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Avernum: Escape from the Pit - Avernum Remix 1.1 Released


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Agitproprioception Agitproprioception

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Posted 23 November 2014 - 06:53 AM #316 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

Glad you all are enjoying it!

I don't know about the lost buyers part... but it might surprise you to hear that Spiderweb generally prefers free-assignment systems to class systems, too.  Jeff wrote a bit about it when he first started publishing games.  Personally, I'm the opposite: I think classes and class-like restrictions make for more interesting mechanics.  Doesn't stop me from appreciating quality games that take a different approach, though.
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Posted 23 November 2014 - 11:00 PM #317 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

 Slartibus, on 23 November 2014 - 06:53 AM, said:

Glad you all are enjoying it!

I don't know about the lost buyers part... but it might surprise you to hear that Spiderweb generally prefers free-assignment systems to class systems, too.  Jeff wrote a bit about it when he first started publishing games.  Personally, I'm the opposite: I think classes and class-like restrictions make for more interesting mechanics.  Doesn't stop me from appreciating quality games that take a different approach, though.
Free-assighnment is the first of two things that brought me into this serise back when I was 13 or so, 1 of those things has become more common in games in this decade but what brought me back to spiderweb games was remembering how I liked just making characters in exile 3. My youthful thought process was:
"so you make your characters in this game, so like you pick a class or... what the, what are all these stats? wait I just put the points where I want them without any restrictions? no way, I can make a guy who uses a sword in 1 hand, a hammer in the other and casts magic if I want too? this is so cool"

I died a lot early on and restarted each time, started making my characters smarter and got farther each restart until I made it a fair ways into the game and I ended up quitting because I got tired of the characters I was using :p   I came back to spider web games after I got a longer attention span.

esquivalient.abacot esquivalient.abacot

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Posted 25 November 2014 - 09:32 AM #318 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

 Spidweb, on 05 February 2014 - 03:21 PM, said:

Fatigue costs are generally lower.

this was my idea originally hehe
i'm so proud now

proof: http://spiderwebforu...ix/#entry227948

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Posted 27 December 2014 - 02:52 AM #319 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

 Spidweb, on 05 February 2014 - 03:21 PM, said:

I just spent several hours going through this, and it was very interesting. I made a number of changes to Avernum 2: Crystal Souls based on it.

I almost never copied the exact changes you made, but I tried to keep the spirit alive. I replaced resistances on many items with more useful skills, and raised the resistances on items where they remained. Fatigue costs are generally lower. Different weapon types now have different characteristics. Javelins/razordisks still use charges, but I made their effects much more damaging and dramatic. High value artifacts are generally better.

A lot of the changes were sort of baroque and clearly meant to provide variety to people who've played my games for a long time. I generally left those changes be, but I encourage you to make a mod set available for Avernum 2: Crystal Souls to put in a bit of zazz for players bored with the old stuff.

All in all, a very cool project. Thank you for all of the hard work you put into this.

- Jeff Vogel

Would it be possible for you to port any balance changes you felt improved Avernum 2 over to Avernum 1 when you release Avernum 2, as a balance patch?

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Posted 27 December 2014 - 09:01 AM #320 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

Jeff doesn't tend to read this board except for comments on newly released games or extremely bored.

Email works better, however since he is in Las Vegas on a family vacation he won't reply quickly.
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Earth Empires Earth Empires

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Posted 27 December 2014 - 01:32 PM #321 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

while its possible that JV will bring ACS balance to AEFTP its unlikely.

Edgwyn Edgwyn

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Posted 27 December 2014 - 06:31 PM #322 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

I would rather that Jeff focus on Avadon 3 than altering A:EFTP.

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Posted 28 December 2014 - 10:44 AM #323 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

since balancing ain't exactly a bug it has small chances to get changed.

