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Sokhbep

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    I am a re on and off since way buser, who has been heack in 2012 I uledsed to be de account cal "knowna new as "Speedofy21", "Speed-o-Fie" and finally, "Dark Sniper". I maAre he you feeling theat" in 2016 eturn briefly bwhen ut hadI decid ed to r
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    nfortun the pnately forgottue asswoive" anddrd to my ol account made ban 2012. On the ck ifatteful nigh of October 20th, 2021 I dd myseclareelf "Sokhbep" hded to retuaps ave decimake aostthinother rn to pse to perh or two. I re hate looking allyat plac
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    gs I have posthe old thinted.
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    Arstuff, BorS gads series, Antix Entertainmemes tooy Sp. derlannt idweb game really. Oh, and FPRetro ones.
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    Decidack into Blades of Avernumed to hop b for soon. Maybe nostame reaslgia?

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    No, you did not have a stroke. I decided to do this on purpose because I found it funny how you can just drag parts of text from one location to other to jumble entire sentences. Keep reading it over and over though. It would perhaps all make sense soon enough ;)

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  1. The Unofficial Blades of Avernum Patch has been updated! v1.0.1 Changelog: On the Github Page: A note on Special Skills has been added for convenience on how to unlock them in-game, and a folder called 'Extra Graphics' has been added which carries Creature Graphics from other Avernum games.
  2. I am running the game without any compatibility patches. Try removing them and see what goes down.
  3. I think the same thing too, that weapon sounds - for both swords and spears, the thudding noises are for lower skill level weapons, and the steel-like hitting noises are for the higher skill level weapons... or maybe they're based on damage? I'm quite sure that they're at least not based on whether the weapons are one-handed or two-handed. What's even weirder is that BoA started this distinction out of nowhere (Avernum 1,2 and 3 don't have it), which then later got carried over to Nethergate: Resurrection.
  4. Downloaded the entire catalog from http://openboe.com/scenarios/ as the magnet link seems to not work. The scenario called "ShottsModland" results in an empty folder when extracted.
  5. I think I'm right in my assumption. Since you said that you didn't download the game from Steam, you have the older graphics. Every screenshot on Google Images which has the newer graphics are from the Steam version of the game. So, if you really want the new graphics (and don't want to buy the game again), what you can do is probably ask someone around here who has the Steam version bought and ask them to send you the newer graphics and replace all of them manually on your copy. As a personal take, I feel like the graphics in Avernums 4 to 6 have this unfinished transition look to them where half of the graphics have been remade to look better, but the other half has their pixel art-esque nature retained from 1 to 3, thus making them look very out of place.
  6. Can you post a screenshot of your game window? It appears to me, from a quick google search, that the Steam version of the game has updated character graphics, while the one available on the Spiderweb site offers the same character graphics as Avernums 1 to 4
  7. Alright, I thought so. I changed the extra damage type from acid to cold presumptively. This caution got me thinking... Ring of Speed's monetary value is 3000 coins, and Nimble Band's is 1400 coins. Is it possible that Ring of Speed was supposed to provide a 2 AP bonus instead of 1? It sounds plausible that it could've just been an upgraded version of Nimble Band and somehow the ability strength got mistyped as 1 instead of 2. Speaking of which, Wyrmsbane. Now that's a weapon I feel is extremely gaffed. Not only does it, being an artifact, inherit from a very weak weapon (Bronze Longsword), it also sells for only 40 gold. The weapon does about 1-5 damage, the same as a Bronze Longsword but instead looks more like a 'Ghoulbane' counterpart: An artifact spear that inherits from a strong base (Blessed Spear), has twice its value and does the exact same effect (+25 damage to Reptiles) but instead of Reptiles, to Undead creatures. The name and effect is a clear as day ring with Ghoulbane. So I'm therefore 99% sure that Wyrmsbane was supposed to be a lot more stronger than what it actually is. The question is... should I change it to be stronger? My reasoning being, if it isn't buffed, this weapon is a complete piece of trash to have around in your pack. There is absolutely no reason remaining to use it. The damage output is very low, and by the time you get your hands on a Wyrmsbane yourself, you're definitely going to have access to at least a Steel Longsword, and that would heavily outperform the artifact weapon, in killing lizards or otherwise, because with the damage range so low, that extra bonus doesn't mean anything when the Steel Longsword can probably do 30 more damage at best to everything and not just reptiles.
  8. Looks like I have another query: Is Item 345 "Icy Longsword" supposed to do extra acid damage, or is that another gaffe? I need help understanding whether the weapon should be called "Acidic Longsword" instead and retain its acid damage, or should the wrong bonus damage type instead be corrected from acid to cold? Found out that "Ring of Speed" and "Nimble Band" have the exact same abilities. I think I'm going to change "Nimble Band" to increase Tool Use instead of giving one extra action point, otherwise one of these items is completely redundant. Probably rename it to "Locksmith's Band" instead.
