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Everything posted by Kelandon

  1. Let's Play Blades of Avernum!

    The option to sell to him was never "hidden." It was always there. You just forgot about it.
  2. Let's Play Blades of Avernum!

    This is not what happened. In Episode 379, at about 27:50, you sold things to the innkeeper when you first talked to him. You just forgot about that later.
  3. Willpower

    That's correct. Spell descriptions are in the BoA Manual.
  4. Homeland progress report

    Given the recent level of activity in the BoA forums, I thought now might be a good time to announce that I am in the early stages of designing Homeland, the follow-up to Bahssikava and Exodus! I've actually been working on Homeland on and off for about seven years now, but each time I started working on it again, I hit a wall. The original version of the scenario that I was creating just didn't work. The outdoors was all wrong. The writing style was all wrong. The relationship between the major characters of Exodus (Kass, etc.) and the party was all wrong. Nothing fit, and nothing worked. I'd try to design for a few hours a few days in a row, and I'd maybe draw a single town, or write a little dialogue, or something. It just didn't flow, and nothing I did could make it work. So I'd give up for a few months and then come back, and I'd have the same problems again. So, a few weeks ago, I junked everything that I had made so far and started afresh. I redrew the outdoors. I restructured the plot. I changed more or less everything — although it turns out that I probably will be able to keep a few of the towns that I had previously made (thank god, because that was a lot of work that I tossed out). And the good news is that everything is proceeding well now! Instead of hitting a wall every time I sit down to design, I am having no trouble at all writing the story that I wanted to write. It's a massive scenario, probably more or less the size of Exodus, so unfortunately even with good, steady progress, I don't think there will be even a beta until another year or two from now at the earliest, and there are many life events coming up that could derail my work, but I do intend to finish this. At the moment, I think I will, although it won't be until 2018 or 2019 at the earliest. I think I'd like to post updates every now and again here, mostly because it helps keep me motivated. Those updates will contain very minor spoilers — nothing big, just little aspects about the structure and general topics of the scenario — and at first I'll hide spoiler-y things in spoiler tags, but I will stop doing that after a few posts, so be warned. Also, a bunch of hints about what will happen in Homeland were dropped in Exodus, and even more in The Magic, so things that have already been revealed I figure are fair game to talk about even outside of spoiler tags.
  5. Homeland progress report

    There is no call to check the difficulty level that the player has set. One could create difficulty levels with a flag — I've considered doing that in the Bahssikava rewrite (basically, insert an "Easy" mode that would tone down nearly all the combat) — but it wouldn't track the hardcoded difficulty levels. It had not occurred to me to create difficulty levels in Homeland, though. I'm sort of inclined against it because it would be a mess to try to balance.
  6. Let's Play Blades of Avernum!

    Just FYI for everyone, I went back and labeled the first episode for most of the scenarios. I made through about 80% of the posts (to Threnody), but once we started getting into a lot of little short scenarios, I got tired of it and stopped for the time being. I may go back and label the rest at some point.
  7. Homeland progress report

    This is driving me nuts, but I can't find the post now where the main workaround was revealed. It was before Al posted that in August 2003, although, if I remember correctly, not long before. There was another workaround earlier, too.
  8. Willpower

    It's not documented, but Magery also adds to Willpower at a 1:1 ratio. The actual formula is Willpower = Int/2 + Mag/2 + Pri/2 + Magery. By the time you hit level 35, I'd expect your primary spellcasters to have raised their primary skill (Mage Spells, Priest Spells) to 17 to access all the available spells and to have raised Int to at least 10 or so. From 17/2 (which BoA rounds down to 8) and 10/2, that'd be a sum of 13. You definitely have access to Magery at that point, and there's a pretty good chance that the party has added some to it — it's cheaper than both Int and Mage Spells/Priest Spells, just for adding spellcasting power. My standard level 35 party has a Magery of 8, which totals a Willpower of 21. A dual-classed spellcaster (i.e., a character that loads up on both Mage Spells and Priest Spells) could have Int of 8, Mag of 17, and Pri of 17 at level 35, which totals a Willpower of 20. So I'd say a reasonably high Willpower at level 35 is about 20 or 21.
  9. Homeland progress report

    If I remember correctly, AtG was released before the 100-town bug workaround was discovered.
  10. Homeland progress report

    I'm kind of terrified that there's something like this in BoA, too — whether it's exactly the same 100-town bug or just some other damned thing that applies only to huge scenarios — and no one has encountered it yet because no one has made a scenario this large. I guess we'll find out.
  11. Homeland progress report

    Still filling in parts of Chapters 1-3. I'd say Chapter 1 is about 90% done. I kind of have no idea what to do with the last 10% — there are elements that I know I want to be present, but I just don't know what to do with them right now. So it may be a while before that part is 100% done. Chapter 2 is a lot more incomplete — I want to take an entire day (maybe tomorrow) to fill in a lot of combat, which will bring it a lot closer. I now have a high-level conceptual picture of what should happen in every part of Chapter 3 (including the second part, which was a bit of a blank before), but there's a lot of detail work involved in implementing it. To give an example of one of the things that makes this all take forever: Chapter 2 has a huge city that turns out to have too much dialogue for one town. So I spent a chunk of today creating a new town for the insides of several buildings. This requires copying over the interiors, copying over the dialogue, changing the dialogue node and state numbers, creating special rectangles that move from one town to the next, editing the creature numbers in special states... etc. If I had known from the beginning that I was going to need to do this, I could've saved some time, but I didn't. I'm at 56 towns now, many fairly incomplete. Exodus had 57 accessible towns, so it's getting close to Exodus's size. But there are at least 11 towns remaining in Chapters 2 and 3, and probably 15-20 in each of Chapter 4 and Chapter 5. So I'm starting to think that this thing will be above 100 towns when it's done.
  12. Let's Play Blades of Avernum!

