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epower

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Everything posted by epower

  1. Thanks Randomizer. I will remember the u command. Hadn't thought about a lamp/candle/lantern. Probably should since I hoard them My problem was being able to see the stairs down from the first level. They were surprising difficult for me to pick out.
  2. Thanks for the tip, ultra blue4. Much appreciated. After much searching I finally found the stairs down. Looked like a solid wall on my monitor.
  3. Against my better judgement I'm crying Uncle and asking for help. I'm completely stumped. I've cleaned out the bandit lair east of Ghikra but cant seem to find any secret door panels to get into the blue chest room in the center of the complex. Any hints greatly appreciated. Thanks, epower
  4. Now that is a very interesting idea.
  5. Yay, Avernum II is out! In my ongoing effort to support Mom and Pop businesses, I'm buying direct from the Spiderweb site. I do understand the convenience of Steam but for an extra $3, you can buy the game direct from Jeff and DRM Free. Someone correct me if I'm mistaken but it's my understanding that buying direct gives Jeff a much better profit (read: financial incentive to continue developing) than a steam purchase. It's an option. YMMV. Happy playing!
  6. Sounds like an interesting direction. I remain a fan of modifications that provide different ways to play the game and allow for varied types of viable parties. Giving underused spells, traits and items like bandages new life is a good thing. Have you radically reduced the energy costs of high revel spells? It is always irksome to spend such huge percentage of spell energy on a single spell only to see it fizzle. Divine fire springs to mind here. I like the idea of additional enchanted pole weapons. Focus spirit being based on priest spells tracks nicely with the idea of Paladin type Fighter/ Priests. I've always found wands underpowered. It's a *magic wand* it's should hit very, very hard Does Circle of Madness keep the teleport of Blink Burst? My fresh start 2.2 mod party is now 12th level. Caster and Archer still using leather type armors while the Paladin and Priest are wearing chain and carrying the steel breast plates around in their luggage. Definitely more tradeoffs to work through regarding encumbrance v protection. You're certainly moving aggressively with regard to armor weight increases. Have you considered modifying other traits besides Strong Back to balance this a bit? For example, Good, Robust and Perfect health seem tailor made to add a few pounds of armor capacity per each upgrade in addition to the HP bonus. Looking forward to 2.3.
  7. I was interested to see what the new armor rules would be like from a fresh start. It is a very different experience at low level especially as I follow RaustBlackDragon's method of spreading around the skill points . My characters have been investing much more heavily in strength so they can handle the heavier armor.
  8. The new armor restrictions sound interesting. Harkens back to the old A D&D 2.0 rules which were the first ones I learned. Loaded 2.2 and found my current characters a bit "burdened" so rather than mucking about in Character editor I'm starting a new campaign I see that v2.2 differs from v1.0 in that it no longer includes modded versions of these two files: textspecitems,txt textdialogs.txt I'm off to seek my fortune with your new version and will report back as I go.
  9. Love the mod. Thanks for your continuing work. I'm still using the previous version of your enhanced mod so apologies in advance if you've addressed these in 2.2. Wasn't sure if the new version was save game compatible. I've noticed that increases to gymnastics from items do not lead to additional Action points in the adrenaline rush discipline. For example, my mage has 2 pints of actual Gymnastics plus the flowing metal greave (+3 to Gym) yet only gets 15 AP from Adrenaline rush instead of 20. Was this intended? Cheers.
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