Mister Fox
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Posts posted by Mister Fox
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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.
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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.
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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.
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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. -
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
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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.
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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.
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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...
-Kardas, whose sweetened corn and oat adventurers got soggy -
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.
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Quote:Originally written by Wild Kinky Slugs:
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Quote:Originally written by radix malorum est cupiditas:
Quote:Originally written by Mister Fox:
lmfto -
Quote:Originally written by Noddy:
furry lovetoys -
Quote:Originally written by Miya:
Swamp Folk? -
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.
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Quote:Originally written by Aaron Kashtan:
Which are the six major artifacts? -
Quote:Originally written by Aaron Kashtan:
Which are the six major artifacts? -
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.
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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.
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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. -
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?
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Quote:Originally written by Delicious Vlish:
This whole thread makes my Vlishy squishy head hurt. -
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.
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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.
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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.
Avernum V ideas
in Second Avernum Trilogy
Posted
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.