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GiantFriendlyTalkingSpiderman

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Everything posted by GiantFriendlyTalkingSpiderman

  1. I thought I read about this some where but couldn't find posts with a definite answer. Just wanted to know if the answer was already out there. I'm putting the finishing touches on my mod and decided that I don't want the 50% bonus on Javelins to stack with critical hits due to other indirect buffs I've given ranged weapons. but I don't want to replace the 50% bonus with 50% crit chance if crit chance has a hard cap at 80% or less.
  2. Ah the fabled Arch-Mage Solberg. Welcome back! I've read a ton of your posts but we've never been active on the forums at the same time. You remind me that my old neighbor was a trucker. My Dad let him park his semi in our drive way. My room was closest to the driveway and when he started the thing on a Saturday morning boy did it ever wake me up! He would bring my family souvenirs from a lot of places.
  3. Challenger is definitely proximity based. It never seems to effect range enemies in my experience and the description explicitly states, "nearby foes". If I had to guess why the Ice wyrm is immune, it's probably because it's too high level a creature. Try fighting one again with challenger at level 3. I do have to wonder if late game enemies are totally above Challenger. Since I got to the final areas in A2:CS Challenger has completely stopped making any notable difference. As always however, it's hard to be certain how much a difference it ever made.
  4. I just finished an A2:CS playthrough and I have noticed no difference between how challenger works. That said, challenger DOES WORK in both A1 and A2. There are different AI's for different enemies and I think that plays a large factor in if it works or not. It would seem many late-game human enemies seem to be resistant to challenger. Challenger is very hard to test since it only has a chance of proc'ing and no one is quite sure what the success rate is.
  5. 1. Why would the junk bag be organized? It's full of junk items 2. Never bothered me. you can change or remove it by messing with the appropriate .ogg file ine the sounds folder 3. Now that we have clear HD visuals I haven't had any issues with, "WTF is that sprite supposed to be?". But I guess it's still an absent feature... 4. Still way better than the originals. how many junk items are you hanging on to? 5. Why? 6. The game was made for Mac first then ported to PC. So don't expect a lot of RMB and scroll wheel functionality.
  6. I really want in the beta but I can't afford to spend $266 of my currency to do it. I wish there was a $100-150 tier that just gets you into the beta without naming anything, that would get me to spend more, (wink wink). I might up my backing at the last minute if we don't make the hundred thousand goal by then. But I don't need any absolution since I've never pirated any of Jeff's games. I suppose if I hung the document on my wall it would make a nice conversation starter. (As my friends already know I can drone on endlessly about Jeff's games). That said I might actually miss the free sounds in Jeff's games, I dunno, it adds a certain charm I can't explain. I would more enjoy some more music. That or more human sprites. The last engine had some fairly dull human sprites that were reused one too many times, (the monsters looked pretty good though, even if many dragons were the wrong colour).
  7. Though I don't know the limitations. But if you can work without a UI, most if not all of the scenario data(maps, dialogue) for Jeffs recent games is stored externally in text files. By modifying these text files you can radically change the game.
  8. So I re-read the above and realized I completely misread what Clintone said about blessing focus. That said, I have noticed buff spells giving different characters different buff duration without any points in blessing focus. My level 8 PC with 4 Int and 2 Priest skill just cast level 2 protection and it gave 2 PC's 5 turns, 1 PC 4 turns and the last PC 6 turns. I suspect that this is from the 20% bonus at level 2 of the spell. I however fail to see your point on the percent per level value. I checked my previous testing set-up and it was contaminated with 5 points of spellcraft, (which at the time I thought had no effect on blessings/curses), I thought I didn't have the points in spellcraft when I made my last post here, so I will need to do testing again some time. That said, I used the editor to give my PC 52 Int and 50 Priest skill, they cast Lv1 protection and it gave a 5 turn buff to the party in 2/20 attempts(a small sample I know), so some factor gave protection an extra turn and it wasn't blessing focus or spellcraft. It was also a quite small chance of giving the bonus. So Int and priest/mage skill are not increasing the level like I thought. I can confirm however that the "percent per level" value is effected by the level of the spell itself, (so upgrading slow to level 2 should give it a 5% boost). I altered protection to scale by 40% per level instead of the normal 5% (I also removed the 20% boost protect gets at level 2). A PC casting level 2 protection always got an extra turn to it's duration, compared to a PC with identical stats casting level 1 protection always got the standard duration. After multiple tests the PC casting it at level 2 got 2 bonus turns instead of 1 so I suspect this was the same factor that caused protection to give an extra turn in the previous paragraph's test. Perhaps it's PC level? I dunno, I'm done testing for now.
