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Ess-Eschas

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Everything posted by Ess-Eschas

  1. True. But don't forget that they would need a reason to do that :) Any delay imposed by Steam means lost sales for them. If other sites release before they do, customers will buy from their competitors instead – as you yourself threatened to do! Given how many sales happen as soon as a game is released, delaying release would cost Steam, or any other platform, significantly. This is why you can be fairly confident that all platforms will release at the same time! In short, don't always believe what you read in terms of release dates on external websites, as evidenced in this release. Trust the developer instead!
  2. As a general rule, I'd try to buy direct from the developer if you can. In this case, this would mean buying the game through the Humble widget on Spiderweb's own site (on the right-hand panel of this page): http://www.spiderwebsoftware.com/queenswish/index.html All distribution services cream off a certain amount of profits in order to make themselves viable. Humble will do this too but, because they are a slightly different setup to the other platforms – they are acting purely to distribute downloads, rather than hosting communities, support and other features, as well as their own gaming platforms – I believe their take of the costs is significantly lower. So, I would suggest going through this route!
  3. You will probably have seen this by now, but Queen's Wish has now been released on all platforms, and in all regions! It's even being sold at a slight discount on Steam! Jeff is a good and trustworthy developer. As a general rule, I would trust what he says over dates released on other distribution sites. If he says that something will happen on a certain date, it will!
  4. Yes, I enjoyed thinking about those little hints too! It's certainly fun pondering where he might go with them. I look forward to seeing the discussions that arise after the game's release ...
  5. Hello ladyonthemoon, As Randomizer has said above, Jeff is going to release the game on all platforms on Wednesday 11th. He's had this date planned for a while, and the date will have been publicised only when Jeff was sure that it could be met. If he says the game will be released on the 11th, it will be! There are a number of reasons why Steam might be giving a different date. Note that the date it gives is provisional (in that it is a 'planned' date) rather than a fixed one. Perhaps the most likely option is that Steam is just being a little cautious – it's probably just giving itself a little wiggle room in case anything goes wrong. If everything goes well, then they release the game a day 'early' and get happy customers. However, if there are any problems on their end, they get a day to sort everything out before their customers get concerned. I'd be cautiously optimistic that the game will just release on Steam on the 11th anyway. And if it doesn't, you can always just download it from Spiderweb's own site right away as soon as the game hits the shelves! America is behind European time, by the way, so 'Wednesday morning' will probably amount to sometime in the afternoon for you.
  6. Hold on just a moment! I don’t think there’s any reason to be gloomy, wasbear and Reficule! Far from being a problem, this sounds like a great opportunity to me! At the moment, we don’t know how possible Queen’s Wish would be for a singleton. Isn’t that exciting? This is a whole new, unexplored engine, and we don’t know what’s possible! After all, I imagine that the first players of Avernum, back in the day, would have thought playing through with a single character was equally impossible – and look how common it is today! There’s a chance that Queen’s Wish is impossible for a singleton. But we don’t know that. The game certainly allows you to progress with a single character. There are moments that would be decidedly tricky, but I haven’t seen any obstacles that I think would be insurmountable. Indeed, there are some quite interesting tactics that you might be able to use. For instance, abilities have no cooldowns in this engine, which allows for some interesting effects (think teleportation!). There are also a *lot* of consumable items available, which should make things a little easier. And I think mental effects are not nearly as much of a problem as Randomizer states – in my experience, a character hit by a mental status is only generally an issue for the rest of the party. In summary, don’t assume playing a singleton is impossible until you try it! And if it turns out that Torment is impossible, perhaps you could make it work on Veteran? Or even Normal? If the game is possible, but extremely difficult, on Normal, then isn’t that still an interesting, challenging gameplay choice? Give it a go! You might be surprised at what you find!
  7. Hello Dark Lizerd, That's a nice idea for a game! You might be pleased to know that Spiderweb Software has had thoughts along the same lines. It’s something that the game designer, Jeff Vogel, talks about every so often. It hasn't crystallised into a game at the moment, but there’s a chance that it might appear at some point in the future! For example, here’s a comment Jeff made in 2013 for an AMA: ‘Every once in a while I consider writing Avernum Zero, about the first days of the underworld. But I haven't yet thought of the right hook/story structure to make me want to make it. So maybe, but don't hold breath. :)’ Perhaps an interesting thing to bear in mind is that Avernum Zero would be a game about exploring and expanding into a frontier. Spiderweb have just made a new game engine that is precisely about just this – Queen’s Wish. So, if there’s a chance that Avernum Zero will get made, there’s now an engine that could do it! Otherwise, welcome to the forums! I hope you have a good time here!
