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Timmy, Power Gamer

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Posts posted by Timmy, Power Gamer

  1. I am having a weird issue where it consistently says I don't know enough about Arcane Lore to read the book.


    I am a singleton with 10 Arcane Lore, Sage Lore, and 4 Vahnatai Lore. I tried removing all of my Arcane Lore and adding it back in the editor, no dice. Removed my Sage Lore and added it back and no dice. Honestly, I have no earthly idea why I can't read the book. Any thoughts?

  2. I greatly enjoyed the game on my first playthrough. Then things got really frustrating after subsequent playthroughs. My biggest peeves are:


    Moving only one square in complete darkness mode. This was never an issue in previous Avernum games because the AP was lower and you made each individual movement in a direction for your character. In this game, though, it's a pain to have to accurately click right next to your character while dodging all of the obstacles in your way (especially in the Final Gauntlet). Like, I'm not saying that it needs to be designed differently map wise, just that moving shouldn't be strenuous.


    I feel like this game is a "My First Spiderweb Software Game". I sorely miss the lack of customization that was in the previous games. I understand that there's a larger market with random people on Steam picking the game up for the first time, but it still hurts to pick one attribute and two skills every level, with many stats capping really quickly.


    Power didn't feel exponential, but additive. Lower levels in previous Avernum games felt pretty lackluster, but I greatly enjoyed that aspect. Then, as you started to hit levels 25-30, every single level (which became harder and harder to get) started to exponentially raise your passive power through assassination, health, and mana, all while you rounded out your abilities and unlocked the newer, better abilities. This is definitely friendlier for newer players, but I feel like the characters are now pretty much all the same. There's less replay value to experiment with builds. I know that I, for one, spent more time in the other Avernum games replaying the first sections and trying out different builds than advancing through the stories.


    Torment, due to the lack of customization, felt like it was much harder than in previous games. It ended up being me waiting in the middle of nowhere for a random encounter to grind on for a lot of sections of my playthrough. I didn't feel like it was challenging, so much as stupid. I really liked doing singleton torment challenges in other games which is a dice roll at best in this game. Especially since you can never hit 100% in a resistance, and the Grah Hoth fight would always end with him hitting me with a 10% Terrify, me running off the pentagram, and dying from the death curse.


    But I also liked that several annoying things were removed, like moving, invisible, spell casting opponents.

  3. I had a Power Mac (it was so awesome it could play those fancy games that needed 4 MB of RAM, like Nanosaur!) and my dad frequently brought home freebies from being subscribed to and showing up to a lot of Mac events. One of these things we got was something along the lines of "Mac CD Warehouse". If I recall correctly, it had many, many game demos on it. All of the stuff I loved growing up.


    Power Pete, Realmz, Exile 1+2, Odyssey (Legend of Nemesis), Darkwood 1+2, Wolfenstein, some shooters, Marathon 1+2+Infinity.


    Good times.


    I probably also have most of these confused with games that were on Mario's Game Gallery. Like Alone in the Dark. I found out they're still making those and they never got any better. ~_~

  4. I got the 5 cache on my 10th as well. I have all of the achievements unlocked save captain and commander (beat game on hard and torment). I'm not 100% certain, but I believe that beating everything on torment in one play-through can unlock everything, but that would be an absolute nightmare. I made a lot of building mistakes on my characters. I tried to replicate my dual-wielding dodge-tank in A6, picking up Riposte if I do get hit. What that meant was the my tank could be glass-cannon, wear cloth, and never get hit to need armor. That's how I played this game. I WANT MY HOURS OF PAIN AND TORTURE BACK. But seriously, it can be done, but you would have to read the min-max guide before hand or you might make terrible, terrible mistakes. And it's no fun to spoil the difficulty for yourself, either. The only spoiler I used in my 100% unlock normal mode run was to find the 40th supply cache (sneaky Jeff).

  5. Originally Posted By: Randomizer
    Originally Posted By: HOUSE of S
    Broadswords ARE messed up. Wow. Due to a mistake in the ability definitions file, shortswords get bonus points from Melee Weapons skill, but broadswords DON'T. Wow.

    This is definitely a bug, and it's very real. I apologize for doubting you.

    Luckily players switch over to special swords quite soon and avoid that bug.

    I do like to do non-artifact runs from time to time. I was looking at getting an early Steel Broadsword because I figured that special weapons would be as rare in this version of Avernum as in other versions. Boy was I wrong. I'm honestly very surprised that Scrioth didn't make a return. I miss shooting firebolts out of my sword. >:D
  6. Originally Posted By: HOUSE of S
    Oh, wow. I see what's going on here.

    The halberds are working the way they are supposed to; the Iron Spear just has 3 levels of bonus more than the Bronze Halberd.

    Broadswords ARE messed up. Wow. Due to a mistake in the ability definitions file, shortswords get bonus points from Melee Weapons skill, but broadswords DON'T. Wow.

    This is definitely a bug, and it's very real. I apologize for doubting you.

    (EDIT: Happily, this bug does not afflict the Remix, as I eliminated the distinction between sword types.)

    No worries. I should have posted images from the get-go. I was thinking that more people had this issue, so they would be able to answer my question from experience. I just kind of figured that Jeff thought cleave was overpowered and made broads scale worse intentionally.
  7. I have been playing through the game (about level 23, just killed Sss-Thsss) and my main warrior has 20 melee and 10 blademaster. Is it normal that all shortswords exceed the damage of all broadswords at this point? I was originally very excited for broadswords as they did more damage and could cleave, but can't be used in the offhand slot. For whatever reason (likely poor scaling) my Steel Broadsword does about 30 less damage on average than a Crude Shortsword. Is there any method to this madness, or are shortswords just monstrous late-game?




