Tenderfoot Thahd Timesink Posted January 24, 2014 Share Posted January 24, 2014 Sounds like you've already rebalanced missiles quite a bit, but the elite archers in some of the late game empire/bandit battles have some very nice abilities which include cleaving arrows (not sure about that one), an a rapid shot/rain of arrows hitting 3+? or a chance of doing lower safe to every opponent? Dunno. The animation is pretty intimidating. Empire got a gattling bow. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Spidweb Posted February 5, 2014 Share Posted February 5, 2014 I just spent several hours going through this, and it was very interesting. I made a number of changes to Avernum 2: Crystal Souls based on it. I almost never copied the exact changes you made, but I tried to keep the spirit alive. I replaced resistances on many items with more useful skills, and raised the resistances on items where they remained. Fatigue costs are generally lower. Different weapon types now have different characteristics. Javelins/razordisks still use charges, but I made their effects much more damaging and dramatic. High value artifacts are generally better. A lot of the changes were sort of baroque and clearly meant to provide variety to people who've played my games for a long time. I generally left those changes be, but I encourage you to make a mod set available for Avernum 2: Crystal Souls to put in a bit of zazz for players bored with the old stuff. All in all, a very cool project. Thank you for all of the hard work you put into this. - Jeff Vogel Edgwyn, Synergy, Amira The Hot Potato and 5 others 8 Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted February 6, 2014 Author Share Posted February 6, 2014 I just spent several hours going through this, and it was very interesting. I made a number of changes to Avernum 2: Crystal Souls based on it. I almost never copied the exact changes you made, but I tried to keep the spirit alive. I replaced resistances on many items with more useful skills, and raised the resistances on items where they remained. Fatigue costs are generally lower. Different weapon types now have different characteristics. Javelins/razordisks still use charges, but I made their effects much more damaging and dramatic. High value artifacts are generally better. A lot of the changes were sort of baroque and clearly meant to provide variety to people who've played my games for a long time. I generally left those changes be, but I encourage you to make a mod set available for Avernum 2: Crystal Souls to put in a bit of zazz for players bored with the old stuff. All in all, a very cool project. Thank you for all of the hard work you put into this. - Jeff Vogel This is the best outcome I ever could have hoped for from this project! Thanks Jeff! Exile II has been providing me with joy and inspiration for almost 20 years now; I'm incredibly happy that I could pass some of it back to you for its descendant -- a game that I was already excited to see. Yay! Sudanna, Edgwyn, GiantFriendlyTalkingSpiderman and 2 others 5 Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Jerakeen Posted February 6, 2014 Share Posted February 6, 2014 Congratulations, Slarty! Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted February 7, 2014 Share Posted February 7, 2014 Mod the change you wish to see in the world —Alorael, who thinks there's an important lesson here. Complaining about long-standing elements of gameplay you don't' like will get you nowhere. Putting in the effort to make a demonstrable improvement by literally demonstrating that improvement will get your version rolled into the main body of work if you're lucky. springacres 1 Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma Rya.Reisender Posted February 7, 2014 Share Posted February 7, 2014 Wow, the first time I've seen Jeff talking! Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd JackDandy Posted March 16, 2014 Share Posted March 16, 2014 Hi there! I wanted to know, is the latest version of the patch "updated" for the latest version of the game? And, are there any bugs I should know about? Quote Link to comment Share on other sites More sharing options...
Articulate Vlish Jukai Posted June 15, 2014 Share Posted June 15, 2014 This is the best outcome I ever could have hoped for from this project! Thanks Jeff! Exile II has been providing me with joy and inspiration for almost 20 years now; I'm incredibly happy that I could pass some of it back to you for its descendant -- a game that I was already excited to see. Yay! Coming out of lurking to give you props, good sir. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma xuerebx Posted November 13, 2014 Share Posted November 13, 2014 Is there any way to find out that the mod has been installed correctly? I play on steam so I pasted everything into this directory: C:\Program Files (x86)\Steam\SteamApps\common\Avernum Escape From the Pit\Avernum Files\Scripts Quote Link to comment Share on other sites More sharing options...
