Fall with Fleme

lymond said:
THE AXE AND FREE BLITZ IS OURS!!!
gg everyone. It was a fun experience and I hope to see you all for Fall with Fleme 2: The Search for More Yggdrasil.

Very nice set, lymond. The completion of all these quests is garnering us significant bonuses. Maybe we want to tone down that aspect of the game?

Now this is quite interesting stuff... been lurking with some interest.
The uniqueness and interest which you are referring to comes solely from Fleme's endless drivel knowledge and wisdom from years of dungeon mastering. Yes.
 
Wow that's some serious advancement. I'll grab the save and do the modifications today.
 
Well....not sure if I understand AT's response

As for quests, things just kinda naturally worked out that way. It was either keep dudes where they were or go out and do something. I think it was just 3 quests completed and there seems to be tons more out there to do.

Orthus was a freak opportunity really. Sorry for getting the Axe.

I'm sure Fleme can adjust things for us to keep it flowing and balanced
 
Fixed my response. I completely forgot about potency in FF. Your summary at the end of your report sums up everything nicely.
 
Fizziks versus the Dark Iron

Spoiler :
My mine! Finally I can restock on precious copper to continue with my inventions. What was it that I promised you for regaining access to the mine? Oh yes, a Fizziks' Brazier is now in your disposal although I'm not that sure you need them with that kind of brawn already in your command. Regardless, a promise is a promise. Ah I almost forgot - I've mapped out a location of Copper Ore near your territory; That should come in handy in the future. I don't really have anything further for you to do at this time but I'll send word when the situation changes again. I'd also like to point out that I'm very sorry for all these goblins that have spawned. My cloning vat malfunctioned and spewed out hordes of little me's hellbent for destruction. They're weak, however, and should be no match for your defenses and here you have a good chance to try out the Brazier!

In game terms:

-You have a Fizziks' Brazier in your command. It is a powerful fireball dispenser located on top of a mountain.

- A source of copper is located south of Telyhohn


A Dark Iron Turncoat

Spoiler :
urgrim.jpg


After defeating the mine defenders you've turned one unit of dwarves into lycanthropes. They're weak and ridden with the curse. All, but one. Urgrim Banefist, as he introduces himself, is a champion of Bradeline and the affliction does not hold any sway over this dwarf. Being extremely large for a dwarf, as if he was enchanted to grow by whatever dark gods he worships, he is a striking figure to behold.

Urgrim seeks council with Gryndane:

There is no greater shame than to be defeated in combat... You are my victor and have foolishly spared my life for whatever sordid motives you might have and for that I grant you no gratitude. In failing my master I have brought shame on myself and my clan and you now hold my life with the threads in your hand. If it suits your motives, I hereby offer my service to you, should our goals coincide. But know this, human; if Bradeline calls, I answer.

Game terms;

Urgrim is a Dwarven Chaos Knight (Fighter/Limited Spellcaster), servant of Bradeline and the Veil. He was serving Garak as a mercenary for hire and since you've spared his life, he now offers his service to you if certain conditions are met;

-Your alignment remains neutral or evil (he becomes stronger under Evil - loses Weak and gains an additional promotion)

-Every city captured during his service is razed - Urgrim gains a percentage bonus as the Armageddon Counter increases through his Stigmata

-Once a civilization on the map discovers Corruption of Spirit (founds the Veil), you must set your research path to Infernal Pact or he abandons your civilization and joins the Veil founding civilization.

-Urgrim has an affinity for both Fire and Entropy manas, meaning that he is limitless as far as raw development goes.

-If you refuse Urgrim, he will be out of play until Veil is discovered and then join the civilization that founds it, as a more powerful incarnation of himself. If you refuse him, delete the unit and the item(s)

Q: Decide whether to recruit Urgrim or not.


Kardel: A Druid's Path

Spoiler :
Upon arrival in Evermore, Kardel (and Boo) is greeted warmly and welcomed to the grove deep in the heart of the city. The exact details of the meeting are not clear as the information Kardel sent back to Telyhohn was that he was tasked to visit the Henge of Yggdrasil, the Tree of Life as a part of his journey.

Q: Kardel is tasked to visit the Henge near Yggdrasil (not marked)

-Kardel has gained following promotions: Elven, Woodsman I

-Boo has gained Mind II (Charm Person) and Combat II


The Lost Shaman

Spoiler :
After leaving the shaman to the spirit altar, strange dreams have come to Gryndane every night and after a week has passed, a sudden clarity comes of him as the old Shaman appears to him.

