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Avernum: Escape from the Pit - Avernum Remix 1.1 Released


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There is one thing that I find strange: ok, I'm finding the remix extremely difficult on torment, but maybe it's normal. But my mage sucks completely.. all of his damaging spells are cone-shaped (even the priest has flamestrike that isn't), and as a result he barely casts ice cones, either the fights are easy and it isn't needed, or the fights are so difficult that he must heal every turn. Only thing that saves me atm is a slith spear that I found near Fort Dralon. Has anybody else found this kind of difficulties?

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I changed some spells in my game, then. Basically, I think priests are mainly healer, and mages should be somewhat useful. I changed the energy costs as follows. For priests, I reduced costs for healing spells and increased costs for damaging spells. For mages, I brought back in Icy Rain, and made Fireblast an area spell (Fire Storm). Cost of area spells (icy rain 20, fire storm 30) is higher than cone-shaped or single target ones (spray acid 3, lightning spray 10, arcane blow 20).

 

 

Minor Heal 3 -> 2

Heal 8 -> 5

Holy Scourge 4 -> 8

Call the Storm 8 -> 20

Mass Healing 18 -> 15

Divine Restoration 40 -> 30

Return Life 75 -> 60

 

I also made splinter non-melee, and called it again summon shade (there's still something different from the original scroll, I don't know if the shade is stronger).

 

Fire Bolt -> damage x level 1-4 instead of 1-3

Spray Acid 8 -> 3

Icy Rain (area) 10 -> 20

Arcane Blow 40 -> 20

Fireblast -> Fire Storm (area, not cone) 20 -> 30 (damage x level 1-5, for flamestrike is 1-4)

Howl of Terror 30 -> 40

Haste 8 -> 15

 

I improved fire bolt too, wondering if it could be worth to add a small area effect (range 1) at level 3.

 

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Maybe you're not interested, but I'm tinkering a bit with the mod and trying to make some changes that I find useful. So far, this is what I've done, feel free to comment (or not to). Sorry if I changed some spells/disciplines from the remix, I can still bring them back. As a base I've taken the remix, not the original, so most items that were changed are still as in the remix.

 

 

 

****** Items **********

 

Short bows have the same bonus as long bows

Long bows have additional +5% HC

All magical bows/polearms have the same bonus that the normal weapons of the same category have (the bonuses introduced by the remix, with small variations for magical bows)

 

 

 

****** Spells ********

 

Some spells have been reverted to the originals (Icy Rain, Howl of Terror, Summon Shade, Mass Healing, Divine Fire). Reasons are, that one non-cone damage spell for the mage is something I didn't want to surrender, Splinter is rather awkward and dangerous for a spellcaster, idem for Heartshock, the last two because I wasn't sure. I kept Holy Scourge, Blink Burst, the new summons, the new version of Haste. Other spells are as in the remix version, if they were changed.

 

 

 

****** Disciplines *******

 

I changed a lot of dependences and set minimum skill requirements (in brackets):

 

1 = "Well-Aimed Blow".........Blademaster (1)

2 = "Flawless Shot"...........Sniper (1)

3 = "Shield Breaker"..........Blademaster (3)

4 = "Leg Sweep"...............Quick action (1)

5 = "Blade Sweep".............Blademaster (4)

6 = "Focus Spirit"............Parry (1)

7 = "Mighty Blow".............Lethal Blow (1)

8 = "Adrenaline Rush".........Gymnastics (0)

9 = "Bladeshield".............Resistance (0)

10 = "Sharpshooter Spray".....Sharpshooter (3)

11 = "Sword Dance"............Quick action (4)

12 = "Battle Frenzy"..........Quick action (0)

 

 

 

Changes from the remix:

 

 

Shield Breaker and Leg Sweep are as in the original (I introduced requirements and made them improve with investment in the appropriate skill, added Weakness Curse to SB as in the remix)

 

Focus Spirit: regeneration at 3, +8 AP at 6 Parry.

 

Adrenaline Rush: depends on Gym, so it's better suited for spellcasters. Gym 0-3 +10AP, 4-7 +15AP, 8+ +20AP, no curse as in remix, fatigue 6.

 

Battle Frenzy is based on quick action and thus suited for fighters. 2 turns for QA 0-3, 3 for QA 4-7, 4 for QA 8+. No curse.

 

Bladeshield is thought for spellcasters, to make it more similar to Avadon's, and it depends on Resistance (lasts 2 turns + Resistance skill). I think spellcasters need some extra armor more than fighters.

