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Louist

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Curious Artila

Curious Artila (3/17)

  1. Ah, thanks. Looks like I need to wait until I'm a bit stronger. Thanks!
  2. Sorry to perform a bit of thread necromancy, Randomizer, but I'm having trouble getting through the waterways as well. I can get into the southern section just fine, and kill the beast-master and his basilisk, but I can't find the wheel to open up the waterway that leads through the center of the bottom half of the map. I've been running around looking for it for the better half of an hour, but I just don't see it. My only unexplored options are, really, a locked door (50), a magically locked door, and the third waterway, which I can't seem to clear. Thanks! Oh, and you don't need to use the secret door at the room with the two wheels. If you just run it, you make it to the other side of the channel with 2 or 3 tiles to spare before the water fills back up.
  3. I'd love to, but the link seems to be either incredibly slow, or borken EDIT: Seems to work fine now, thank you Red Sage!
  4. I'd love to, but the link seems to be either incredibly slow, or borken EDIT: Seems to work fine now, thank you Red Sage!
  5. I Just read one, up on the first page of threads. Called, crazily enough, Ability List I'd love to see a tutorial!
  6. Quote: Originally written by rantalot: Quote: Originally written by Mivayan: [QB] Quote: The main thing I hope changes! Constant into-out of combat mode. Instead of encouners with 3 then 2, then 1, then 1,1,1,1,1,1,1,2,1,2,1,1,3,10 enemies in a dungeon. Have like 5, nothing, nothing, nothing, 4, nothing, bothing, 7, nothing, 10. QB] So so very true i hated going into combat mode over one goblin, but perhaps i wouldnt hate it so much if it didnt happen so many times Or just bring back the old school way of dealing with weak monsters, where you could "walk into" them to have the lead character attack.
  7. Quote: Originally written by Spidweb: Things that are neutral: i. The movement system. It's sort of a sideways switch. But I really don't think Avernum 4's system is bad. Just different. And you can always move using the keyboard. - Jeff Vogel[/QB] The movement system feels a little odd, though I can't say why. One gripe I have with it though is the complete inability to satd in a doorway. It seems impossible to click on the tile, instead I end up just opening and closing the door On a related note: A character in combat can open and close a door in view no matter how far away he is.
  8. Thanks Kel, I was wondering this as well!
  9. I agree, we need to see a return to the old secret doors. It really gave a feeling of exploration to the old games (like Blades of Exile)! There has been a long standing tradition of headbanging in most RPGs, and to see it go is sad. Its a step backwards in enjoyment!
  10. Quote: Originally written by Micawber: Quote: Originally written by Randomizer: The "new" monsters from Geneforge were used because they were available to insert quickly into the game. Someday the graphics will ready to bring back all the great monsters of the old Avernum games. No it wasn't about graphics it was about combat strategy. Jeff wanted to write a GF-style game in the Avernum world. But it results in a world that's unrecognisable - impossible to believe that A4 takes place in the same world as A1-3. He is right in a way though, in that the creatures from Avernum we all fell in love with are, in a sense, graphicly outdated. Jeff buys his sprites, I believe, so recycling the Gene monsters is in some ways a good idea. To get those old sprites updated would mean buying new ones Not that I like seeing Gene monsters in Avernum! I don't want an Avernum/Geneforge hybrid. To me they were completely seperate, and I liked it that way. It feels kind of cheesy to walk around a dark curner of a cave and run into a pylon I've killed a million times in a completely different world. I feel the same about having all the guards use the same sprites as the Gene Guardians. As a side note- Anyone feel like Avernum is becoming streamlined and simplified?
  11. If I may post a bit of powergaming info here: Steal. Steal everything. Remember, if no npc's have a line of sight on you, they don't know you have stolen. There is much in the way of coins and valuables to be had this way. Also, killing some non-hostile npc's will offer a fair share of rewards. Why, in the beginning of the game you run into a lone soldier on patrol, who mentions how mice his spear is. Kill him and take it. The spear far outstrips anything you will find or can buy for the next 10 levels. Additionaly, Jeff loves to put item quests in, like collecting iron bars or alchemists tools. Take advantage of these quests. Just keep an eye out for that kind of thing.
  12. I can understand your frustration. However there is still a fair bit of the demo to go through. As others said, attack the nephies from the front gate, and you will be able to gain access to much more to kill and explore. You're not even half way through the demo yet. At level 2, you have a good 8-9 levels to go, easy. While you do not need tool use to complete the game, you will miss out on a LOT of content. I know Jeff has placed an unlocking spell in previous games, but I'm not sure if he has in A4. As you are only level 2, I'd suggest restarting with a rogue or rebel with a high tool use in the party. Kepp in mind, though, that even with as much tool use as you can get, you will often have to wait a level or two before you can get the doors you find open. Just try to keep a mental note of the chests, doors, and traps you could not bypass, then return to them later.
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