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cbecker78

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Everything posted by cbecker78

  1. Bug at low resolution: Can't click on the upgrade button to train Alcander because it is off screen. Workaround: Take him on a mission to train him. I guess that sounds pretty obvious. But I was avoiding his mission because I coudn't train him. It didn't occur to me that I could access his icon in full if I left Avadon with him.
  2. Ok, that is odd. There is only one icon on the top bar and it is on the left. but you encouraged me to keep poking at it, and I found that if I click just right in the center of it, it turns red and minimizes. I don't know why it is so fiddly on my PC - maybe because the pointer is so big... In any case, THANK YOU! you just made Avadon 2 much more enjoyable for me.
  3. I am playing on a netbook at 1224x600... This has not been too bad in general, but the automap is constantly in the way of seeing things and clicking on things. It takes up close to 2/3 of the screen vertical screen. Is there any way to make that smaller or temporarily minimize it (like it does when you click on it to move it?)? Thanks for any suggestions.
  4. There is "Call of the Cthulhu: Wasted Land". It's a tactical computer RPG. Turn-based combat is great. The down-side compared to spiderweb style is no open world and/or friendly-zone exploration. Just scene/combat/dialogue/scene/combat/dialogue.
  5. "Avalon" was also the name of the island King Aurthur retiered too IIRC. There we have a charasmatic King uniting several peoples with distinc cultures under one rule, and fighting off the evil... uh... was it the Saxxons?
  6. Hmmm... I think I started playing Exile sometime in the late 90's. Considering I still haven't finished that game... I'll go with that.
  7. If you purchased the program from one of the few humble bundle sales it was in, you get the apk to install without going through google play. That is probably how those others installed it. I have the Galaxy note 10.1, and will warn that even with the stylus, it can be challenging to interact with the UI on the 10 inch screen in some cases due to the high resolution of the screen. The galaxy note was probably never added, or added then removed from google play because gameplay is just not optimal there, even though it is possible to get the application to run.
  8. As Randomizer Mentioned, West to the Great Cave in EftP can be a good place to gain a level or two if you tread carefully. Make sure you didn't forget to turn in any quests, and have cleared all you can in central and northern Avernum. While playing, I found a level or two often would be the difference whether a fight was tedious or challenging. There is a brief period (about where you are now) that it becomes very hard for a while to find good level-appropriate battles. But then afterwards it picks back up. And hopefully you didn't do like I did first playthrough and miss all of the Job boards untill halfway through the game! Leveling in the second trilogy is different. I'll give details for A5 as it is what I am currently on. You start with a lot of skill points and get to apply them however you want. No skill trees (but some skills are hidden and only unlocked after adding points elsewhere - like a surprise bonus). I think you start with around 60 skill points or so, but different skills have different costs. Adding a point in strength/intellegence maybe costs 6 skill points, whereas adding a point to blademaster or mage skill may only cost 2 or 3 at first. Every level you get 5 skill points to distribute or save as you like. You get to take only two traits at the begining of the game, but those two are pretty powerful and scale up during leveling. You can play also as Nephil or Slitzeraki... however you spell that. Combat is also a little different. You can shoot an arrow next to someone, but you don't get the little grids. You get used to it quick though.
  9. Not to mention that any "buffs" applied through a mage/priest spell or as a battle discipline will also end your turn in the same way as attacking (i.e., consuming 9 AP). The one exception here is adreneline rush. While you can attack three times after activating that, it does stop you from moving further once it was used. There are many times playing this game that I have really wished the moving action was decoupled from attacking/casting. There is nothing more infuriating than activating adreniline rush as a swordsman, only to find out you were actually still one square away from that dangerous dude standing on an incline. At least once my poor fighter just threw all of his mushroom meal onto the ground and pouted.
