Randomizer
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Everything posted by Randomizer
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You can get past the high tool doors with enough leadership to ask for a key.
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Originally Posted By: Dikiyoba Yes, you can change the portrait. What about the walking and combat icons? Dikiyoba. It was done for the A4 chitrach, but you need to know the image size and other details to integrate it with the others. You have to email Jeff.
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If you go before the golems, then retreat back the way you entered and stand just inside a doorway so only one golem can attack at a time.
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Originally Posted By: Lilith why don't you just ask jeff to part the red sea while you're at it No!!!! Jeff might bring back Geneforge type boats.
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There is a control for it and Patrick should mention that it's nearby in another room.
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Avernum 6 had an escort mission in Fort Draco, Geneforge 5 had one for rebels helping serviles, Geneforge 4 had helping soldiers escape and escorting a caravan, ... Escort missions are hard the first time because you don't know the route so you can't get out in front to protect them.
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AP adding items were nerfed, but even that chance at extra attacks is worth it and most have other great bonuses.
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It's been years since I played Exile 3, but each golem type was vulnerable to a damage type. Fire took damage from cold, Ice from fire, the Jeweled and Demon were more vulnerable to physical. Mostly that tower was a pain because you need lots of energy potions and/or an alchemist with ingredients to make more potions as you go through the place. Plus if you make a mistake on the shifting floors then you have to go back around.
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It's placed in the News section of the Spiderweb Games site and usually someone sees it and posts a message here with a link. Announcements is for new game release notices.
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The satchel is on the 2nd level of the mine in a room just past the goblin dining area. You have to stand on the body to actually get it.
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Originally Posted By: Tyranicus There really is no need to make BoE 64-bit. It's not like it's ever going to need more than 3GB of RAM. Don't urge them on. Someone will make a scenario just to prove you wrong. I still remember someone say that no one would need more than 640 kB of RAM on a Sun Microsystem workstation.
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Originally Posted By: RCCCL The only Spiderweb games I've had problems with are the Exile series(much to my disappointment). Exile games are Windows 3.0 era.
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First head south to avoid damage from the north pylon. Once it goes off then head north quickly. Then just stay there and use range attacks against the lich. Repel spirit, lightning spray and other high damaging spells plus disruption wands and wands of death. If you have trouble then invulnerable potions will let you survive a pylon. Welcome to Spiderweb Software. Please leave your sanity at the door.
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I'm pretty sure in E2 there were gates for the checkpoints between Silvar and Mertis. But it's been over 5 years since I played it.
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Depending on the game, there were times where Mertis had gates with guards on the roads and by Avernum 6 they were finally building a wall
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Originally Posted By: Earth Empires and those "experienced" testers abuse all available loopholes on game and then jeff fixes those and normal players have hard times ahead. That's only because starting with Avernum 5, Jeff wanted to know how we were fighting boss fights. Before that ignorance led to exploits.
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The game already auto-detects resolution, but new games don't go to that standard.
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Beta testing with "experienced" testers has just started. By "experienced" I mean they have tested a previous game and lack the sanity to stop. Jeff usually starts asking for new testers in about 2 months.
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You have to remember most of them weren't for major crimes. It meant no need for a major prison system topside.
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I think Jeff will be more likely do his Avernum prequel since he already has a plot idea.
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They are nice if you don't want to go online for information, but except for the maps there is more here. Also you can get advice that isn't available in the guides.
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I think gazers (eye beasts) are the only boss monsters that really fit that category and there aren't many. It's been a while. Unstable masses tend to take less damage from magic than physical. But daze and slow work on them.
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A6 - Dual Wielding and how much is enough?
Randomizer replied to Hanto's topic in Second Avernum Trilogy
Gymnastics does two things: it decreases your chance of being hit and acts like higher dexterity for determining when your character attacks in battle. Most monsters in the later part of the game will always hit so trying to decrease their chance of hitting is useless. -
Utterly random question.
