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About GiantFriendlyTalkingSpiderman

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  • Birthday 08/18/1993

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    Saskatchewan - Canada
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    Strategy games

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  1. I was sick longer than expected, but I'm finally feeling better. Rather than tempting fate by giving myself another deadline to miss I'm just going to say the version 0.4 update is on its way soon.
  2. I've had some delays due to illness; but I think I have some time set aside at the end of this week to get the next update ready.
  3. Sorry for the lack of clarity. When I said, "creatures in the game that resist energy damage", I was referring to special resistances. All creatures that have bonus resistance or immunity to a damage type have attributes nodes for that. I'm merely concerned about abilities or event scripts that may also grant energy or elemental immunity, and aren't immediately apparent in the code. Also for the balance of blunt weapons, I did simply mean that they scale with endurance instead of a weapon skill. This makes a bigger deal depending on how many points you normally put into endurance. First I need to mention that blunt weapons don't scale as much as most weapons, this is to prevent them from being overly strong early game. (I tried lowering their base damage first but it didn't help for reasons I can't quite recall at the moment).But lowering their scaling means their damage falls off harder late game. So if I made a fighter that used blunt weapons, the number of damage dice he can potentially have on each swing is limited by his PC level, base stat points, and trait points. But if I made a fighter that used a sword of equal level, the number of damage dice he can potentially have is limited by his PC level, base stat points, trait points, AND skill points. This is another factor that reduces the potential damage of blunt weapons in the late game. BUT if I were making a tanky fighter that has just as much endurance as strength then he might actually get more dice than he would with a sword. This also means that blunt weapon users are dissuaded from unlocking later weapon disciplines, because it requires them to sink extra points into a weapon skill that inherently provides nothing for them. A priest or mage with any points in endurance would also inherently be better at using a mace than a sword, without any investment, hence why I proposed that they made nice back-up weapons. I think the easiest solution is to make a late-game energy hammer, (Mjolnir?). Since energy damage is often better than fire or cold, it helps balance the smaller damage output it would have compared to the flaming sword.
  4. Thanks, I'm glad your enjoying it! The next update will add a lot of new stuff you can do and fix some bugs. I plan to port this mod over to Avernum 1&3 after I'm done. It shouldn't take very long to port the mod but I'll need to do a test playthrough to ensure I didn't break anything. I've had some distractions lately but I'm still hoping to put out the next update before the end of the month. I have a small dilemma though; Since I'm adding blunt weapons I wanted to consider that blunt weapons are more effective to armored enemies. So I thought maybe they should deal energy damage? Can anyone think of any notable drawbacks to this? There are almost no creatures in the game that resist energy damage, but there are a few! Also if that sounds broken, know that the scaling on blunt weapons is pretty bad. In play testing I found they are best used as a back-up weapon since they only scale with base stats. I tried building an all endurance priest on my test run and he's feeling like a jack of all trades. Not enough armour or deference skills to make him tanky, hard to heal with all of that HP, and his melee damage is still less than my archer-mage. (I'm trying some "out there" builds to make sure I didn't make anything too abuseable).
  5. The main point of me doing things this is that it's actually less work for me. I'm already intimately familiar with this games inner workings and story. I'm short on free time lately and don't want to study a new campaign or learn new tools. The players also wanted a hands-free experience, (They are watching the stream on their phones). I also enjoy enemies being out of my control, it's nice to have a little bit of surprise on my end of things. That said I'll be sure to look into those programs you suggested after were done this campaign.
  6. Lately I've been wanting to try DM'ing and was feeling very nostalgic for BoE's default campaigns, (my entry point into SpiderWeb games). I had some friends overseas mention that they had interest in D&D but didn't have the time to learn how to play or attend long sessions. Knowing that my friends had never touched any SpiderWeb games before, I proposed that I use the game to organize things and replace die rolls to speed up sessions. So I stream part of the game window and some other stuff like the world map on the side. So far it's been fun making new dialogue NPC's that I'm familiar with, and I have to admit that when a player asks to do something dumb like, "dig a big hole and fill it with holy water", I'm glad I can just tell them, "Sorry, the game wont let me do that". That said I'm always looking for quick ways to fudge the game values and have more freedom and control over the game world. I'm already messing with save data, but I would like a consistent way to spawn enemies on command, like if the players make a loud noise in a dungeon, it should attract the monsters. The only big hiccups so far is that I tried directing the players to a false wall, only to realize that I miss-remembered where it was. We also can't split the party too well. I tried splitting everyone up when we entered a town but the players didn't like how the camera was jumping back and forth every two steps. Also one of our PC's has chronic disease, which is very fun to deal with, (it get's a lot of laughs). I can't delete him and re-add him with ease because I need to keep his status ailments intact; and if the party does