Seasoned Roamer Aleric Posted November 13, 2014 Share Posted November 13, 2014 Xuerebx- If you pasted everything into that directory and made sure to override any files when it asked you to, I imagine you are good. Loading the game, you should notice the differences between the remix and vanilla. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma xuerebx Posted November 13, 2014 Share Posted November 13, 2014 Yeah I suppose I should have no reason to doubt that it's been installed correctly. I was wondering if there was some sort of watermark indicating "remix 1.1" or something like that. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted November 14, 2014 Share Posted November 14, 2014 Some items and spells will be different. You won't notice a change near the start. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted November 14, 2014 Author Share Posted November 14, 2014 Things are absolutely different from the start. Even in the character creation window some skills have different names and many of them have different tooltips. Additionally, weapon and spell effects will look different starting right away. There is nothing that will jump out at you if you've never played A:EFTP before, though, no water-mark or anything. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma xuerebx Posted November 14, 2014 Share Posted November 14, 2014 Thank you for this mod! Quiconque 1 Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd mercy Posted November 23, 2014 Share Posted November 23, 2014 Thank you for this mod! Finally I can create characters and try this game anew. Its fun deflated when I reached the point ~70% of the story years ago. I think Avadon 2 lost buyers, because you can't create characters there from the ground up as it should be, as you can do here! (IIRC) Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted November 23, 2014 Author Share Posted November 23, 2014 Glad you all are enjoying it! I don't know about the lost buyers part... but it might surprise you to hear that Spiderweb generally prefers free-assignment systems to class systems, too. Jeff wrote a bit about it when he first started publishing games. Personally, I'm the opposite: I think classes and class-like restrictions make for more interesting mechanics. Doesn't stop me from appreciating quality games that take a different approach, though. SurraAgob 1 Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma GiantFriendlyTalkingSpiderman Posted November 24, 2014 Share Posted November 24, 2014 Glad you all are enjoying it! I don't know about the lost buyers part... but it might surprise you to hear that Spiderweb generally prefers free-assignment systems to class systems, too. Jeff wrote a bit about it when he first started publishing games. Personally, I'm the opposite: I think classes and class-like restrictions make for more interesting mechanics. Doesn't stop me from appreciating quality games that take a different approach, though. Free-assighnment is the first of two things that brought me into this serise back when I was 13 or so, 1 of those things has become more common in games in this decade but what brought me back to spiderweb games was remembering how I liked just making characters in exile 3. My youthful thought process was: "so you make your characters in this game, so like you pick a class or... what the, what are all these stats? wait I just put the points where I want them without any restrictions? no way, I can make a guy who uses a sword in 1 hand, a hammer in the other and casts magic if I want too? this is so cool" I died a lot early on and restarted each time, started making my characters smarter and got farther each restart until I made it a fair ways into the game and I ended up quitting because I got tired of the characters I was using I came back to spider web games after I got a longer attention span. Quote Link to comment Share on other sites More sharing options...
Curious Artila esquivalient.abacot Posted November 25, 2014 Share Posted November 25, 2014 Fatigue costs are generally lower. this was my idea originally hehe i'm so proud now proof: http://spiderwebforums.ipbhost.com/index.php?/topic/17244-avernum-remix/#entry227948 Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Gharbad the handsome Posted December 27, 2014 Share Posted December 27, 2014 I just spent several hours going through this, and it was very interesting. I made a number of changes to Avernum 2: Crystal Souls based on it. I almost never copied the exact changes you made, but I tried to keep the spirit alive. I replaced resistances on many items with more useful skills, and raised the resistances on items where they remained. Fatigue costs are generally lower. Different weapon types now have different characteristics. Javelins/razordisks still use charges, but I made their effects much more damaging and dramatic. High value artifacts are generally better. A lot of the changes were sort of baroque and clearly meant to provide variety to people who've played my games for a long time. I generally left those changes be, but I encourage you to make a mod set available for Avernum 2: Crystal Souls to put in a bit of zazz for players bored with the old stuff. All in all, a very cool project. Thank you for all of the hard work you put into this. - Jeff Vogel Would it be possible for you to port any balance changes you felt improved Avernum 2 over to Avernum 1 when you release Avernum 2, as a balance patch? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 27, 2014 Share Posted December 27, 2014 Jeff doesn't tend to read this board except for comments on newly released games or extremely bored. Email works better, however since he is in Las Vegas on a family vacation he won't reply quickly. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted December 27, 2014 Share Posted December 27, 2014 while its possible that JV will bring ACS balance to AEFTP its unlikely. Quote Link to comment Share on other sites More sharing options...
