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Thread: On new locations

  1. #1
    Join Date
    Jul 2008
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    Default On new locations

    Hey!

    I'm a long-time Adom player with a lot of experience from the pre-restoration era

    I'm returning to the game to see all the new stuff that's came with the restoration project

    I'm going to do an ultra-ending Duelist first. When should I do the new locations (~lvl)??

    Any tips are also appreciated on things I should be aware of that have changed since 1.1 times

  2. #2
    Join Date
    Feb 2014
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    Europe
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    Quote Originally Posted by tapi View Post
    Hey!

    I'm a long-time Adom player with a lot of experience from the pre-restoration era

    I'm returning to the game to see all the new stuff that's came with the restoration project

    I'm going to do an ultra-ending Duelist first. When should I do the new locations (~lvl)??

    Any tips are also appreciated on things I should be aware of that have changed since 1.1 times
    I'd say random dungeons are a more attractive alternative to big room/forest grind.
    Ice queen have a lvl cap for entrance.

    I won't spoil more unless you ask (or you can check the wiki).

    I tried to play in early era but didn't understand the mechanics well enough, but from what I know now the biggest changes are probably:
    herb limits/potential stats: ie no use for ring of weakness or other ways to lower stats for extra herb training, also herbs doesn't train past potentials.
    background corruption : not as harsh after 90 days.
    uber jackal effect: fixed/removed/adjusted don't worry about it.

  3. #3
    Join Date
    May 2008
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    Lithuania
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    Default

    Somebody probably should write an wiki article on this topic...

    From what I recall now:

    -most of stuff respect stat potential (herbs, Garth). Some corpses don't - major undead and major strength guys (dark orcs, and various giant lords)
    -spellcasting from HP severely drains To, Wi and satiation
    -teleport has been bumped in cost rather severely (+1.5*DL in PP), darkforge has high chance to prevent tp control
    -random artifacts use full list (like ToGu patch used to do)
    -truck load of new corruption effects - in general most of new ones are rather good (stilts, acid blood)
    -most scumming techniques were removed - gremlins are not pick pocketable, ID has no stuff in rooms with stairs, etc. Potions of exchange more stuff in stack individually (which basically guarantees wish in mid game - but lucky dip is not repeatable )
    -corruption is essentially reduced all the time due to influence of App.
    -Literacy is rolled for scroll reading and can fail. Luckily pot of literacy is generated for anyone with <50 Literacy. 50 should not fail scrolls.
    -new races and new classes (I guess you are aware).
    -Darkness no longer disables monsters, bosses are immune to some disablers - although cursed pots of invisibility still worked on some last time I tried them.

    not really change in the game (maybe helped with reduced corruption), but whole chaos alchemy thing was incepted somewhat recently (essentially char turns all useless pots in to raw chaos and ips these into each other, uses/stashes useful stuff and repeats the process).

    ~last half year or so magic seems to do extra damage based on monster PV (confirmed bug). Wands of far slaying are the bane of greater molochs...

    Areas:
    -moldy dungeon (one of random ones) has a tome of donors (until 90kxp ). That artifact is somewhat bonkers (at least +10 perma speed and resistances gains which are not guaranteed).
    -ice queen domain thing - I think it unlocks in teen levels (15?). I am not sure when it's right thing to do it - probably before the tower,although I'd rather do greater vault after Casino.
    Last edited by Soirana; 12-28-2016 at 08:26 PM.
    So far rolled 15 casters with RoDS and shamelessly killed them within 200 turns. For eternium glory!
    (after 15 I stopped counting...)

  4. #4
    Join Date
    Jul 2008
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    158

    Default

    Cheers! Thanks a bunch.

    Btw, is it worth it to buy the game on Steam? (I have the basic version purchased)

  5. #5
    Join Date
    Feb 2012
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    127

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    a small but I believe worthwhile note is that gaining fire resistance is now considerably more difficult.
    Fire beetles only provide a 50% chance of receiving the resistance and Fire Lizards give a paltry 10% chance. If im not mistaken both guaranteed it before.

  6. #6
    Join Date
    Aug 2011
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    701

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    Quote Originally Posted by Phoobnahr View Post
    If im not mistaken both guaranteed it before.
    You are mistaken. Neither corpse has been changed (fire resistance was never guaranteed).

  7. #7
    Join Date
    Feb 2012
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    127

    Default

    I stand corrected

  8. #8
    Join Date
    Aug 2011
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    Quote Originally Posted by Soirana View Post
    Somebody probably should write an wiki article on this topic...
    Probably still missing some stuff, but I've made an attempt: http://ancardia.wikia.com/wiki/Changes_Since_1.1.1

  9. #9
    Join Date
    May 2008
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    Quote Originally Posted by Grond View Post
    Probably still missing some stuff, but I've made an attempt: http://ancardia.wikia.com/wiki/Changes_Since_1.1.1
    I think it needs TL;DR section
    So far rolled 15 casters with RoDS and shamelessly killed them within 200 turns. For eternium glory!
    (after 15 I stopped counting...)

  10. #10
    Join Date
    Jul 2011
    Location
    Berlin
    Posts
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    Quote Originally Posted by Grond View Post
    Probably still missing some stuff, but I've made an attempt: http://ancardia.wikia.com/wiki/Changes_Since_1.1.1
    Thanks a lot for the effort! It's really helpful to have this information compiled in one place. And on that occasion also in general kudos for all the work you've been putting into bug reports and testing.

    Regarding the topic, another significant change was a considerable improvement of the First Aid skill. At least for me, the skill has moved up from being completely useless in 1.1.1. to being top priority for almost all of my characters in 1.2.0.
    gremlin - karmic lizard, dark orc, acid vortex, staring eye - dragon turtle, fairy dragon, ogre lord, minotaur emperor - pit viper, orc butcher - greater mimic, dark elven wizard, carrion crawler, dwarven child - imp - ochre jelly, dark elven archer, king cobra, goodwife - kobold shaman, magebane eye, floating eye, quickling king - giant centipede, hill orc sergeant, mimic hivemind, greater claw bug, brown bear, large gnoll - giant bee queen, giant ant warrior, shadow centipede, kobold

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