  9. Just want to add on how scaling on blessing works. From looking at the game files there is a percent per level modifier that usually has a value of 5. I believe this work like damage scaling in that it adds a new 5 sided die for each level. I tested this to the extreme by making a buff last 1 turn and having it improve by 50% per level. A PC with 13 int and 7 mage spells could buff from anywhere between 2 turns and 11 turns. so each point of mage spells and int was rolling a 50 sided die to determine the percentage boost the buff would get. If I had to guess blessing focus just adds another die, hence why it causes the variety. As for Spellcraft I have no idea. If you follow the description it says it add's a flat %2 bonus, which I honestly believe to be the case. the % bonus from leveling the spell seems to be constant as well. Also while I have your attention. does anyone know off-hand if spellcraft boosts healing?
  10. VERSION 0.3 RELEASE! To install version 0.2 just do everything you did to install the previous version, Your save existing files should still work, though there could be minor inventory issues. (like a hammer equipped as a ring :P) >>>)) Fixes ((<<< >>>)) Changes ((<<< >>>)) New Stuff ((<<< >>>)) Coming soon (suggestions wanted) ((<<<
  11. I never had much access to a computer as a kid, I would only get to use my grandma's computer every other weekend. I had a shareware disc that had all of the exiles and Jazz Jack rabbit 2 (as well as many less memorable titles). I played a crapload of Blades of Exile's vale of dying things campaign, I would often get lost and restart my play-through if I was away from the game for more than two weeks, so vale of dying things was the only one had a chance to complete. I did dabble in the others after beating the vale but I never got far. Around 2005 I got my own computer and went to Jeff's site and was a bit annoyed that all of his games were still full price. I could buy the full version of Avernum 3, or I could buy warcraft 3 for the same price... I bought warcraft 3. At some point I gave Avernum 1 a shot and didn't like how isometric it was, I did however show it to a friend who ended up buying Geneforge 3. It wasn't until Avernum: Escape from the Pit came out on steam that I delved back into Spiderweb games. I just kinda bought them all on a steam sale and have been doing like one or two of his games each year. after finishing A:EftP I went back and finished Blades of Exile for old times sake. Now I'm in a place where I can't decide which generation of Jeff's games I like most, they all have ups and downs, (I mean they definitely have improved, but I have more nitpicks with newer titles).
  12. Jeeze, I need to pay more attention to the forums outside of the games I'm currently playing. But hey, at least I got the honor of pushing the funding over $100,000... Image here Wait that's in my currency! I didn't know Kick Starter was converting the current funding into CAD! >_< As for my thoughts on the game, I'll have to catch up on Vogel's vlog for more details, but I've always preferred the top down perspective since I hate misclicking 😛 Although I had troubles getting into Avadon since I like to make more than one character; and as far as I got in, (not very), the black fortress wasn't as interactive as I'd hoped. However I REALLY enjoyed the interactivity in Kyass from A:EftP. I really enjoyed getting dropping my quest items there and seeing the stores upgrade as a result. By the end I wished I could join Kyass's deluded little empire. I was really bummed out to see his fate in A2:CS Lately some friends of mine have been talking about an RPG Atelier: Sophie where you also play as a princess candidate forced into managing a failing colony. Maybe I'll give that a shot in anticipation for this game, (though that's not quite fair for comparison since that game likely had a lot more budget, staff and dev time than this game will). Maybe I'll Give Avadon another shot before I move onto A:RW... well not likely but I'll keep it in mind.
