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*i

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Easygoing Eyebeast

Easygoing Eyebeast (14/17)

  1. Howdy everyone! Just took the poll. Hope you've all been well.
  2. Speak with Erika about Garzahd. That should get you started with getting access to his fortress.
  3. Exile III had the central region of Erika's Tower and an entire Vahnatai-style area in the Dragon caves. Both completely inaccessible.
  4. Done. What is the recommended level range?
  5. Restless Souls Mac/Windows Author: Excalibur Difficulty: 1-4 Version: 1.0 [composite=eyJ0aXRsZSI6IlJlc3RsZXNzIFNvdWxzIiwidGlkIjoyMTIxNywidGFncyI6WyJhdmVybnVtIHVuaXZlcnNlIiwiYmVnaW5uZXIiLCJzaG9ydCJdLCJiZ2FzcCI6eyI1IjowLCI0IjoxLCIzIjoxLCIyIjowLCIxIjowfX0=] Composite Score: 3.5/5.0 Best: 0.00% (0/2) Good: 50.00% (1/2) Average: 50.00% (1/2) Substandard: 0.00% (0/2) Poor: 0.00% (0/2) [encouragenecro] [/composite] Keywords: Avernum Universe, Beginner, Short
  6. I for one really appreciate all the time you've invested into this. As a former scenario designer, I can say I'm very thankful you and others are really moving this forward. As Slarty said, it's often a thankless job, but I am thankful and you should be proud in what you've accomplished!
  7. Having the two work the same is good. I went back and forth on whether to make petrification gaze weaker, since it is technically a more powerful ability because it can act at a distance. I'm glad to see how this project is coming along!
  8. Definitely feel free to change. Agree with the part about optimizing fun. I especially like having bless help avoid petrification. I'm also certainly not wed to the exact numbers. I did add some allowance for monster level in mine. I believe the justification was that a level 1 monster with petrification touch should be far less effective than a level 40 one.
  9. Beta testing applications have closed. Windows testing is now underway.
  10. We need beta testers for the Windows version of Avernum 2: Crystal Souls. If you are interested please apply. Beta testing applications have closed. Windows testing is now underway.
  11. After rereading everything, it may be possible to do a 8-10 person game by removing the Darkside Loyalists as a faction and any other characters dependent upon them. They were originally meant to be the "enemy" faction anyway. Roles 1-5: Adventurer, Anama Priest, Gladwell, Oliver, Shanker Role 6: Alchemist OR Craftmaster Strine Roles 7+: Randomly chosen This gives you a game with two factions competing, two merchants, a neutral ally Shanker, an adventurer who could go anyway, and then 2+ other random roles to add a bit of mystery, variety, and stock material for Gladwell or the Anama factions. You'd have to remake the victory conditions and extra actions accordingly too. I would also weaken Gladwell and strengthen the Anama a bit, as Gladwell appeared to be the stronger faction in the last game. Something I considered is making their bonus scale with the number of shrine pieces built, which should balance them a bit stronger.
  12. We'd certainly have to tweak the rules a bit for a smaller number of players. It was difficult enough filling all of the slots in the later games, and my life got in the way, so it fizzled. To anyone who wants to host it, the biggest challenge is being active enough and keeping the order of operations straight. Actions are first-come, first-serve and need to be processed in a timely manner because a certain action by one player may preclude an action of another.
  13. *i

    :(

    Having a scenario design community also really helped the broader community. I suspect this comes from the level of investment one has to put in to make a high quality scenario. This investment of time and effort often translates into having an emotional investment into the community of people who play it. For much of the history of this community, the scenario designers and the fans of the scenarios formed its nucleus. Most of them are gone now because life moves on, and we're seeing the effects of it. A new Blades of Avernum could work to revitalize this, but it would be tough to pull off. Blades of Exile hit the sweet spot in simplicity of design but offering enough power for some incredible work. Blades of Avernum had a lot more power, but the learning curve was too high. A Blades of Avernum remake, which is not going to happen, would bring back GUIs for writing dialogue/narration, nodes, etc. that would write the basic scripts for a casual user, but leave the scripting options open for a more advanced user to do really great and unique things.
  14. *i

    :(

    In theory "General" pretty much covers most things people would want to talk about so long as the discussions remain civil and do not stray into things like cracks for Jeff's games, illegal activities, or not family friendly things that would scare off Jeff's customers. I'm not convinced personally that having separate subforums for different types of non-Spiderweb discussions would really help. On BoA, agree with what people have already said. Jeff released a product that was difficult to use with a subpar engine. Sales were poor and almost tanked this place. It's too bad, because Jeff will never try anything like that again, even though, IMHO, if done right it could really spur activity here.
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