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Messages - Athanasius

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31
IQ Chat / Re: Is Roehm to ruin rp like qfi?
« on: May 12, 2015, 02:07:54 AM »
Hope you don't mind if I ask a tiny question in this thread. It's about the portraits in RtR: I really like the portaits in QfI, I think they have much expression, and especially Roehm has a well fitting face. Compared to these, the portraits in the competition-version don't have much character in my opinion - they are not bad, but simply not on the same level of expression as in QfI. May I ask if there will be different portraits in the final game?

32
Quest for Infamy / Re: In closing please take my advice.
« on: May 09, 2015, 10:54:39 AM »
You surely have many ideas, but I'd rather give them the time to work on their other projects. And, most importantly, for the not yet announced QfI2. ;)
I for myself are fully satisfied with the content of the game, but that's how opinions differ I guess.
Why 1.42?

33
Quest for Infamy / Re: GOG 1.1 bugs (Sorcerer)
« on: May 06, 2015, 05:13:13 AM »
Hi,
yes, GOG still hasn't manage to upload the patch... I've written them a mail to their support about it and opened a thread in their forums - alas, with no success... as much as I like them, taking months to update a game is inacceptable.

34
Quest for Infamy / Re: Thank you!
« on: May 04, 2015, 11:16:52 AM »
It really was a labor of love and passion from everyone on the team.


Bt

That's exactly what I feel out of every pixel in QfI, the deep dedication of a bunch of happy, amiable lunatics, bound together in the vision to create a very personal, modern reinterpretation of the virtues of the timeless classics. And that's something invaluable - and this "personal" impression is the subtlest influence a game can have on a player - something that lets me forget all the "modern" so called "AAA"-crap out there. The result is "modern" in it's narrative approach as well as "classic" in it's aesthetics. Let me compare it to Heroine's Quest for example: I really liked it, it's well worked out, nearly flawless, but it's somehow too true to it's origins and inspirations - the maincharacter stays anonymous, lacking in personality, exactly like our Mr. Niceguy in QfG. Roehm on the other hand is a well characterized figure, I really liked the guy. That's something very important for my gaming experience.

Or in short: You, gentlemen, have established yourself as serious adventure-developers in my book. :)

35
Quest for Infamy / Thank you!
« on: May 03, 2015, 02:21:42 PM »
Dear developers of this game,

I sincerely wish to thank you for the pleasure of being able to play a game like QfI. It has been many years since a game managed to get me completely into its world. Now, after the 17 most wonderful hours of splendid entertainment I can clearly state that I've found a new favorite of mine. Not only do I adore the beautifully crafted gameworld, rich in details and sights, but also I find the lore you've written excellent. The characters are original and interesting, the dialogs witty and fitting. Throughout the game, there was an atmosphere of adventure and freedom I really enjoyed. And especially the story around the Killingtons is told in a beautifully melancholic way. The humor is well set, it never gets too low, always keeps a fine attitude and makes me laugh and smile. And I simply love Mr. Roehm - he is such a refreshing character, and his voice actor did an especially great job. Most of the other voices were also great in my opinon. The music deserves another praise, it enhances and supports the game's atmosphere perfectly.
On the negative side, I could only add that in some scenes the proportions between characters and environment seems to be distorted. But that's really minor compared to the complete experience. The few bugs I've encountered could be solved fortunately.

First I was blinded by some poor reviews, and I wasn't sure if I should try QfI - I'm damn glad I did. So after all I've learned a serious lesson: Not to trust reviews. I can clearly state that QfI is not only the best game based on the AGS-engine I've ever played, but that it will stay my heart as one of the greatest, funniest, richest adventures I've ever played. I'm sure I'll replay it sooner or later. It's not only a hommage to the old games we all love so much, it stands absolutely on its own.

I'm looking forward to the sequel and to see Roehm again.

Thank you!

36
Ok, then I'll swallow one of the pills.
I know you've sent them the patch. I've made a thread in the GOG forum and have written a mail to their support because of the inacceptable delay with the update.

37
Hi,
terribly sorry to bother you again, but: In the slaver quest, I've only talked to the guy telling me the slave joke. Then I've used my flying spell to get onto the balcony, changed to sneaking mode (I've got 50 points on sneaking, that's the limit for socerers, right?) and entered the building. Whatever I do, I fall to the ground, the guard sees me and I die. Once I sneak in, I can't do anything about it... what am I doing wrong?

edit: I'm sorry, I looked into the GOG-forum and found the solution. I never thought that it could be necessary to "look" into the room before sneaking in. Well, in real life it certainly would be advisable. ;)

edit2: Ok, it seems I'm another victim of the dreadful slaver house. I can't get out of the corridor leading to the main room. However I still have some magic pills (not the blue ones ;) ), so is it ok to use them here - or will that mess up my game at another place?

