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SevenMass

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Everything posted by SevenMass

  1. There are even more in the great cave, though not as much as in the eastern gallery. There are some scripted re-spawning there, you kill rate will depend on haw many trips you need to bring loot back to a merchant. I voted 200 or more for the whole game.
  2. Quote: Originally written by Hume: Since solo means you can't get the best bow Heartstrike, it is better to go with melee, Does it matter? By the time you get to where the Heartstrike is you are almost done with the game anyway!
  3. Quote: Originally written by Hume: Since solo means you can't get the best bow Heartstrike, it is better to go with melee, Does it matter? By the time you get to where the Heartstrike is you are almost done with the game anyway!
  4. I hope you guys are all joking. This doesn't seem a very welcoming thread, and even if Blake81 doesn't mind, there might be lurkers who misinterpret the whole discussion and end up being to scared to join. These are the official boards for Spiderweb games. If you manage to scare away new posters you could potentially also be scaring away Jeff's costumers. I don't think it'll be appreciated.
  5. Quote: Originally written by Lolling About: Since you seem to remember, is the small pit with Terella's body also where you eventuall end up after fighting Nociduas? —Alorael, who definitely remembers coming out somewhere and thinking, "Oh, so that's what this hole is for!" He just can't remember if it's also the Terella hole. I don't remember who Nociduas was, but the pit below the snapstones turned out to be connected to the giant fortress, or at least, was, but luckily some cave-ins halted the giant progress to fort monastery! If by Nociduas you mean that necromancer in the eastern gallery, then no, his cave ends up much closer to grindstone.
  6. the highest tool use check in the game, other than unlocking doors, is rank 16. You can find one item in the game granting +1 TU and one other type of item granting +2 TU, so if you just get rank 13 TU, you have all TU that you ever need. Since TU synereses with the spell "unlock" you should make your thief also the party mage. The power of unlock is effected by: 1: the level of unlock in your spellbook (so do buy training in this spell, as well as reading tomes of lore) 2: the rank you have in mage spells (should be about 18 because that is all you need to be able to cast all 20 spells in your mage's spellbook) 3: the ranks you have in spellcraft and magery. 4: and, as mentioned, the rank you have in the TU skill. (should be 13+3)
  7. Quote: Originally written by Ishad Nha: That restriction on movement is a good idea too. Otherwise your low - level party could blunder into something too big to handle. So the game needs a pacing mechanism which ensures that the party does not have the ability to explore areas where the monsters are just too tough. The flip side is that the game is more linear than its predecessors. In Avernum 1 you could make a bee - line for Erika's Tower quite easily. This could lead to big trouble. Hmm, in the games "Diablo" and "Diablo 2" (yeah I know these games are linear too) you could move to the next (more difficult) area sooner, rather than later, and be able to handle things. Though with greater difficulty, but you'll get more XP for it, and at the end of the game you character will be about the same level. In "Diablo" there are even advantages to avoid level-up for as long as possible. I personally like the way this is balanced.
  8. Quote: Originally written by jamesmcm: It needs some form of multiplayer..... I'd like LAN like Diablo 2 has, where a game can be loaded and saved.... While I agree with what the others have said. I just wonder, how would you propose an action point turn based CRPG like Avernum to become any good for multi-player? Diablo2 was real time...
  9. I have only played A4, so I am unable to accurately answer all of the questions... But as far as I can answer the questions I must agree 100% with -X- I have nothing to add to his answers! In fact, I have already decided that I will buy A5 and A6 for no other reason than because I want to see the anvil spell X is working on in A4 in action, and as a spell usable by a player-character. Jeff better include this spell in the sequels! In addition, I've always been a fan of magic wielders in any CRPG.
  10. Just a small thing I just thought of, I wonder; Is it possible to parry a riposite? I mean, you attack a chitrach, the critter riposites your attack, and you parry that ripostie. The next question of course being (though not useful) is it possible to ripostie a ripostie?
  11. For STR, DEX and, INT, my personal philosophy is to invest only as much as you need to get access to the special skills they lock. You need 6 DEX to unlock all skills except gymnastics, and 8 DEX for gymnastics You need 6 STR to unlock all skills that need STR. You need 8 natural INT to unlock all special mage skills, and 6 natural INT to unlock Anatomy, witch is great for battle priests. You need 8 END to unlock a bunch of skills that are useless, I would leave END at base, yes even in torment mode! There are 2 opportunities to increase con without skill investments in A4, and you could even do without them. As for mage/priest, I would invest in it until it is level 17 (with natural mage/pure spirit, you only need to invest 10 levels, or 70 points in mage and 60 points in priest) By the time it hits level 17, you have had the opportunity to buy training in spellcraft. Then invest in spellcraft. I would also first buy training for magery before I invest points. you need only as much arcane lore to get access to the most difficult spell book in the game. And for nature lore it is the same. I can also add that if you choose to do without that bow mentioned before (really, it is only at the very end of the game, you don't miss that much) Your party only need about 18 instead of 25. (remember that both AL and NL can be spread over your party, the total of all your characters is used) To summarize: I don't think in turns of: "what skills should I invest points over other skills?" I think: "what amount does each skill need to get the optimal/maximum benefit?" And then I work towards that benefit until I get there, and no more! I do this in all CRPG's by the way. And Strategy games too, Focus almost all resources into a goal, until it is reached. And only as much as needed. If I have any stats/resources remaining after reaching my goals, It will be spend into my main power stat, or whatever will get me my (now inevitable) victory faster.
