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CobaltDragoon

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. Originally Posted By: Erasmus But how would you effectively add the temporal mechanics of A3 to this type of map? Well, A3 already had that type of real-time passage thing in there and it had the same type of map transitions. IIRC, the only noticeable passage of time occurred if you were traveling long distances outdoors. I don't think that traveling in the "town" zones actually elapsed any time. Not sure how Jeff will handle the inn issue, though. It probably wouldn't be *too* much of a hassle to re-implement it, and I wouldn't really mind either. I just hope that noticeable day/night cycles are included in the remake of A3. That was a really nice touch, I think.
  2. I felt that this particular iteration of Avernum recaptured the huge outdoors feeling that it had in the first Avernum/Exile trilogy. While I do agree that it feels a bit smaller than the first iteration of Avernum after you've explored it all, I think it's still a step up from the second trilogy outdoors terrain. You actually get an inkling of the scale of the place; it's a huge network of caves you're exploring, not a subterranean suburb.
  3. Ah. I was rather hoping that there would be some effect on the +hit/damage and the like. But not having to rebless every 3 turns is pretty spiffy when I need to heal with that char every round. Thanks for the help!
  4. Hi everyone. I have a quick question for the more experienced Avernum players here. Does the trait "Blessing Focus" and the items that increase blessings by a certain percentage increase the duration of blessing spells, or do they increase the effect of blessing spells? Or do they do both? I've been wondering this for some time, as one of my characters is a tanky cleric, and I've been wondering if I would be better off with other traits and more tanky items.
  5. Hi everyone. As the topic name might suggest, this topic is about the possible inconsistencies that appear in Avernum 6 in comparison to the rest of the series (and possibly discovering the answer to these inconsistencies). Here's some things I've been wondering: Why is the Undead Spiral active in Avernum 6? I thought all the adventurers in Avernum 2 sanctified it and purged all the evil ambient energy that created all the undead. Did something happen in Avernum 4 that re-activated the spiral? Whatever happened to Fort Ganrick? It seemed to have disappeared in Avernum 4.
  6. It's not really possible to get Demonslayer really early on. When you're actually ready to fight the Haakai, you can't loot the body until he's sufficiently weakened. This usually occurs when your party knocks his HP down to about 50% or so.
  7. So, I just finished playing Avernum 6 and managed to get a solid ending where all the parties in Avernum don't get too strong and manage to establish a lasting peace. After playing through from an earlier point and killing the various parties involved, it got me to wondering a few things: - Is the mushroom blight actually a variable that you can affect in the endgame? Or is it destined to happen no matter what? (I delivered all four different types of mushroom samples to the castle, but no other quests I have found seem to have any relevance to it). - Killing the various parties in the endgame can affect the ending in various ways. Are there any endgame variations that are triggered in ways other than killing the factions (Vahnatai, Bargha faction leader, Slith Scourge, Darkside Loyalist leader, Melanchion)?
  8. I noticed the lack of textual background as well. I was a bit disappointed when I picked up a stick and a rock in Avernum 3 and found that they were no longer "the ultimate in low tech weaponry". It wasn't a huge, game-breaking features, but it was a nice touch.
  9. If you liked the demos, you'll probably like the full games. Avernum 1 is *very* open-ended. I liked playing it, but I lacked the patience to go through all of it to the end. I also had to consult a walkthrough after a while to get through the story after levelling up my to level 25-30ish by sidequests and wandering alone. Overall, it gives a good impression of how massive Avernum can be. Avernum 2 takes the massiveness of Avernum 1, adds in a few zones for good measure, and sets it in a huge war setting. Probably the most epic Avernum game; I'd say it captures the massive-scale war feeling better than the last few Geneforge games did. Avernum 3 is as epic as Avernum 2 and the Geneforge series, but more because of the massive scale of the surface world and the major quests with a huge major quest unifying all of them. Think of it as TES: Oblivion but with much worse graphics but a much, much better main storyline. Avernum 4 and 5 are very hit or miss. Avernum 4 didn't quite capture my attention for very long. Avernum 5 felt like a chore to play at times, despite the interesting spin on the fact that you're now working for the Empire. The Avernum series (A1 - A3) is less emphasis on *you* (the player) influencing large events all by yourself. It's more like the standard fantasy game, with your party undertaking huge missions from the respective good guy faction and saving the world in the process, while exploring the HUGE setting. The Geneforge series, in my opinion, is more objective-driven and character-driven in comparison.
  10. I was rather hoping for a return to the separate isometric maps for indoors/outdoors that were done in Avernum 1-3. It gave the world of Avernum and the Valorim Province a sort of massive feeling, like you were actually travelling the breadth of a massive underground cave world, or a massive unsettled wilderness. No offense intended, but the combined maps in Avernum 4 made travelling really feel more like a grind than an exploration. Avernum 5 alleviated this through the waypoints/pillars, but that grindy feeling was still there.
  11. I can't think of many console games that involve a lot of descriptive text. KoToR II deserves a mention, though. As for the PC, the only one that really stands out in my mind right now that aren't Spiderweb Software creations is Planescape: Torment. The Baldur's Gate series also did this to a lesser extent, though it wasn't as well-polished as its oddly less popular predecessor.
  12. From my latest playthrough... Final, named creation roster: War Trall #1: Sans War Trall #2: Serif Drakon: Arasch Rotdhizon: Roy Kyshakk: Roy II Other, less fortunate creations: Thahd: Mcthahddington Glaahk: Glaahkus
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