  10. This cooperativity is the main reason the Ultima series stands out for me still as the most enjoyable computer rpgs I have played. By the time I got to Ultima VI and VII, meeting up with Shamino, Iolo, Dupre, Janna, etc., almost felt like meeting up with old friends for an adventure. The ability to talk with them when you wanted during the game and the extra comments interjected in conversations (e.g., "How darest you! Don't you know you speak to the Avatar?") went a long way towards helping me forget I was sitting alone in the dark at 2:30 in the morning trying to figure what to do next. Playing the Ultima series as "yourself" after traveling trough a mysterious portal also helped me feel more personally engaged, somewhat compensating for the lack of sitting around a table of friends. The lack of those aspects in Ultima VIII is why I never considered buying that game. Spiderweb games come closer to recreating the above for me than anything else does, I think. However, I find it is easier in the Avernum series to feel detached from your other player characters when you need to maintain both your personalities and theirs. There is also loss of continuity where it is clear you are never the same person in a sequel as you were in the last game, even if you make the same characters in terms of stats and names. "Avadon" goes a long way towards a more enjoyable PC interaction with companions, though it is not difficult to find most of them somewhat irrational and annoying by endgame. It is funny though, even the action of having a dog along as in the Bard's Tale IV, and occasionally having the bard exclaim "Why didn't I get a dawg sooner!" or similar made a big difference in the feeling of companionship during gameplay. Little hovertexts or random comments from party members such as "I'm hungry" or "yeah let's go get em!" etc. also help substantially to remind us we are having an adventure with others rather than just moving game pieces around a virtual board to "win". --- MMORPGs though? My only experience there was watching 50 or so sprites at a time all clustered around the same NPC giving out quests, and then running around watching people stand around changing race and gender, droping like flies in battle, and popping in and out of the "world". Far too hectic for the simple adventurer that I am. Playing Halo in arena mode with a group of friends via XBox live was fun though. I think it all boils down to whether I am playing with a group of people I am thrilled to hang out with, or whether I am alone running with a bunch of strangers. I don't think care if the strangers are controlled by real people or Game-engine AI; and to some extent I also don't care whether those I am thrilled to hang out with are also sprites controlled by real people or just very familiar contsructs of my imagination and/or the imagination of the author/developer. That's just me though... Edited b/c I can't count in roman numerals, apparently.
  11. My version has casual, normal, hard, and torment. What is this Adranos? Do you mean the MMORPG? Anyway, I think Dexterity will still be useful in Avadon2, just not quite as useful. In the most recent Avernum (escape from the pit), you could lead with a priest and give about equal points to dexterity and intellegence and evade ~70% of what MOBs throw at you on casual or normal difficulties.
  12. For outside encounters, a few points in quick action and/or dexterity make all of the difference for me. It generally goes like this: A) If they go first, my party leader gets swarmed and killed. The rest of the group is now too close to the enemy to effectively spread out, and it is a downhill battle (typically less than a few turns) from there. If I go first, I sent the "tuffest" character off to one side, then have them buff the party with sheild chant. Then I send the next best one (or whomever has high dexterity) off to the other side and cast a buff or summon. The two remaining are always casters. They cast summons and wait. Now when the enemy goes, they split up in two or three directions, and usually don't do enough damage to one-turn kill me. Even better if an enemy focuses on a summon for a turn or two. Now I can keep the front runners focused on one enemy at a time, and have the spell casters in the back healing and attacking as appropriate.*** C) If only my archer is going to go first (then the enemy attackts before the rest of my party gets a turn) I'll usually have him run out in the middle of the crowd and hope he can duck and dodge enough to survive through the first turn till we get buffed and can divide the attention of the enemy as described above. The worst thing I was ever doing is I would just stand there in a line and shoot off missle attacks. Getting a chance to buff and spread out (preferably behind a summon to at least take one turn away from the enemy) is the only way I've found to live through most of the tough encounters. What I still hate is the terrain. If an enemy gets on a slope, it is all but impossible to target them. You think you've got it, then BOOM: Rather than fling a firebolt, you run up to them and throw yourself at their feet screaming, "I DON'T KNOW WHAT I'M DOING BUT I MUST WANT TO DIE!" ***Edit: that smiley face is supposed to be a capital 'b' with a closing parenthesis. But since it is the coollest option on the list, I'ma just let it stay there.
