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64566788

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. I usually set the first quick cast be Fire Bolt and the associating key is A.And A is also the command of selecting the first target. So my wizard or priest can just A all along the way.
  2. Originally Posted By: Mike B. Yeah...I just downloaded the windows demo from the ftp site. Cool! After seeing your post,i try and success too!
  3. It is a odd you give a link which leads me return to this thread. And make no mistake.It is in the Stategy Central i find this thread. OK. For example, my warrior has a steal spear with a base damage of 11-33.And according to Slarty,Spear has a multiplier of 2.And my warrior has a STR 4,Pole Weapon 8,Blade Master 4. So the damage should look like this: Average Damage = Base Damage + (Weapon/Spell Multiplier * Weapon/Spell Power) + (Weapon/Spell Multiplier * Attack Bonus * 0.75) Average Damage = 11~33(or 22)+ (2 * Weapon/Spell Power) + (2*(4+8+4)* 0.75) Am i right? So how do i determine the Weapon Power? PS:Althought i am certain there is something i miss.
  4. I want to know too!How do i determine Weapon/Spell Power??
  5. Thaks a lot. Solve the puzzle that always troubles me.
  6. 1.Can someone give me a brief description of"Battle Shaping","Magic Shaping" and "Fire Shaping"? For example: Battle Magic: direct damage spell Mental Magic: mind effecting spell Bless Magic: buff spell The name of shaping skills make no sense to me and i am confused. 2.What does the shaping skills do? To have a more powerful creature at the same essencce cost, or To be able to upgrade a creature to a higher level?In another word.Will a shaper,having 4 points of fire shaping and 4 points of Creat Fyora, will creat a more powerful Fyora than another shaper,having 1 points of fire shaping and 1points of Creat Fryora,in the same essence cost? 3.I find creature will level up too.What is the benefit of this level up?I ask this because when i level up the creature it still cost me essence. 4.So the creature gain exp to level up.Will the exp gained from killing a monster while using a creature less than killing a monster while solo. Thanks.
  7. Originally Posted By: Malignment the idea for G to enter AND exit the ground-view window is purely for ease of use, and I realize that enter gets you out of it.. but when I am searching around on the ground, its nice to just have a finger on G and hit G G, instead of G ENTER. Truely,i always long for the idea too.
  8. It really bad for my eyes to see the small font and black background color of the dialogue. Any one have a mod for this?
  9. I like the white background and find the black background in nwn2 is annoying too.The font in nwn2 is also too small in a 22" LCD.But there is some big font mods outthere,so i play the game fine.
  10. Yeah.I have the same problem.The font are too small in 1680*1050. Also i find the backgroud color of the dialogues is not good for the eyes and it is hard to distinguish the letter with the new dialogues backgroud color.Can i get the one used in any other previous game,like Geneforge4 or Avernum5?
  11. Quote: Originally written by Randomizer: Best news will be a less linear world if we get to wander around to deal with the factions. Who needs a life outside of the game? I am certainly looking forward to a less linear and repetitive game.A5 is quite linear and repetitive.The story improves much compare to A4,but still is quite linear and repetitive.And the solution of the quests come out nearly every time to be killing.
  12. Faint. It seem we post the same review.
  13. http://www.gamebanshee.com/reviews/software/avernumv1.php Well,i am currently running toward the Anama lands.And i find this article quite well describe the pro and con of A5. I am most concerned about the storyline and most agree with the below quotes. PS:English is not my first language. -------- The story of Avernum 5 is ok, but not great. There's nothing particularly inspired about the tale of Dorikas, his assassination attempt, and you hunting him down. But there are some elements woven into the plot that work well, including some (fairly superficial) intrigue and betrayal, and the (somewhat predictable) tragic nature of the main enemy character (which was present in Avernum 4, as well). -------- In general, Averum 5 sports several design improvements over earlier installments, including combat scenarios scaling better with your characters from area to area, fewer annoying fights in which you have to walk through tunnels while guys pelt you with rocks, and better quest design overall. --------- To start off, for a game that prides itself in huge open-world gameplay, it sure has an overly linear feel to exploration. Not that you aren't relatively free to move around, but there are clearly segmented areas separated by bottlenecks. Sometimes you have to do a quest to go further, sometimes you don't, but each time you pass a bottleneck you know you're going into a tougher zone and you are supposed to be finished with the last zone. It works, but it's not ideal. --------- Avernum 5 is – to use Jeff Vogel's own words – a “gigantic game”. But bigger isn't necessarily better, especially not for quality-over-quantity players like me. The size is beginning to tell in key areas. As I mentioned, the game's quest design is better, there are less “hey please pick up 8 green rocks for me”-type things. But that doesn't mean quest design is actually good. It's still fairly weak and – more importantly – very repetitive. --------- The thing with Avernum quests is that they rarely challenge your faculties. Avernum 5 has more quests that require you to puzzle or think a bit, but the majority of quests is solved in the good old Avernum way – by simply going everywhere and walking around every corner on every map. This works to a certain extent – hell, it's probably where Avernum's exploration charm comes from – but when the game gets this long, it starts to be a drag, especially if combat isn't very challenging any more (see below). I was actually glad to see how small the penultimate and last areas were, and how focused the quests were once you're beyond Vahnatai lands. Such relief borders on “it's almost over, yippee”, which is never good. I mentioned above I had some issues with balance and that showed up in annoying way in combat. Right from about halfway through the game, in the Anama lands, average combat stopped being something I had to think about. Just buff up and click a few times. Only the special fights brought some relief, but otherwise combat became a drag. Moving through a late-game area where your walking is continually interrupted by wolves that pose no challenge just isn't fun. Again, this is something that was present in all Avernum games and it's improved compared to Avernum 4, but it still wasn't fun. ---------- Overall, I was impressed by the feel of the game and the consistent futility of the frontier societies that runs as a thread throughout. This helped alleviate the somewhat mediocre nature of the plot itself. As far as main plots go, I liked Avernum 4's better. (Here,i personally like A5 more) The gameplay is pretty well improved, mostly in spots you won't notice immediately, such as overall location design, design of certain big fights and quest design. The battle disciplines are a fun addition, but they need some polish, to be made slightly more complex. Perhaps with separate branches of disciplines you can learn, one focused on disabling the opponent, the other on buffing yourself, etc. -------
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