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#81
Mage's Initiation Forum / Easy content idea for epic ach...
Last post by Darcplayer - February 21, 2019, 10:23:12 AM
Not to presume, but just for fun maybe a semi-egg achievement:

I was thinking you could be award the same bonus point you get for refusing the deal if you freed the priestess for the right reasons, with some item guaranteeing the safety of others. Not what she wants but not as bad as she has it.

1. Requiring you choose correct conversational choices in your encounter with her.

2. that you spare her ''Obviously''

3. Finally that you find a rare randomly dropped stone you need to have equipped in your conductor that has to do with her distant past and Darcs parents.

She would make a magical promise not to kill people randomly. Like an unbreakable Vow in harry potter. ''Turns out they share an ancient ancestry, and she had a friend a long time ago. This is his stone.

Darcs skin tone and regions are about right.

After 500 years his parents could be any kind of people, maybe they married muggles, and his mother is really a secret mage? "That is pushing it but its needed in hiss back ground anyway.'' (Just don't make the priestess his mom through convoluted means in future games.) you'll give 10,000 players nightmares for a week. Bad, bad!

Maybe you need to be water mage?

Easy content idea for epic achievement. Just splice and staple it together if you will...renaming a rare drop. No more voice acting or animations needed. If its an egg it could be a silent thing, if it was not ''splicing'' with inflection. Random series of actions with egg is common in games.

You have a big enough word pool for Darc and most of the other characters, it would be like making a skyrim mod, (unless its not given the engine, and the coding, steam GoG, and DRM ''As well as the lack there of''.

This gives you a hidden thing to do. You know can be done but not really how. The game game logic would assume you refused the deal, award 2 achievements, (or not) the same point. The animation would be the one of freeing the priestess with a condition, with different wording spliced together and in the text box. Easy!

If it were just a question of text, I could do it myself in 10 min. (I know its not).

Edit: that foul old woman at the end would need a one liner. (water master).

In summation, Depending on how you do it its just refusing the deal with a condition, where you get the point, instead of losing it, paying out as if you had freed her. Not like making a side quest or anything. The qfi people added a room later! Its  not that drastic though needing new animations or graphics or items.  Just relabeling a stone with same effects, maybe. ''You just show it to her''.
#82
News / Re: Mage's Initiation v.1.1 Up...
Last post by Darcplayer - February 21, 2019, 09:47:55 AM
Its really fine as I said...but if it helps you ''I am not complaining'' it is much better than previous build in every way and would not have it back''...but your more likely to get stuck now in 1.1, (no matter: if you wait for more enemies you get unstuck on your own) so no big deal. I expect its a side effect of a useful feature that prevents a problematic rare bug ''never got stuck at all before except by Li on his over priced stuff''...besides you can reload every single fight. Other than simple polish there is no need to address it. Also  you can kill your sparing partner as an earth mage, but that is more like a fun egg, or an assumption ''void spell''.
#83
News / Re: Mage's Initiation v.1.1 Up...
Last post by GameDevChris - February 21, 2019, 06:49:46 AM
Patch Notes v1.1

