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  4. Some of the information in the manual is obsolete and no longer correct with the remastered version. For example, the first four characters in your party may melee attack, whereas the manual says that is only three. The manual also claims only the first two rows of creatures can melee attack. I've found that not to be true, and have encountered as many as three rows of creatures able to attack. I'm still exploring the wine cellar and sewers, so haven't been pitted against more than three enemy rows at a time (yet). Pro tip to save money: have your bard play the healing song during a fight, and then kill all enemies except for the last weak creature; then keep fighting but have everyone defend. All characters with damage to their hits will gain health each round, more than offsetting the occasional lucky hit by the enemy. Don't waste spell points healing unless your characters are marginally low on health. Yeah, this make take a while, but it'll save tons of gold that could better go towards buying the next level of spells. Party update: I've mapped almost the entire city of Skara Brae. except for those areas walled off by gates and guardian statues. My characters are mostly level 4 (nearing level 5), with exception to a couple new ones I started late and have since began running them in the party. My current roster includes the following classes (one each in the order listed): Warrior, Paladin, Bard, Monk, Rogue, Conjurer, Magician. I also have a Hunter waiting in the Adventurer's Guild. I may swap out the Warrior and bring in the Hunter later once the Monk gets up to speed (more on that in a bit). My Rogue does decent ranged damage whereas the first four all are front line melee fighters. The Monk was a late addition, but I expect it will catch up and become a decent front line asset (multiple strikes, low AC without the need for expensive armor). I want to further develop my Hunter because the higher level they are, the better chance for them to crit and one-shot kill. Still fun.
  5. I'm going to try to make a mojito tonight. My first attempt resulted in something very strong. I had them before, nothing special. But the last one was outstanding! I got the recipe, but not the amounts. Not sure I can replicate it without access to fresh sugarcane.
  6. Was that in the middle of the day? Banff and Jasper are on my bucket list. You aren't kidding, whole area is burning.
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  8. Game manualz? Wee don't neeed no stinkeeng game manualz! Oh wait, maybe we do. Here's a link to the original Apple II manual (thanks to Google who knows all). Now some of your character creation decisions can be made more knowledgeably. Use this newfound knowledge for good, not evil. *bahdum-tish* I'll just show myself out ...
  9. D'oh! didn't see what forum this was in
  11. Pauper
  12. Hmm, this is a good topic, and it also might differ on your personality and learning type. For me… 1. Learn from past mistakes. In life, one of the best ways to improve is to fail and learn what not to do. Keep note, mentally, of what you might have done wrong, and work on not doing it (much) again 2. Results-based thinking can be a trap. Just because a particular move or plan didn’t work out doesn’t make it a bad one, and vice-versa. The best you can do is to put yourself in the best position to win. Sometimes, variance, luck, and a better opponent get in the way. 3. Don’t rush – Not quite the same as play slower, but make sure you take every phase/step and check all of your cards before ending a turn. Using dice/markers for certain triggers is a good idea. 4. Play against good players – I don’t mean go and get crushed, but it’s a good idea to play against strong players that will challenge you. I am not 5. Have a plan! What is your deck trying to do? It’s easy enough just to play cards in a sequence, but try to plan a few turns ahead (and things will change on the fly) and put your deck in the position to execute its gameplay. Even in limited, your deck will have a strength to it.
  13. What are the top 5 ways you can improve your play? Mine are: 1.) Improve timing of combat tricks. Sounds simple, but I often forget to cast spells or activate abilities until after my opponent declares blockers. I've probably lost a handful of games because of it, all those points of damage add up. 2.) Remember triggers. Keep telling myself I'm going to add a dice or a little counter to the top of my deck to remember any counters or abilities that trigger, but I never have. Another way to lose close games. 3.) Make better decks. Have some bad habits of falling in love with cards and forcing them into decks when they just don't fit or won't work to the decks strengths. In addition, I fall in love with decks that turn out into glass cannons or just flat out don't work and try to make them work when they won't give me a real chance. 4.) Play slower. Sometimes I feel rushed during my turns and forget to do things or just don't give myself a minute to think things over before doing them. 5.) Try different formats. I've been playing casual kitchen table stuff and only really played Pauper at my LGS. Getting into other formats will help mix it up a little.
  14. Couple years back, interior Alaska had similar fire and smoke issues. We were surrounded by wildfires on all sides (some over a hundred miles away) and the smoke was so thick you had trouble driving through it. I can certainly empathize. We close our windows when it gets smokey out, and suffer the heat (we don't have air conditioning). Fans and cool water spray mist helps a lot at times like these. So too does taking a drive around town if only to use the vehicle's air conditioning system to briefly chill.
