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Incantator

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Curious Artila

Curious Artila (3/17)

  1. I was rather concerned about losing possible dialogues. Some NPCs just seem to be killed completely when I drag too much, right? Hm, I'm gonna choose a party capable of casting every spells this time to see if the different damage formula brought some change into the spells.
  2. So I've finished AV2 a while ago; it was a bit disappointing to me since it was way too similar to AV1. I would have even believed if somebody said it is a mod of AV1. Not to mention the first 1/3 was downright linear; understand the intention but man, I felt playing JRPG or something. I gave AV3 a shot and now it seems to bring some new changes, however slight they might be! I recovered my taste for the series and thinking of playing AV3 now. 1. Anything I should know before playing AV3? I do have read the header post about some towns being devastaed as time passes by, and I'm thinking of using the editor to reset the day from time to time if needed. 2. Any major differences of AV3 from its predecessors? For example, I heard that damage calculation formula changed from AV1 & AV2. So are there any skills that became much weaker or stronger? Any other information or recommendation is welcomed. Thanks in advance
  3. I heard some people complaining that in AV2 remake, empire archers keep running away casting immobilization(bind?) which makes the game so annoying. Actually, I also found that archers were a bit more annoying in AV1 remake since in the original AV1 once you get close to them they take damage when they try to get out of the close range. Same logic applies to you as well, so you couldn't just keep casting spells and run away when enemies have a lot of APs and got close to you. But yeah, it was a bit harsh though and brought more tension to each battle since you cannot just simply back off when one of your character is in low HP. You mean there is no tight corridor in AV1 remake, right?
  4. I just gave it a try with the recent remake as a demo version today, and I'd say it looks great at least on a first glance! Especially compared to AV1, it indeed looks amazing, I like it. I cannot comment much now since I didn't play it much, but combining all the comments above though, some changes seem questionable (no items/spells on outdoors...) and optimization seems to have become rather linear unfortunately but if one regard it as a different game (or as a 'modded' one) I think the game brings enough fun to old AV1 gamers. Things I additionally noticed in the remake (but not 100% sure though; give me a feedback if I'm wrong!): - I cannot move barrels anymore; my characters just go around of it. Less interaction now. - Animation is good enough, but I miss the speedy battle with ching-chang sword sounds. - When an enemy next to me is trying to move out of the close range, it got a counterattack in AV1. It does not in the remake. - In a battle, clicking an enemy will make the character to go close to it and hit it. Same with magic. Very useful. - Whenever I'm close to an enemy, I'm forced to be in a battle mode. Can be useful, but now it seems impossible to retain the normal travelling mode and attack the enemy with the front character.
  5. Sorry, I know this is an old topic but I decided it is better to add comments on this topic. First of all, some say AV1 wall bumping had some problem but I'd say no, it didn't have a single problem in AV1, and it blended into AV1 perfectly well. It does seem to cause problems in later Avernum series; I'm playing AV2 and I get Far Sight too late, and there are places that can be not revisted so in the early game I had to bump into walls consistently, which was really not fun, I agree. However, in AV1 you get Far Sight fairly quickly and IIRC you can even start with Far Sight. No, actually I didn't even have to mention this since in my first playthrough I got Far Sight quite late, and when I got it I was SSOOOOOO enthrilled about places that I might have possibly not discovered yet and returning back to places all over the world to find hidden things was such a memorable adventure. Not to mention most of the hidden walls had some clues on it and I found some of them accidentally what an adventurous feeling it was... I still cannot forget it. Secondly, indeed the increasing marginal cost of stats let players to diversify EACH character, which is rarely seen in most games. Usually the end optimization in many games tend to be something like 2 warriors, 1 magician, 1 priest yadayada.. but no, in AV1 the increasing MC is so high that you'd better make each character capable of casting some