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Fort

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Everything posted by Fort

  1. As you know, there is no steamlined way to make the mage come back to life. I suggest just dabbling with the scripts to make the mage reappear when you enter the area.
  2. Originally written by Garrison: Quote: It should be small dagger with a bluish tint because that is how it is described in the games, though the blusih tint is my conjecture. It should have a very high base damage and the regular bonus damage per level of weapons skill as a dagger because I figure that a knife whose edge is blessed enough to cut through virtually anything does not give its user much of a bonus for having big muscles. It should of course deal damage to undead and demons because I think most people like to see anything holy or related to religions being discriminatory.
  3. It should be small dagger with a bluish tint. It should have a very high base damage and the regular bonus damage per level of weapons skill as a dagger. It should of course deal damage to undead and demons.
  4. No, it stacks and does not replace.
  5. I like how Jeff so characteristically used the word "unkillable" in the scripting call instead of "invincible" or "immortal." I only have the demo, but I was thinking about using the priestess to help attack the shade for laughs. But the shade killed her so quickly that I never even knew that she could summon Divine Shades.
  6. It does not fit in the original Avernum world because of the drastic change in the type and use of monsters. The previous Avernum games involved several outdoor sections and a few dungeons for every major monster group that infested a region; for instance, the Sliths had the entire area west of Fort Avernum. Avernum 3 took this concept to the extreme with literal monster plagues, but Avernum 4 has tons of small infestations that seem almost random in their placement. I was surprised to find various "worm" type monsters instead of the usual Avernum critters. Also, some monsters like demons which were commonplace in previous Avernum games have become rare. In short, there were more monsters to fight in the previous Avernums because of wanderinng outdoor encounters etc., and I think this changes the feel very much.
  7. I am afraid you are stuck with the text size. The games are not adaptable enough to run properly on reduced resolution, and I doubt that there exists a magnifier for the game text. In my experience, though, the text size in the game is similar to that of 12pt font, so it should not be ridiculously hard to read.
  8. The numbers are too small in my opinion. In some obscure way perhaps each die used in damage calculations is affected individually by percentages. I don't know, but I think it would useful to do these tests again with much higher damage numbers and something like an iron breastplate.
  9. It is not a bug. In the scripts summoned monsters are set not to give experience.
  10. Luck is supposed to have some effect on a character's resistances and defensive abilities, but I have not noticed a significant difference. Regardless, luck is expensive so a high level of it for defense might not be feasible. Hardiness only slightly increases your resistances and I never found it useful. Items and traits can give you plenty of damage resistances and a few percent less damage does not seem worth the skill points it requires.
  11. You can get a steel spear in the demo, but you will have to murder a neutral NPC for it. I believe his name is Febber and he sits by the river in the section just north of the Slime Tunnels.
  12. I have the demo of Avernum 4 and have completed just about everything in it. But there is a locked door West of Formello that leads to an area that is presumably the same area that a nearby cliff/pit blocks access to. The game message indicates that is too complicated to be picked and requires a key. I was wondering whether this area can be acessed in the demo, and about what is actually there.
  13. I suggest setting the directional arrow keys to move the screen and reserve the numeric keypad for manual movement of the party. I find that this makes moving over long distances much more efficient becuase you can take advantage of the maximum range of the pathfinding engine. Concerning needing to use the mouse to play, it is important to remember that bringing back area of effect spells, one of the most missed features from Exile, requires the mouse. The inability to "look" specifically at a spot disappeared in Avernum, as did reading terrain names in Geneforge. Sometimes I want to be able to access the inventory while buying as well, but I remember that I hated not having the automap all the time. The disappearance of true secret passages is a huge loss in terms of how Spiderweb games usually are like to play, but I think most of the other changes were beneficial to user interface.
  14. That has been requested many, many times before and it is terribly unlikely to be implemented. The vahnatai are just too mystical to be a mere adventurer like a human, even if the adventurers will become heroes. Balancing out advantages of a mighty race like the vahnatai would be difficult too. What advantages and experience penalties would you expect for a vahnatai?
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