Agitproprioception Agitproprioception

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Posted 28 December 2014 - 02:25 PM #324 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

Rationalizations aside, the different games of a series aren't really intended to be three (or five or six) different scenarios for the same exact game.  There are incremental changes made, which sometimes even fit with stuff going on in the plot (Vahnatai spells in X2, Augmentation in G2, etc.).  Playing Avadon 2 is going to be a slightly different experience, mechanics-wise, than playing Avadon, even if the engine is very similar.  That's part of the charm of their being separate games and not just extra DLC.
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Carranzero Carranzero

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Posted 22 August 2016 - 07:39 PM #325 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

Quote

Shields also require more strength to wield, and mages in particular will find their bulk interfering with the gestures they need to make when they cast spells.

will this affect my party? i'm used to using a 2-people party, a priest/fighter and a mage/fighter... so is the shield going to seriously affect my mage to the point that he won't be able to cast mage spells?

cheers

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Posted 31 October 2016 - 06:50 PM #326 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

I know this is no longer being updated, but I loaded an endgame save and found that my warriors parried the Hawthorne sentinels' radiating attacks. Is the ability to parry magic intentional?

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Posted 31 October 2016 - 06:53 PM #327 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

Area effect magic can't be parried.  Single target magic, I believe, can be parried (at low rates) in the original game.  I definitely didn't change that though -- it's hardcoded.
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Posted 31 October 2016 - 07:07 PM #328 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

That is incredibly strange, because my warriors parry the radiating attacks every time I load the remix, and, like you said, never on vanilla. I could even catch them doing it on video if you like.

This could be related to a bug mentioned many pages back about needing to choose a target for radiating scrolls. Oh well.

Agitproprioception Agitproprioception

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Posted 01 November 2016 - 03:03 AM #329 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

Yes, I think you're right.  Looks like I fixed that, but only in 1.2, which I never got around to releasing (and don't have a clean version of anymore).  Oh well.
"I, for one, prefer to believe that the forums are dead and that Lilith, Slarty, and I are all ghosts haunting the forum." -- Triumph

"I think we all have days where we feel like a Displacer Iguana." -- Slarty

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Posted 03 November 2016 - 03:35 AM #330 Avernum: Escape from the Pit - Avernum Remix 1.1 Released

On that note, I am incredibly late to the party, but I've made an unofficial v1.1.1 implementing some of the quality-of-life fixes from Kestral's list.

As noted below, all fixes, where I've even attempted them, have been done in the laziest possible way.

This is not intended to be and shall not serve as a promise of future updates. :p

 Kestral, on 27 July 2012 - 12:50 PM, said:

Fixes confirmed by House of S:
a-1) Changed all short bows to use long bow ability, too. Now all bows have the chance of bonus damage so bows don't suck early.
a-2) Fixed Warmth Ring and other rings. Whoops. It does give melee damage in addition to the resistance. Just not 15%. 2%. :-P
a-3) Lightning scrolls already fixed, all radiate abilities were fixed.
a-4) Both ranged battle disciplines did not take levels of damage from an equipped weapon. Whoops. Now Flawless Shot should actually do the full 3.5 damage per level.
a-5) Increasing the bonus percents or base damage of ALL the direct damage battle disciplines.
a-6) Flawless Shot also fixed from causing ensnare which it wasn't supposed to in the remix (ranged battle disciplines have 2 variants, and one one was correct before)
a-7) Fix for bug that caused Bladeshield to give you weakness when it was not intended to.


Reports that I don't think were confirmed as fixed (some may not be confirmed as being real bugs):
b-1) Cloak of Curses level was listed incorrectly on the screen when you check buffs.
b-2) Possible problem with Splinter spell fixed (had issue with targeting at range which caused your turn to be wasted)
b-3) Re-balance Bronze Bracers vs. Fine Steel Gauntlets (in vanilla the bracers are strictly better despite much lower value)
b-4) Bug that caused Bladeshield to end your turn after use when it shouldn't.
b-5) "Incorrect animation for throwing javelins"?
b-6) "Pole weapons don't seem to have any sound effects indicating hit or miss"?

a-3, a-7, b-4, b-5, and b-6 are fixed.
a-2: Also fixed Ivory Band, now gives 15% mental resistance and 2% blessings/curses. I think this was intended because it had two values for stats to affect but had the same typo as the Warmth Ring. Correct me if I'm wrong.
a-4: Hopefully fixed. :p
b-1: Has been fixed in the most dangerous possible way, by changing its import to match its vanilla version.
b-2: Player targeting has been fixed. I have not done any testing looking at enemies casting it.

a-1: Too lazy to figure out how to keep enemies from getting the same damage boost.
a-5, b-3: Not touching balance.
a-6: Too lazy to untangle.




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