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Kelandon

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Everything posted by Kelandon

  1. It's been suggested before. Jeff has never shown any interest. From a recent interview:
  2. Whew! I had been putting in a couple hours here or there for so long that I'd forgotten what it was like to devote a whole day to this! It's sort of exhilarating, so rather than wait to do a monthly update, I'm posting now. I did a bunch of work on Chapter 4. I created the first couple of towns and put in floors/terrains for the first one. I planned out the shops and added the items to the shop numbers. I created a whole bunch of little outdoor specials. And I planned out the core quest line for Chapter 4 and started to implement the first core quest (out of, basically, three).
  3. Yes — a lot of his earlier books were serials — but that's not what I meant. For his later books, the publisher basically went to him and said, "We want you to write another Foundation book. It needs to be [x] words. We'll pay you a bajillion dollars. Will you do it?" And yes, that's a little different from a serial where you're paid for every 32-page installment, but it's the same basic incentive: you have to hit a word count.
  4. This was also true of, for example, Asimov (at least in later years).
  5. Progress is still happening, slowly. Man, that scene that I mentioned a month ago took it out of me. After I finished that scene, I couldn't write much for a little while, but now I've moved to the beginning of Chapter 4. Chapter 3 is definitely still highly incomplete, and one lengthy combat sequence at the end of Chapter 2 is still unfinished (as well as a long sidequest in Chapter 1 and another in Chapter 2), but I feel like I just need to get out what's in my head at this point. I know stuff about Chapter 4, so I need to put it into the scenario. Then, once that's out of my head, I
  6. Man, who knew he cared so much about dental hygiene?
  7. Given that one of the other active topics in General right now is about recommendations for RPGs that are similar to Spidweb games, you're fine mentioning the names of other games here.
  8. I skipped ahead and am now about to write the scene with the biggest twist in the whole scenario. Now that I've designed the sequence leading up to it, which runs across two separate towns and has taken me several hours in itself, I'm at the point where the scene begins. And, somehow, I'm nervous.
  9. I think the general issue was that it's much, much harder to make a BoA scenario with the editor tools that existed at the time of the 2004 release than it was to make a BoE scenario with the editor tools as of BoE's release. Also, there came to be more general tools for making games over time — BoE was more novel in the late '90s/early 00's than BoA was in the mid '00s/late '00s, much less now. At this point, if I were learning a new game-making system, there are a ton of engines that I could learn that are much more powerful than anything that Spiderweb would release.
  10. I didn't interpret you to mean that, either. I thought that you meant that the difference between Avernum/Geneforge/Avadon is like the difference between Baldur's Gate and Icewind Dale — which it's not. BG and IWD (at least IWD 1) have a lot more in common with each other than the Spidweb series have in common with each other. (I think Slarty's description of "huge" overlap is overstated, but, eh, differences in opinion I guess.)
  11. It's very much not like Baldur's Gate and Icewind Dale — those both use Dungeons and Dragons rules, take place in the Forgotten Realms setting, etc. Avernum, Avadon, and Geneforge have similar graphics and user interfaces (including similar dialogue systems) but are otherwise almost entirely different. They have different rules/game mechanics (other than generally having turn-based combat), different settings and characters, etc.
  12. I went through and labeled the rest of the scenarios. It's possible I missed a scenario here or there, but they should generally be labeled now.
  13. The option to sell to him was never "hidden." It was always there. You just forgot about it.
  14. This is not what happened. In Episode 379, at about 27:50, you sold things to the innkeeper when you first talked to him. You just forgot about that later.
  15. That's correct. Spell descriptions are in the BoA Manual.
  16. There is no call to check the difficulty level that the player has set. One could create difficulty levels with a flag — I've considered doing that in the Bahssikava rewrite (basically, insert an "Easy" mode that would tone down nearly all the combat) — but it wouldn't track the hardcoded difficulty levels. It had not occurred to me to create difficulty levels in Homeland, though. I'm sort of inclined against it because it would be a mess to try to balance.
  17. Just FYI for everyone, I went back and labeled the first episode for most of the scenarios. I made through about 80% of the posts (to Threnody), but once we started getting into a lot of little short scenarios, I got tired of it and stopped for the time being. I may go back and label the rest at some point.
  18. This is driving me nuts, but I can't find the post now where the main workaround was revealed. It was before Al posted that in August 2003, although, if I remember correctly, not long before. There was another workaround earlier, too.
  19. It's not documented, but Magery also adds to Willpower at a 1:1 ratio. The actual formula is Willpower = Int/2 + Mag/2 + Pri/2 + Magery. By the time you hit level 35, I'd expect your primary spellcasters to have raised their primary skill (Mage Spells, Priest Spells) to 17 to access all the available spells and to have raised Int to at least 10 or so. From 17/2 (which BoA rounds down to 8) and 10/2, that'd be a sum of 13. You definitely have access to Magery at that point, and there's a pretty good chance that the party has added some to it — it's cheaper than both Int and Mage Spe
  20. If I remember correctly, AtG was released before the 100-town bug workaround was discovered.
  21. I'm kind of terrified that there's something like this in BoA, too — whether it's exactly the same 100-town bug or just some other damned thing that applies only to huge scenarios — and no one has encountered it yet because no one has made a scenario this large. I guess we'll find out.
  22. Still filling in parts of Chapters 1-3. I'd say Chapter 1 is about 90% done. I kind of have no idea what to do with the last 10% — there are elements that I know I want to be present, but I just don't know what to do with them right now. So it may be a while before that part is 100% done. Chapter 2 is a lot more incomplete — I want to take an entire day (maybe tomorrow) to fill in a lot of combat, which will bring it a lot closer. I now have a high-level conceptual picture of what should happen in every part of Chapter 3 (including the second part, which was a bit of a blank before), but there
  23. Oh, huh, I think I remember that now. Is this effect of the INN action documented somewhere? I can't find it in the docs.
  24. Yeah, TM's scenarios are pretty incoherent. Fun, once you get past that. But incoherent.
  25. I — and at least a couple others who weighed in when this question came up in the Let's Play thread — would suggest chronological order. Many, many scenarios are related in some way to scenarios that came before them, sometimes in obvious ways, sometimes not. EDIT: Also, lol at the comment on a TM scenario: "I'm beginning to think that this author is insane."
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