Unflappable Drayk Edgwyn Posted December 28, 2014 Share Posted December 28, 2014 I would rather that Jeff focus on Avadon 3 than altering A:EFTP. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted December 28, 2014 Share Posted December 28, 2014 since balancing ain't exactly a bug it has small chances to get changed. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted December 28, 2014 Author Share Posted December 28, 2014 Rationalizations aside, the different games of a series aren't really intended to be three (or five or six) different scenarios for the same exact game. There are incremental changes made, which sometimes even fit with stuff going on in the plot (Vahnatai spells in X2, Augmentation in G2, etc.). Playing Avadon 2 is going to be a slightly different experience, mechanics-wise, than playing Avadon, even if the engine is very similar. That's part of the charm of their being separate games and not just extra DLC. Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan Carranzero Posted August 23, 2016 Share Posted August 23, 2016 Shields also require more strength to wield, and mages in particular will find their bulk interfering with the gestures they need to make when they cast spells. will this affect my party? i'm used to using a 2-people party, a priest/fighter and a mage/fighter... so is the shield going to seriously affect my mage to the point that he won't be able to cast mage spells? cheers Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk wackypanda Posted November 1, 2016 Share Posted November 1, 2016 I know this is no longer being updated, but I loaded an endgame save and found that my warriors parried the Hawthorne sentinels' radiating attacks. Is the ability to parry magic intentional? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted November 1, 2016 Author Share Posted November 1, 2016 Area effect magic can't be parried. Single target magic, I believe, can be parried (at low rates) in the original game. I definitely didn't change that though -- it's hardcoded. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk wackypanda Posted November 1, 2016 Share Posted November 1, 2016 That is incredibly strange, because my warriors parry the radiating attacks every time I load the remix, and, like you said, never on vanilla. I could even catch them doing it on video if you like. This could be related to a bug mentioned many pages back about needing to choose a target for radiating scrolls. Oh well. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted November 1, 2016 Author Share Posted November 1, 2016 Yes, I think you're right. Looks like I fixed that, but only in 1.2, which I never got around to releasing (and don't have a clean version of anymore). Oh well. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk wackypanda Posted November 3, 2016 Share Posted November 3, 2016 On that note, I am incredibly late to the party, but I've made an unofficial v1.1.1 implementing some of the quality-of-life fixes from Kestral's list. As noted below, all fixes, where I've even attempted them, have been done in the laziest possible way. This is not intended to be and shall not serve as a promise of future updates. Fixes confirmed by House of S: a-1) Changed all short bows to use long bow ability, too. Now all bows have the chance of bonus damage so bows don't suck early. a-2) Fixed Warmth Ring and other rings. Whoops. It does give melee damage in addition to the resistance. Just not 15%. 2%. :-P a-3) Lightning scrolls already fixed, all radiate abilities were fixed. a-4) Both ranged battle disciplines did not take levels of damage from an equipped weapon. Whoops. Now Flawless Shot should actually do the full 3.5 damage per level. a-5) Increasing the bonus percents or base damage of ALL the direct damage battle disciplines. a-6) Flawless Shot also fixed from causing ensnare which it wasn't supposed to in the remix (ranged battle disciplines have 2 variants, and one one was correct before) a-7) Fix for bug that caused Bladeshield to give you weakness when it was not intended to. Reports that I don't think were confirmed as fixed (some may not be confirmed as being real bugs): b-1) Cloak of Curses level was listed incorrectly on the screen when you check buffs. b-2) Possible problem with Splinter spell fixed (had issue with targeting at range which caused your turn to be wasted) b-3) Re-balance Bronze Bracers vs. Fine Steel Gauntlets (in vanilla the bracers are strictly better despite much lower value) b-4) Bug that caused Bladeshield to end your turn after use when it