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Zaego

Member
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    168
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About Zaego

  • Rank
    Watcher
  • Birthday 09/19/1990

Profile Information

  • Gender
    Male
  • Location
    Avernum
  • Favorite Games
    Avernum, Avadon, Geneforge, Nethergate, Dark Souls, and a whole lot of indie and puzzle games.
  • Interests
    Drawing, writing, philosophy.

Recent Profile Visitors

648 profile views
  1. Zaego

    How do people feel about Jeff using Icons in his RPGs?

    Was just being cautious since some people are *really* sensitive about mentioning other products anywhere near to those of their own. Some Twitch-streamers' moderators instantly ban a viewer if they so much as mention another streamer by name.
  2. Or a walkway made entirely from lit mushrooms. Now that would be a *trip*...
  3. Zaego

    How do people feel about Jeff using Icons in his RPGs?

    A few examples sprung to mind after a bit of thinking and pushing the brain. Title#1 is metroidvania-like, and Title#2 roguelike, both top-down. Then again, they haven't sold by the millions (sales 600,000+~ copies, and 500,000+~ copies, respectively) but haven't had triple-A tier publishing either. From the other end of the spectrum, there's Title#3, which has actually sold more than 2 million copies as of early this year. I wonder when the next season of indie games comes around, could we see a renaissance of top-down indiegames? EDIT: I forget, is it considered inappropriate to mention other game titles on the forums? If so, I'll edit 'em away myself. I'm mentioning them for the purposes of examples in conversation and education, not advertising. EDIT2: Checked sales figures so I'm talking out of the side of my mouth. (Also edited the names pre-emptively because the titles aren't important, the figures are what matters, and that there's a market for 2D.)
  4. Zaego

    How do people feel about Jeff using Icons in his RPGs?

    I guess you could have multiple layers even in top-down view. 2D works in Hollow Knight, Ori and the Blind Forest and the games of similar style perfectly well, and they're both modern games. That is, the games still look good because of layered graphics.
  5. I'm about to pass out from joy. You can actually drink ale (and wine, presumably). And there are bedrolls that you can pick up and carry about! *unintelligible screams*
  6. I never really cared about what the Empire or the imperials think, so I've always rolled with a mixture party in A2 & A3 (in all of them, actually). I've never tried a full-nephil or full-slith party, though. The Party of Ultimate Irony. Hmm, that'd be nice to try once. EDIT: Never answered the question, did I? Yah, even on Torment I don't count the trait bonuses. I just go with a band that feels good to the hand. I'm a roleplayer to the core. EDIT2: Well, in original A3 you could delete and add members to your party post-creation. The pick-up people were laughably overpowered (at least in my opinion) around the time you'd get them, with skills that were un-obtainable otherwise (in quite some time, or even altogether if memory serves me right), like Find Herbs, which was a big thing if you relied heavily on potions.
  7. Last time I ordered directly from Spiderwebsoftware, (both Avernum trilogies and the Blades of Avernum), I got three CDs by mail. Then again, that was years ago, so I don't know if it still goes like that.
  8. Wow, the amount which Quick Action affects the initiative score is staggering. I honestly had no idea. Okay, I'm seriously starting to find ways in having it on all characters, at least a little bit. The back-row going first in combat before the NPCs might mean all the difference! Good deed of the day is done. A round of patting oneself on the back is in order to celebrate the victory of science and logic over the hidden soft stats.
  9. Okay, this post is getting a kilometer long. Now only the important stuff remains. FINAL EDIT: Results, Goblins -VS- Party.
  10. Very thorough testing, I'm impressed! I, too, am of the opinion that at least for warriors Quick Action would give the better results. Again, concerning the relation of attribute points and skill points, you can always use traits to improve the attributes by investing in Improved [Attribute]. I guess it really comes down to personal taste; I already have a rough idea of how my party is going to look like in Ruined World, with melee warriors putting a vast majority of their attribute points to Endurance since I'm probably going to go with Torment, and upgrading to Quick Action / Lethal Blow path as quickly as Blade Master / Hardiness are in 8 or 10. It's good to remember that there will be equipment that gives bonuses to Quick Action, doubtlessly, so that's going to be a game-changer, too. Either having it spread to back row support characters or having one melee with a stupid amount of QA, like 20+ by the grace of training and gear... There's a cheat code which you can use to give the party a flat amount of xp, somewhere around the lines of 500xp / cheat. I'll jump into the game shortly and see if I can't get any results. In the meantime, the cheat is below if anyone wants to try out for themselves.
  11. Concerning Quick Action and Dexterity, I went back to EftP to check. Results below:
  12. If the effects continue to work how they have in the previous two (EftP and CS), you should be able to use Curing Potions to null Ensnared effect in the very least (can't remember if Curing Elixir affected Immobility and Weakness Curse, etc). I never bothered to actually have any alchemist make me any, I just bought the cheap ones and stole the rest, I mean, looted from enemies. Very useful in critical battles when a lot of enemy warriors would keep knocking you back and ensnaring your melee characters.
  13. I'd personally almost swap out the First Aid points to either spells or weapon-skills. On torment level, I tend to chip away at a dungeon until my casters run out of mana. Then I back away from a fight to a nearby town, restore health and mana, and return. Other than that, really nice. I'm not sure if I even found out those bug husk altars myself, and I count myself quite an explorer. Even if the idiom is as ancient as the vahnatai race, it still holds true: you can learn something new every day.
  14. Anytime, friend. If there are any hickups, you know where to come. Happy adventuring!
  15. Hey there! Welcome to Spiderwebsoftware. Tradition goes that you gotta leave Your sanity on the doorstep. Okay, so, I'm not a master of modifying Geneforge (never played them much), but are you sure You have the same color-settings as the game files have? I seem to remember having to dabble with the save-options when I did the same kind of replacing for Avernum I, II and III back in the day. It was something like changing the format from (or to) 16-bit color or 24-bit color. I'll go check the game files after posting this, but hopefully someone will have replied with a more accurate, knowledgeable and helpful comment by the time I come back. EDIT 1: Okay, I tried some field tests with Avernum III as I had it handy. Geneforge I is now installing as we speak in the background. In A3, as long as the file format was 24-bit .bmp -file, the game launched and showed the character art just fine, even a red text "ADVENTURER" I wrote with a brush in Microsoft Paint. EDIT 2 and 3: Got it to work! Geneforge 1 (at least) seems to require 256-color bitmap, instead of 24-bitmap. Do you want to try saving the file in a different format yourself, or want me to send the file over?
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