***WARNING SPOILERS BELOW***

  • Updated to AGS Engine v.3.4.3 (Potentially fixes Steam/GOG plugin crashes on start-up and removes artifact lines from sprite edges in OpenGL mode).
  • Fixed a bug that was causing the Round of Ale to be sold for 19 gold coins instead of 14.
  • Fixed textual misinformation on the title screen when hovering over the "Verb Coin" button. The text description has been updated to be more accurate.
  • Fixed a bug when playing with the Verb Coin interface where sometimes the tooltip text descriptions would disappear permanently.
  • Fixed a rectangular graphical glitch near the river's drain at evening/night, when the screen is tinted darker shades of blue.
  • Fixed a bug where manually entering the combination code for the Hallowed Hall could stop working.
  • Fixed a bug that caused the Sapphire Brooch (Marin's Tear) item to be collected from Strof's cupboard, even if you no longer had it in your possession when your items were stolen by the Redcaps.
  • Fixed a bug that caused the game to freeze (and the death GUI not to appear) if you reached 0 health during combat and had the Twin Sapphire gem equipped in your Conductor, which regenerates Health Points back up to 25%.
  • Fixed a freeze that occurred in Sir Hamfed's manor when attempting to access the inventory GUI while using the Verb Coin and viewing the cabinet close-up.
  • Fixed a fatal crash when talking to Fend in the showdown when playing with the voices disabled.
  • Fixed an issue with the Verb Coin and Compact interfaces where the master key could not be clicked on the back door while inside the Redcaps' Cooking Hut.
  • Fixed an issue with the Verb Coin and Compact interfaces where the Exsolve spell could not be clicked on the back door while inside the Redcaps' Cooking Hut.
  • Fixed an issue with the Verb Coin and Compact interfaces where the tingleberry powder could not be clicked on the guard's smoking pipe.
  • Fixed a bug where venom damage would continue to be inflicted while combat was paused.
  • Fixed a bug where drinking the lake water from the pitcher did not revert its description to "Empty Water Pitcher".
  • Fixed a bug during the Air Mage side-quest where casting the Gust spell at the pile of sand without having the required 3 Mana points, would make the sand pile instantly disappear and cause the 1XP associated with this action to not be awarded.
  • Fixed a bug that prevented the "Thanks, But No Thanks" achievement from being awarded if you rejected the offer straight away (I.e. didn't stand inside the Summoning Circle).
  • Fixed a points discrepancy when combining the block of wood with the metal pole. (1XP was not being awarded if the pole already had the wheel or wheel and feathers attached.)
  • Fixed a bug in the combat tutorial with Varner, where casting Stone Shield would be immediately followed by automatically casting Swallow (after which, the game would soft-lock and freeze).
  • Fixed a bug where Shareen could talk in the Fountain Hall at night, even though she wasn't present.
  • Fixed a bug when entering the crossroads screen from the right with the arrow keys, which made D'arc not appear in the new screen and caused the game to soft-lock.
  • Fixed an XP scoring discrepancy when burning the Applebliss fruit and then using a regular fruit (orange, lemon) to knock it down. XP was being awarded that shouldn't have been.
  • Fixed a bug where it was possible to switch the Ruffian's mug just after he had taken it from the window sill, resulting in an unwinnable game state.
  • Fixed a bug that made it possible to assign stat points during the cutscene where D'arc helps Falc up the mountain, resulting in a soft-lock game freeze.
  • Fixed (attempted) a bug where killing enemies at the exact moment they regain some Health Points (eg. the Water Wraith healing other Wraiths in the cave battle) would put them into a semi-alive/dead state and make them unable to be killed.
  • Fixed a bug when showing the bandage to Pyraze, which resulted in him saying the same line twice.
  • Fixed a bug that was causing the mouse cursor to remain invisible after combat ended if you were playing with the keyboard controls only.
  • Fixed a bug that sometimes resulted in enemies instantly dying and then reviving again as soon as combat started.
  • Fixed a bug in Varner's tutorial, where D'arc's sparring opponent could turn into a redcap goblin when casting Lightning Chain on him instead of Confuse. Also fixed a subsequent soft-lock freeze that occurred if you continued to (correctly) cast Lightning Chain after that.
  • Fixed an oversight where it was possible to mouse-over the Big Bad and prematurely reveal their identity while outside the Mansion gates.
  • Fixed a potential freeze when casting the Float spell to ascend/descend to/from the window ledge in the Mansion's Rear Courtyard screen.
  • Fixed a glitch in the final battle where casting the Hail spell could sometimes make it appear downstairs, rather than where the targeting cursor is on the upper balcony.
  • Fixed (attempted) a potential start-up crash when reading the options.dat file (Error message was saying that files were being read in the wrong order).
  • Fixed (attempted) a potential crash when dying in combat (Error message said a blocking function was called from within a non-blocking-event such as repeatedly_execute_always).
  • Changed the Wastelands Map hot-key to CTRL+W (from CTRL+M) to prevent the map GUI from appearing after saving or restoring the game using the Enter key, or press Enter during combat (Ascii key conflict).
  • Changed it so you cannot leave Brashem's camp when asked to search for proof, until after you have discovered said proof. This prevents a freeze later in the game.
  • Added an option to the Combat Difficulty slider that allows disabling combat encounters (except for boss battles), by moving the slider all the way to the left. Merchants will give away crucial items/services for free in this mode if the player doesn't have enough gold.  so that money doesn't need to be sought. But any XP normally associated with paying for those items/services won't be awarded.
  • Added a tip when starting a new game that the Escape key can be used to skip walking/running.
  • Added the missing 1 XP Point when taking the feather from the Observation Hall (Air Mage).
  • Added food item interactions (dead fish, Casipoisse flesh, and meat) for the insects/bugs in the Redcap camp backyard.
  • Added some missing backer names to the Book of Backers in the Reading Hall.
  • Added some missing credits to the PDF Manual and adjusted the Verb Coin instructions.
  • Added a pop-up message informing the player about the loot hotkey and using it to pick up out-of-sight loot items.
  • Removed the echo effect from one of D'arc's speech lines where it should not have been applied.
  • Balance: Mages Water is now free to drink directly from the Fountain Hall.
  • Balance: Reduced cost of a Flask of Mage's Water to 10 gold coins.
  • Balance: Reduced cost of Mana Potion to 5 gold coins.
  • Balance: Reduced cost of Health Potion to 4 gold coins.
  • Balance: Reduced the requirement to use Scrolls of Identify from 4 Base Intelligence to 3.
  • Balance: Added more Intelligence stat logic to Demon's Deal. Now, when D'arc has mid or high-range Intelligence, it becomes increasingly easier to win against Fend.
  • Various spelling and grammar fixes.
#84
News / Mage's Initiation v.1.1 Update...
Last post by GameDevChris - February 21, 2019, 06:44:49 AM
A new build of Mage's Initiation has been rolled out.