shouldn't. b-5) "Incorrect animation for throwing javelins"? b-6) "Pole weapons don't seem to have any sound effects indicating hit or miss"? a-3, a-7, b-4, b-5, and b-6 are fixed. a-2: Also fixed Ivory Band, now gives 15% mental resistance and 2% blessings/curses. I think this was intended because it had two values for stats to affect but had the same typo as the Warmth Ring. Correct me if I'm wrong. a-4: Hopefully fixed. b-1: Has been fixed in the most dangerous possible way, by changing its import to match its vanilla version. b-2: Player targeting has been fixed. I have not done any testing looking at enemies casting it. a-1: Too lazy to figure out how to keep enemies from getting the same damage boost. a-5, b-3: Not touching balance. a-6: Too lazy to untangle. GiantFriendlyTalkingSpiderman and Clintone 2 Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Deckard Posted September 20, 2017 Share Posted September 20, 2017 @wackypanda: Thank you very much for your attemp in fixing this Remix mod. It's a pity it never was finished. Kudos!!!! Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma Clintone Posted December 24, 2021 Share Posted December 24, 2021 (edited) I just started playing this mod. Thanks to all the people who worked on it. It's been awhile since this was originally made, but thanks anyway. It looks like it definitely improves many of the issues the game originally had. It was always a good game...but it did have a few irritating aspects. I especially appreciate the infinite thrown weapons modification. It'll be nice actually being able to use a fine razordisk without thinking about how I'm throwing money down a hole. Edited December 24, 2021 by Clintone Quiconque 1 Quote Link to comment Share on other sites More sharing options...
Fledgling Fyora Hotherewanderer Posted March 26, 2022 Share Posted March 26, 2022 Sorry for reviving an old thread. But does anyone know a few pointers on how to mod the Android version? I'm not particularly tech-savvy myself but I did try a few methods to no avail. Thanks in advance Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted March 26, 2022 Author Share Posted March 26, 2022 Hiya! In theory, if the Android version stores its data the same way (in text files), it should be possible in the same way -- just find the data and replace the appropriate text files. However, I don't know if it does; things might be bundled up and compressed (or simply encapsulated) differently. Quote Link to comment Share on other sites More sharing options...
Fledgling Fyora Hotherewanderer Posted March 26, 2022 Share Posted March 26, 2022 Technically, it does stay the same. However it's in the OBB file, which is... really finicky I tried to patch the files in with RAR, then ZArchiver... and then rename... then repack... Didn't work. Thank God I had a backup from ages ago lol Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted March 26, 2022 Author Share Posted March 26, 2022 Oh, you know, there might be a checksum in there somewhere. That issue came up with the Mac App Store version. Probably hard to get around that, if so Quote Link to comment Share on other sites More sharing options...
Fledgling Fyora Hotherewanderer Posted March 26, 2022 Share Posted March 26, 2022 Quite a damn shame. I'd love to give the mod a try 😔 Quote Link to comment Share on other sites More sharing options...
Curious Artila pixelpusher Posted September 17 Share Posted September 17 Wow, great thread. It's 2024 and I'm wondering how to load this awesome looking mod into the Mac version, which is a standalone app, version 1.1. Or should I repurchase it in a different form? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted September 17 Author Share Posted September 17 Right-click on the app and choose "Show Package Contents" (IIRC) from the menu that pops up. This should then show you the data folders that are always visible on other platforms. (And make a copy of the app before you do that, just in case.) Quote Link to comment Share on other sites More sharing options...
Curious Artila pixelpusher Posted September 17 Share Posted September 17 Thanks Mea! I love this game so much. I've played it (and the other two) I don't know how many times. My current setup is one warrior and three sorcerers, all four minoring in priesthood so they can summon shades, the most reliable tank supply in the underworld. They also all rely on bow skills to get up the discipline ladder, so I'm eager to see the new arrow power in action. Firing it up now! Quote Link to comment Share on other sites More sharing options...
