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About Kelandon

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    Heart of Avadon

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  1. That's almost certainly true. All I mean to say is that, so far, I don't like this game at all. That doesn't mean it's a bad game, just that I am not enjoying it at all. But I'm still going, just to see if anything picks up. I've played every other one of Jeff's games, and I've liked every other one of Jeff's games (most of them a lot). I'm as surprised as anyone else that I don't like this yet. I've been going back and forth on dropping the difficulty to Normal, but I really don't think that's the problem, so I haven't done it yet.
  2. No, not particularly, and here's why. As I understand it, the Calamity happened forever ago, and everybody just kind of accepted that something bad happened. There's like one loony sage who cares about what it was, but it's history, not a current event. Your main task doesn't even relate to that, at least not in the early game. Compare that to, say, the barriers in Avernum 2. They just happened, they're totally screwing with everything, and your central mission is to deal with them. Anyway, for what it's worth, I'm continuing.I made it into the Vol, but it seems like I may have done it prematurely, so I'm backing out and doing some of the quests nearer to Fort Haven first. I feel like I'm just grinding; nothing has grabbed my attention yet.
  3. In the vein of some of my other topics like this, here are my thoughts on Queen's Wish. I'm playing on Veteran difficulty, which is my standard for new games (though I played GF5 for the first time on Torment, which was probably a mistake). And man, I'm not having any fun at all. Granted, it's early, but at this point I'm tentatively planning to quit and not finish. Here are some of the issues I'm having. Combat The "you have to complete a dungeon on one run" change is obnoxious. I always found the "jump down a hole and you're trapped and can't get out the way you came" dungeons to be the most stressful, and now every dungeon is like that. It's very easy to burn through energy, and you can't recharge it, but it's also not at all obvious how much farther you have to go, so I can't figure out how much energy to hold in reserve. Yes, you get some back after some fights, but not nearly enough to make a real difference. So I find nearly every combat annoying. I'd be tempted to just drop the difficulty down, but.... Plot It seems like the plot kind of sucks. Most Spiderweb games start with a mystery. You've just been banished to a huge underground cave, and you don't know what's there, but it's probably hostile and wild and magical and you should go out and explore. You're shipwrecked on a island where secret, illegal magical experiments have been going on, and you have to explore to figure out what they are. You're a foot soldier in a corrupt, all-powerful, quasi-governmental agency, but things are starting to go wrong, and it's not clear why or who's behind it. You're a Roman soldier sent to a strange, magical land where bizarre things are happening and you need to figure out what or why. Think of every great Spiderweb game, and there's some sort of mystery. Sometimes the mystery is the location (GF1, Avernum 1, to some extent GF2). Sometimes the mystery is a person (Redbeard in Avadon 1) or an event (Shanti's death in GF2, the murders and monster plagues in Avernum 3), but there's always an attention-grabbing thing that you don't know the answer to and (presumably) want to, pretty early on in the game. There's just nothing here. I don't care about any of it and am having trouble figuring out what it is that I want to figure out. At least in Avernum 4 there were the shades, or the barriers/river journey in Avernum 2, or... give me some sense of urgency. But here it's just like: "Go clean up this mess that nobody else has bothered to do because it just isn't important or interesting enough." Graphics I can't stand the new graphics system. I never liked Exile graphics, and this is closer to that than the Nethergate/Avernum graphics engine or the Geneforge/Second Avernum Trilogy/Avadon graphics engine. It's too flat/low-tech. When I saw what happens when creatures die, I rolled my eyes. This looks like it was made by somebody's teenage younger brother. I get that it's Spiderweb and they skimp on graphics on purpose to stay afloat, and I've never minded before, but blech, I do not like these. Overall I'm not very far at all. I'm just at the point where I'm starting to enter the other regions (Vol, etc.). But I just have no desire to continue. There's nothing that is making me want to keep going. Maybe I will, because I've never skipped a Spiderweb game that wasn't a remake, but I don't know. I'm just kind of bored.
  4. For me, this is the bottom line. Spiderweb games have been a little energy-intensive in the past, but I've never had a problem like this, and no other game that I've played is this energy-intensive. It's not the computer. It's the game. I know that it's painful to do this because you're worried about breaking everything, but Jeff, could you take a good, solid look at the suggestions here? They seem pretty straightforward and potentially quite useful.
