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Posts posted by Lilith
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Jury nullification
Tiki drinks
Concorde
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whaling
bimetallism
the Byzantine Empire
Hallowe'en
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bamboo
salt lamps
Pierre Menard, Author of the Quixote
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oats
sea slugs
uranium
the Eiffel Tower
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20 minutes ago, BenS said:
You just reminded me of a question re: armor and to hit penalties for mages/priests. Is that penalty only for melee & ranged attacks, or does it also apply to their spell-casting percentages when trying to hit enemies?
Sorry for the threadjack!
Hit penalties apply to all types of attack.
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I mean, you were given a warning in advance that using only 4 brooches might be a problem. What exactly is the obstacle to you getting back to Spire, though?
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10 hours ago, Minion said:
Video game graphics terminology isn't exactly my forte, but is "top-down" completely flat graphics like the original Exile games or does the term include the mid-era Spiderweb games like Nethergate and the original Avernum?
Nethergate and original Avernum would still count as isometric, so it may or may not look anything like Exile but it won't look quite like those either.
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Oh, right, I forgot that A3:RW reportedly doesn't do the splitting thing any more. But yeah, it's still not a big deal and almost certainly won't make a difference by the endgame.
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7 hours ago, Ishad Nha said:
Blades of Exile was successful while BoA was not. Maybe the problem with the latter was that it required you to learn scripting? Also, the calls were not easy to remember?
Well, A3:RW also uses a whole bunch of scripting, so even if Jeff did somehow against all odds change his mind and follow your idea to just repackage a slightly modified version of A3:RW's engine as a new Blades, it would still require the player to learn scripting. Also, it's not gonna happen.
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They don't get XP while dead, but the XP they would have received is divided among the rest of the party instead, so overall there isn't any real loss of XP from letting characters die. I mean, if you were always letting the same party member die, they'd eventually fall behind the rest of the party a bit, but outside of extreme cases it's not worth worrying about.
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I mean, if you already own both and are playing both, that's really up to you to decide based on your own preferences. The overall story is still the same in both games, although Escape from the Pit has a small amount of extra content in the form of one new town and a few sidequests.
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Check for suspicious items in your inventory. You're carrying something radioactive.
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Oh, I should add one more note to that: Exile 1 gives you a chance to escape to the surface at one point. If you choose to go through with it, the game ends. But you could probably guess that for yourself.
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Exile 1 and 2 let you continue playing even after completing any or all of the three game-winning quests. The third game actually ends once you finish the final quest of the main story, though.
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Jeff has mentioned in the past that creating usable documentation was one of the biggest obstacles in the way of ever making another Blades, and that just writing the documentation for Blades of Avernum so that it could be understood by other people took as long as writing an entire game normally does. Considering that he's also mentioned that Blades of Avernum ended up being financially catastrophic for Spiderweb (like, "if Avernum 4 hadn't been a massive hit we'd have gone out of business" catastrophic), a repeat performance is not likely to happen any time soon.
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Yeah, having just read the post you're referring to in his AMA, my understanding was that he was using "icon-based" to include everything he's ever done, and that "top-down" (as opposed to isometric) was the point of distinction from his other recent games.
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9 hours ago, Ghosts out of my sight said:
They all use the same combat formulas, including to-hit rolls, damage rolls, and effect resistance rolls. They all have the same basic 4 stats that every entity possesses (even though full PC skills vary from series to series) and those stats are used in identical ways.
There are significant exceptions to this. For example, Intelligence and Endurance in Geneforge have a multiplicative effect on your spell energy and health respectively, whereas in the new Avernum trilogy they have an additive effect.
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51 minutes ago, Dorgath said:
I'm interested in this statement. This sounds to me like BG and IWD, where if you don't press the Pause button, time flows (outside of combat) so day turns to night turns to day if you just leave it running. Is that what you mean here for Avadon and Geneforge?
Thanks for everyone's answers!
There's no actual day-night cycle in Avadon or Geneforge, but NPCs will walk around on their own in real time outside of combat. You can check out the free demos and see for yourself if you want a clearer idea.
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6 hours ago, BenS said:
I had a related question re: dual-wielding, which I haven't tried (and won't on this 1st play through on Normal). I know physical attacks get resisted more as the game goes on, so I'm wondering why dual-wielding--which represents a bit of what I'd call a "feat tax" in D&D or PF terms to offset the various penalties, using skills & traits--is a recommended strategy over skills like Blademaster or Lethal Blow.
In other words, I'm not sure 2 hits, oddly enough, are always better than 1. Using fake #s, let's say I hit a foe while dual-wielding 2x, but of 100 points of damage for each hit, his resistance blocks 90 pts. So now I've done 20 points of damage. Now let's say that Lethal Blow let's me hit 1x, kicks in, and does some amount of damage much nicer than 100 points. While 90 is blocked, if I did over 110 points with that 1 hit, that would be a net win, wouldn't it?
Resistance is a percentage rather than a flat subtraction. So if you're fighting an enemy with 90% physical resistance, 90% of your lethal blow hit will be blocked just the same as 90% of your regular hit would have been. In other words, there isn't really a difference between one 200-damage hit and two 100-damage hits as far as resistance goes, and in practice it's way easier to get two 100-damage hits.
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12 hours ago, Edgwyn said:
I read a book that had an alien species with trilateral symmetry. I spent some time trying to figure out how that would work before giving up.
They once existed in real life! Probably less practical for something that needs to move around on land a lot, though.
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9 hours ago, othersean said:
Congrats! A3 was a masterpiece of open-world combat tourism, and I'm happy to pay for the remix. Is "buy[ing] the game from our own web site" the same as clicking on the humblebundle.com button? I'd rather hand my $20 directly to Spiderweb, with no middlemen taking a cut.
Yes, Humble Store is the most direct way to buy the game while maximizing SW's share of your payment. There are always middlemen in this world we live in: if Spiderweb weren't using Humble, they'd have to make their own deal with a payment processor instead.
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15 hours ago, Randomizer said:
Playing on Torment Difficulty
As Brocktree said about Avernum 6, there is a 36% penalty in physical armor and resistances so maximize them as quickly as possible especial for your meat shield with armor. Steelward and spellward cast before entering a dungeon or leaving town will counteract some of the penalty.
I think this was investigated and found to be a misunderstanding: Torment actually doubles all damage received before resistances are applied, which caused some glitches in how resistance calculations were displayed. In any case, though, the end result is that on Torment you can expect to take a lot more damage.
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Your saves from the demo should load seamlessly in the full version without you having to do anything.

Curse effects and resistance ?
in Avernum Trilogy (2011-2018 remake versions)
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I think it covers all debuffs other than poison, acid, or mental effects. In other words, things like weakening or immobility.