Curious Artila pixelpusher Posted September 29 Share Posted September 29 Hi Mea, Just want to say how much I'm enjoying playing your mod. Splinter and Cone of Cold are forcing me to come up with completely different combat tactics. What a joy! It's like a new game. Also really appreciating the new power of bows and javelins. Since the game demands that you invest heavily in dexterity (at least at the Torment level), it's great to have strong archers at the lower levels while my sorcerers' mage powers build up slowly over the course of the game. Again, many thanks! Quiconque 1 Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted September 29 Author Share Posted September 29 Thank you for saying so! This was a very old project (and frankly I wish I had done a better job finishing it) but it's great to hear it's bringing someone happiness even now. And some credit has to go to wackypanda, too! 2 minutes ago, pixelpusher said: Since the game demands that you invest heavily in dexterity (at least at the Torment level) This is definitely not a thing. The standard advice is to ignore dexterity entirely. (If you were an archer you wouldn't want to, but archery is not up to par in the vanilla game.) If you're playing Torment and relying on Dex to avoid taking damage, you're going to be in for a rude awakening, as you won't be able to keep up with enemy hit rates, and by the end of the game all of that Dex will be useless (on non-archers). Quote Link to comment Share on other sites More sharing options...
Curious Artila pixelpusher Posted September 30 Share Posted September 30 Without dexterity, how can you act faster than the increasingly fast enemies? Being able to play first is always the key. I'm playing with three sorcerer/archers and a warrior/archer. Everyone works up priest skills up to mass healing. The sorcerers get 15 points of bows to reach adrenaline rush, the warrior mixes it up. The real challenge is to find the money to pay for spells for everybody, lol. Gotta say, it's pretty wild dishing out the occasional 100+ points of damage with those cavewood long bows. I used to rely on shades for shielding. Now I start with beasts (which die quickly) to block foes and then hit them with splinter. The shades seem more powerful, which is nice. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted September 30 Author Share Posted September 30 It sounds like you're having a blast, which is awesome. A few thoughts: 1. Ranged weapons are significantly stronger in the remix. So in the remix, archery is definitely a legit option. 2. One thing I couldn't really change in this mod is the fact that hybrid characters are suboptimal. Because Str/Dex/Int have such a significant impact on damage, any character who goes after more than one damage path (i.e., melee, ranged, or magic) will be significantly worse at it than a character who just picks one. (You can hybridize OK with utility functions like healing spells, since they don't rely on stats.) Even against heavy resistances or armor, the loss from stats is significant enough that having an auxiliary damage option won't generally help. Warrior/archer is especially unfortunate -- warriors can go really deep into the skill tree still getting good mileage out of them. 3. 15 points in archery isn't actually required for AR -- trained points in the other 3 weapon skills can free up at least 6 points to go elsewhere. And there are some items that give weapon skill, so even 9 isn't necessarily needed. Where else might those points be more effective? Well........ 13 minutes ago, pixelpusher said: Without dexterity, how can you act faster than the increasingly fast enemies? Being able to play first is always the key. It sounds like you're running a sort of fragile approach -- you can't take a hit, so you have to act first; you can't kill things immediately, so you have to do some dodging after that. (I think all of that will get harder as the game goes on, but def speak up if that's not the case by endgame.) I'm willing to bet the missing element is Hardiness and Resistance (and Parry for front-row folks, especially in the remix). Those skills are incredibly powerful at high levels. You already mentioned Adrenaline Rush for casters, so you can generally nuke things before they can move. Even without high initiative, it's often possible to do with this with thoughtful positioning; in the cases where you can't, Hardiness/Resistance mean you survive long enough to get there -- and without sacrificing your attack stat for more dodge, which means the nukes are more effective, too. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted September 30 Share Posted September 30 I haven't played the remix since it came out, but in general on harder difficulties and in the late game you approach the point where you can't take everything out fast enough. You need high enough armor/hardiness/resistances so you can survive even when you can't heal. Dodge and parry don't provide enough damage avoidance especially against area effect attacks. The worst is mental attacks that affect you 90% resistant characters that can remove the effects. Quiconque 1 Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted September 30 Author Share Posted September 30 One convenient thing about putting Mass Healing on multiple characters is that it also comes with Unshackle Mind, so mental effects shouldn't be too bad for this party. Quote Link to comment Share on other sites More sharing options...
Curious Artila pixelpusher Posted Monday at 07:15 PM Share Posted Monday at 07:15 PM Oh, that's a huge bonus! Looking forward to it. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.