  8. Sorry that I've been a little slow on this one, but Slarty is right – it's likely that your saved game has been corrupted, causing the problem you've been seeing with the game's items. This is a problem that's been around for quite some time, but it happens so rarely and so unpredictably that, as of yet, no-one has found a way around it, or indeed what specifically causes the problem. Unfortunately, the only real solution at the moment is to reload from an earlier saved game. That being said, I've had some ideas in mind for a while now for some ways in which the problem might be fixed. However, I've not yet had any saved games to work with. Sorry to keep asking things of you, but would you consider sending me a copy of this bugged save? I'd be interested to try out a few things, and see if I can't get it working again. Perhaps the best way to send the file over would be to upload it somewhere (say WeTransfer) and post the link in this thread – or in a Message if you'd prefer.
  9. Alright, it looks like there's a possibility that you're suffering from Spiderweb's chest bug, although what you've said above isn't quite conclusive. For instance, my understanding is that the chest bug affects all areas once it's been activated, but it seems that only some areas are being affected in your game. Just to make absolutely sure, would you mind doing one more little check for me? Go to the upper level of the Castle Food Depot. There's a small barracks on the south wall containing three soldiers (and Sergeant K'Naan). It's the room directly east of the portal pylon. In the southwest corner of this room is a chest. In this chest are some Not Yours items. Since the soldiers never move around, it's impossible to take these items without the crime being seen, and there are more items than it's possible to steal without losing the game. In other words, there's no way that all the items can be removed from the chest – except if you're experiencing a nasty bug. Is this chest empty?
  10. Hello mlahut, Sorry to hear that you've been having problems, and good on you for sticking with the game even so! I haven't heard of behaviour exactly like that which you're experiencing, but it's possible it's related to a similar – and very rare – problem that's been reported before. Unfortunately, if it's the same issue, there is currently no known fix. However, it would still be really useful to know if it's the same problem! And if it's a different issue, it might be possible to come up with a workaround! If you still have an affected save game handy, would you mind checking a few things for me quickly? 1. Does the problem extend to items in chests? One easy chest to find is in the guard house on the eastern side of Gnass. There's a chest on the northern side of the structure which should contain a few Not Yours items. Are they still there, or have they disappeared? 2. Do clickable items such as wheels still function correctly? This is a little harder to check, I'm afraid. The quickest wheel to check that I can think of right now is in the underground bandits' lair to the southeast of the Castle Food Depot. This is the same area you go to complete the 'Rescue Treviass' quest. There's a wheel at the very northwest of the lair. If you click the wheel, it should open/close the gate. Does this still happen correctly? It would also be useful to know your operating system. Are you running Avernum 6 on a Mac, on Windows or on a tablet?
  11. Hello Gnosis, Sorry to be slow off the mark! The problem you mention about downloading the files for the Avadon 2 mod is simply a permissions issue – although the error message is a little confusing! The files can only be accessed by a member of the forum. In order to download those files, simply log in a try again. You'll be able to download them just fine! What the mod creators have done with these files is to edit little parts of the programs, called 'scripts', to change the behaviour of the games a little bit. They've done all the work for you, so all you need to do is to plug them in to the game engine! Before you do anything, it's best to make a backup. I'd suggest just copying the entire game folder, just to be on the safe side. That way, if anything goes wrong, you've got a clean copy of the game to go back to! On your copied game, find the folder called 'Scripts'. For me, that's inside the folder 'Avadon Files', but that might be different for you depending on your system, and whether you're playing the game through an intermediary like Steam. Now all you need to do is to copy those scripts you downloaded as part of the mod – they'll be named something like z00town.txt – and move them into the Scripts folder. They'll overwrite some of the original files – that's why you made a backup! – and the mod will then be installed. For these mods, my understanding is that you activate them by clicking on an Avadon Pylon. Once you've installed the mod, try clicking on one and seeing what happens!
  12. Hello han131, I'm afraid there might have been some misinterpretation going on here! Firstly, I believe Randomizer only mentioned Fort Emergence above as an example of somewhere to rest after the fight. There's no link between the Fort and the Great Circle. After all, you're the first people to even find out that there are demons there at all! As for the hint book, the comment about the Great Circle is a little ambiguous. While I can see how it could be read as implying that there's a specific reward related to the fight, all I believe it means is that the boons you get from the stone circles might be worth risking the fight for. After all, you only have to converse with the demons if you've visited enough stone circles, and received enough rewards. In other words, so far as I'm aware, there is no direct reward for battling the demons. The fight saves you from the demons' curse, and from unleashing the demons on the world, which in some senses is its own reward!
