Re: Silversword IOS game is now accessible

2015-10-07 Thread AudioGames . net ForumGeneral Game Discussion : wascalwywabbit via Audiogames-reflector


  


Re: Silversword IOS game is now accessible

One more thing to make the chest game easier is lock picks, to reduce the tumblers one per pick. They can be purchased at night in the store a little outside the castle gate. I don't recall if the first chests have one or two tumblers... Generally the harder and later the map the more tumblers and better loot.Tumblers go from top left easiest going down to harder for first five, and roughly top middle down hard to hardest for second five.

URL: http://forum.audiogames.net/viewtopic.php?pid=234199#p234199





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Re: Silversword IOS game is now accessible

2015-10-06 Thread AudioGames . net ForumGeneral Game Discussion : wascalwywabbit via Audiogames-reflector


  


Re: Silversword IOS game is now accessible

death wrote:Also, for some reason when I go to the armory it keeps telling me the place is empty, I wait a moment, and then get kicked out of the place.The game has a day night cycle so some things only are a available at certain times, e.g. The starting castle shops are only open in the day part of the cycle. The first shop outside the castle is only open at night. It's a twenty minute real time for full day to pass. I believe the app has a setting in system settings to turn on a toggle-able clock/day cycle for the lower right hand corner of the screen.

URL: http://forum.audiogames.net/viewtopic.php?pid=234072#p234072





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Re: Silversword IOS game is now accessible

2015-10-06 Thread AudioGames . net ForumGeneral Game Discussion : wascalwywabbit via Audiogames-reflector


  


Re: Silversword IOS game is now accessible

Dark wrote:Btw, if someone can tell me where to go for another fight that would help. I'm not playing the game seriously right now so much as just checking the access, when I play properly I'll restart, read the manual (and likely buy the various improvements), but I want to check everything is working first, especially because if indeed (as seems the case), silver sword is now accessible I'm going to want to create some news and let people in the audio games community know about it.Oh, and also I recall hearing about some real time colour lock puzzles in the game, does anyone know what has happened with those in terms of access?You have to fight the arms master in the eastern half of the castle to gain the bandits brassard to prove you are ready for the fights ouside the castle.The locks are a picking chests mini game, the better your thief the longer the locks/tumblers stay gree
 n/open. Each chest has up to ten lock tumblers. Last I played there was a clicking sound for each tumbler, but I read on the forum that was to be changed or supplanted during voice over to different tones. Don't know the status of that feature... Most chests, including all combat win chest drops, can be opened with the conjuror spell trap zap, but a decent few of the fixed chests require the thief instead.

URL: http://forum.audiogames.net/viewtopic.php?pid=234074#p234074





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Re: Silversword IOS game is now accessible

2015-10-05 Thread AudioGames . net ForumGeneral Game Discussion : wascalwywabbit via Audiogames-reflector


  


Re: Silversword IOS game is now accessible

Hi guys, saw the link posted in the silversword forums to read what you had to say. As a sighted fan I can say navigation isn't always easy for me either. Mario has stated that it is in part intentional due to his fond memories of Bard's Tale and memorizing keystrokes for travel. Some of his first maps are visually ugly, so your not missing anything there, but unfortuately for all of us with some difficulty the later maps prettiness has nothing to do with them being easier to navigate, but at least there are somewhat better travel options by then. Personally I find counting strokes before turns helps me, maybe with that and the coordinate system may help a few more. Long travel is supported thru two methods in the base game and a third in the current expansion already. Road wardens at a few select but key locals, and high level spells, a base game character and an expansion character (Dragon Callers are available with the expansion only after the base game is defe
 ated with their powerful teleport spell). The start of the game requires all movement by simple extended exploring though. If Mario's last stated plans for the next expansion hold, you will be able to destroy many obstacles in the future...The current expansion content (extra maps, alchemy, thief mastery and additional items) becomes open after a good way thru the base game, but largely can be explored well before beating it if purchased- just to clarify.Finally, combat messages are less important the more you play... Review your character health between rounds as welshweyr aka seeing eye dragon? said and you should be able to get by. The game seems tailor built for experimentation more than imediate succes. For example, not all player party make-ups are equal, certainly not in all locals of the game, so having up to 25 player made characters possible, with up to seven fielded at a time allows a lot. You will need a mage for group damage at times if you don
 't want a hyper long grind and leveling, and a thief at least the second time thru a dungeon - to open magic resistant chests - at some point to progress.

URL: http://forum.audiogames.net/viewtopic.php?pid=233945#p233945




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