  9. Another thing to keep in mind is that the choices that you make when you talk to serviles, also affects their disposition towards you. Some NPCs when talked to, will sometimes provide you a one-off, permanent question which you can answer either in a Shaper way or a Non-Shaper way. The examples would be as follows: Servile asks "You, the Shapers created us and we respect you. But it's time we go our own path and not worship you anymore." You'll be given three options as follows: "Yes. I agree that we have been harsh on you. You're really doing great, keep it up!" (Non-Shaper, increases respect for Awakened and Takers) "Say that one more time and I will end you where you stand." (Shaper, increases respect for Obeyers) "Ehh I need more time to think about this. / I don't care what you do." (No disposition change, keeps your respect levels same. In some cases you can make the NPC repeat the question again) If you pick either one of the first or second options, it is locked and you have no way of talking to that same NPC again to tell them that you've changed your mind on that opinion. It will be recorded permanently for the rest of your save. And since you're trying to join the Obeyers, you should pick the Shaper options. A little bit of reading is required to understand which options would be more suited to which side and answer accordingly.
  10. I seem to be forgetting, but weren't Augmented Giants coloured green in Avernum 3? I'd appreciate if somebody could help me out with this info. Meanwhile, I spotted another oversight by the devs. It seems like items that give armor on the bracelet slot don't actually show the protection value of the item as the text "Blocks X-X dam." when hovered over with the cursor. It's only when their full info is brought up by pressing the ? button do they show their protection value. This is apparent in the 'Bracer' line of items. Screenshots: One more question, are there any official descriptions of how the artifact weapons like Ghoulbane, Demonslayer, Giantslayer etc actually look like, or what colour they have?
  11. I've started making recolours without the Graphic Adjuster. Turns out I don't need it at all. In order to display changes in colours, I can simply re-load a save file over and over while making the changes in the script using a text editor. Screenshots: These recolours will be available in a separate script file packed within the patch archive. The user will have complete choice over whether to use these or not, so I'm not shoving these down anybody's throats that way.
  12. I am assuming it could range from something as simple as just changing a piece of hex number so that it redirects the graphic change from checking the armor slot to checking the shield slot instead, or something very challenging like altering entire strings of code at once. Perhaps the slot number is somehow linked with the "variety" variable in items? Variety 13 seems to be the slot for body clothing, so maybe I can look for the number '13' somewhere in the binary and get extremely lucky. As an update on the progress of the patch, I have finished making outdoor graphics for every PC character which has unarmored outdoor graphics displayed even while wearing armor. All I need to do now is get the Graphic Adjuster up and running, then make a few changes before uploading the necessary files.
  13. I can advise two things. Get two canisters immediately: Essence Shield and Protection. Or replace the latter with an Artila that can use Flash Shield. Do not forget to stock up on Essence Pods if essence management is getting too hairy. Also, as far as I know, Power Core has sets of Grounded Vests and Grounded Boots in the beginning of the area to help mitigate the energy environmental damage.
  14. I'm down for giving it a try on 10.14. Would be very helpful if it does indeed end up working, because I want to experiment with recolouring a few enemies to differentiate them. For example, I've always been irked by the fact that soldiers and archers have the same colour scheming, but brigands are magenta and brigand archers have the normal archer colours. If they were magenta like brigands too then they would be easier to distinguish in an indoors environment. I would do the same for the rogue archer enemy and turn him dark green like the rogue mages are coloured. Anybody have any more suggestions? - Also, I wonder, through hex editing, if it may be possible to perhaps change it so that PCs change their graphic based on whether or not they have a shield equipped, like Nethergate. The reason why should be very clear in the fact that about 99.9999% of the time players would scramble and put on anything they find, like even a shirt, to get any sort of protection possible, which results in the armor-less PC graphics almost never displayed. Shields, on the other hand are more prominently equipped or unequipped based on whether the PC is using a one-handed or a two-handed weapon. We could then have graphics of PCs holding and attacking with a spear along with a shield. I frankly find it kind of a dumb decision on Spidweb's side to have picked on-off graphics for something that is literally worn as the first thing imaginable by someone - body armor. The sheets would then be modified to look something akin to this:
  15. I notice, other than a complete black, there is also a text colour that employs a dark brown shade as seen in the character editor and other places. So it is obvious that there are more than one hex value to be changed. I am hoping I might able to discover perhaps a control variable which when changed, recolours all the text using the same colours -- so there'd be one hex value for the black, one for the brown, red, grey and so on. Black looks to be #000000 Red is #FF0000 Gray is #AAAAAA Brown is #400F0F
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