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Mister Fox

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Everything posted by Mister Fox

  1. The Avernum necromancers are always wimpy nerds living in caves out in the middle of nowhere, I think graverobber would be a better class. They'd be fast from running away from guards when caught, self-trained in stealthy skills to avoid being caught, and and skilled in pole weapons from all of the shovel handling. Also, it fits in with the other classes in that there is always some criminal background involved. Necromancers seem to be thought of as a bit too criminal for Avernum (you always get sent to kill them) and would probably be sent to the Abyss.
  2. Another neat little out of the way and completely meaningless easter egg Jeff could stick in would be to place members of the spiderweb forums (or maybe just the mods) in random places in A5, quotiong a post or their sigs or giving actual useful information.
  3. An interesting side quest could be a temporal rift or something of the like that sends the party to an alternate dimension (possibly Exile, with its minute differences from Avernum) with old-school 2D graphics.
  4. It's a widely known fact that Lincoln is to blame for the cave worms and hellhounds. Abraham Lincoln was exiled for wearing a hat that was too tall, and generally making a mess of any situation involving a hat on the surface. In Avernum, however, his tall hat found acceptance. That was until his hat flattened Avernum out, freed cave worms, created hellhounds, and revived Retar Ihrno. Abe was banished to The Abyss, where he was eaten alive by the rare and elusive Cave Baboon.
  5. Quote: Originally written by Ephesos: Quote: Originally written by Scienceking: Jeff, I think that I would prefer it if you could swap around the graphics for the portait and the figure. What? This makes no sense. He means choosing a portrait and an icon that don't match. In the older Avernum games, you chose the portrait and icon separately, and you could change either of them later through the abilities menu. The only thing I don't really like about the new graphics is the lack of variety in the Nephilim and Slitherzakai characters. Also, the lack of elevation in the Geneforge system makes the world seem less like Avernum. If I had any artistic talent I would have graphics to contribute, but I'm more of a writer.
  6. Longsword/Broadsword(whatever is the main one-hander in the next game): Phantom Blade Damage: 40-40, cannot be parried and ignores enemy armor Weight: 0 Rarity: Very rare, almost unique but not quite Description: An extremely cold, ethereal, blue sword that constantly emits a soft glow. This completely weightless sword can damage a foe through shields or heavy armor. Because of its weightlessness and the extreme cold surrounding it, the Phantom Blade can be difficult to use. -30% Accuracy 2-12 bonus ice damage on hit Acts as an inexhaustable, but dim light source if light is needed in A5
  7. In Exile, joining and leaving was a great idea because of the free priest spell levels. There is really no reason to do it in Avernum though, I wouldn't suggest joining at all unless you already have no mages in your party. A group of warrior priests would see huge benefit joining from free spell levels and cheap spells and items.
  8. I would like for Jeff to fix the weight of his items...he did improve it from earlier Avernums to 4, but (going from 12 pouds to 9 for a normal one-handed sword) 6-9 pounds for a one-handed sword is still a bit over the top. That's even a bit much for a two-hander realistically speaking. The average 1 handed battle sword weighs between 2.5 and 3 pounds, while the average 2 handed battle sword is 4-6, though 6 is uncommon. Swords didn't weigh a lot until they stopped being main battle weapons. Decorative and parade 1 handed swords could weigh up to 8 or 9 pounds but are nearly useless in combat. Unless everyone in Ermarian (sp?) has resorted to using display swords for some reason, these weapons need to go on a diet. I only have info on sword weight, but a few others seemed miscalculated...like a pir of gloves-not gauntlets-weighing 2 pounds seems a little much to me but I can't be certain.
  9. Quote: Originally written by Enraged Slith: Maybe Jeff will make an Avernum from the Vahnatai perspective where you play as the Vahnatai rather than the original three races. I know that he swore he would never allow Vahnatai PCs but remember, he also swore he would never make a 4th Avernum... Yes and let's not forget that JV also swore that the short lived sellout cereal "Exile-Os" would stay crunchy in milk. -Kardas, whose sweetened corn and oat adventurers got soggy
  10. Avernum is a bit easier and you don't really need 6 characters, you don't even need two if you're good. Exile is more for people who want a challenge, and the graphics were charming in their own way.
