Old Beardo
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So I'm approaching end game and am starting to consider augmenting my gear. Before I do though, I want to make sure I am not augmenting gear that I am about to replace. Obviously augmenting weapons is the best use of the service. Are there any weapons better than the frozen sword and radiant sword in the game? I am about to start the alien beast plague, if you need a reference to my progress. I am most likely going to augment my frozen and radiant swords for my main dual wield damage dealer, but don't want to if I upgrade it immediately in the Alien Beast plague. Thus far the only contenders have been Wyrmslayer and Warpmetal blade, but those are actually quite a bit worse than the two I listed for raw damage. The reason I am asking you instead of just doing it myself is because once I start Alien Beast plague I will most likely just finish the game before I ever augment anything so don't want to waste the free boost.
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question about a3 (spoiler)
Old Beardo replied to chucky's topic in Avernum Trilogy (2011-2018 Remastered Versions)
The giant overlord attacks you no matter what. He is referring to the fact that you sacked their temple so he is honor bound to kill you. Don't think the order of trogglo/giant matters, though trogglos are quite a bit easier so its assumed you do them first. Never tried doing giants first .. any particular reason you started with them? -
Hey there, I just made my party last night and have been playing though. I have a -melee who is currently going heavy in defensives who I will transition into dual wield damage later, -a dual wield damage melee who I will transition into also have basical magical capability later -A ranger who I will go glass cannon on -A mage/priest who is mostly for healing and buffing right now, later when I have more tanky stats on my melee I will use for more damage From reading this thread, I get the impression I made literally the weakest party possible in the late game. I'm not that far into the game, should I just remake? I was thinking of making this party instead, more experiences players please let me know if this is a good setup: -Polearm user who gets mostly tanky skill points and relies on the high base damage of polearms for damage early in the game until I can afford to spend skill points in damage -Sword and board battle-mage mostly aimed at being a buffer and sniper who can absorb a lot of punishment -Sword and board battle-priest who I will transition into dual wild battle priest when I get magic damage-based swords to carry his melee damage aimed at being a healer/buffer and sponge -Dedicated mage/priest who goes all-in on spell damage and can provide utility on the side if I need some Is that party a little better? I really don't want to have to use the editor late game to remake my party when I realize it sucks.
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Greetings spiderweb software dwellers! I just got my hands on the new Avernum 3 release and am looking forward to sinking my teeth into it this weekend. Before I start though, I have some inquiries to make of those of you who have gotten far into the game. Jeff historically seems to struggle and balancing damage types (specifically archers) and in past games I have found myself approaching endgame with a potato of a character (or two) on my hands because their damage type is simply not very powerful in the game. So my question is: from the list of dual wield dps 2h polearm slith dps archer and (not dps but same question) sword and board tank are any of notably poor ability in A3? I'm not terribly hardcore about my playthroughs, but it does bug me to be playing something that is grossely weak compared to my other party members. Thanks! PS: Before someone makes a comment on no healers; that list isn't he comp I usually run, it is just a list of character types that are problematic most often.
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Question about compare text special and chaining
Old Beardo replied to Old Beardo's topic in Blades of Exile
That makes sense, and it also explains why previously doing the exact same process but using special encounters only and no dialogue (right clicking a square to trigger the quiz) worked perfectly. Thank you for the help. -
Good day to you all, I am having an issue when making a portion of my scenario and want some help. Context: The player is taking a quiz, where you are asked a question and then must type in the answer. You ask an NPC about "quiz" and it starts the quiz, which is entirely made of specials. My solution (which does not work): When you ask about "quiz" to the proper NPC, it triggers a special that checks a completion flag, then it jumps (if passes (you havent completed the quiz yet)) to a "display message" town special which asks the question. This special jumps to a "compare text" town special that acts exactly as you'd expect. This continues for the duration of the quiz: display message, prompt input box, give feedback message repeat. What actually happens: You ask the NPC about "quiz" and an input prompt box pops up with ever displaying the "question" message special. If you answer incorrectly, it jumps to the "sorry you got it wrong" dialogue like it is supposed to. However, if you got it correct it jumps straight to the next input box, and so on. The actual quiz answers work correctly, but the chain merely jumps from input box to input box, never displaying any messages. Possible responses I will circumvent: -The chain is 100% hooked up in the correct order. -The questions are correctly done with a "display message" special, not a "display small message" special -From the moment you ask about "quiz", thus triggering the chain, you are never once displayed a special message box. After asking about "quiz", you are given purely input boxes from the "check input" special until you either: fail, or succeed the quiz in which case it moves on to corresponding dialogue as it should. None of the special "display message" boxes are ever shown in the gameplay.
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I agree for general hidden stuff but I think this is a really good idea for hidden areas that you intend the player to find out about from somewhere else before obtaining, and simply using flags to make a wall turn into secret passage only once you've learned about it is going to drive the casual explorer crazy because they've true-sighted a opening between the walls and cant figure out how to get in, and will likely assume you forgot to add an entrance. In regards to teleportation to another section of the map being awkward on the mini-map: yes, it is. However, I think by this year the only people who will ever be playing your map know Exile quite well and will have a pretty good understanding that this is just how you saw fit to hide something. Edit: Grammar mistake
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using your example of hiding something in-between two buildings without it being obvious there is a slab of terrain unaccounted for, I would just design the terrain flush and make it so if you find the secret passage there is a special in the wall that moves to another "duplicate" area of the town, this one with the extra space in-between for your secret area, and hide this duplicate area behind some trees in the corner of the town or something. If you don't want it to be awkward on the map, you can go the extra mile to create an entire duplicate town, one with and one without the secret, and have a special teleport you between them.
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Yea I used the updated version for a bit. Really solid work getting everything put together but it is definitely unstable. Maybe one day we'll have a compatible remake of the game that is actually user-friendly instead of keeping you guessing about absolutely everything like the original? lol
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Is there a way to check a party's level in something besides mage/item lore during a special encounter? I am just seeing item and mage lore as options to compare values to.
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So am I correctly understanding that you magnificent fellows are working on re-configuring BoE to run properly on newer machine and thus not require a VM to run? If so, are you also doing the scenario editor? And will scenarios created on the old version be able to be converted to the new format (mostly intact) or will it be a clean slate style thing?
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Hello! Does anyone happen to have deciphered the code behind the traits listed in my title? From the text of toughness, I assume it is just gives your character +Armor. Does it do anything else? Does Exceptional Strength apply to only weapon hits, or all damage? The text on the trait says "and deal more damage in combat" which makes me wonder if it works on spells and archery as well. Does anyone know if it does? Also the Nephil passive says they do more damage with missile weapons. Does this include bows? Silly question, but you never know with Exile. Few things seem to make sense in Exile
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Hello! Earlier I installed Avernum 2 Crystal Souls from the avernum trilogy CD I bought ages ago to play good old Avernum again, and I am having an issue with my game crashing. After I create my party, the backstory sequence that occurs afterwards crashes me on the second page of lore. Specifically the second one. I do not click before it says to do so, though have tried doing as much, and the very first page works fine. On the second page, when I click to advance the game freezes and I get the message "this program isn't responding, close or wait for it to respond" and the program never eventually responds. What should I do? It may be because the version on the CDs are severely old, so how can I get an updated game version? Thanks. Edit: I have fixed this issue. If you ever see this problem asked about again, tell them to run the program in compatibility mode for their current OS.