  13. I can't think of a much better substitute for a werewolf from the graphics files of scenarios that I've played (although I'd be tempted to flag up the Ursagi as another possible option). A gorgon is certainly close to the original, even down to the coloration. I think it could work well! However, it might be nice if there were something to distinguish it from a regular gorgon. For me, the werewolf battle is the culmination of a really tense part of the scenario. I know it's not quite the climax of the whole scenario, but it's close – and the werewolf is quite heavily foreshadowed as a big, destructive foe. This might take a bit of experimenting, but one way to do that might simply be to stretch it into a tall monster, like a dragon. That's a little dangerous, since stretching can sometimes distort proportions too much and make a sprite look decidedly off, but my feeling is that it would be worth trying out in this case. It might just work! Otherwise, perhaps just a colour tint could work. If you tinted the sprite a few shades browner, that would make it immediately clear to the player that this is something special, something more than a regular gorgon. Otherwise, I did some hunting around for other useable sprites. I came across this. It's an open-source piece of character art, meaning that you could modify it and use it in BoA simply by crediting the original author. Here's a link: https://opengameart.org/sites/default/files/werebear_white.png which is taken from: https://opengameart.org/content/werebear-flare-sprite-sheets Purely aesthetically, I think this is a really nice isometric match for Alcritas's werewolf. It's actually a werebear, but I feel it could also pass as an upright werewolf. I suspect that scaling down this character to the size of Avernum sprites would probably destroy all the detail, but it could be useful as a base for creating a new piece of character art. If I have a moment, I might have a look and see how infeasible that might be. Just a thought! I'm afraid I don't recall seeing anything that could pass as a Rokka, though. If I think of something, though, I'll let you know!
  14. Excellent! Now that Smaug's not top of the leader board, he's bound to win! Smaug for president! A vote for Smaug is a vote for non-human life everywhere! In any case, here's another triptych, although perhaps a little more conventional this time: 1. Mary Poppins 2. Queen Elizabeth II 3. Queen Elizabeth I
  15. There is! You might just have missed it: https://lparchive.org/Exile-2-Crystal-Souls/ Everyone's response to different walkthroughs and playthroughs will differ. The best way to find ones that work for you is to have a bit of scout around! Have a look at a few different options and see what you like the best. If you like the playthrough you posted here, then that's great! Make sure you don't divulge the secret lizard password in Fort Emergence. That's top secret!
  16. The properties of rubble in the Za-Khazi Run are something intrinsic to the rubble tiles themselves, rather than specials that are manually placed. My feeling is that Jeff did this to demonstrate one particular feature of the editor: editing terrain types. In this scenario, Jeff created a new rubble tile. This looks identical to normal rubble (which is hard-coded). However, when the party steps on it, it calls a scenario special. This increments the in-game time counter, and displays a message the first time it occurs. This means that, wherever a rubble tile is placed, the party will be slowed down when they walk on it – with no more work from the scenario designer!
  17. Hello Sanuich, Not really, I'm afraid. The problem is that a list like that would be really, really long, and so probably not as useful as you would like. For instance, Exile I as a whole contains at least 70,000 words – that's the length of an entire novel! Searching through that to find something you want is certainly possible, but it's not hugely convenient. To demonstrate, take a look here: http://stuff.ermarian.net/slartucker/dump/ex1dump.txt This contains all the responses of every character, preceded by the keyword that activates the response (along with a few other things). As you can see, it's a huge list! A more helpful tool in this situation might be a more general walkthrough. These will usually tell you what you need to ask certain characters to activate quests, shops and so on, and so should provide you with everything that you need. Rather than wading through a sea of text, you'll be told exactly what you need to know! As an example, here are two walkthroughs, one for Exile I and one for Exile III: https://gamefaqs.gamespot.com/mac/564320-exile-escape-from-the-pit/faqs/16660 https://gamefaqs.gamespot.com/pc/575519-exile-iii-ruined-world/faqs/23841
  18. Not yet, I'm afraid! In Exile I, rubble is only there to make the caves look more realistic. If you want to check, try walking through some rubble when some wandering groups are nearby. You'll see that they still move one square for every square that you move, no matter what terrain you're walking on. Interestingly, this *did* briefly become a feature in the Exile series, but only in one small part of a later release. In one of Jeff's later works, the Za-Khazi Run, stepping on rubble does slow the party down. The mechanic only appeared this once, though. Generally speaking, rubble is just for looks. Don't worry! If a square does something strange in one of these games, the game will make it very clear!