  11. Quote: Originally written by Wild Kinky Slugs: Hey that's not nice
  12. Quote: Originally written by radix malorum est cupiditas: Quote: Originally written by Mister Fox: lmfto ? Laughing My Fluffy Tail Off
  13. Quote: Originally written by Noddy: furry lovetoys lmfto I love your terminology, I'm going to steal that and use it in my everyday life.
  14. Quote: Originally written by Miya: Swamp Folk? I think they only appeared in "A Small Rebellion" but they may have been in E3/A3, I'm not entirely sure. They're a race of fungal humanoids who live in swamps.
  15. It's highly unlikely that Jeff will implement a new race in future Avernum games, but if he did what would people most like to see? This is PURELY a "what if?" thread, just pick what you would want to see, not what you expect to see.
  16. Quote: Originally written by Aaron Kashtan: Which are the six major artifacts? Demonslayer, Crystal Aegis, Infernal Shroud, Emerald Plate, Lightning Girdle, and I think the last one is the Avenger's Ring but I'm not 100% sure. There is a list of them and how to get them in the hint book but I don't have it with me right now.
  17. Quote: Originally written by Aaron Kashtan: Which are the six major artifacts? Demonslayer, Crystal Aegis, Infernal Shroud, Emerald Plate, Lightning Girdle, and I think the last one is the Avenger's Ring but I'm not 100% sure. There is a list of them and how to get them in the hint book but I don't have it with me right now.
  18. The party I have now that works quite well uses a slith custom (focusing on Pole and Strength with the elite warrior and quick movement or whatever it's called), a soldier (I used a Nephil) with focus on melee and nature lore (I don't remember what traits he had) I have this character using the 6 major artifacts. A nephil priest/archer with pure spirit and deadeye, focusing on archery and priest spells. The fourth character (I used a slith) is a mage/thief with natural mage and nimble fingers, focusing on mage spells and tool use. This party works really well for me.
  19. The party I have now that works quite well uses a slith custom (focusing on Pole and Strength with the elite warrior and quick movement or whatever it's called), a soldier (I used a Nephil) with focus on melee and nature lore (I don't remember what traits he had) I have this character using the 6 major artifacts. A nephil priest/archer with pure spirit and deadeye, focusing on archery and priest spells. The fourth character (I used a slith) is a mage/thief with natural mage and nimble fingers, focusing on mage spells and tool use. This party works really well for me.
  20. Quote: Originally written by Ohe, vo stetto.: You'll have to force the area to reload, which means wandering off to somewhere reasonably far away and then wandering back. Stepping through a pylon works too, as does backtostart. —Alorael, who wouldn't know how to move shades at will without pylons. That's the first thing I tried and it didn't work, but I saw something similar on the Tech Support boards and a clean reinstall as JV suggested is what worked. For future ref, if anyone has problems like this the thing to do is backup your saves and uninstall A4, then reinstall it and leave the area.
  21. I downloaded A4 again and replaced the files for fort remote, but it still doesn't work properly could the 'Return to Start' cheat have anything to do with it?
  22. Quote: Originally written by Delicious Vlish: This whole thread makes my Vlishy squishy head hurt. You think that's bad, helium sack? I don't even exist in any of the little spiderweb worlds
  23. With 1.0.3 the game crashes whenever I enter Fort Remote, with earlier versions I can go in but a message appears on the bottom of the screen reading "Talk Error: Dialogue Script Broken Or Absent" and I can't talk to anyone. I can't get any further.
  24. Oh yeah the crystals! I forgot about that but I knew it was something. It does seem remotely possible that Geneforge is in the future of Avernum, since you never see more than the cavern system or the continent of Valorim and the Geneforge series takes place on islands thought to be abandoned. But there are no nephils, no sliths, no vahnatai (unless they became human looking and started calling themselves shapers) and all monsters seem to be created by shaping. The worlds seem to be very different though with some possibility of a link, but only Jeff knows if they are in any way connected or not.
  25. If I remember correctly, Vahnatai shaping is described in one of the earlier Avernum games (or maybe Exile but not the Avernum counterpart?) I'm thinking it's II. Vahnatai shapers use magic to manipulate minerals more accurately and easily than humans, sliths, or nephils. This is how their waveblades, razordiscs, and cities are created. I may be mistaken though, this should be confimed with someone who has recently played through one of the early Avernum/Exile games and may remember the conversation, or Jeff who knows everything about the Exile/Avernum universe because it continues to grow and thrive within his head as we type.
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