split, they want me to do everything in town mode, and all the backtracking required to pull that off means a lot of disease proc's for this guy. Another thing is that I'm fudging the numbers on player stats and starting equipment to meet player character requests. For example one PC has a special bow and an arrow of returning due to his character backstory, I allow this but he has to take a negative trait, (he picked chronic disease, hahaha). It's making for an interesting playthrough. There are also unique disadvantages in our party, one of our PC's can only cast 1 spell per day in exchange for the spell being extra powerful. I gave the PC Micah gloves and access to higher level spells for now, but later on I'm not sure what I'll do; spell damage isn't so easy to manipulate back in the exile games. I just wanted to talk about how fun this turned out to be. It really breathed new life into an old game that I love. And it's nice getting more of my friends into SW games, even if they don't play the games normally, I can at least talk with the about the games now. If anyone has any advice for me in this project or DM'ing in general I'd appreciate it.
  7. I recently started a singleton assassin playthrough, where I try to maximize my assassination skill first. I fight unarmed because your accuracy scales really well with Dex when unarmed. But I couldn't get assassinate to proc once! (I was level 4 and had around 6 points in assassination, I was using minor haste on myself to attack more often). I should probably check if you can even proc assassinate with unarmed attacks... Update: I checked the code and it seems only your first melee hit with a weapon can cause assassination, (meaning if you dual-wield the second hit of your attack won't have a chance to assassinate). So much for the unarmed assassin; maybe I'll do this again with a daggers-only run.
  8. I do but I wrote it down on paper so I wont be able to get it to you for a few days (provided you are still need the list.)
  9. I'm going off childhood memories here, So your probably right. But I want to think that the bow you have equipped should factor somewhere so I feel like I'm missing something. (Edit: the bow effects accuracy check). All of the checks in the fire_missile only refer to [ammo_inv_slot]. I wonder what formula the sling uses? EDIT: It seems that the sling counts as BOTH the bow AND the missiles. It's damage bonus is also its chance-to-hit bonus.
  10. My bad, I read the damage formulas recently and miss-read "AdventurerBlessLevel" as "AdventurerLevel". Source: http://spiderwebforums.ipbhost.com/topic/11501-formulas-for-damage-and-such/?tab=comments#comment-131366 Sadly I can't find the missile damage formula. EDIT: Looking at the code in BoE it looks like the formula for missile damage is completely different than melee. It is also far shorter and does not seem to account for several important things. dam = adven[current_pc].items[ammo_inv_slot].item_level; dam_bonus = adven[current_pc].items[ammo_inv_slot].bonus + minmax(-8,8,(int)adven[current_pc].status[STATUS_BLESS_CURSE]); r2 = get_ran(1,1,dam) + dam_bonus; spec_dam = calc_spec_dam(adven[current_pc].items[ammo_inv_slot].ability, adven[current_pc].items[ammo_inv_slot].ability_strength,cur_monst); As far as I can tell missiles don't scale at all, they also don't seem to factor the bow your using which can't be true... Also they don't seem to factor for the monsters bless/curse level, only the PC's. I'm probably missing some subroutine here, I have to be. In my limited Exile experience I found missile damage to be quite high considering that you can fire 2 per turn without haste. And the fact that they scale from Str and Dex seems good, (I don't know the rate of the scaling though so it might be bad). I remember back in the day I relied heavily on my archer to snipe enemy mages. My mage could never match the archers single target damage... though I don't remember unlocking the kill spell so that might be a factor... I really need to replay Exile games outside of Blades of Exile so I can become familiar with the late game spells. Time to borrow my grandma's computer. She wont mind, she plays solitaire on her phone now anyway.
  11. Or (2014)Avernum 2's alien beasts that look suspiciously like geneforge raptors (i forgot what they are actually called).
  12. As I've come to realize very recently. In the exile games your PC's level effects your stats and damage output at least as much as your skill point allocation. This is why my archers always managed to do fine despite me not giving them any points in strength back in the day. (although missile attacks do get a damage boost from dex as well from what I hear). In the avernum games your stat allocation has a much stronger effect. Your right, I shouldn't have said that. I was thinking back to some debates between specific traits, ignoring the must get ones. My main point was that you usually get a lot of base stat traits and ignore a large amount of the list including 3% damage boosts which pale in comparison most of the time. Also being able to invest in the same trait 5 times is a bit excessive.
  13. Time and again people have mentioned that the base-stat traits are close to the best traits. On my second playthrough I invested solely in them and could really feel the advantage my human characters had over then non-humans. Many of the other traits fall to waste providing only a small fraction of what a base-stat point does. When starting the Avernum 2 over and over testing out stuff for my Giant mod, I started to long for a playthrough where I use different traits. Next time I do a legit non-testing playthrough of these games I'm going to try a run without using any Base-stat boosting traits. I imagine this will increase difficulty too. (I find torment mode to be a bit of a slog so this might be a nice in-between). Although a few traits have already been indirectly buffed by my mod, ("strong back" went from pointless to necessary due to Armour weight changes; And "Summoning focus", builds are also a thing now). Has anyone already tried a run without taking these traits, does it change your build at all or is it just a slight handicap?
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