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MageRG

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. No for localization, Jeff Vogel doesn't have time or resources to do localised versions. Looks like the message didn't went through. Problem: some of the game text is buried in AScenData.dat (at least in the Windows version). Can all the game text be put to separate files in next Avernums? This should not be too hard to do, and it would make fan-translations easier. My second question: does Jeff Vogel sanction fan-translations? (I see he is quite forgiving about modding.) I hope this clears things up a bit.
  2. Wow, this topic is old. Is there any official answer for localization problem? As I see Avernum:EFTP packs all the descriptions/texts to one big file (except the menu options, which are an images). Could the next Avernum have easier-to-access,human readable text files? I do not know what's Jeff opinion about unofficial translations, I'm just asking. My country has a quite active fan-translating community, so this option would certainly widen the audience a bit. Then again, this game would require a lot of effort to translate, since there is so much text. (On the other hand, some guys made a complete unofficial translation of Planescape: Torment.)
  3. I am trying to express these issues not mainly because I think Jeff should fix these immediately. I am bringing up the issues so maybe these are going to be fixed in Avernum 2/3 remake. I understand that Jeff designs and programs these games practically alone, it is his business decision. He does not need to listen to every crazy rant. But competition is tough, so maybe he considers including some of these nonsense? Some addenda: I think the concept of no mana regeration while walking outdoors conflicts with the huge outdoor areas of Avernum 2 & 3 where friendly towns are few and far between, or totally absent. Casting spells outdoors: well, it would be nice sometimes to buff up before going into a fight. Once I had to fight two enemy groups in rapid succession. The first group wore my party down and the second wiped the party out. Then I realized I can buff up my party rigth after I have beaten the first group and before ending combat. The buffs would remain active for some time even outdoors. So why disabling spellcasting outdoors? But the bigger issue is the Spells/Abilities list does not show the requirements and effects, so I need to open the Mage/Priest spells panel each time if I need to plan ahead when leveling up. This is not possible outdoors. Likewise, the level up button makes some of the info (including the spells-abilities button) on the character sheet disappear. Another interface desing bug is the dreaded "finish what you are doing first" message. Can't this be avoided? Toggle buttons and auto-cancel could make this message go away. I am also wondering why Jeff needs to invent a new set of RPG rules instead of polishing one of his former, well tested system.
  4. The question is not "what to do with casters" but "what to do with melee fighters" in the first round. Without charging the mob, of course. I had so many ideas to make this game less flawed.
  5. Cast Protection/War Blessing (buff) or Flawless Shot (ensnare). Protection/War Blessing needs Priest spell level of 2/3. Which does not seem like much, but early on it is. Flawless shot is nice if I need to keep the opponent away, but: a) I want to engage in melee. If I want to incapacitate enemies, Daze spell is much better. c) If I still use Flawless Shot for some reason, I cannot use the more damaging melee disciplines for a while. d) Stronger enemies tend to resist ensnare. There should be another option beside the usual fighter/priest for melee build. Whistling a happy tune while waiting for the enemy to approach is not another option. But I can see a lot of people do not seem to be bothered at all by this "first round problem". I will try the Avernum Remix mod, and maybe get used to it.
  6. Thanks for the quick answer. OK, so I have to debate about a thing or two: Jeff decided that this was too much of an exploit. Good turn-based tactical RPGs are hard to find. Why spoiling the fun with this? Almost every game gives you something in return of your unspent APs: XCOM had reaction fire, Space Hulk has "overwatch" mode, Fallout gave you extra defense, most wargames do something similar ("entrenchment bonus"). D&D-based games had "ready vs. approach" since ages. I feel something has been lost here. How about this proposal: passing a turn will give the character "ready" state, which reduces fatique of the next combat discipline use by 1. Or the game could still give some defense bonus. I wonder if this is still an exploit... What you can do with the first round is buff. I am a fighter specialized in close combat. I want to lure the enemy into a trap, so I am standing my ground at a cautiously selected chokepoint. I cannot cast any buffing spells (at least not on a decent level). I can try to shoot my bow, but because of my cc-specialization, it will do next to nothing. I can drink a magic potion, or use a scroll, but these things are expensive, and money is very hard to find. So in the end, I can only hope for not getting hit too hard in the first round. Frustrating? Of course it is. See my proposal for this issue above. I suspect the de-emphasis of food is one of those changes that genuinely does make the series more accessible to newcomers. Since it no longer serves the original purpose, why not replace food with bandages or consumable healing herbs? Anyway, as you level up, your accuracy will get to be 95% pretty quickly. Is spell accuracy based on dexterity or on intelligence? Or does it depend on the mage/priest spells skill? The manual should make this clear. Why should you know in advance if critters are hostile before you get near them, anyway? Well, maybe because my party is not that short sighted? I admit this is not the most important thing missing, but would be a nice feature. The provided the info could be based on the cave lore skill (and how near you need to get to receive that info). Which brings me to the next issue: why isn't the right mouse button used (for looking)? This would be nice to have. There is also the issue of scrolling the item list (shops) with the mouse wheel. This did not work for me. Will that feature implemented in the future?
  7. I did not wanted to open a new topic, as someone else had roughly the same opinion as me. I consider myself an Exile/Avernum fan, and I was happy to see a remake of Avernum. I gave the demo a try and now I am disappointed. The following rants should be taken as honest criticism (although it will probably hurt some people's feelings ): - The interface has devolved. What is my character's chance to hit? How encumbered is my character? Can I still cast mage spells? There is no easy way to find out... - In battle, when I want to wait for the enemy to close in, I cannot delay a character's action till the end of the turn. Sure, I can pass the turn. This will spend all my remaining APs, but to what end? Do I get a free attack againts the approaching enemy? No. Do I get a temporary defense bonus? No. This is dumb. - Bows do not have ammunition, yet javelins do. Really? This also means there are no different ammunitions for bows. This does not seem to be well thought out. - Now projectile spells can miss. Why? When I am spending my precious spell energy I want to make it count. Again, this does not seem to be very well thought out. - When I launch a ranged attack, sometimes my character feels the need to rush to forward. No thanks, I do not want to move my mage to the front! Can't this be turned off? Ranged attacks should display the range or at least should have an option to stay in place. - Some battle disciplines do not make sense: I have put all my efforts in developing my melee skills. Why can I suddenly do something only trained marksmen can? - The "junk bag" is a good idea, but please make the interface button at least look like a button. - I can open a door in town, but cannot close it ever again? Dumb. - Searching for secret doors isn't any more about bumping every possible corner. Nice, but it makes the search a little predictable, since I just have check the NE & NW walls. Can there be any more variaties? - The spells: no more "repel spirit" or similar anti-undead/demon spells but 3 or more healing spells? No more "firewalk", "unlock" and "move mountains" exploration spells. In a game where a large part of the fun comes from exploration, this is a huge letdown. - In general, the spell selection seems to be a bit "dumbed down". - Cannot rest party. Food serves almost no purpose, although still available to buy. Please work on this a little more. - Outdoors: hey, are those tiny critters friendly or hostile? The only way to find out is to meet them. Please, you could do this more sensibly in the previous games. - Cannot cast spells outdoors. Not even healing spells. Avernum must be a really harsh place. I hope these issues get sorted out in next Avernum 2 & 3 remakes (if there will be any). Please excuse my grammar, English is not my native language.
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