok - I now must decide to either support Gwen as her champion or side with her sister?
I am leaning toward her sister, she is a goddess of wisdom after all - any right or wrong in these?
I enjoy the mini games as well I just hope for a good fishing one in this, I spent more hours than I care to remember fishing in breath of fire 3 and 4, ocarina of time ff15 etcThe only karaoke night I ever done was completing Yakuza 0 100%.
ASWS could have some more optional minigames tho, am I the only one who likes the potato peeler dance dance revolution, minigame?
I kinda grasp what you are saying, on how rpgm works altogether with the events system.
No, next time a chair, then a bike, then full Dragon of dojima mod
I really don't mind minigames, if they are well designed.The only karaoke night I ever done was completing Yakuza 0 100%.
ASWS could have some more optional minigames tho, am I the only one who likes the potato peeler dance dance revolution, minigame?
Yes. Due to RPGM engine event feature, which is both blessing and a curse, it is possible to do some basic "bug fixing" and cheating without knowing javascript. Yet knowing javascript is pretty useful, because it allows you to use "hidden features" in the engine.I kinda grasp what you are saying, on how rpgm works altogether with the events system.
Mentioning Aurelia is cheating tho, that game has minigames in minigames!I really don't mind minigames, if they are well designed.
As ASS minigames, I can't say I like them, though I can't say I dislike them too. I'm just not playing them, because peeling potatoes is only used to gain love points and a soup with Claire, while blackjack is worth only around 3 gold + some random items which is, currently, nothing. And to be honest I can earn more gold by just standing still than trying to win with that cheater marking his cards.
Having minigames for things like mining, gathering wood, hunting, etc. would be nice. It would surely change the amount of resources we could easily get and force players to actually play gathering game instead of just... reaching certain point in talent tree to reach switch condition, to gain access to almost unlimited resouces.
In my opinion Aurelia is a game with well designed minigames, not to mention unique.
Yes. Due to RPGM engine event feature, which is both blessing and a curse, it is possible to do some basic "bug fixing" and cheating without knowing javascript. Yet knowing javascript is pretty useful, because it allows you to use "hidden features" in the engine.
Considering that Chyos learned his lesson from Peasant's Quest it's not surprising though.Mentioning Aurelia is cheating tho, that game has minigames in minigames!
I don’t know what else to say uuh yeah ASWS minigame are hella underused and simple.
Even a clicking rhythmic minigame would be cool for gathering sources, but alas I don’t think he plans on that
I think the skill check needs to have a setting option for "quick skillchecks".Mini games are fine in small doses, but if the mini games take too much time from other more interesting gameplay loop, they are definitely negative then. Personally i wouldn't mind if the skill check thingy would be made bit faster. Since after certain point you're almost guaranteed to succeed in most tasks and it just takes time then.
Luckly simple doesn't mean bad. My favourite New Vegas has simple lockpick mechanic. One of few (hundreds) mods for Project Zomboid is a mod called "better lockpicking" which adds 3 very simple minigames to it. Lockpicking, just like in Fallout, QTE event in which you either have hit a button to fit into yellow or green area in order to force open a door or a window, and hotwirring in which you have to cut four wires and well... hotwire a car by connecting correct wires.Mentioning Aurelia is cheating tho, that game has minigames in minigames!
I don’t know what else to say uuh yeah ASWS minigame are hella underused and simple.
Even a clicking rhythmic minigame would be cool for gathering sources, but alas I don’t think he plans on that
I'm still wondering why Tinkerer didn't change the name to Pregnancy Quest though.Considering that Chyos learned his lesson from Peasant's Quest it's not surprising though.
There is a large faction that goes "Mini games = worst grind"
Tinkerer removed most of his mini games in the long run to not loose supporters
Simple conditional brach checking if your skill level is high enough. It would require overall quite of work to set up on every lock, but can be done easily.I think the skill check needs to have a setting option for "quick skillchecks".
which skips the animation, skips the clicks, and instead just use floating text to instantly notify you of the result.
like, for 3 or maybe 5 seconds show
> Lock Picking skill check success. (DC 15. rolled 37)
> Lock Picking skill check failure. (DC 15. rolled 7)
etc. for all skill checks. especially the harvesting ones.
also have another setting option to skip the "do you want to harvest this resource you clicked on" and automatically say yes whenever that popup would have occured to skip it.
Chyos can you please make the above a thing? it would be lovely to skip all those clicks
Well technically thats already possible.... you can skip the skill check by pressing enter after it started to just skip to what you describedI think the skill check needs to have a setting option for "quick skillchecks".
which skips the animation, skips the clicks, and instead just use floating text to instantly notify you of the result.
like, for 3 or maybe 5 seconds show
> Lock Picking skill check success. (DC 15. rolled 37)
> Lock Picking skill check failure. (DC 15. rolled 7)
etc. for all skill checks. especially the harvesting ones.
also have another setting option to skip the "do you want to harvest this resource you clicked on" and automatically say yes whenever that popup would have occured to skip it.
Chyos can you please make the above a thing? it would be lovely to skip all those clicks
I mean the people are still demanding the Peasant to be the over powered hero of legends swinging his excalibur to one hit kill enemies.I'm still wondering why Tinkerer didn't change the name to Pregnancy Quest though.
As for minigames, well, I can't say for others, but I am not very fond of QTE minigames, yet I can live with them if they are placed correctly. For example, the QTE mentioned above in Better Lockpicking mod. It's understandable I have to crowbar my way into the door or window with right placement and correct timing.
Yet inYou must be registered to see the linksat the end of the game, when I am fighting that Chaos sucks Lord I am, out of blue, thrown into QTE. Like, there was a whole game to introduce me to some form of QTE, to show me I have to expect it every now and then.
why would you set it on every lock? it should be a modification to the base lock picking function itself rather than modifying individual locks.Simple conditional brach checking if your skill level is high enough. It would require overall quite of work to set up on every lock, but can be done easily.
> You can skip the click by clickingWell technically thats already possible.... you can skip the skill check by pressing enter after it started to just skip to what you described
The locks in AswS have different dificulty Level if you want to ensure that Players talent > lock dificulty you need to have checks based on the dificultywhy would you set it on every lock? it should be a modification to the base lock picking function itself rather than modifying individual locks.
You can skip the talent check animation simply by clicking... start the skill check and jump to the conclusion instead of waiting for the result of which number your dice showed> You can skip the click by clicking
what?
I already knew you can skip the animation by clicking earlierYou can skip the talent check animation simply by clicking... start the skill check and jump to the conclusion instead of waiting for the result of which number your dice showed