  13. The Samsung Galaxy note 10.1 also works really well with the included stylus. And as a bonus you don't tweak your finger to death poking at the screen. It is actually the perfect tablet for these games, with the exception that you can only buy AEftP and Avadon. The problem with newer tablets that are android is the screen resolution. It is so high the the clickable areas are smaller. There used to be some "screen density hacks" for rooted devices, and that would probably make the game more playable on HR tablets.
  14. The UI is still very difficult for touch-interaction on High-Res Tablets. It is a breeze though using the stylus that comes with the Galaxy Note Tablets for the 10.1 and 8.0. This is a pointed, pen-like inductive stylus. One of the rounded capacitive stylus types that you can get at Best Buy or similar would probably improve usibility significantly and will work with your nexus (if you don't mind the 10-20 US dollars you would have to spend on it). Very useful with a tablet though, imo. Don't even bother with the cheapo spongy styluses. (And just in case you didn't know, the Galaxy note styluses only work with Note devices or other screens that respont to that type of stylus).
  15. There was a strange beast terrorizing the people of Dhorl Stead. The daughter of a stone-smith trekked to avadon to convince someone to find and slay it. That someone she found was you, and after a hard time you ended the Beast's rein. You might have given some evidence to your handler suggesting the Wizard Moritz Kri could be responsible... or not. In either case, she concluded that the Dhorl Stead Wizard was to be held responsible for the Beast and made an example of. If you have not gotten tired of her foolishness, and aren't completely convinced on how the head Wizard is involved, you should probably head to the Castle 'Ograhm Tor' in the north-west of Dorhl Stead to see if he or the "big boss" will talk to you about it. If you are tired of politics and scandal, you could just take a trip far south To Jhereth Deeps. Zethron the Dragon has dealt with enough harassment and would like you to nicely ask the lovely dragon Zephrine what she thinks she's doing on *his* turf (just paraphrasing here...). And you know keeping Zethron happy Keeps Redbeard Happy... Stability is the whole purpose of Avadon, right? It would be wise, though, to consider which is more dangerous: An angry dragon, or an angry Redbeard? If you don't mind errands; you can help the merchant Calantha in the Beraza Woods gain access to the prime booth locations under Castle Verbeaux. There is a guy as lazy as he is greedy that manages that sort of thing and She seems nice enough, so you could put in a good word for her. But just don't dally too much. Everything you have seen so far has left several of your companions with the feeling that Avadon may be falling apart around them. Sure, the Duke in Castle Verbeaux thinks he can have peace with the Kelem through negotiations. But you've seen enough of that sneaky wayfarer along with Ogres and Giants where they don't belong to know one thing: 'the duke' and Avadon are not the only ones scheming to change the way things are. Some one, or some thing, is trying to stir up trouble...
  16. Yikes! I suspect we will do our best to take out Grah-Hoth then low-tail it out of there. I'm sure there will be some adventurers along in the future who'll jump at the chance to clean up the leftovers...
  17. Don't feel bad. English *is* my mother tongue and I think I made circles around circles and alters for the better part of an hour before I got lucky and figured it out.
  18. Whoah... I think I was around level 25 and remember getting pummelled pretty badly and seriously considered leaving...
  19. Indeed. I am thinking it could be the difference between fun and agony for a party of all magic weilders - who will need to spend more on spells to stay potent. On the other hand, My party of mages are nearing level 4 now, and already have 12 flawled crystals. Maybe there is just a bunch up front in the eastern gallery areas, but I am going to try to keep a tally through the whole play-through to see how many I find (assuming I can hold interest all the way through again). That's a good point, and it may be too powerful if it gives a fighter access to enough mental resistance. if just a single stat point instead of three would be enough to make secondary disciplines "useful" without requiring excessive points during normal level. Of course, I've read your Anama Play-through and the other "fun" non min/max party-building guides on stategy central, so I know you can double up without a "bonus". But I sure like the idea of a little extra flexibility...