    Oh, huh, I think I remember that now. Is this effect of the INN action documented somewhere? I can't find it in the docs.
  13. Plan to play every scenario available

    Yeah, TM's scenarios are pretty incoherent. Fun, once you get past that. But incoherent.
  14. Plan to play every scenario available

    I — and at least a couple others who weighed in when this question came up in the Let's Play thread — would suggest chronological order. Many, many scenarios are related in some way to scenarios that came before them, sometimes in obvious ways, sometimes not. EDIT: Also, lol at the comment on a TM scenario: "I'm beginning to think that this author is insane."
  15. Let's Play Blades of Avernum!

    Chessrook44 has been rather evasive when it comes to debugging questions, but I was able to verify that deduct_ap() doesn't work on his version of BoA but does on everyone else's. I'm not surprised that something else is screwed up. I tried to track down what is broken in MoC, but I wasn't immediately able to figure it out. I see sleeping in the inn. I see the START_STATE in the scenario script, which tracks the day and time of day. But is sleeping in the inn supposed to move time forward?
  16. Let's Play Blades of Avernum!

    Ah, there we go. Divine Restoration removes all negative effects, according to the documentation. It occurs to me that I've never actually verified which ones these are — most are obvious, but you never know with BoA.
  17. Let's Play Blades of Avernum!

    I didn't think this was right, so I tested it. Curing does not clear the Webbed status. As far as I can tell, nothing but defending in combat or waiting outside of combat reduces Webbed levels.
  18. Homeland progress report

    Glad you're excited! But unless it's going to take you over a year to finish that process, Homeland probably won't be ready by then. I'm still only about a third of the way done.
  19. Homeland progress report

    Mixed work on Chapters 1-3 over the past few weeks. Chapter 1 is basically done, save part of one side quest, a little dialogue, and some testing. I'm filling in some side quests in Chapter 2 as I create the main quest line in Chapter 3, which makes progress sort of slow. (Also, work has picked up, which also makes progress a bit slow.) But it's coming along. Chapter 3 has three major quests with several subparts, and the first major quest is about halfway designed. The high-level conceptual work is largely done; now it's just a lot of implementation of the plan that I now have in my head. The second major quest is still a bit of a blank. I have a general sense of what's supposed to happen, but I have to figure out how exactly to get from Point A to Point B. Once I get to that point, I'm going to have to stop and think things through again — how exactly will this piece work out? But once that's done, the third major quest is going to be fun. This is one of the key moments in the scenario, one of the moments that I've been building to since... gosh, since Bahssikava.
  20. In conclusion, AAAAAAAAAAAAA!!!

    That's true, but only within limits. For the pre-contact era, there's still evidence from archeology, art, epigraphy, genetics, linguistics, and so on. It's not the same as having, say, photographs (as we do for the Civil War), but people do research on eras with minimal traditional written records all the time. But yeah, we know a lot more about the post-contact era than the pre-contact era.
  21. In conclusion, AAAAAAAAAAAAA!!!

    As a general point about the field, U.S. History courses usually are supposed to cover at least some Native American history, although often most of it is post-contact. (AP US History, a common advanced high school class, starts its history at 1491.)
  22. Start late or leave early?

    Clearly, the solution is self-driving doctors! I would think, as a matter of policy design, it's probably easier to design better handoff systems than to design more sleep-deprivation–resistant humans. So if we're looking to reduce medical errors (and improve working conditions as an ancillary benefit), we'd probably want to reduce hours and improve communication. You mentioned that there's some work being done in that direction, which I'd expect to be a good thing.
  23. Some beginner questions on the skill system

    "Base" is your base value of the skill before any levels that you've "bought" (i.e., expended skill points to get) are taken into account. If I remember correctly, skill point cost is entirely dependent on bought values, not base values. The value on your skill sheet is the total of the base and bought values. If that's right, then the way that it works is as follows. Suppose you have skill X, which has a base value of skill Y / 2. Suppose you have never trained in skill X, and it costs 3 skill points to raise skill X. Your skill Y is 6, so your skill X is 3. If you raise skill Y to 8, your skill X will go to 4, but it will still cost 3 skill points to raise skill X. The base of skill X went up, but that doesn't affect costs in any way; it's just a free point in skill X. So no, in no way does having a high base value for a skill hurt you. In general, you'll need 17 points in Priest Spells/Mage Spells to get access to the highest-level spells. In very high-level scenarios (e.g., Exodus), you may need to go even higher (as high as 25). Int is good for casters, and I raise it a fair bit to get spell energy and stronger spells for them, but I've never raised it for non-casters. It does raise Arcane Lore, but it's cheaper just to raise Arcane Lore directly. It also raises whatever resistance, but Luck and Resistance are better for resistances anyway. But it's not really possible to give a value that you should raise Int to. There's no cap or anything. It just continues to help casters as you keep raising it, so as you gain levels, put some skill points into it regularly.
  24. 10,000

    Please deliver your meaningless approbation to this thread.
  25. Let's Play Blades of Avernum!

    Instead of vaguely saying "a new scenario," could you give the name of the new scenario? That would start to address Imban's comment earlier.