Patch D lairs

ahh this thread turned into bash the lairs thread... you can turn it off people! I was just commenting on my bad luck... and wasnt sure if it had to do with the changes to patch d. kael set it straight, and Im just unlucky. Lairs are awsome, dont kill them if you aren't prepared. BTW i dont think getting mithril weapons is such a bad thing early in the game, if people are willing to take the risk, get the rewards. How would it be different if a person found a powerful magic weapon in a RPG game? its not like it happens all the time.

Its also not possible to get mithril weapons early in the game anymore either.
 
Its also not possible to get mithril weapons early in the game anymore either.

I know it has been taken out. I was just voicing my opinion; that maybe others out there like me did not mind getting rare good results like mithril, it actually gives more incentives to take more risks.
 
Why are there greater chances for bad than good when they are spawning monsters that we need to kill anyways? I mean, are we not suppose to try to get rid of lairs and barrows anymore? It just seems like now it's a case of "damned if you do, damned if you don't".
Stopping the monster spawns is a good result in and of itself, so this mitigates against the bad results a bit.

edit: except for the "farming" aspect of having the lair around, but I assume that if you are exploring it you don't want it around and ipso facto* getting rid of it is a good thing.

*(I don't really know what ipso facto means.)
 
I was playing a single player game last night with Calabim and after getting the portal event from a lair (and passing through the portal), all future attempts to explore lairs (with any unit) resulted in nothing. I would see "lair explored" trigger, the lair would disappear, but nothing would happen. This happened on six lairs in a row. Does this mean I got the "neutral" result or was something wrong?
 
ipso facto means "therefore" in latin. literally it would translate to "for that very same matter" IIRC. btw, Deon, I don't get YOUR arythmetics. 10% rare good is offset by 10% boss monster ( rare bad ) . ;)
 
The chances are as follows:

10% chance of getting a boss monster
30% chance of a bad result
30% chance of a neutral result
20% chance of a good result
10% chance of a rare good result

Do the results change at all based on game difficulty?
 
I would consider popping a boss monster as a good result if the lair is closer to my enemy's cities than my own. Watching a horde of Stygian Guards capture a Calabim city after The Black Wind popped that one island was fun.
 
As a side question, are the results altered in any way based on which unit explores the lairs or barrows? For instance, do scouts get better results, like they do with goody huts?
 
[to_xp]Gekko;7356216 said:
ipso facto means "therefore" in latin. literally it would translate to "for that very same matter" IIRC. btw, Deon, I don't get YOUR arythmetics. 10% rare good is offset by 10% boss monster ( rare bad ) . ;)

ipso facto (the ablative form of ipsum factum) means "by/in/with/through the fact/deed itself."

Therefore could be igitur, ergo, itaque, ideo, propterea, or several other things.

"For that very same matter" would be eidem rei.
 
As a side question, are the results altered in any way based on which unit explores the lairs or barrows? For instance, do scouts get better results, like they do with goody huts?

nope. there's a promotion in Marnokmod and FF called "adventurer" that does that though ( not linked to grigori adventurers )
 
The chances are as follows:

10% chance of getting a boss monster
30% chance of a bad result
30% chance of a neutral result
20% chance of a good result
10% chance of a rare good result

The problem is, if I read the python right, that possible neutral results are: NOTHING, SPAWN_SKELETON, SPAWN_LIZARDMAN, SPAWN_SPIDER, PORTAL, DEPTHS, DWARF_VS_LIZARDMEN, CAGE, SPAWN_FROSTLING, SPAWN_LIZARDMAN, SPAWN_DROWN, MUTATED. I would rather call them bad... And the other bad are worse.
So, It is 30% good to 70% bad. I do not have a problem with monster spawns per se, but it is a bit too much. And if you do not remove the lairs close to your borders, you get a lot of skeletons/lizards.
I currently try to adjust the chances in my modmod to get them more like in early versions of Marnok's mod, not the monster hordes of the late versions ;). I also reintroduced adventurer promotion for the same (and flavor) reason. Weird it did not make it to the official version.

I love explorable lairs and think that they are a must in FfH. Just more balanced, with some really neutral options.

And I think that disciples from lairs are just plain wrong. I like to have some control on the religions/guilds I get, and this is just random. Not fun for me.
 
... for the unprepared.
 
The chances are as follows:

10% chance of getting a boss monster
30% chance of a bad result
30% chance of a neutral result
20% chance of a good result
10% chance of a rare good result

40% bad and 30% good still seems harsh, but then again it is a monster lair, not a marshmallow peeps lair.
 
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