Version 1.1 addresses the majority of bugs and issues that have been reported since launch. This build won't break your existing save-games and will allow you to continue playing from where you left off. However, to get the optimal experience, starting a new game is recommended.

The main feature addition to this patch is the inclusion of a "no combat" mode, which allows you to disable random combat encounters (in the forest and wastelands) completely. Only boss battles will be mandatory, but they, too will be much easier. This feature is intended to allow people to play through the game more like a pure adventure game if they don't want to deal heavily with the combat or RPG elements.

To use "no combat" mode, simply drag the Combat Difficulty slider all the way to the left. You'll see a textual indication saying that combat is disabled in the lower text window.

Some experimental code has also been added, which attempts to unhook the player, should they get stuck on scenery objects (i.e. bushes, rocks, trees, logs etc.) and unable to run during combat. A full list of further additions and bug-fixes is listed below.

The new v.1.1 build is now available on Steam, GOG, and the Humble Store for Windows, Linux, and MacOs. Steam and GOG Galaxy clients should download and update the game automatically. However, people who purchased the game via Humble will need to uninstall v1.0 and then install v1.1 (Save-game files and other settings will not be lost when uninstalling).

Buy it Here.
#85
Mage's Initiation Forum / The real reason Brashem...
Last post by Darcplayer - February 20, 2019, 12:32:47 PM

After 3 play-throughs I can undoubtedly say the real reason Brashem has not been gotten to by the mage tower has nothing to do with Sharon, so she can rest easy on getting into murky moral areas. It is simply this:

He is so well hidden that even if his house was in plain sight, none of the other mages wanted to go through the hell of getting there. Much less if they had to do it twice for some reason. The forest is not that big, given decades, and they can all make simple potions and have the logic to know what shares running off to do.

