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ChuckieB

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Tenderfoot Thahd

Tenderfoot Thahd (2/17)

  1. But do they improve the skills over the cap? If I've already trained savage blow up to the cap of 4, is there any point wearing gear that adds to savage blow?
  2. Also, does the same apply to specialisations too, while we're talking about it.
  3. Do skill bonuses from items stack up higher than the skill's cap level? For example if I have trained my blademaster's savage blow up to the limit of 4, does stacking extra levels on top of this with items make any difference?
  4. Ugh. Okay, I'm going to have to play it on normal difficulty just to balance out the mistakes that are going to happen in every battle. Ah well. Really don't get why they couldn't make it work the same as it used to.
  5. No, I just double checked it, just tells you your target is out of range and leaves you to deal with it yourself.
  6. What's changed so much about the engine since the last game that makes this happen though? I'm having a very similar issue with my spellcasting, and this just wasn't an issue up until this game.
  7. Argh, that seems like such a backwards change to make though, it worked perfectly fine as it was before when it when it didn't try to auto move you into range. This is going to be a constant annoyance.
  8. I think I must be missing something obvious here because this just works really badly. In the old Avernum games if I was to try and cast a spell on an enemy that's out of range the game would tell me so and I'd be free to do something else instead. However now in A:EftP if I try to cast a spell and it's out of range then my spellcasters just go running headlong at the enemy. I can't even see anything indicating what range any particular spell has so I'm having to make an educated guess every time, surely there's some way to stop my spellcasters charging to their deaths?
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