(that's really worrying me - I've had not a single serious bug in the long first chapter, but now they are raining down on me... :( )

38
Hey,
yeah, GOG is extremely, really infuriatingly slow in their updating procedures sometimes. Ok, I've sent you a zip with the savegame. Thank you, I really appreciate your help. :)

edit: It works thanks to the fixed savegame, thank you for your help Blackthorne! :)

39
Hey,

I suffer from the same problem right now, GOG-Version 1.1 (it seems they didn't update it last week). I've tried to begin act 2 (with the autosave), but it's always the same: I get the instructions from Randy, but as I'm in the labyrinth, Roehm says the way through the labyrinth has to be written down. Whatever I do, I can't get out of the room...

edit: Now I've tried to finish act 1 again and took all the steps to the labyrinth again. Alas, it seems to be broken. I hoped I wouldn't march right into one of these really nasty bugs, but here I am. And I want to play the game so badly... :( Can I send in my savegame or is there a way around that terrible bug?

edit2: Excuse me, but is it possible that GOG still hasn't updated the game to 1.11, although the patch is out since february? Or am I wrong here?

40
Pillars isn't a bad game, not at all. In my opinion it deserves the Baldur's Gate-comparisons more than anything else in the last ten-twelve years (man what was I disappointed by Dragon Age, the so called spiritual successor), but I don't think it can beat BG and PS:T. And the whole soul-thing with the backers is really annoying, you are right. And as for Divinity - I bought it mainly because I've read so many Ultima VII-references about it. It definitely isn't a new Ultima VII (Driftmoon gives me more UVII-vibes) and when I began to play it, I thought all the time: "Ultima VII made this better" (for example, Divinity doesn't even have day-night-cycle, which is a crucial thing for me)  :D Well, I'm too spoiled by the great classics I think.
That's also a point why I love QfI: It takes an almost perfect gameplay-formula and enhances it with own ideas without getting to far away from the origins, while using a new narrative approach and telling a own story. It's classy and modern, familiar and original at the same time. And that's the best thing I can wish from a game. :)

Ok, that was quite a bit OT, terribly sorry chaps ;)

41
FYI: Over at GOG, a kind soul (programmer chucklas) had a helpful tip: If I enter the spellbook without choosing a spell and exit it, the mousewheel works again. I don't ask why, but it does. :)

42
I've played them all back in the time (everything from LA and especially the QfGs from Sierra), but today I appreciate the little comfort a mousewheel gives me.

But you are right, friend: The game rocks! I have Pillars of Eternity and Divinity Original Sin here waiting for my love - but QfI beats them both for me at the moment. I'm happy that the great Adv/RPG-Mix-Genre lives on. :)

43
Thank you for your endurance! :)

Well, the game is about exploration, isn't it? And it's about badassery - so I want to be able to kidnap little bird babies! :D

I've tried to open the door of the tower under the vantage point - now that's a place where I'm expected to use the open spell, and even there, the mousewheel is stuck afterwards... I'm comfortable of using the wheel, because if I use rightclick, it tends to cycle too fast sometimes (it sometimes overjumps one action).


44
That drives me crazy. Ok, it seems to be a minor problem, nothing gamebreaking (I hope), but I don't understand it at all. Especially after I did everything on a completely other pc, changed nothing and inserted only the two savegames.
I think I'll give up on it. Live is short after all, and I want to play this game so badly. ;)

edit: Ok, the same issue reappeared - but with another spell - this time the telekinesis-spell. In the savegame I've uploaded ( http://www.mediafire.com/download/sgbebzddbix4eab/agssave.rar ) you stand at the tree in the north woods, were a bird's nest is. I've tried to "get" it down. The spell doesn't work (the game informs me, that I can't use the spell here) - and after that: The mousewheel doesn't respond (again, rightclicking works as usual, everything fine, but the mousewheel seems to be stuck). So the problem I have seems to have to do with trying spells on objects not intended for it. In the savegame, you still have to use the spell on the bird's nest.

edit 2: Ok, I have to correct me again: The problem appears everytime I use a spell on something not intended for it. I've tried to use the unlock spell on a tree (just to try), and the game says "You can't use the spell on that" - after that, mousewheel is broken. Same thing if I use the telekinesis-spell on something that isn't fetchable. So it seems to be in the gamefiles indeed. But if we both have the same version of the game I can't understand it.

45
How is this possible? Ok, step for step:

1. I redownloaded the GOG-Version of QfI (just in case)
2. I copied the two savegames (the two I've uploaded) and the dats
3. I installed the game on a different PC with a different configuration/OS (Win7)
4. I started the game, made a save and quitted the game.
5. I copied my two savegames in the folder (not the dats)
6. I loaded the first savegame (the one when the mousewheel still works) and tried to reproduce the bug.
7. The bug happens, just exactly in the same manner it happened on the other pc, reloading doesn't help.

So it's basically the same situation. I can't understand why the two savegames show nothing of the issue on your system. Do you have a different GOG-Version of the game?

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