Randomizer replied to Scherzo's topic in Avernum Trilogy (2000-2002 original versions)
From Tolkien's Elvish, ang- is iron, but I don't know the rest. -
A6 - Dual Wielding and how much is enough?
Randomizer replied to Hanto's topic in Second Avernum Trilogy
Gymnastics is useless above normal difficulty because everything can hit you. It's only good for going ahead in battle. Edit- I found Slarty's calculation and dual wielding of 10 is the most really needed. Originally Posted By: Slarty Tests are in! And as usual, our theories are not quite right. And as usual, more testing is probably warranted. I ran two tests. Both involved attacking the first NPC in the game with the first weapons in the game -- those "3-6" daggers. [i recorded damage BEFORE armor, that is, I added together the damage done with the damage blocked.] Each run, 7 in all, involved 20 successful attacks. I know that's not enough to be statistically bulletproof (hi, Thuryl) but it should give us a vague idea of what direction to look in. I am suspicious that the daggers were a limiting factor; see below. DUAL WIELDING AND TO-HIT To-hit scores with 2 points of Strength and no Melee Weapons or Blademaster were expectedly low. For single wielding they were 28%, but for dual wielding they fluctuated between 13%, 18%, 23%, and 28%. With 0 DW they were often 13% and never 28%; with 20 DW they seemed to always be 28%. Given that this range of 15% is far off from the estimates of others (Randomizer's 50%) and that the weapon I was using had a bonus level of 3, I am suspicious that what dual wielding really does is remove the weapon to-hit bonus, then give a chance -- greatly increaed by DW skill -- to regain some or all of that bonus. DUAL WIELDING AND DAMAGE Let's begin with my data: Test 1: Level 1, 6 Strength, 9 Melee Weapons. 00 SW: Avg 22.50, Range 16-28 00 DW: Avg 18.14, Range 10-26 02 DW: Avg 19.00, Range 11-26 00 DW / 00 SW = 0.80 Test 2: Level 61, 2 Strength, 20 Melee Weapons. 00 SW: Avg 27.35, Range 21-36 00 DW: Avg 21.55, Range 15-30 10 DW: Avg 27.00, Range 19-33 20 DW: Avg 29.30, Range 21-37 00 DW / 00 SW = 0.79 The good news is that, however paltry the data set, it is at least well-behaved, particularly the single-wielding to unskilled dual-wielding damage ratio. A penalty of 20% to damage seems pretty likely. This changes our formula above: Poles Avg / Lvl = 2.5 * 1.0 * 1.0 = 2.5 Melee Avg / Lvl = 2.0 * 2.0 * 0.8 = 3.2 This makes swords more attractive. The other thing of note is that Dual Wielding skill did increase damage significantly. At least in this trial, 10 points was enough to counteract most of the penalty. N.B.: there could well be other factors this test did not account for, such as weapon type -- I am suspicious of that one. So, we can hazard guesses based on this data but not ironclad conclusions. That said -- given that the Dual Wielding skill is relatively cheap and easy to access, and that there doesn't *seem* to be much advantage to maxing it out, EW and DT still probably beat Ambidextrous. However, dual wielded blades now compete with and possibly outshine magic in terms of damage output, when you take Quick Action into account: 2.0 * 2.0 * 1.0 * 1.5 = 6.0 (rough estimate with 10 DW and 10 QA) Compare to about 3.25 for Poles with QA, and 3 or 3.5 for spells. Admittedly Pole users can get the Slith bonus and save skill points on DW, but that simply won't make up the difference between 3.25 and nearly 6.0. BUT ALSO The SW numbers were not what we would expect. Given the assumption we've made since A4 about the damage formulae being simple, we would expect a maximum range of 1-2 * (2 + 6 + 9) or 17-34, with an average of 25.5, for the first test, and a max range of 1-2 * (2 + 2 + 20) or 24-48, with an average of 36, for the second test. But the averages were lower: 22.5 and 27.4... it appears that Strength and Melee Weapons do not add to damage as simply as we thought they did. It may be more like Nethergate: Resurrection where they add at differing proportions. More testing is required -- this would be very advantageous to figure out!