 

Sharpshooter Spray is the same ability as in Avadon, with a recover time of 8. Only problem, chars with javelin use Blinding Throw instead, so I'll have to change that too.

 

Sword Dance: I based it on Quick Action, since I think that Riposte is a silly skill and it's better not to consider it at all, just to get a discipline. The other "sweep" is based on Blademaster, so you can't develop both well, and every fighter build would have one to use. Blade Sweep is pure damage, Sword Dance have now ensnare (skill 5), ensnare + daze + 50% damage (skill 7), 2x damage (skill 9). I wanted to give it a property like earthshatter (knockback nearby foes), but I couldn't guess the number. BS is cheap but is based on Blademaster that gives more damage, SD is more powerful but comes later and requires QA (skill 4 minimum).

 

Blade Sweep requires Blademaster (skill 4 minimum), so that archers and spellcasters will find it less appealing to get access to BS and SD.

 

Note that Bladeshield, Adrenaline Rush and Battle Frenzy have no requirements, so they can be cast by anyone with sufficient melee/missile skill, but are far more efficient if cast by specialists.

 

****** To do / ideas ********

 

fix blinding throw

adjust damages

curse for Adrenaline Rush (only 2 turns) and Battle Frenzy (for its duration)

maybe replace Mass Curing with Spine Shield, and give 1 curing effect to lev 2 Mass Healing.

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I made 2 versions of the mod, or better said 2 mods, since they have little in common.

 

Downloads in its own thread

 

The first one is based on the original game: same spells, same disciplines, same items, same everything. Only thing that has changed is the behaviour of bows and polearms, like in the remix mod. Also thrown weapons are not stackable, as in the remix. Other changes:

 

1. spears have 50% additional chance to immobilize 2 rounds.

2. bracers, gauntlets and boots no longer give a hit chance penalty. Neither do leather greaves, and penalty for iron/steel greaves has been reduced to -5. Metal bracers are heavier, though.

3. All magical bows/polearms have the same bonus that the normal weapons of the same category have

4. shields grant the protection bonus they have in the original game, plus:

 

wooden: no hit penalty, parry 5%

bronze/iron: -5% CtH, parry 10%

steel: -10% CtH, parry 15%

 

*********************************************

 

The second mod has extensive changes. It is based on the remix, but many spells have been reverted to the original ones, and also some items (especially the First Expedition items). Often I reverted only the name to the original, and kept the altered stats. All changes:

 

Weapons

 

All changes from the first mod, plus:

 

 

 

- spears are 1-handed weapons, with a -10 dual wielding modifier, to discourage it (unfortunately the penalty won't be less than the normal 20%, but it will counter the benfits from training the skill). They are also too heavy to be wielded in the off-hand. This is to allow spear users to carry a shield.

- some enchanted spears have a new ability.

- halberds are the only 2-handed weapon and do more damage.

 

Spells

 

Some spells have been reverted to the originals (Icy Rain, Howl of Terror, Call the Storm, Summon Shade, Mass Healing, Divine Fire). Other changes:

 

 

 

- Spray Acid: at level 3 it affects all enemies in range 1, even if the lightning effect affects only the targeted enemy.

- Mass Healing: at level 3, the chance for regeneration has become a chance for curing (50%).

- Mass Curing has been replaced by Spine Shield, that also cures 1 effect at level 2 and grants regeneration at level 3.

 

Disciplines

 

I changed a lot of dependences and set minimum skill requirements (in brackets):

 

1 = "Well-Aimed Blow" Blademaster (1) fat.3

2 = "Flawless Shot" Bows/Missiles fat.3

3 = "Shield Breaker" Blademaster (3) fat.4

4 = "Leg Sweep" Quick action (1) fat.4

5 = "Blade Sweep" Blademaster (4) fat.6

6 = "Focus Spirit" Parry (1) fat.6

7 = "Mighty Blow" Lethal Blow (1) fat.5

8 = "Adrenaline Rush" Gymnastics (0) fat.6

9 = "Bladeshield" Resistance (0) fat.8

10 = "Sharpshooter Spray" Sharpshooter (3) fat.8

11 = "Sword Dance" Double Wielding (4) fat.8

12 = "Battle Frenzy" Quick action (0) fat.8

 

Disciplines in detail:

 

- Well-Aimed Blow: min 1 Blademaster, improves with skill (cleave at BM 6)

 

- Flawless Shot: based on bows/missile skill, ensnare, more damage at skill 8, cleave at skill 12.

 

- Shield Breaker: daze + weakness curse (lev 6) + knockback, min 3 Blademaster.