  15. Early reviews appear mixed; from the several I read, the underlying determinant whether the review is positive or negative has to do with the reviewer's initial expectations. The developers have stated they continue working on balance and gameplay issues, so maybe in a patch or two (or more) it'll get better.
  16. Well, we are far away from most fires, but the smoke is *cough* in the air. Vancouver is generally shielded by mountains, and we're lucky that the fires seem to be blowing east now.
  17. Relax, Francis I was being cheeky. It's very hard to make anything truly original these days. This game seems like it would be fun, but it might get too addicting and I don't know if I want to go down that rabbit hole
  18. Good news: the game is relatively inexpensive compared to other recent releases of remastered old games. They have no illusions that this is a $60 AAA title. I bought it last night and quickly downloaded the install package from GoG. The download was small (~200+meg) and the install quick and painless. I don't remember whether the original game came on single side floppy discs or other type (double side or high density, etc.), but I find it remarkable in the file size growth over these past years. Game play was much as I remembered it ... consider I barely remember what I ate for breakfast so take that for what it's worth. You can start out either playing a pre-configured party of characters, or you can roll your own. The game does not feed you much information about the relative pros and cons for the choices you're about to make when creating characters. First choice: gender (male or female). Second choice: race (human, elf, dwarf, hobbit, half-elf, half-orc, gnome ... IIRC). Third choice: class (the list of available classes is restricted by your first two choices). You can have up to seven characters+summons+mercenaries in your party. General strategy is to have a party of six characters and leave a slot open for one of your magic users to fill with disposable summons or to fill with wandering NPCs you meet in your adventures. Rolling characters can be as tedious as pushing the same button hundreds of times until you get a reasonable mix of randomly rolled stats for the class you're creating. This may drive min/maxers nuts. Once you have your party in order ... which reminds me ... the modern interface is incredibly much better than the legacy game interface. You can now perform commands and actions using your mouse and/or keyboard. For example, you can reorganize your party order by drag-and-dropping characters in the party roster. This is a nice touch. You can create as many different characters as you want and can save combinations of them in individual party roster configurations. The modern graphics capture the spirit of the old game while breathing new life in them. The new automapping is also greatly appreciated. I spent a couple hours playing last night and reluctantly put it away so I could get in sleep before work today. In that time, I explored probably 15-20% of the town, saw enough combat to raise all seven of my characters to second rank, and to end with my hunter being dead (it's a temporary condition - at least until I decide not to pay for his ressurection at the temple). All my characters are kitted out with basic gear (you start with none). Is it fun? Yes, to us old farts who played the original. Younger players may get wound up over the arguably less refined gameplay and interface compared to modern games. So far from as much as I've seen of it, I think the level of modernization is appropriate and enjoyable. Younger players also may be frustrated that there is no manual providing guidance along the way. As you adventure out in the world, you will find scraps of an old adventure guide with clues and helpful suggestions. Discovery is built into the mechanics ... so just try and see. (note: some things in the interface have very helpful roll-over descriptions and tooltips, but unfortunately not all). Is it worth $15? I think so, considering you (eventually) get all three original titles representing many hundreds of hours of gameplay.
  19. You will have to look deep within your own soul and answer that question for yourself. Then tell me what you think and whether worth a buy.
  20. What Elo said. Plus, the creator of Stardew Valley outright admits that he took all the bits he liked from Harvest Moon to make Stardew Valley, so wasn't exactly original to begin with. I'd say though, that I don't think the target audience was youngsters, or at least not just them. Most of the people I know who play it are adults, and not really known many kids who seem to know it. I think the unicorn approach actually appeals to many adults and makes it stand out against the more 'adult' style games.
  21. The game is being sold as a trilogy. The first Bard's Tale game of the trilogy is being released now, with the promise that the second will come in the fall of 2018, and the third will come near the end of the year (also 2018). The second and third will be free additions to the first. So ... does purchasing it now mean you are pre-ordering for later? And if you had a "no pre-orders" policy, would that make you a hypocrite? ... asking for a friend. *nerdgasm*
  22. Not sure what you mean by "ripoff", but if you mean "a derivative work", "copy", or "clone" ... it is not. It shares a simple 8-bit (16-bit) graphic, isometric perspective, art style and there are similar things to do, but the entire plot and mechanics are very different. Stardew Valley was very tame, and I'd guess the target audience was pre-teen (even though adults can like it, too). Graveyard Keeper looks like the target audience is much older ... perhaps still not full adult tho (but we can enjoy it for multi-layered humor and ethical dilemmas). I think of Stardew Valley as "a unicorns and rainbows kind of nice" whereas Graveyard Keeper looks like "dark humor with a touch of morbidity".
  23. Might have to check this one out
  24. Wow. I had no idea. Stay safe!
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