  19. Hello Superba, If you think you might have installed this particular mod, but are unsure, probably the best thing to do would be to try and see if you can get the mod to activate in-game. Thankfully, this mod is centred around one particular encounter, so all you'll need to do is to go there and check! Here's a comment from the original post: Using either a new game, or an old saved game, go and click on this sign. If it just appears to be a sign, then your game is clean! However, if you see additional dialogues, you should have the mod installed. Probably the most interesting way to find out what this mod does would be to do some experimenting! If you have the mod installed, have a click through the dialogue options and see what it can offer you. Each of these options will probably come with a description of its function – Jerakeen is an experienced modder, so I'm sure they will have made made everything clear!
  20. Alright, I'll bite. Here's a little triptych for you: 1. Smaug 2. Sylak 3. Graham Nelson
  21. Do give it a try! Blades of Exile was extremely popular back in the day. Very, very many scenarios were made for it – well over 300 in total. A very decent chunk of these scenarios are of excellent quality. If you shop around, you’ll find lots of high quality scenarios waiting for you to play! Some of these scenarios are absolutely superb. Indeed, several have been held up as comparable in quality to the Exile series itself. I can recall seeing scenarios justifiably attracting the label ‘Exile 4’, and even ‘Exile 5’! If you enjoy the original Exile trilogy, I would very much recommend that you give Blades of Exile a try. You won't be disappointed! I feel that this is worth highlighting. Bless, and especially repeated applications of Bless, is extremely powerful in the Exile engine. If there was any one thing that really helped me get to grips with battles in Exile, it was this! This has already been answered very well by others in this thread. However, I feel it's worth pointing out one more small thing. Generally speaking, the Avernum games are very faithful recreations of the original content in Exile, albeit it presented and optimised for a new engine and a slightly different video game landscape. However, Avernum 1 makes one small, but very interesting addition. The game has an extra dungeon: Lost Bahssikava. It expands on a story point that is mentioned in Exile I, but never really dwelt upon. I wouldn't use this dungeon as the sole reason to recommend Avernum 1 – it's only a tiny percentage of the game, after all – but if you were thinking about possibly playing Avernum, it's something to bear in mind!
  22. Thanks for checking! I thought it was really unlikely that you were checking in the wrong place ... This is a nasty bug that you've found. However, now that we know it can happen, it will make it a little easier for us to help people in future. Thank you!
  23. This game uses 'sdf's – short for 'stuff done flags' – to make a record of various things you do over the course of your adventure. An sdf code changes these, allowing you to make the game think you've done certain things, even if you actually haven't. These codes are very powerful! In this instance, if you want to proceed with the Fury Bow quest, do the following. First, hold down 'shift' and press 'd'. This should bring up a little text box. In this box, type this: sdf 6 11 1 This will make the game think that you've spoken to Sick Boy. If you now talk to Judith, you'll be able to ask her about the Fury Bow. However, I think it would be interesting to do one more check, if you're willing. When you're in Shayder, press 'shift' and 'd' as above, and type in: location This will bring up a little piece of text telling you where you are in the town. X increases as your first character moves right, and Y as you move down. Try to find this spot: X = 17, Y = 47 (Town = 4) You should be standing just to the left of a rug on the ground. Is there anyone standing on this rug? It's entirely possible that Sick Boy is gone (he might have been killed by the brigands in the house just to the south), but it would be useful just to check this!
  24. Good catch, Slarty! Have you tried checking in the inn right next to the dock, weperkins? Sick Boy moves in there as time goes on, since the innkeeper takes pity on him. Let me know if that doesn't work. If you've stumbled on a bug, or a situation where you can't continue with the Fury Bow quest somehow, I might be able to give you an sdf code to allow you to keep going.
  25. Hello JFS, Unfortunately, I can't offer you any direct help on this problem – I'm a Mac user, so this isn't an issue I can test out myself. However, since the forum has been a little quiet on this point, I thought I'd offer you a suggestion. Have you tried sending a quick email to Spiderweb's support address? Spiderweb is usually very prompt at offering helpful answers to questions like these. In particular, the company has put a fair amount of thought into how their graphics are displayed – if anyone knows a solution, it will be them! Here's the address, should you need it: support@spiderwebsoftware.com Good luck! I hope you manage to find a solution that lets you play in full screen without the flickering. If you do, let us know here how you managed it!
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