  12. Yn your avernum directory, there is a directory called "Avernum 4 Files" inside there is a directory called "Scripts" inside that you will find a file with the exact same name as the file you can extract from the ZIP archive. back up that file by dragging it to a safe directory (where you can't mix the 2 files up) then place the file from the ZIP archive in its place. Note that it only works for new games. Saved games that you started with the original version of the file will err if you try to play them with Hawk Kings version. To be safe, you can also back up the entire A4 directory by just making a copy of it and place it somewhere save. Then just drop the file from the ZIP archive into the scripts directory and your system software will tell you a file with the same name already exist and ask you if you want to replace the existing file with the newer one, say yes. Talk to the cook in Fort Monastery (she is in the same room as Fillip) and you will see she has an altered dialog. Its not really an editor as you may know from other games, its a kind of "quick and dirty" but its better than nothing at least.
  13. That's not a challenge! You can steal anything you want as long as people don't see you do it. If you are patient you can steal much more than the stuff behind doors by waiting until all peeps wander out of sight. Then you can still steal 2 things in plain sight before a town becomes hostile.
  14. Arcane Blow costs a lot of manna, and Retribution is good enough most of the time. Heck I even use Fire Bolt until the very end of the game, whenever it is more efficient than "higher level" spells.
  15. Sorry about the "neckless" part, I used a spelling-checker on my post, and I didn't bother to double check everything the spelling-checker does. The results are to be interpreted this way: There is nothing in this test that pure random luck couldn't account for. For the question: "Does the luck skill effect drops?" the test result is inconclusive at best. How can the effect of the luck skill be well established if the effects are so difficult to notice? Wait, what was that? If the date doesn't fit the established the data must be wrong? What data supports the established? The anecdotal evidence Randomizer just came up with, playing a party of 4 with a total of 4 to 8 luck and an undefined number of singletons with 1 to 4 luck? I know my data isn't the highest quality around, to put it lightly. But... Ah, I didn't mean to sound rude!
  16. So I run some tests in nephil lands. I used Hawk Kings Monastary-cook-A4-Editor to get myself the XP of a dragon. I invested in mage skills in all party members and saved enough skill-points for 10 ranks in luck, i went to the nephil bridge and saved the game. I killed the nephil on the bridge, the ones near the bridge, and went straight to the checkpoint, then I went to that nephil boss, and to the nephil shrine south of that boss, killing all hostile creatures on my way. I run 10 times with 0 luck and 10 times with 10 luck in all party members. (didn't bother to test different distributions) The results in totals. First nr 0 luck second nr 10 luck: Leather Armor 69 66 Bronze Shortsword 76 66 Cavewood Bow 52 59 Silver necklaces 11 13 Dagger 01 00 Cloak 24 22 Fine Cloak 03 03 yew bow 09 08 Bronze Broadsword 07 06 Golden necklaces 00 01 I don't see anything pure random luck couldn't explain so far. Maybe 10 runs isn't enough? But if it isn't, why did Randomizer say: Quote: Originally written by Randomizer: Having luck go from 1 to about 5 greatly increases the drop treasure and gives you better items.
  17. Alright, then I'll test it with the Nephil! Still would like someone to answer my question about how to spread Luck over the party...
  18. Quote: Originally written by Slarty: <snip> That doesn't answer my question. Anyway, the creatures around Monastery drop the exact same thing every single time, with our without luck. Maybe the creatures further away drop more different stuff, But that would take a lot of time testing. Frankly, unless someone with inside information (Jeff) says otherwise, I think you must be confused with other versions of Avernum (maybe Exile) (I only played A4) The only effect I see from luck so far is my part being able to move a turn before monster turns.
  19. Ok, one last question, (sorry for highjacking this thread) How does luck operates in a party when effecting monster drops, or other things such as this wishing well? Like Lore? Like Tool-Use? Or does the character with the highest luck needs to do the final blow?
  20. Well, ok, becouse of this discussion I did some tests with luck around Fort Monastary, I found one noticeble thing luck did, 10 luck in every member made my characters move before the goblins do, 0 luck made goblins move before my party. (no investment in DEX. DEX also affects this) But Wouldn't it be beter to invest a few points in dex? Dex unlocks parry anyway. I noticed NO difference in monster drops, in fact, I think monster drops are pre-set, just like items in chests, and on the ground, etc are pre-set. I vaguely remember an earlier discussion about Luck, about how the character screen was lying about the resistances.
  21. Quote: Originally written by Nioca: Positive. And I'm 100% Positive I took them all down with bows (after disabling the generator)
  22. Quote: Originally written by Nioca: Positive. And I'm 100% Positive I took them all down with bows (after disabling the generator)
  23. Quote: Originally written by Nioca: You took that out of context. Whether or not the power supply is working, if you are out of range, the pylons will regenerate all damage per turn. And yes, I am talking about the Darkside Loyalist base. I don't know what exactly you mean with "out of range", but I place my characters (all 4) so that the pylons can not hit them, but they can hit the pylons with a bow without moving. And I have no trouble at all taking down those pylons. (After disabling them. I did that the same way Alorael did, via the upper floor to avoid most of them while getting to the controls)
  24. Quote: Originally written by Nioca: You took that out of context. Whether or not the power supply is working, if you are out of range, the pylons will regenerate all damage per turn. And yes, I am talking about the Darkside Loyalist base. I don't know what exactly you mean with "out of range", but I place my characters (all 4) so that the pylons can not hit them, but they can hit the pylons with a bow without moving. And I have no trouble at all taking down those pylons. (After disabling them. I did that the same way Alorael did, via the upper floor to avoid most of them while getting to the controls)
  25. Quote: Originally written by radix malorum est cupiditas: You uderstand very little. Then cure my ignorance and explain, please! What does the Luck skill do. Not the vague ingame description, what does it do exactly.
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