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Posts from Ad aspera

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#91
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Reputation isn't necessary; it's better for an expedition leader to be as inconspicuous as possible and avoid drawing attention to themselves.
 

К А
Стикеры GBF в Telegram
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#92
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Nebok, they provided a niche for him there, although you probably already know...
Where do we go?
Where do we end up when we save the world?
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#93
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Reputation is not needed; it's better for an expedition leader to be as quiet as water and as low as grass, and not stand out...
The Peasant Club is two blocks down.
Author
What are the strength requirements for weapons? Otherwise, I'll create a character who won't be able to lift them.
The latest decree abolished men's right to an additional strength stat and introduced penalties for the strength stat for women. They also introduced a special dagger.
On average, it's about +/- a couple of units:
One-handed: swords 12, axes 15, maces 18, spears 15.
Polearms: spears 15, halberds 18.
Two-handed: long sword 15, axe 18, hammer and great sword 22.
Long bows: 16
Short bows 12
Crossbow 8.
Light armor about 10.
Medium from 15 to 20
Heavy from 20
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#94
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The dragon's stat checks are tripled – essentially, it's just saving throws for resistances, and maybe some other checks during peacetime, and that's it?

Do the specializations of different one-handed weapons stack for Vidur? And what about identical ones?

Is Acer intended to be played with allies, kiting/controlling the berserker while the other allies finish off hard-to-reach enemies? Or do the allies also need to be defeated to end the battle?
My sword, my trusted ally, unphased by my aspect.
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#95
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The dragon's stat checks are tripled – is this essentially just saving throws against resistances, and maybe some other checks during peacetime, and that's it?
The same applies to attacking, with things like strength versus strength for paralysis/disarm/decapitation.
Author
Do different one-handed weapon specializations stack for Vidur, and do identical ones?
Both weapons work with the default specialization and their own specific bonuses. That is, with an axe in the right hand and a sword in the left, both will receive bonuses from the ranks in one-handed weapons, plus the sword will receive bonuses from the sword branch, and the axe will receive bonuses from the axe branch.
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Or do you also have to finish off allies to end the battle?
No, you don't.
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#96
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Are there any plans for new maps?
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#97
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So, will there be maps? If not, I'll try to come up with a quest...
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#98
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Not today. I'm currently reviewing everything and polishing it to create the final version.
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#99
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Both weapons work with the default special ability and have their own specific characteristics. That is, with an axe in the right hand and a sword in the left, both will receive bonuses from the one-handed weapon skill ranks, plus the sword will receive bonuses from the sword skill tree, and the axe will receive bonuses from the axe skill tree.
In this case, the sword is of interest. If you take any two other weapons, then in principle, the II ability can be applied for a dual-wield stack, even if the weapons are the same, because it simply provides bonuses to a specific attack.
But does the bonus to hit chance from swords stack up to a total of x3 when parrying?
My sword, my trusted ally, unphased by my aspect.
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#100
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Is there a way to unlock Specialists during the game?
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#101
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But does the accuracy bonus from swords stack up to a total of x3 when parrying?
No, each one provides the bonus only once. You won't get 10% Parry instead of five and 600% damage from two axes; parrying with swords will still be 1.5. And parrying won't change at all; it's still one roll and the same number of attempts per round.

Added 3 minutes later
Asahi
Is there a way to unlock the Specialists somehow?
You can, but I wouldn't count on any specific ones. As I said, I'm considering giving 3 Attack Rating on the start.
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#102
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I just calculated and realized that a highly skilled samurai doesn't seem to work out if you take the basic specialization plus the national one, so I was considering the idea of leaving the national specialization for later.
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#103
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Uh, no. Everyone gets the bonus only once. You won't get 10% damage instead of five and 600% damage from two axes, and parrying with swords will still be 1.5. And in general, parrying won't change at all; it's still one roll and the same number of attempts per round.
That's not what I mean. Let's say you have two axes – accordingly, each of them has 5+300% (not 10-600) and deals double damage to the shield – that is, any of your attacks has these properties. Or you have two maces – it turns out that when attacking with two hands, you have two chances to stun due to the attack from each of the weapons, and both of these attacks pierce armor.
What about two daggers? The ability for a critical hit that stuns is obvious, but will both of them have +1 attack from the I ability?
And what about two swords? Does the double bonus to stats from the I ability of perception + dexterity apply? And is parrying no longer enhanced?

Or are all these meaningless speculations, because bonuses from the same weapon still don't stack, and it's assumed that you'll use different ones?
My sword, my trusted ally, unphased by my aspect.
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#104
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It seems we're not quite on the same page.

We have two hands. The first one always works the same, regardless of the second.
The second hand. The number of attacks is fixed in the ability for dual-wielders. In this case, we have it written that at the first rank, there is one attack, and at the second, there are two. That's it. Neither dagger 1 nor a one-handed weapon with two attacks will change anything here.
What does the stat bonus mean? It's based on the first rank of the default one-handed weapon, sword 1, etc. This is a bonus that is assigned to the character under a certain condition – the condition that the main hand, for which the basic skill is responsible, has a specific weapon. If he takes another one just like it, he won't get the bonus again, but the character's stats, improved by skills, will apply to the second weapon. The same goes for parrying – it's a character property, not a weapon property, and what's in the second hand doesn't matter at all.
What does this mean in practice? The dagger 1 skill is useless when the dagger is in the off-hand. Skill II works for both hands. The sword 1 skill works for both hands because the sword in the off-hand will hit more accurately than an axe.

Didn't I explain it well? In short, yes, perhaps in the depths of metagaming, a mace/axe might be a better option for a dual-wielder. But, to be honest, I'm not too concerned about it. Because if there's something wrong with the dual-wielder, it's a very minor part of the mechanics, one of twenty optional choices. The dagger was introduced specifically for all sorts of tricksters and synergy with paralysis effects.
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#105
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Specialization: Longbow
I. +1% damage per point of Perception [5]
II. Critical hits paralyze the opponent [5]

Specialization: Shortbow
I. Ability to move and shoot in one turn. Speed is halved. [5]
II. Additional attack. [5]
Does this require skill points?