    Here are the images: Weapon Damage Images


    The broadswords out DPS the shortswords for all of my characters that have 0 melee weapons. Otherwise, the shortswords out DPS the broads. I can't figure out what's going on with my game.

  8. I say just man up and take your mistakes as mistakes. I decided at level 15 that polearms suck and that my tool use guy was going to use bows. Now he's a steaming, worthless pile of crap, but that's okay. As far as achievements and the editor, I don't plan to use the editor until I've gotten all of the achievements anyway. I mean, isn't that how it should be? Skyrim doesn't let you reset perks.

  9. On the one hand, if you do shrink the images then they'll lose quality. On the other hand, cropping them will leave you with less image.


    There isn't a right or wrong choice here, but my opinion would be to shrink and fix-up the images. I work with smaller graphics like this, and I think they'll be much better off in this sense.


    My reason for thinking this is that even with the original quality of the actual A5 graphics, it'll be lacking in 2 regards.


    1. The connecting panels would be incomplete or awkwardly spaced, thus meaning you'd have to either crop the images to make a 2:3 ratio, or edit the graphics to make them look like they fit. This won't be that big of a deal, but it may sacrifice the same quality you were trying to keep.


    2. The images won't be the same size as their surrounding images. Because a square in Avernum 5 is larger than a BoA square, you'd either have to make the background squares bigger, or make the image appear to fit if you're keeping the same scale of the tiles. If not, you may have certain places that may be the same amount of pixels, but still appear to be bigger, have different quality, or just seem out of place.


    It's a worthwhile endeavor if you really like A5's graphics. It's always nice to have a few new tilesets. Good luck with whichever you pick, neither are going to be that difficult or easy.

  10. I tried deleting the prefs, and then I reinstalled and deleted the prefs again which unregistered me (as I assumed it would from your instructions.) Reinstalled again overriding the prefs created from said test and the application was registered.


    Rebooted and it was still registered. (At this point I assumed that one reboot wasn't sufficient enough) rebooted again, and it's still registered.


    Well, it might happen again, but let's hope not. Anyway, if this fixes it for a reasonable amount of reboots, I'll be much better off than otherwise.


    Thanks for the assistance, we can assume this problem is fixed.

  11. The Problem:


    Occasionally after I reboot my old iMac I find that my copy of Avernum 2 (Version 1.0.2) has magically become unregistered.


    My Temporary Solutions:


    I do step ii and reinstall it, it works again, but keeps unregistering.


    Needless to say this can be a pain in the neck, especially since I can't figure out why it's doing it. I've installed it on my Windows computers several times without this problem ever occurring. I'm just curious if anyone's had this problem before with a potential solution for me. If any other information is needed from me, I should be here to respond. If this problem should be disregarded because it can indeed be fixed each time it happens, then that's also fine.


    As a note: I recall this happened once before this week for Avernum 1, I may be wrong, and it isn't giving me trouble at the moment.

  12. Quote:
    Originally written by Divine Error:
    Jeff has always responded to emails, but I find the posts preceding and following Jeff's highly ironic. The second especially.
    Well, the second post was made within a minute of Jeff's, so the person didn't know that Jeff had posted yet.

    I personally would like to see just a few more spells. (60)

    When you think of 40, sure that's plenty, but you have to divide it evenly between mages and priests.

    What I propose is either make another class of spellcasting, or seperate spellcasting into individual groups.

    Think about it, if a priest can summon a host of shades, why couldn't that priest summon a warg? In reverse, if a mage can summon several demons, why can't he summon a shade?

    You could branch spellcasting into four groups: Status, Summoning, Damage, and Healing. Status spells would have haste, slow, bless, etc. Summoning would have summon beast, summon shade, etc. Damage spells, healing spells, so fourth.

    Thinking in terms of customization, that let's you choose what you want your mage to be specialized in. I have often found it difficult to get a mage up to the required levels for spells because of the cost of raising mage levels, and this could provide an easier way to reach the particular spells I want to cast.

    Also, think about it in relation to weaponry. If you choose to boost your melee weapon skills, it won't help you hit with a spear or a bow. If you improve your summoning like that, it wouldn't help you to increase your healing power.

    Also, since Avernum is becoming more like Geneforge, there could be an expensive Magic Craft skill that costs about 14-16 skill points, and boosts all four aspects.
  13. Maybe this time one will finish the other off!


    The return of the stupidly overpowered Pachtar's Plate Mail!


    Revenge of the Slith!


    I'm not making any sense!


    I'd like to see the return of dual wielding as well. Maybe, maybe not. BUT, I think It'd be cool to have this big group brawl between the characters of the previous games, to see who's stronger. (Watches the overpowered A3 combat system take over with Patchies Plate Mail and THE Halberd)

  14. Well, Avernum would be alot easier with those numbers, like in the olden days of Exile. But the thing is, mage's are more overpowered in avernum. Just picture a team of 6 mage's, going in and Ice Lancing the slime pit, killing a possible 48 slimes per turn. that's not really how it's supposed to be done.


    with 6 mages, they could run up, kill a mage, and you'd still have 5 in reserve. In my opinion, mages should be limit one, because of their power. They are the easiest to get rid of, but also the most powerful.

  15. Honestly, A1 lacked a function for the right click, and if you press both at the same time, you run like you're on crack.




    Easiest outdoors experience: A1

    Best plot: A2

    Best combat: A3


    I vote A2 though. (i have the whole trilogy, and it's the only game I haven't beaten yet >.<, I was close though, before I got a new computer and lost the data that is.)

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