 

- Leg Sweep: requires Quick Action (1 point). Weakness + immbilize, increased damage at QA 3 and 6.

 

- Focus Spirit: requires Parry (1 point). Cures 3 effects, regeneration at 3 (3 turns) and 6 PA (5 turns), heals 80 damage at 6 PA, +3 AP at 8 PA.

 

- Adrenaline Rush: depends on Gymnastics. Gym 0-1 +12 AP, 2-4 +15 AP, 5+ +20 AP, Weakness Curse 2 turns, fatigue 6.

 

- Battle Frenzy: based on Quick Action. 2 turns for QA 0-3, 3 for QA 4-7, 4 for QA 8+. No curse, +8 AP in the same round.

 

- Bladeshield: depends on Resistance, lasts 2 (0-2 RE), 4 (3-5 RE), 6 (6-9 RE) or 8 turns (10 RE). I think spellcasters need some extra armor more than fighters.

 

- Sharpshooter Spray is the same ability as in Avadon, with a recover time of 8. Works with thrown weapons too.

 

- Blade Sweep: requires Blademaster (skill 4 minimum), and has range 2 (all nearbies enemies in range 1, plus the 4 squares in the cardinal directions at range 2). Damage isn't high at first but there's a bonus attainable with higher Blademaster skill (up to +50%): damage is strength-based.

 

- Sword Dance: based on Dual Wielding (skill 4 minimum). Compared to Blade Sweep, is a specialist discipline, and is more powerful: range 3, ensnare, daze at DW 5, +50% damage at DW 6, +100% damage at DW 8. Slightly less damage than Blade Sweep, but added effects and greater range.

 

Bladeshield, Adrenaline Rush and Battle Frenzy have no base requirements, so they can be cast by anyone with sufficient melee/missile skill, but are far more efficient if cast by specialists.

 

*******************************

 

Downlads:

 

Normal game mod

 

Enhanced mod

 

 

**********************

 

EDIT: Many enemies use the same disciplines and spells used by the party, so there were conflicts (disciplines with requirements used by monsters didn't do anything at all). I imported the old disciplines as new abilities and changed all references used by enemies, so they use the original ones, there shouldn't be any conflict among them.

 

EDIT 2: Some disciplines I modified depended on wrong attributes (as intelligence), now they mostly depend on strength (also Blade Sweep and Sword Dance)

 

EDIT 3: I beefed up many disciplines (Flawless Shot isn't based on Sniper anymore), fixed some scrolls, and replaced invulnerability potions with heroism potions (bladeshield + battle frenzy). Halberds are better, extra damage for spears down to +50% from +100% (50% probability), since they are now 1-handed. Immobilize chance from spears lasts 2 rounds (since 1 round didn't seem to do anything).

Edited by Akhari Blaze
Attempting to fix spoiler tags!
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  • 1 month later...

There's a bug in Bargha, sorry I can't possibly read 8 pages of threads to check if it has already been signaled. However, it occurs when you get the quest to kill phantoms from the lady at the entrance, the one who's teachings are incredibly expensive. You go to the place where you saw the phantoms before entring Bargha, but they are nomore there. They reappear randomly if you come back, with no apparent logic in their behaviour. I tried the quest in different playthroughs so I can say that for sure. Sometime they reappear after a couple of "visits" at the place, sometimes they don't.

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Akahari Blaze -- I really like what you've done with this. You've fixed / improved some of the balance issues in the original remix. You should post what you have in it's own thread.

 

Well thanks :) I left it a bit unfinished though, I still have to finish my play-through, I really left it on hold. I think there are still things to correct (like weapons used by enemies, last time I checked it even skeletons had cleave since I brought back the distinction between short/broad swords), I should play the game to see what's left to do. Also, making spears 1-handed means they look in-game like swords, only 2-handed polearms have the sprite appearance of a polearm. I like them better 1-handed though.

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Well, I just beat the game using your mod. I had a polearm character, and she would go back and forht between using spear and shield ( when needing protection ) and halberd. My general thought those is that spears need to do a skoach more damager compared to halberds. Not sure if you can adjust that.

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  • 3 months later...

 

The second mod has extensive changes. It is based on the remix, but many spells have been reverted to the original ones, and also some items (especially the First Expedition items). Often I reverted only the name to the original, and kept the altered stats. All changes:

 

 

I really appreciate the time you and Slartibus collectively have put into making this great game even greater. For some reason, I can't get the 'show me' buttons that reveal the full change list for the second mod to do anything. Are you able to post a full change list for the second mod's weapons, spells, and disciplines?

 

Thank you!