  5. I've been having the same issue on a similar computer (MacBook Pro 2019). I flagged it for Jeff near the end of beta and he basically just shrugged. I'd love to know how to fix it.
  6. I don't have that issue on Mac OS 10.14. Don't know how it is on Windows, though.
  7. I just had to upgrade (old computer died), and to my mild amazement, this appears to work. I used Disk Utility to create a writable disk image and it appears possible to edit a BoA scenario on it with the 3D Editor.
  8. If you play Bahssikava/Exodus/others of my scenarios, bear in mind that I'm still around and check these forums, so if you need help — Bahs is pretty challenging — you can always come here and ask.
  9. BoA is not completely dead — there's at least one more scenario coming, albeit slowly.
  10. I mean in terms of the energy of the writing and the ideas. Avadon 1 is pretty exciting and new — lots of strange stuff happening, things to figure out. Avadon 3 is... not. It's a little perfunctory, in my opinion. I think I thought the same thing about Geneforge 3 at the time, but it's been a very long time, and it's one of the only Spiderweb games that I never re-played.
  11. Welcome! Leave your sanity at the door, as the traditional greeting goes. For what it's worth, I started with the original Avernum Trilogy and like that much more than the remakes too. Have fun with Geneforge and Avadon; they're also excellent, although I felt that the third game in each series lagged a little compared to the others.
  12. It doesn't appear that we ever created a comprehensive list for Avadon 1, but back when I was much more familiar with this, I wrote: In addition, the way you handle your companion PCs affects the endgame. We created comprehensive lists for Avadon 2 and Avadon 3.
  13. Part of the reason this may be confusing is that there a bajillion books here. You can think of D&D as being a broad category that includes Dragonlance, Forgotten Realms, and a bunch of other things. Those are all subsets of D&D, in a way. Dungeons and Dragons was originally published as a set of rule books back in the mid-'70s, and it was intended to describe a set of rules that could work for all sorts of fantasy roleplaying adventures that DMs could dream up. But from the beginning, DMs realized that creating their own storylines, full of NPCs and treasure and monsters and so on, was a lot of work, so by the late '70s, D&D writers supplied adventure modules like Keep on the Borderlands, which provided some storylines and concepts for DMs to work with. By the '80s, D&D writers supplied much more elaborate fictional worlds — Dragonlance, Forgotten Realms, etc. These were meant to be playable (i.e., there are extensions/modifications of the D&D rules that you use if you're playing a Dragonlance campaign), but they also became elaborate franchises. Dragonlance began with the Chronicles trilogy of books, but there came to be dozens of others: Legends, Tales, Heroes, Preludes, Elven Nations, Meetings, and on and on. Same with Forgotten Realms, and the others. And they're not just novels, either. There are computer games, a ton of which are set in the Forgotten Realms setting (such as Baldur's Gate, Icewind Dale, and Neverwinter Nights), and other things, too. (Really bad movies, for example.) The core D&D rulebooks got revisions from time to time as well — 2nd edition in the late '80s, 3rd edition in 2000, and so on. So, for example, Baldur's Gate from 1999 is a computer game adaptation of the 2nd edition D&D rules that takes place in the Forgotten Realms setting. Kindred Spirits from 1991 is a 2nd edition-era novel (from the Meetings series) that takes place in the Dragonlance setting. Dragonlance Adventures from 1987 is a 1st edition-era rule book providing information for DMs who want to set their campaigns in the Dragonlance universe. And so on.
  14. Dragonlance actually dates to the mid-80s, originally. You can think of D&D as essentially being the laws of physics, and the various settings (Dragonlance, Forgotten Realms, etc.) as being different worlds on which those laws play out. To be sure, there are some variations within each world, so the analogy doesn't quite hold, but it's at least a decent first approximation. D&D may seem fresher than DL if you're comparing 5th edition D&D to the original DL novels (Chronicles, Legends), since 5th edition D&D was published about 16-18 years after the early DL trilogies. EDIT: Or if you're comparing it to the Meetings series, which dates to 1991, according to some quick Googling.
  15. It was, and it did, so yes, Queen's Wish should come out for iPhone. The Android stretch goal was not met, but Jeff said that he'd look into it anyway. Not sure if he's landed anywhere on that by now.
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