Rogue Walker
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Tenderfoot Thahd (2/17)
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Originally Posted By: A lot of really angry elves left A Blades of Avernum (Second Trilogy Style) or Blades of Avernum (Original Trilogy Remake Style) wouldn't be able to support the original scenarios anyway. The engines are too different. How so? The only major issues that I can think of are the laser mirror puzzles and time passage. By that logic, Avernum 3 would be incompatible with the new engine as well.
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Avernum: Escape From the Pit Announced
Rogue Walker replied to Spidweb's topic in Avernum Trilogy (2011-2018 remake versions)
I'm thinking if it's made it will come after Avernum 3: Ruined World, in place of a new Blades of Avernum game (which I would like to see, but probably won't). So somewhere between 3 to 5 years from now, I'm guessing. -
Avernum: Escape From the Pit Announced
Rogue Walker replied to Spidweb's topic in Avernum Trilogy (2011-2018 remake versions)
I think that the way the newer engine blends with the structure and writing style of the older games will make for a unique and engaging experience that we wouldn't have gotten from a completely new game. I'm looking forward to the rest of the Avadon trilogy and Avernum Origins (if it ends up being made), but I feel this remake will be more than just retreading old grounds. -
The skills under the Combat tab appear to be mostly the same as the old ones, so it stands to reason that the Magic/Misc tab will be pretty similar as well. I also just don't see any reason to change them much. The skill system in Avernum 6 was pretty solid, I don't think they'll be tweaking it too much past the different progression system. I think the place where Jeff is going to get really creative is the traits, which I feel weren't nearly as well though out (the races too, though that won't come into play just yet). I love the crazy spells that the Exile series had as much as the next guy, but most of the cool unique ones were either pointless (though I can appreciate the charm of useless, superfluous things in games), redundant, or completely at odds with any sane game design. Some of them especially clash with the set piece style of battles in the newer games, which I personally prefer to the battles against collections of stats that were in the earlier games. But they were pretty awesome and fun. I think they would be cool in a Roguelike or something.
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From the bottom up: Column 1) Melee Weapons - Hardiness - Parry - Riposte Column 2) Pole Weapons - Blademaster - Quick Action - Dual Wielding Column 3)Bows - Sharpshooter - Lethal Blow Column 4)Thrown Missiles - Quick Strike - Sniper This makes the most sense to me from a progression standpoint. I think there will be an interesting dynamic between training higher tier skills for their stronger innate effects, and the lower skills for more battle disciplines and spells. Originally Posted By: Randomizer From what Jeff has said, you need a minimum of 1 level in all the prerequiste skills to unlock the higher skills above. Unlike Avadon you don't need all the prerequiste skills to be the same level as the higher skill that you want, but only one of those skills. So only one of the ones below in a column needs to be maximized as you go to the top to maximize it. I don't think he said that having all requisite skills trained at least once was required (though it is possible), just that the higher requisite skill is how high you can train the higher skill. Its possible that you will only need Melee or Pole weapons to train a higher skill. I'm guessing that Mage and Priest spells are going to be tied up similarly with Spellcraft and Magical Efficiency. It would seem a bit strange to be forced to get both Mage and Priest spells to get the higher tier magical abilities. Though it does seem that Lethal Blow is unusually easy to get through the ranged weapon route. (Might be a good thing...). I'm curious how the lores and tool use will fit in. I'm more curious about traits, which I feel needed to be revamped the most from the earlier games.
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There is a crazy exploit with that 'a' key glitch that allows you to use the target of one skill with another skill. If you use a cone attack ability then try to use a teleporting move before the animation starts you can teleport anywhere, as the target point of a cone attack can be any point on the map. You can also attack friendly npcs using a shaman's heal ability and a single target offensive ability. There are tons of other glitches that I've seen pop up from being trigger happy with the 'a' key, such as enemies attacking enemies, and other weird things. Yeah... this should be fixed. As for the window switching, couldn't you just make the game play in a window that takes up the whole screen and hide the menu bar? Or is that for some reason impossible?