magic/priest spells and fighting at the same time, and the intensity of diversification itself brings a huge possible combinations. Actually, my end optimization is currently with 4 characters each of whom is capable of casting LV 18 priest spells and LV 6 mage spells. Third, apart from the usefulness of using spells and items outdoors (not even discussing the impact of Safe Travel and Far Sight brought to the original game), disabling them is IMO just not a good idea. It just limits possible actions one can take. Buying a lizard meat from an outside vendor and eating it - however it might sound not 'optimal' game-wisely - is one's freedom and it itself brings numerous additional ways to enjoy the game and in some cases even strategic implications. See, some good aspects of a game need not to be directly related to the winning of the game; interaction with other objects - however it might seem pointless and even silly - is one of the prime factors contributing to fun of the game (say, as in Deus Ex). Moreover, in AV1 sometimes more than 2 groups of enemies followed you so in case you didn't heal your party fully in the previous battle casting spells or drinking a potion outside were actually useful to me.
  6. That is REALLY ugly... I think I have to use the editor to reset the boats to read that book later.
  7. I think I've made it to the bottom of the waterfall. Now I'm wondering if there's any way to go back to this tunnel area. I've found out that I lost the opportunity to read the book which increases the mage skill level... Argggghghhh!!! I hate those rapids. Unlike the first game, I cannot obtain Far Sight however I might increase the mage skill level when creating characters. If only I had Far Sight...
  8. Hm... so that means I have to kill them whenever they become hostile to me. Too sad It's like butchering them due to misunderstanding with each other. Hope that there's a shop nearby since I'm overloaded with goodies.
  9. OK, I'm in the Ruined River Fort now (Chapter 2). I've met hostile Vahnatais there, but wondering if there is any way to make them friendly. Maybe if I visit here after I've met the leader then they'll become friendly to me? Or do they just become hostile to me for the entire game?
  10. I was talking about the number of targets for each spell, so the equation I'd been mentioning was 1+B/12. As I've noticed, Divine Fire was able to target 8 enemies so 1+B/12=8 came out, resulting B/12=7 (rounded down). Sorry for the confusion: I should have clarified the original equation first. I also think the damage formula seems to work as indicated. And most of all, thanks for your testing it That makes sense now.
  11. Thanks. Indeed, according to the Harehunter's Annotated Map, it seems that Nephil gains initiative for some each level interval. Pretty neat, I guess.
  12. Ah, you're right. I forgot (1) magery (2) natural mage and (3) magery/priest bracelet. But still, the gap seems to be too huge. The range of B I listed above is for the number of targets each spell can be casted to. For example, for LV3 Divine Fire 1 + B/12 = 8 (rounded down), so B/12 = 7, B=84~95. Now my priest has the priest bracelet with 10 magery (5+2+3: 2 from the Crypt of Drath and 3 from the crystal), but still it's not enough to cover the minimum 84 even considering the natural mage bonus(priest: LV33, mage: LV34). I think at least Fireblast seems to be correct(or at least near correct) considering 7 magery+2 magery bracelet+natural mage bonus, though. I'll also check the help file from the demo. Thanks
  13. Thanks for the useful information! I also tested the War Charm in Avernum 1 roughly against Knoth, and my result is the same: it does nothing. If somebody wants to test it rigorously, I have my save file so just tell me. By the way, is there a manual for Avernum 1? I've been playing with the GOG version, and it only has manuals starting from Avernum 3(I don't know why...). I even installed the Demo version just to get the manual but to no avail. For the Divine Fire, my priest had 18 priest skill levels with 2 intelligence, so B=18+(2/2)=19 I guess. But it can cast it to as many as 8 enemies now. The mage had 13 mage skill levels with 2 intelligence, so B=13+(2/2)=14 but was able to cast Fireblast to as many as the same 8 enemies. Maybe I haven't understood the formula for B correctly, but still the gap seems to be quite huge: for the priest, B should be 84~95 and for the mage, B should be 25~29. Lastly, the manual of Avernum 3 asserts that B=priest/mage skill levels+intelligence. So was the formula for B priest/mage skill levels+(intelligence/2) only in Avernum 1 and 2? I seem to have a lot of questions
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