The Chislev souls fly once more. It was thanks to you rescuing me from that pit in the desert that my task may have finally been finished and now my soul may roam with those of people and seek a new home for ourselves to begin our existence anew.
Take care of the boy... Everything you find in the hut is yours.


Reward for the quest may be found by visiting the Shaman's Hut again. When you do visit, Kewakea (Spirit Healer) will join you as well with two paths to choose - Warchief or Shaman. Additionally, the Unholy Taint that was on Gryndane is now gone. Take a screenshot of you visiting the hut and I'll respond accordingly.

Furthermore, the Chislev civilization has spawned. They are by default friendly with you and will remain peaceful for quite some time.


Souls of Foxford

Spoiler :
It is done. I've taken care of the proper burial rites and there is now a graveyard to allow those poor souls to make their way to the other side. I am now yours to command, Deirdra, and will do as you wish.

Game terms: Foxford is removed, Graveyard there instead. Lukos Keep has no tag anymore but may still hold something of interest.

Tancred is now a hero in your disposal. Since his combative properties are weaker than your average hero, he will gain experience through other means; Taking part in quests and doing humanitarian deeds. Tancred has the potential to become an archpriest regardless of your chosen religion so long as your alignment remains good/neutral. He becomes more powerful and gains access to more abilities when you're good than when you do if you play neutral. His preference of religions goes: Order->Empyrean->Kilmorph->Leaves. Also, don't forget the Supply Cart. It can hurry a building and is pretty useful early on in the game.

Conditions:
-Tancred cannot ever be a part of an offensive army. He is free to do quests of all sorts, but he cannot ever go on the offensive (enter enemy borders)

-You must remain in peace with the Elohim until turn 300. If this condition fails, he will abandon your civilization and join the Elohim.

-If you reach 25 experience with Tancred, he gains the Hero promotion, his experience resets and he gains a stronger base strength (model change)

-Humanitarian deeds such as curing disease, casting heal etc. advance him (if I know about these deeds)

-Has massive potential as far as healing/support goes.


Museum of the Explorer Council

Spoiler :
Upon defeating the Barbarian hero Orthus, Gryndane is contacted by a messenger. The message states that the Explorer council is starting a museum to commemorate the deeds of their champion and that the recently claimed Axe as well as the magical boots gained from Fizziks will be the first main exhibit of the museum for the people of Telyhohn to view. Therefore, the Axe and Boots are reclaimed and placed in Telyhohn.

Note: Orthus' Axe may be given to any non-custom unit. Boots may be given to any unit whose movement speed is no greater than 3.

Q: If both items remain in Telyhohn until T200, a Museum is built (+10% sci, culture and can turn 1 citizen into a Bard)


Pirates! of the Crescent Isles

Spoiler :
So you're on to us are you? Well, I suppose it was merely a matter of time given how you've grown powerful. But you do realize, that a large portion of that power is because we've set you up with the tools to gain wealth? Yes, I do suppose you know. Well, the thing is that Captain M'rafaal doesn't take orders from no-one... perhaps we can instead set up a partnership of sorts, aye?

First I need something from you, though. What's a pirate without a cove? Not much, I reckon, and for that I need your help. Set up a coastal city anywhere and me and me boys will get cracking - get this business started for real.

Q: Establish a coastal city.

R: Pirate stuff!


Notes:

lymond just played
Jarrema is up
Old_Lion on deck

What do you wish to find out from the Stargazer? Any other questions related to the update? Did I forget something? Things to note is that you're closing in on 5 heroes, which is the cap I've chosen. Gryndane, N'zesh, Tancred, Kardel already make for four heroes and you now face a choice between Urgrim and Kewakea. You may discard any existing hero in favor of a new one but most of them have their own motives and will go on to remain in the game in the service of an AI.
 

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discussion, please

what do you think about Urgrim?
I do not like him, he narrows our options too much IMHO.

I also do not like Tancred too much... I would say let's use him for some time and then get rid of him - he is too good for us :)

Another thing: I would like to have this museum, do you also?

I will establish a coastal city, I suppose. Any proposals as for its location?