  13. Sorry to necro this but I haven't seen any other topics going into summon mechanics and I thought I'd share my recent findings. I've been doing some tests and comparing to the game files. It appears that each summon spell has an assigned level: Call Beast = 5 Minor Summon = 10 Summon Aid = 18 Arcane Summon = 25 it appears that each summon brings out a random creature that has a default level within 25% lower or higher than the assigned value. [Edit: It might just be a flat degree of 5 levels lower or higher. The pool of monsters available was skewing my results, and I just now noticed that Call Beast can summon a level 1 creature] {Update} After further testing the lower end tends to extend farther than the higher end. I adjusted the value to 28 and was still able to get Lv.18 summons. The summoning focus trait will then increase the monsters level after it is summoned, it does not appear to effect the pool of monsters picked from.
  14. Just goona mention my mod causes purging crystals to cure allied mental statuses.
  15. VERSION 0.2 RELEASE To install version 0.2 just do everything you did to install the previous version, Your save existing files should still work, though there could be minor inventory issues. (like a hammer equipped as a ring :P) >>>)) Fixes ((<<< >>>)) Changes ((<<< >>>)) New Stuff ((<<< Elgar's Hammer: (replaces farsight band, the most disappointing item I could find) 25 lbs -10% parry chance +10% accuracy +10% crit chance 80% chance of inflicting weakness curse (2 turns) >>>)) Coming soon (suggestions wanted) ((<<<
  16. I'm working on an update soon, but I have a lot off work this passed week and am really burned out. I finally have some time off mid-week so I'll post it then. In the meantime I just want to point out that a few late game items have incorrect stat's or graphics. I also nerfed deadeye cloak to what it was in base game because archers are much stronger than they were in A:EftP. I also fixed an issue with snipers belt not giving all the stat increases I believe it was meant to, (one stat was overwriting the other). Lastly I wan't to point out that you can apply the update without any risk of damaging your save file.
  17. Funny, I just heard some one review the same game on a podcast I listen to and they had a completely different experience with the game. They said that there are many ways to game the system in Divinity 2 apparently, something that I greatly enjoyed in the exile days but is largely removed from Jeff's modern games. For example, in Divinity 2 there is a teleport spell, that can be used to teleport a single enemy out of a room, without agro-ing the others, allowing you to fight them all one at a time. Personally in exile games I greatly enjoyed luring enemies into a room, then using Wall of Force or barrier to trap enemies in the room, and then casting quickfire in there. I greatly miss problem solving my way through areas that I'm under leveled for, rather than making a note of the area, then leaving to grind before coming back. I suppose Jeff currently doesn't think about or enjoy that playstyle so much. We shouldn't expect to see it in the future... I mostly enjoy Jeff's games for his setting and writing style anyway. As long I can still mod the gameplay to my liking I should be fine.
  18. In remakes there are less options, but more meaning to each option. Fore example: you can no longer poison weapon, or recruit NPC. But making a Warrior-Mage, or a Durable-Archer type of character are more viable than in the older games.