Share is just hot for his bod so shes damn persistent. ''Also blue eyes'' As for Darc, he has no choice if he wants his stat points. Thats sub reason two:
All the masters and Authorities from Dominatrix, have already maxed there stats...(some of them twice).

As for Brashem and the severed circle he has a point, but hes too damn Brash em with as much chance to succeed as pug has of being a grand master mage or Fend of staying the Lord of town.

Both Varner and even Pyre, knew better and had a point. It was errant youth, no more or less and disillusioning experience born of being young.

With Brashem I had the impression I was talking to a physical manifestation of a over the top, cartoon devil. I expected smoke to rise from him and the smell of sulfur...that or him to tell Darc he was busy, to come back another day. I mean that guy is  boldem, brashem, all that and more, hes raw...or should I say well done?
#86
Mage's Initiation Forum / Re: Looking for a subtle hint ...
Last post by RenaissanceMan - February 18, 2019, 08:01:20 PM
Bingo!  Got it, thanks!
#87
Mage's Initiation Forum / Looking for a subtle hint on T...
Last post by RenaissanceMan - February 18, 2019, 07:46:30 PM
Hey all, I'm really enjoying the game so far and would like just a subtle hint to point me in the right direction, NOT a spoiler, please.

I am gathering ingredients for the Transparent Fluidity potion and cannot for the life of me figure out how to get the "drops of a most potent brew."  It seems obvious that it's referring to the "special" drink in the tavern, but the bartender won't sell it to me and the ruffian who's drinking it won't have anything to do with me.  I tried using my incomplete potion on the ruffian's drink and D'Arc said, "I could never do that without him noticing me."  So I'm thinking you have to somehow distract him long enough to steal some of his drink, or failing that, befriend or otherwise impress him enough to get him to get/share with me a drink, or failing THAT somehow fool the bartender into selling me the special.  I can't figure out how to do any of these.

Am I completely barking up the wrong tree?  Am I missing something?  Again, just a subtle hint, please.  I'm playing as an Earth Mage, if that matters, and I have thoroughly explored the forest and the Wastelands.

Thanks!
#88
Mage's Initiation Forum / Re: Playing gog version can I ...
Last post by Darcplayer - February 18, 2019, 04:58:58 PM
Thank you. I use gog because of the games I don't need the client for, I keep trying new ones and old favorites. I just keep the galaxy, for updates, less system load or bother that way. On the older games, there other download option is best. I required steam for playing skyrim. I will also use the client until I get all achievements on a newer game.
#89
Mage's Initiation Forum / Re: Playing gog version can I ...
Last post by GameDevChris - February 18, 2019, 11:49:43 AM
We haven't put the patch on GOG or Humble just yet. It's only on Steam at the moment while we test it out and make sure that it's all stable. The reason behind this is because it takes quite a while to handle all the ports (Windows, Mac, Linux) for all the different platforms (Steam, GOG Humble), so we want to make sure that everything is stable and working properly before we roll everything out publically.

That said, we're aiming to push the new patch out to all platforms by the end of this week. So stay tuned!
#90
General Forum / Re: Himalaya, how do you guys ...
Last post by Darcplayer - February 18, 2019, 11:33:22 AM
KQ 1-3 remakes were great, I prefer them to the originals and can offer no higher praise. You guys have skill and talent, don't try to get trendy or political, and just make it about the game.

You can add content loads of content, like in kq2 and keep with the original spirit of the game perfectly.

I am a fan of the Father character and the Legenimor sub story, I had hoped you would complete it some way actually.

All This shows good taste and common sense. You have titles that will stand. Mages initiation is good too, like quest for glory but innovative enough and keeping with its spirit.

Graphically I would have liked darcs eye color to change to the color of his element. Like they were colored in the final art where he completed his initiation on my first play through ''air mage''.  ''Working on fire mage''. "red in that case, shades of a good voldemort without the snakey stuff?...or with if you consider the sepent spell, ''Voldemort used the fiery serpent in his battle against Dumbledore but then there was also something similar used by swan in ''Lord of illusion''.