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About Thaeris

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  1. I see there was not much of an interest in investigating insects, but no matter - I saw this some time ago, and I'm going to make a case for it now: Avernum has a lot of swamps near its great underground lakes. Avernum also has its occasional amphibians - mostly the magical fiery salamanders. But what if there was also something more akin to rats in the underground, but of the amphibian variety? I therefore propose that Avernum should in fact have giant killer murdertoads: https://www.youtube.com/watch?v=d6YnSXVKUiw ...That is a Giant African Bullfrog. THESE
  2. As an interesting aside regarding martial culture and the Sliths, consider again the spear as a utilitarian weapon. We know the Sliths enjoy fish and are good swimmers. Slith spears, on that note, are rather comparable in design to fishing spears. It's possible this was an active design decision by Jeff, though Jeff might offer up that he in turn borrowed the idea from somewhere else. The latter is fine and happens in fantasy all the time, but regardless of the origins of that design decision, it kinda works out - and, if you take to that idea, it says a lot about the Sliths (and it's not bad,
  3. Lore questions are fun! And, a lot of the answers are speculation, which is also fun! Allow me to curb my enthusiasm at this point... As of this point, I am only familiar with the original Avernum trilogy, so bear that in mind. However, speculation on the Slith and the Vahnatai is a really interesting subject to delve into. I assume the statement on the Slith being invaders has something to do with them being "new arrivals" into caves which the Vahnatai consider being their territory. Note that while the Slith are known to the Vahnatai, humans and Nephil are a bit more of a mystery
  4. This is a wee bit of a threadjack, but were the Celts able to wear any sort of armor (aside from torcs and shields) in the original Nethergate? I don't remember them being able to do so at all.
  5. Back in the day, you could get the games as physical media. In fact, I bought Av 1 & 3 directly from Spiderweb with the hopes of getting them on disk, but that time had sadly already passed. ...The original Nethergate and Avernum 2 artwork does look really cool printed directly to the CD, however. I'm not open for sales, mind you.
  6. Oh man... an Avernum mysteries split-topic would be welcome right about now. :D
  7. If you're playing Resurrection, this input may be of no use, but for the original game, the "commonly shared" circles should be fully accessible. The trick is finding someone to teach you the spells! Also, you may have a harder time training in the spell circles as well - Romans take to certain training better than the Celts and vise-versa. I believe the "unlockable" circles for the Romans are Craft and Beast circles, at least in the original game. You cannot train in those circles at all - instead, you have to get special items to train one character in their use. I don't believe
  8. Another item of interest to consider: insect life. The giant spiders - not technically insects - are noted to consume very LARGE insects in the caves. What these insects are is not always defined. So on that note, I would ask this: when were giant roaches introduced? I know these only first appeared in Avernum 3, but did they appear earlier in the Exile series? Just filling in a knowledge gap here on that one... Otherwise, there are chitrachs from the lower caves. Encyclopedia Ermariana gives some notes on their lifecycle, though I am not sure from memory how much of that might be
  9. I have an item of curiosity to tag onto this: how does Blades of Avernum deal with item limits? With my limited programming experience, one thing I would state is that a fairly conventional means of dealing with data storage is to create a fixed matrix into which values are stored or exchanged, etc. Once the program is complied, the size of the matrix cannot change. The question I have on this front, as it seems to be what's going on in Avernum, is how that matrix changes from area to area. For instance, when a dungeon is created, is an item matrix created proportional in size to t
  10. That's fine, and it's probably the right definition! However, it was the only term which came to mind which seemed to convey what I was trying to get across. I assume I've done the latter, maybe? Again, hole digging on my end. I suppose I'd call something "skill-based" when you have direct involvement in the "simulation," if you will (we can call all games some form of abstract simulation, can't we?). Alternately, I'd call something "stat-based" when you have table values or routines determine the outcome of a given instance. I... am not sure I excluded games that involve
  11. Ha! I am watching / listening to this right now. Jeff just had a character die, and instead of rolling with it, he reloaded the game to an earlier point. I laugh at this, as this is exactly what I do, and I'm pretty sure it's what everyone else does as well. 😛
  12. Perhaps I am lacking on the definition of "twitch" myself. Sorry about that. To my mind, you might have a system which is principally based on statistics, probability, etc., while another is based principally in a skill-based input, and may have very little to do with those statistics, etc. I think "twitch" systems fall into the latter. Waving hands is, from what I can tell, purely skill-based input, despite being turn based. I might be digging myself a hole here. I am certainly not trying to confuse anyone in the process, however.
  13. Very possible! I live in the past, so I've not played the re-remakes. It's good to know that there are now new features that improve the viability of combat in that regard. I suppose that's a possible interpretation. I think what I would most enjoy seeing is a system that stills use stats, etc, but simultaneously allows the player to interface with the action directly. Again, this is what I found so impressive about M&B in my limited scope of games that I've set down to actually play. As per Warlock, that is interesting, but it is indeed fully skill, or perhaps "twitc
  14. I completely agree with that! However (and this is not the first time), I think there is a slightly different set of terms by which I am defining "twitch." I'm certainly wrong for using the incorrect terminology if that's the case, however. Rather, what I had in mind was a skill-based input by which the player has more involvement than simply letting a probability routine determine what happens next based on a set of stats in a table. Depending on the game, control over your position may offer certain tactical advantages - in fact, most games are probably designed with this in mind
  15. I don't want this to be my thread. I just kind of want to hear different thoughts on game design, be it in Jeff's games or stories, or wherever else. It's an interesting topic, and it kind of fits right in context of a game forum. ...But because I instigated this, I also have to start. 1. I think "twitch" aspects to gameplay are important. They let the skill of the player overcome factors which they otherwise could not overcome themselves by stats alone. This can and has been incorporated into RPG-type systems, and I think games like Mount & Blade did this very well
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