Another thing: Fleme, I am a little overwhelmed with this number of quests... I do not know opinion of other, but maybe we could tone down their number (a little; there is just a bit too many of them, not massively too many)
 
You don't have to deal with all the quests. You're free to skip content if you so choose; A multitude of them allows you to pick the ones you'd rather do and leave others unattended. For example, there have been quests just sitting in the back for various segments because they weren't a priority to you guys and that's perfectly fine.
 
Jarrema - I agree with Urgrim entirely. It's a shame we did not get to keep a Weredwarf. I really want to make use of this Lycanthropy. Urgrim is indeed too focused on Evil and I don't believe any of us want to go the Veil route. I'd rather fight it.

Let's take Kewakea as the 4th (3rd without Tancred) hero. If he is like the Chief he will be pretty awesome. I vote for Shaman, but I'm not sure what the Warchief attributes are.

Tancred is also very very limited. If he can't join an attacking army as a healer then he's of little use. It may be worth keeping him for some quests and curing disease until we get a Priest or whatever that can do it. Actually the Shaman may be able to do this and actually join war efforts.

Orthus axe is awesome but it can be overpowered on hero units. It might be different if we were doing an always war deal like the last FFH game. I'm for the museum as well.

Don't forget to cure N'zesh, Jarrema, if Fleme allows it.

I was a bit overwhelmed with the quests but it is starting to get manageable. As long as active quests are kept together with each update I am fine. (Note: I had to search back a bit about Kardel or Stargazer and almost missed something pretty important)

Anything happen to Wallace our Werebear?

(Note: As far as heroes, we are limited on those heroes that can actually join battle. At this point, I think Kardel can only do quests. Not sure about Gryndane. Tancred is out. Kewakea may be able to join the Fray. N'zesh has his own agenda but I guess he can fight the Matazl. Looks like we have 3 true heroes at this point. Hopefully, we will get a cool mage/priest type hero and definitely a pure fighter hero.

I'm going to look at map and provide my thoughts on next locations.
 
Of course you can cure N'zesh with Tancred - no conflict.

Wallace is cured, courtesy of Cernunnos for your piety.

I'll gather everything that's going on in the next update so you'll have a resource to look to when playing but for now, this is it.

Other than the quests presented here, the only quesst (as far as I recall) you have going is the one N'zesh is working on and the one where you have to bribe another civ against the Mazatl. I don't think you visited Alturan Digsite or Ironhand Expedition yet.

Also, I'll unveil more about Kewakea when you get him.
 
Okay, I like these potential coastal spots:

1) 1SE of Copper below Telynoln. I had this spot marked earlier actually. Has plenty of food, picks up fish, and pretty good production too.

2) 1SE of Pigs to the NE of Telynoln so that it will grab the horses. I think we do want to settle this eventually

3) Settle the Dragonbones up north to pick up fish

Other thoughts:

Wallace is a very happy Werebear and looks forward to eating some Goblins

Don't forget to complete the road on top of Fizziks to complete trade network.

I just noticed that the Museum Curator dude in Telynoln can cast Inspiration and Hope. I would cast Inspiration first turn to shave 1t off of the Great Person. Cast Hope next turn. Curator must stay in the city for these effects to stay active.

At some point we may want to start a road to Elohim to boost trade routes, but our coastal city may pick them up.
 
ohhhh


I cannot play beyond first turn...
I have no idea where the Shaman's Hut is... and I can't find it on a map.
help, please
 
Just south of Kaver. It's that Bedouin Sit there by the river.
 
I don't trust Urgrim *at all*. I think our other spiritual advisors (Kardel, Tancred, new shaman guy and even N'zesh) would say the same from different perspectives. Gryndane's policy is probably "recruit anyone with half a brain" but I think we should refuse this one. I can see N'zesh causing enough trouble for us in the future as it is.

Right now I see our civilization's spiritual development as heading down druidic/shamanic paths, high religious tolerance, and opposing both the corruption of the land caused by Ashen Veil and the intolerant fanaticism of the Order. N'zesh is more of an alliance of convenience imo as both him and our Austrin want to kill barbarians. He certainly has his own agenda and is likely to leave us to start his own lizard faction in future in any case I think. Someone should be sent to investigate those towers. Kardel would be ideal, but he's busy. Tancred seems a reasonable choice.

Speaking of Tancred his primary motivation seems to be healing and otherwise helping people out, so long as he is not demanding we convert to Order or any similar nonsense he is welcome to stay and learn from us/teach us.

