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About supercow

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  1. Thanks for the insight. I haven't seen enough of the game to know what kind of stats I can expect on gear. The bit of Avadon 1 that I played seemed like it didn't have nearly the variety that Avernum did; I liked that I sometimes had to choose between armor that gave, e.g. Dexterity or Sharpshooter. I liked having to choose between spending a point on Strength or spending a point on Endurance. I hope I get those same choices from QW.
  2. That makes it sound like he got an extra $100K from Kickstarter that he didn't get for previous games. That's not quite right, since most of the Kickstarter backers are getting a copy of the game for the money they spent, and that means they won't be giving Jeff money after release. So really, all he did was front-load some of his revenue. Sure, there are a few people who backed at higher tiers and basically gave him money in exchange for perks like beta access, but that's probably a small fraction of his backers. I'm not offended by the art. I do wish there was more consistency, like making sure shadows fall at a consistent angle. Nonetheless, it's adequate and the writing is the real reason I play Jeff's games.
  3. I'm an avid Exile+Avernum player, and a QW Kickstarter backer. Watching some Lets Play videos of Queen's Wish, I'm a bit disappointed in some of the mechanics (or rather, lack thereof). The Avernum games (or at least, some of them) had stats (e.g. Strength, Dexterity), basic skills (e.g. Melee Weapons, Priest Spells), advanced skills (e.g. Blademaster, Lethal Blow, Riposte), and talents (e.g. Nimble Fingers, Negotiator). They also had a whole pile of spells that interacted with these other things in various ways. Finally, there were battle disciplines. There were a ton of options to choose from and some complex interactions. There was plenty of theorycrafting to be done and learning the formulas behind all of this (or just reading a FAQ if you want to). The gear you got could affect any of these various systems. Then there was the fact that you could "unlock" advanced stats like Resistance later on in the game. Queen's Wish seems to have just one set of skill points that contains a handful of passive and a handful of active abilities - not the layered system of Avernum. I haven't played much of the Avadaon games, but is this the direction Jeff is heading with his newer projects?
  4. Thanks! Do you happen to know the details of how to modify the scripts? Or have a link to a post/website that has that info? I appreciate the replies.
  5. I come from the Avernum games where you can use keyboard shortcuts just about eveyrwhere. (example: U + <letter key> = open container on ground). Am I missing something or did Avadon just drop this feature? I can't seem to find it.
  6. I noticed that you can't assign quick slot abilities while a character is fatigued. You get an error message: "Set Quick Use: This character can't cast any spells. Choose someone who can." Seems like an odd restriction.
  7. Actually, I'll give your mod a shot -- it sounds cool. One concern I have; if you release a new version of it, will I have to start over from scratch to use the new version?
  8. I saw your remix. I really like the idea; I'm not sure that I want *all* of the changes you made. I really just want a few balance changes that make archers and polearms viable; is there a "minimalist" version?
  9. Alright, I admit it, I'm a min/max-er. I want my party to be as optimal as I can make them, within reason. For A6, and A:EftP, I've read/heard that archers are just massively underpowered, and the way to go for your damage-dealers is either dual-wield melee or mages. You should have three of them, and at least one of each (which still leaves you with a couple mages or couple of dual-wield fighters). ( Sources: http://www.gamefaqs.com/pc/990157-avernum-6/faqs/59194 http://www.gamefaqs.com/pc/641828-avernum-escape-from-the-pit/faqs/64127 ) Quote: Archers don't do a huge amount of damage in this game, so it's not as great as in A5. Quote: Archery is usable, but it's just not as good as melee combat or magic in this game. But having two dual-wield fighters, or two mages, is boring. I'd really like to have four unique characters, but I don't want one of them to be gimped. If I make an archer, is he just going to be weaker than my mage and warrior? And if so, I'm willing to "cheat" to make it work -- exactly how many extra skill points would I need to pump into him (presumably, into Sharpshooter?) in order to prop him up to the level of a dual-wield warrior? Has anyone thought of this?
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