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Cake day: August 2nd, 2023

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  • You’re getting downvoted, but the move to fully-voiced dialogue absolutely killed the level of reactivity in games, and AI is one of the few ways to bring that level of detail back without bloating budgets even higher than they already are.

    Voice acting is expensive (and makes rewrites expensive too), and spending development funds on anything players won’t hear is considered “wasted money” so you rarely see meaningful branching in storylines anymore outside of the biggest budget games. Conversations have also became short and stilted to keep recording costs and disk space down. Just look at the freaking encyclopedia that was Morrowind dialogue compared to the single sentence sound bytes used for conversations in Oblivion and Skyrim.

    I’m not a fan of how AI has been handled by corporations, but if they set up a system where voice actors (and other creatives) could be hired to train models, get paid for every project that uses them, and they (or their estate) have the right to look at and refuse projects the same as if they’d taken the contract normally, I’d be all for the AI revolution.

    There’s a middle ground where generative AI is fair to creative talent and opens up a world of possibilities. It’s unlikely, but hopefully one day we get there.






  • That’s just how low levels work in Morrowind, unfortunately. The first few Elder Scrolls took heavy inspiration from tabletop games like Dungeons & Dragons, including making you roll for everything. Internally the game rolls after each swing to see if your attack hits, so you need to both hit an enemy physically and win a dice roll based on your skills.

    You’ll want to make sure your character starts with at least one weapon skill at as high a level as your class and race allow. At 40+ skill you’ll hit most of the time rather than whiffing 90% of your attacks. There is also a massive penalty to hit chance when your fatigue is low, so spamming attacks will get you nowhere.

    (I believe there are mods to make it work more like Oblivion and Skyrim where you only need to hit them physically and skills only affect damage, but I don’t know the names of those mods off the top of my head.)







  • (Copy-pasting my comment from the other threads)

    Bad news for modders. From their FAQ:

    The types of files that can be modified:

    • Animations
    • Textures
    • Models
    • Videos
    • Sounds
    • Shaders (only on PC)

    Modification of any other file types (like scripts, configs or libraries) is not allowed and the files will not be loaded by the game and accepted by moderation.

    So it looks like they are dropping the vast majority of existing mod support despite the new Steam Workshop integration (or more likely because of it, since now they’re responsible for policing their mods). I guess we won’t see updated versions of Anomoly or any of the other mods that kept the game alive and popular all this time.

    The limitation on modified configs is especially baffling. In the old games they were the primary way of fixing the game’s jank, and you shouldn’t be able to make anything malicious with them (short of bad entries that crash the game).

    IIRC the old XRay engine is open source (or the source leaked and the devs gave the okay for modders to improve it), so here’s hoping someone can reverse engineer and backport any major improvements this edition adds to the originals.


  • Bad news for modders. From their FAQ:

    The types of files that can be modified:

    • Animations
    • Textures
    • Models
    • Videos
    • Sounds
    • Shaders (only on PC)

    Modification of any other file types (like scripts, configs or libraries) is not allowed and the files will not be loaded by the game and accepted by moderation.

    So it looks like they are dropping the vast majority of existing mod support despite the new Steam Workshop integration (or more likely because of it, since now they’re responsible for policing their mods). I guess we won’t see updated versions of Anomoly or any of the other mods that kept the game alive and popular all this time.

    The limitation on modified configs is especially baffling. In the old games they were the primary way of fixing the game’s jank, and you shouldn’t be able to make anything malicious with them (short of bad entries that crash the game).

    IIRC the old XRay engine is open source (or the source leaked and the devs gave the okay for modders to improve it), so here’s hoping someone can reverse engineer and backport any major improvements this edition adds to the originals.




  • Plus, it doesn’t happen much (if ever) that a game gets delisted/removed, but I prefer having a local copy of game files for games I care about rather than trusting remote servers to always have it available.

    I hear you. Games preservation is a travesty of greed. I have a folder full of installers for old abandonware in case the publishers decide to revive a franchise and DMCA the sites hosting them.

    Though Steam must have a rider in their publishing contract to never be forced to revoke licenses or something, because delisted purchased games remain downloadable even when the game has been completely wiped from existence. They’re the one store I trust to not completely screw me over - even GOG has had to remove downloads before.

    (On the other hand the way they allow developers to remove demos when the full game comes out is absolutely rage-inducing, but that’s a rant for another time…)


  • Much faster, yes. Unfortunately a lot of people have monthly bandwidth caps and a single game could take up a huge chunk of that, so better safe than sorry!

    I have a 1TB/month download cap, after which speed is throttled to nearly nothing until the next billing cycle. With several people using the same connection it’s hard to know how much we have left, and redownloading a 250GB game could easily push us over.