The Museum business is fair.

I think we should settle either rice/gems/dye 7W of Telynohn which would suppress barbarian activity in the area further, or up near Dragon Bones. Or just capture barb city of Ninisnal near the Stargazer.
 
Welcome assessments of the game there, uberfish. I appreciate input like that and especially you giving thought to what the focus of your civilization is in the big picture.
 
Right now I see our civilization's spiritual development as heading down druidic/shamanic paths, high religious tolerance, and opposing both the corruption of the land caused by Ashen Veil and the intolerant fanaticism of the Order. N'zesh is more of an alliance of convenience imo as both him and our Austrin want to kill barbarians. He certainly has his own agenda and is likely to leave us to start his own lizard faction in future in any case I think. .

I would prefer to think that our civilization is descending slowly into evil... but not to worship of Ashen Veil, because we do not want to destroy the world but rather rule it/posess it. So, I think N'zesh could in fact be our future spiritual advisor, and even at this very moment he is influencing our values system...

I will take also yours advices into account and I will play further today at night (approximately 7 hours from now)
 
hmmm....I prefer more of the Neutral path which I think can still lead to domination. We are out for our own gain so to speak.

Jarrema - Don't forget to cast Inspiration with the Curator in Telynoln

I say we keep Tancred for a while but I think we can get a better hero later to fulfill our 5 hero limit. Tancred can't do very much for us in the long term. His not being able to go to battle is very very limiting and prohibitive.
 
I have to admit I feel a little bit overwelmed by the quests and stuff myself.

I'm not even sure about what are our current requirements/obligations (for shadows for exemple, even though I'll go reread this after posting.)

I'd focus on civ development. I fear our heroes and artifacts give us to big an advantage.


AS for general discussion, I agree with Jarrema : we want world control, so we are evil or neutral in the "classical" acception, but in FFH world even good can be evil in its way, so...
But going to Esus is fine by me.

I don't like to have someone like Urbrim that begins by telling you he'll leaves if he feels like it.
I like Gryndane (perfectly neutral), Nzess
I think we can kind of dupe Tancrede in helping us for now.
Let' send him with a small party in order to remove haunted land and such, and maybe sanctify ruins everyhere.
Not sure about Boo. Minsc must be sad without him.


let's begin that musem, my fear is having too poweful heroes who will unbalance the game.
 
Ok
short description (I had writenn long one and just lost it a moment ago... I am furious)

T166: I deleted Urgrim. Had to do it twice (immortal promo?). He left a treasure chest one tile NW from Telynohn
Wallace killed by goblins

T167. Gryndane enters a flare of chaos mana. i do not know what the consequences are, becaus he has so many promos
Kardel is on his way to Yggdrasil
I played Somnium with Dain and I won

T169: Road to Fizzik completed

T170: Our explorer at the north has found two dungeons next to eachother. In the first one he has found... supplies!

N'zesh has visited tile called 'Ironhand Expedition'

T171: N'zesh shadow fortified at Ztlecoana
N'zesh conquers Ahepetr
Our explorer explores second dungeon and founds...
Tuatha De Danann, a great prophet!
Now, we only have to escort him to Kaver... a long journey
Gryndane visited shaman's hut.

I decided to stop here. Not much. but I am very tried. i also think it would be good if Fleme updates some quests.
 

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Oh no! Wallace is dead!!! :cry: We need a Werebear resurrection
 
I'll grab it tomorrow and will try to make a more detailed update. If it is indeed the consensus that there are too many quests going on, I can tone it down.

As for the advantage the heroes give you as far as the game is concerned, there is already the ruling to not use them for offensive warfare which greatly limits their use as far as the game itself goes. Still, I'm here to make the game more enjoyable to you and if toning it down is what you want, that is what you'll get.

Ultimately, I was planning to have the heroes (when you reach your chosen party of five) work on the "big" quest lines as a team rather than doing the individual errands they're on now. Your own choices lead you towards what this "big" questline is but rest assured, it is away from the fray, although these goals may coincide and there are special cases such as N'zesh against the Mazatl. However, even his bloodlust can be quenched by cloak and dagger rather than active participation until the opportune moment comes and ultimately the added content is what the heroes are for.

Feel free to give more feedback and I'll adjust to it accordingly.
 
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