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Kennedy

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Everything posted by Kennedy

  1. Nethergate also had those Giant Unfriendly Evil Spellcasting Talking Spiders or GUESTS (well at least one of them talked) You hear chirpy, high pitched voices ahead and spot a group of giant spiders. "Must be those legendary friendly, talking spiders we've heard so much about!" You think. Then one of the voices chirps, "Kill them!" and they start lobbing fireballs at you, Whoops! Looks like it's a bunch of aranea instead.
  2. Scry monster was cool, Kind of like the fantasy equivalent of tricorders from Star Trek. So yeah, adding the codex to the Avernum series would be neat.
  3. The GIFTS from the Avernum games always put a smile on my face with there silly antics, Then I played Nethergate which also had GIFTs and I started to wonder if they were the same ones from Avernum? Perhaps one of the spider elders could hearken back to the days of old when they used to live in Britain?
  4. For fights where you have to run or escape something I suggest switching to combat mode. Then the players will get to move the same amount as the enemies and usually stay out of harms way. When you get to the point where you move to a different area like a trapdoor or the edge of the map then you can turn combat mode off. Plus if the enemies have nice gear then you can sell it for a nice bit of coin!
  5. If you got to play ogres or giants then maybe they'd get to dual wield halberds! As for aliens, maybe somebody could write a blades of Avernum scenario where aliens attack the empire and suddenly the underworld gets flooded with refugees from the surface looking for someplace safe to hide.
  6. It's great that the character editor is coming back, But I hope they will also include a cheat code that will give you the item specified IE "Gimme 357" will give you the item corresponding to entry 357 in the item table. This was sadly lacking from the later Avernum trilogy though it was included in the first trilogy as I recall. Of course you could make this cheat code not work with certain items like the orb of Thralni or Demon-Slayer.
  7. Originally Posted By: Kyronea How about playable Goblins? Just a thought. That would be interesting. Though I'm thinking if you want to have new races just get Blades of Avernum and make your own non human NPCs to tag along with the party. (Would be great if Blades got remade to but I recall Jeff saying that would be highly unlikely ) As for the first remake, maybe make it so so can pick up a Slith or Nephil somewhere in the game and have them join your party, (Possibly replacing another member and leaving them at the INN for later if the size is still capped at 4)
  8. Probably everybody's favorite would be the knowledge brew. That's why were were always saving up our mandrake so we could have our alchemist craft us some.
  9. Having a party of more than 4 characters may be difficult to display when they are in the world/exterior maps because the party is displayed shrunken down into a single square. Can't remember how it was done with NPC party characters in Nethergate, (did they follow you outside or were they restricted to staying in certain towns/maps?)
  10. Hopefully the character editor will be making a comeback. Did Avernum 6 have one? I can't remember. Though if the skills get capped at a max of 8 It may cause problems if you max out all your skills and then gain a few levels.
  11. In regards to forcible stat allocation, in Avadon when I used the retrain code at level 30 my stats were fairly evenly divided with a max of 12, a low of 10, and the rest at 11 as I recall. Perhaps though the game should raise whatever stat is the lowest and then let the player choose the other one they want to raise each level? (Then again this could result in the game raising the INT of your fighters every level up)
  12. In the screenshot of the world map at: http://www.avernum.com/images/avernum/AvernumWorldMap.jpg there is a picture of a fort that is somewhat southeast of where Pyrog had his lair and west across the river from where the aranea had theres so I'm guessing that's where the new town will be located.
  13. What about the medals like you got in Avadon? This would be a nice addition to the Avadon series.
  14. Originally Posted By: Ociporus A simple "aardvarknum" might work to get it to the front of the alphabet, too... How about call the game "AAARRRvernum" and add a bunch of pirates to it? Though hitting September 19th, talk like a pirate day, for the release date would be quite difficult.
  15. So will you be able to boost one of your stats each level as well as one of your skills like in Avadon? That would be pretty nice.
  16. So if the skills are capped then You'll only need to get your priest or mage skill up to 8 to be able to learn and cast all the spells? That should be nicer than the old way where you needed to get the skills up to 18 or something.
  17. Will there be a level cap, And if there is what will it be set at? As I recall the first two had a cap at 40 or 50 where as in part 3 your level was unlimited. Never did hit the cap in the last two games though. Also will there be an option to have a 5th NPC character join your party like in some of the Blades of Avernum games or Nethergate?
  18. So graphics wise should we be expecting something along the lines of Avadon or Avernum 6? It's good to hear though that the outdoor sections will still be there.
  19. To maximize the speed of leveling I usually chose brittle bones and completely inept. Of course I had to use the character editor to heal myself frequently.
  20. If they remake the first 3 Avernums using a Modified Avodon/Avernum 6 engine then lets hope they keep the dual scale for outside areas and entering towns. In Avadon they had the insides of buildings separate from the outside of the towns/zones so I'm hoping that they have one seamless outdoor map and then switch to another map for each of the towns/enterable areas. Just having one single scale, seamless map for all of the caverns of Avernum may result in unfortunate loss of content. The later Avernums felt smaller than the earlier ones in terms of explorable area.
  21. Yeah, editing graphics would be something like drawing a button with a big letter 'S' on the picture that was displayed for the secret button, where as altering the scripts is what was originally suggested in the beginning of the thread.
  22. Probably easier to alter the scripts than to alter the graphics used for the hidden switch.
  23. Cool. Maybe add scarabs and charms to the list?
  24. You may want to link this in the "Strategy Central" thread.
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