  20. I am not completely sure, but I think that damage changes depending on which character is holding the weapon (because damage is related to skills and strength for a sword). So if you look at it in one character's bag, you cannot compare directly to damage for another PC unless they have the exact same build. You might also notice that you cannot hold a broadsword in your off-hand (it is too heavy). The singing rapier can be off-handed for a dual sword weilder if I remember right. Dual weilding can make it very hard to hit things though... I seem to recall it being one of the better 2nd hand weapons for a swordsman untill much later in the game.
  21. I thought that cheat codes might be used to remove some frustrating aspects of Avernum EftP or just to make things more interesting. Below are some ideas I have (some I used) that could be tailored for specific party types etc. Has anyone else considered this? Any thoughts or other rule ideas? I would love any feedback. Is this a horrible idea because it makes the game too easy? I am about to start an all magic playthrough, and hope to put a few of these to use. My suggestions on added rules are below: ---- The following are ideas intended to enhance gameplay in a controlled fashion via "cheat-codes", without substantially upsetting game balance. Most make the game easier, but one currently makes it harder for a theif. Note: several ideas require use of a dice or random number generator. My intention was not to use every rule, but that one or two might be selected at the beginning of a game at the player's discretion. (POSSIBLE SPOILERS BELOW) MAKE SOME DOUGH (money): You have heard of a crazy hermit rumored to be camped near Magi. While he will sell you a few things, his passion is a special skill he developed to convert flawed gemstones into the most beautiful crystals anyone has ever seen. Although he refuses to show you any examples of his craft, he will pay very well for every flawless crystal you bring him. He will only buy 5 in any given day... You can ask him why, but you will just get lectured on the magical number 5. Wait a bit if you like, and the old fool is sure to forget you were just there. Requirements: 5 flawless crystals To conduct: When you find the hermit (he is a real in-game location) drop flawled crystals, 5 at a time, in front of his hangout. Use the cheat code "iampoor" for every 5 you bring. Option: Only a merchant in Kyass knows the key phrase that will get the hermit to think you are trustworthy enough to tell you of his crystal skills and pay up. once you meet this merchant, and if you have a reputation of 20 or higher, he'll share the tale of how he has been exploiting the hermits crazy side for all of these years. ??'s Is this too much? I am thinking there are maybe 40 or so flawed crystals max in the game CRIME HAS CONSEQUENCES: There is no room for thievery and anarchy in Avernum. Accordingly, town guards have been trained to watch you closely (if you don't believe me, rest assured, they will tell you) and arrest you on sight if they have suspicions. Assuming the entire town doesn't turn against you, You'll likely end up in the dungeons under Fort Avernum, left to beg for your life before execution or worse, exile. Even if you do make it free, you will always leave the dungeons weaker than when you entered as you waste away, malnourished in some holding cell. Requirements: Steal something in a room of a town / stronghold that is guarded by humans. To Conduct: (1) For every room you steal something in; roll 5 die. For every "3" rolled, one of your party is caught red-handed by local guards (use whoever was holding/stealing the goods or random dice roll to determine which party members). (2) Those members are thrown into the dungeons under Fort Avernum while awaiting trial. Your remaining party must travel to Avernum to plead for release. Use cheat code "backtostart" to return to fort Avernum. (3)Use cheat-code "editor" to remove one of either strength, dex, or endurance from each captured party member upon their release. (4) remove 1 die in the crime roll for every 2 levels of tool use acquired by the group (1 die minimum). Option 1: Crimes only apply to the person stealing. Number of die rolled is determined by the tool-use level of the PC that actually steals items from a location. Start with 3 die, and remove one for every 3 levels of tool use (minimum of 1 die). Option 