  19. Introducing the first gameplay mod for Avernum 2: Crystal souls! (at least that I've found) This mod is largely based on the work of Slartibus and Akhari Blaze moding Avernum:EftP; but also adding many of my own contributions. Click here to download Version 0.1 Click here to download Version 0.2 Click here to download Version 0.3 (changes detailed in latter post) To install this mod: Simply copy the contents of the zip file into your game directory at "\Avernum 2 Crystal Souls\Avernum 2 Files\Scripts". - If you can't find the game directory right click the games icon and select "view file location". - Or on steam, right click the game in library, select properties, go to local files tab and click the "browse local files button). The goal of this mod is to add a tiny bit of realism to combat, while improving gameplay and build depth. It adds new mechanics, and new potential builds, while nerfing the most dominant builds from the base game. Here are the detailed changes for the current version: >>>)) Armour ((<<< >>>)) Weapons ((<<< >>>)) Weapon Disciplines ((<<< >>>)) Spells ((<<< >>>)) Misc ((<<< Phew, that was quite a bit to go over. I hope people enjoy this. I will make a few updates to this when I finish my playthrough, and when I feel it's done I'll get started on a RW mod. Actually before that, I think this mod adds enough original stuff to warrant being ported to EftP, let me know if anyone wants that. Have fun! - Giant Friendly Talking Spiderman
  20. This will be my final update before I make a new thread and post the mod files. I was about ready to post this mod until I noticed a few things that held me back. The most significant thing I noticed is that even more so than EftP, in CS longbows kick the crap out of "bows". I did some research on bows and tried to determine if there was a logical reason for this, and I only found the contrary. I feel like this significantly reduces variety in archer builds and I want to make some heavy changes to bows before releasing this mod. The early game of CS only seems to have crude bows available so I shouldn't have to worry about restarting my play-through to test balance. - History lesson, (skip this paragraph if you just want to see the in-game changes and not the reasoning behind them) - First off I want to point out that the graphic for longbows depicts a composite recurve bow, and the standard bow graphic depicts a single-piece recurve bow. All Longbows bend in a single curve. Longbows are bigger heavier, but considerably easier to use. The string bends more making drawing easier and faster, but releasing significantly less power in your shot (complete opposite of the longbows in Avernum). Recurve bows bows bend the wood much more(which can effect accuracy for the inexperienced), and composite bows are made from multiple parts that help the bow bend. Power is stored in the wood itself in addition to the string, allowing for much more powerful shots that demand more effort and precision. Composite bows are however MUCH more difficult to make, and have a much shorter life span. So what I want to do in this mod is: - Rename longbow to composite bow. - Increase the scaling on bows to be the same as composite bows. (I suspect that some magical bows are viable in standard CS, but I cannot see how their damage works currently, so I might be making archers broken until I get those bows in my playthrough). Note: I am reducing the level of archer enemies to compensate - Increase the weight of all bow types. (to account the weight of using a bow rather than just carrying one) - Give Compostie bows a flat -10% accuracy penalty, but increase their crit chance bonus to 25% (this will not effect other equipped weapons). - Currently all normal bows are also a lower level than the composite bows, I will look into weather I need to change this or now, as I progress through the game. The idea is that this will make composite bows better for dedicated archers, being an overall buff. While off-builds such as the popular priest-archer, will likely stick to using common bows. I also have some beefs with throwables; namely that you can find powerful razordiscs WAY more more easily than you could in EftP. You can also find 1 steel javelin very early, and making that re-usable is pretty strong for early game. I think I will make throwables scale better late game, (the scaling ratio will improve as you hit certain milestones in throwable weapon skill). My favorite thing about missile weapons in the old exile games was their variety. Since the early levels of throwables become obsolete almost instantly when you make throwables re-usable, I think I will replace Iron Javelins with a new throwable with different effects. But I haven't decided what yet...
  21. Update: It would appear that the way Battle Disciplines check for your equipment has been updated in CS. As a result Akhari Blaze's method of implementing magic staffs seems to have bugged the ranged Battle Disciplines when you have Javelins equipped. I'm tempted to resolve this by replacing all quarter staffs with hammers and being done with it. When I have this resolved I will post a beta build for the mod. Edit: I have also noticed something odd. Akhari Blaze combined daggers and shortswords to make room for two-handed swords. This I knew, but I did not notice that they scaled at the rate of daggers rather than short swords, (a 25% damage nerf to all shortswords). I assume this was meant to be nerf to dual-wielding, that I don't agree with on many levels. I don't think this combination was even necessary to begin with... I'm still deciding how best to fix this since some monsters use these values as well. Edit 2: So I checked and the only monster that used daggers was basic goblins, so look out, those little buggers will be doing 25% more damage now. This might sound weird, but I'm deciding to leave daggers buffed, since it's less work for me and nobody attacks with them seriously anyway. I like daggers personally, so I'm considering giving them bonus dual-wielding for some silly mid-game builds.