2: You must have substantial sway (reputation of at least 12 or a crown token) to have enough clout to get a PC released. If not at 12, Use editor to delete that character and if possible, recruit (create) a new player at level 1. ??I am not sure if it is possible to add a new character after deleting an old one. I need to try that. THERE BE GOLD IN THEM HILLS (money): For every cache you find, there may be some extra coin if you just look a little harder. To Conduct: roll a die. If you roll a 1 or 2, use the cheat "iampoor" to add either 500 (for rolled 1) or 1000 (for rolled 2) to your supply. Option: Roll 2 die instead of 1, and only give money (500) for rolling doubles. NATURAL HEALER: Priest are naturals when it comes to healing. For every level of a PC's priest skill, they get an automatic increase in First Aid. Use cheat code "editor" to increase first aid skill equal to every point in priest skills (only up to 10, obviously). Comments: I used this one on my first play-through and thought it made the game much more enjoyable even though it only moderately decreased the number of times I had to run back to town. Although the spell energy recovered at max was generally low (around 20 or so), about as much was saved from not using healing spells after every battle. The only negative consequence towards balance I noticed is food was no longer needed for healing. LIGHT UP TO RECHARGE (spell energy) You manage to get Mortrax drunk on doped meat and he shares an important alchemical recipe. "Take 2 parts mandrake, 2 parts spiritual herbs, and 1 part healing herbs - grind well into a powder, then heat over flame". With intense focus, the heavy fumes and smoke from this mixture revives spell energy when inhaled. It takes several minutes to prepare, and spoils quicker once ready - so be sure you are in a safe place with no chance of combat to ruin your focus. Then light up and pass the pipe around. Requirements: (A: to learn) 3 pieces fresh meat, 3 almarian wines. (B - to make remedy) Mage Skill of Level 12. Must be carrying balance, mortar and pestle, and a pipe (or the burner/bowl alchemical equipment) To Learn: Soak meat with wine outside Mortrax's Lair (drop empty almarian wine bottles on ground and set the 3 soaked meats aside in bag). Go see Mortrax and place the meat in front of him. Wait for him to eat it and become drunk to spill the beans. To Prepare potion: When in a safe area and not in combat: add 2 mandrake, 2 spiritual herbs, and 1 healing herb to junk bag (or drop on ground). Use the cheat code "imdrained". Optional: roll a 6-side dice. 1-4 revives energy, 5 has no effect (herbs are lost), and a roll of 6 means the healing herbs were spoiled and your energy was drained instead. You'll have to return to a town or find somewhere to rest for a night. You can't continue in a potentialy hostile area. Comments: I started this rule with the option around level 25, As even with the 1st aid rule (see above) I was still getting fed up with running out of Juice and treking it back to a town. I personally have no regrets. I think I only used it once before one of the end game quests. SECONDARY SPECIALIZATIONS Your characters spend some time training in other disciplines. For every 5 levels gained, use cheat code "editor" to add one stat point, three skill points (one per skill) and one trait to a specified secondary discipline. To help maintain game balance, it is recommended that fighters and archers may choose a magic discipline, and mages and priests may choose a non magic discipline. Option 1: Only add secondary trait every 10 levels. Option 2: may add 1 stat and 1 skill point in secondary specialization for each level 31-34 and levels 36-39, etc. Comments: I tested the secondary specializations on a party at hard and torment play (switching back and forth a few times) for a few hours. The secondary-discipline attacts seemed useful at level 25 against slightly lower level enemies (I had put ~4-6 stat and ~12 skill points also into secondary specialization during normal level-up events). Secondary disciplines seemed a little less useful on Torment other than to give a fighter more spell energy for healing and enough extra skill points to get to resurrection. Also useful to save spell energy by having fighters cast wards/cloaks if they are willing to spend the money to learn the spell. ----- THOUGHTS?
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