  22. Duly noted. This isn't as much an issue for the lightning-Dex interaction, so I think the quickest solution is to also associate Strength with ice rain. I didn't think about this idea too much yet. My current playthrough is just testing general balance(and bug hunting), I'll think about hammers and specialty mage builds after.
  23. So blunt weapons are working, going to start a playthrough to test out my changes. I'll post the mod soon if anyone else wants to try it before it' fully tested. Some other thoughts: Is it just me or are Mages are a bit dull to build? You kind of just put all of your points into Int, unless your making a sword mage, which just means putting some points into endurance. Compared to priests that have spells which don't scale with stats and one spell that scales with Dex, you have a lot of priest builds available, but mages just kinda mage. I'm considering mixing up some of the mage spells to promote off-builds. What if Fire spells scaled with Strength? And lightning spells with Dex? To do this I would have to remove skill leveling, which would be weird to say the least. Just food for thought, not considering this change until after my test playthough.
  24. The ReRemix mod already did most of what you asked, it has 2 magic staffs, (replacing the Chaotic Halberd and Spear of Fens), that scale with int and I believe do energy damage. You can find the details here: http://spiderwebforums.ipbhost.com/topic/19120-aeftp-avernum-reremix-graphics-mod/?tab=comments&_fromLogin=1 I wouldn't mind adding a magic halberd, but a ranged magic weapon feels a tad redundant. Currently I'm planning on adding blunt weapons, just deciding what I should replace (probably a sword). The chaos halberd was replaced because it was a very late game missable item that was underwhelming for it's cost. I don't know if it more accessible in CS (no spoilers please). I may bring it and spear of fens back, and try to replace other rare items instead. Is wand of Carrunos just as rare as it was before? I'd gladly replace those, but not if you find them just laying around. If there are any useless items exclusively dropped by bosses, let me know, (don't tell me how they are found, I just want the item name, I still haven't beaten Crystal Souls and want to avoid spoilers). Back in my youth I got stuck early in the game, so I skipped CS and went straight to ruined world and completely forgot that I skipped it until this re-release. I am buffing weapons a bit differently than the previous rendition of the ReRemix mod. I'm combining the buffs made in CS with the buffs made in the previous ReRemix mod. The end result being: Spears are 1-handed weapons, with a -10 dual wielding modifier, to discourage it (unfortunately the penalty won't be less than the normal 20%, but it will counter the benfits from training the skill). They are also too heavy to be wielded in the off-hand. This is to allow spear users to carry a shield. Some enchanted spears have a new ability. All spears have also -5% parry (similar to shortswords). - Two-handed swords (waveblades, iron claymore and Greatsword of the Depths): similar to halberds in damage output, but smaller cleave chance but can impale for double damage(15% chance); also have a 5% parry bonus. - Quarterstaves (Mage Staff and Staff of Arcana): 5% parry bonus, CtH and energy damage that scales with intelligence, not strength, but they need investment in pole weapons (2 for 50 flat damage, 6 for scaled damage, 10 for more damage and cleave chance). They give also a passive bonus useful for mages, though. - Halberds no longer impale, but instead have a MUCH higher cleave chance (I wanted to make them different from spears, and most of the halberds depicted in spiderweb games look more like long axes, having no massive point on the top, so this change made more sense to me). - Shortswords, and light weapons that can be wielded off-hand carry a -5% parry penalty (but not daggers). Broadswords have a chance to impale for double damage (15%). - !New! Blunt Weapons, Single-handed weapons that tend to be as heavy as two handed weapons. Do not scale with any weapon skills but instead scale with endurance (lightly) as well as strength. Ideal for tank or paladin builds. I could be wrong, but I think making weapons scale with with endurance will only increase their damage, not accuracy. Could be a problem down the line. I'm also considering adding a magic hammer. Sorry, there is no new PC graphic for blunt weapons. I'm also looking at buffing weapon disciplines further, but it is difficult to do. I want less discipline that rely on debuffs that get resisted most of the time.
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