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I really appreciate the time you and Slartibus collectively have put into making this great game even greater. For some reason, I can't get the 'show me' buttons that reveal the full change list for the second mod to do anything. Are you able to post a full change list for the second mod's weapons, spells, and disciplines?

 

Thank you!

 

Last year the forum got upgraded to new software, and spoiler tags broke. I've gone through and fixed these ones for you, though. :)

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  • 2 months later...

Did this (or the other mod) do any quest/encounter re-balancing? There are a few encounters in the core game that seem to be far more difficult than they should be relative to the level you receive them (a prime example would be the Fire Lizard quest from Bronwen in Fort Remote - I greatly struggled to complete that fight even on Normal, let alone torment), so I thought some of those might have been fixed as well.

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Did this (or the other mod) do any quest/encounter re-balancing? There are a few encounters in the core game that seem to be far more difficult than they should be relative to the level you receive them (a prime example would be the Fire Lizard quest from Bronwen in Fort Remote - I greatly struggled to complete that fight even on Normal, let alone torment), so I thought some of those might have been fixed as well.

 

Some of the quests that you can potentially receive early are not meant to be done until you are a higher level. The open-world nature of Avernum makes this sort of thing almost inevitable. In some of Jeff's later games he was better about providing warnings in the dialogue, or even in some cases not issuing quests until you were a certain level. But A:EFTP is a remake of a remake of his first real game (Exile I), so it is easier to end up in those types of situations.

 

In general, if a quest seems to hard when you first attempt it, the best thing to do is come back and try again when you have gained a few levels. It can make a huge difference.

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I know. I've played the original as well, and distinctly remember that encounter being much easier in the original game compared to this remake. Certainly not an easy encounter by any stretch in the original, but it was easier than "do every other quest possible before killing Sss-Thsss."

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  • 1 month later...

I love the remix, and I love the "remix of the remix" even more. But, at least in the mod of the remix, there are a couple of minor Battle Discipline bugs. No idea if they have been reported already, or if there is a quick and easy fix to said bugs.

1. Flawless Shot says that it is dependant on your combined skill with Bows and Thrown Missiles and requires 4 points to work at all. The problem is that Thrown Missiles has exactly 0 effect on how powerful this skill can become. It doesn't contribute to the use of this ability, which is a problem. On a similar note, I noticed that the Sniper tooltip indicates that it assists the power of Flawless Shot as well, which I have not noticed at all.

2. Bladeshield, which really is only useful for a mage or someone similar, has a serious flaw with it. It works fine at 0 points, generating 2 rounds. It works fine at 3 points and it works fine at 10 points. But, for some really odd reason, it fails to work at all at 7, 8 or 9 points. Admittedly, I only found out about this while mining for data on the new versions of the Disciplines via the Editor. (I don't use it in general, but it still has its uses if you don't want to break the game.)

 

To make it clear, the version of the game I am talking about specifically here is Ahkari Blaze's "Enhanced Mod" of the game. Please let me know if I am doing something seriously wrong here. Thank you.

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  • 5 weeks later...

Archers need dexterity to hit. Gymnastics and sniper will help get an extra attack per round. You are kind of stuck with weapon damage and it takes to mid game before you can get bows that do other than physical damage.

 

Otherwise get training in a melee weapon skill so you can increase hardiness and get a priest spell skill so you can get resistance to reduce damage when you get hit. Dexterity and endurance will help you avoid getting hit in the first place.

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  • 2 weeks later...

In what may be an ill-advised step I'm starting in on Avernum: Escape from the Pit on a first playthrough on Torment difficulty using the remix from the first post of this thread -- I've played a lot of other RPGs of this general stripe (Ultimas, fallouts, etc.) and if I don't go hardest difficulty these games tend to lose my interest, but I wanted a little more complexity to my party than the original game seemed to have (it made me sad that my polearm fighter was going to be less effective in the base game version).

 

I've read the various posted guides etc. but since this is going to be my first playthrough I thought I'd ask and make sure my character plans were at least along the right lines -- apologies if this isn't the right thread for that, but the remix changes enough things that other advice probably won't be applicable. Is this basic party layout a good idea?

 

1) A tanky polearm fighter dividing stat points between Str and End. Go polearms -> hardiness --> parry.

2) A dual-wielding backup fighter, 2 for 1 str/end.. melee weapons --> hardiness --> blademaster -> quick action

3) A mage, 2 for 1 int/end, starting with 2 in tool use

4) a priest, 2 for 1 int/end, starting w/ 3 in tool use.

 

I guess what I'm wondering is if the remix changes the various long-term party building things. Is it still a good idea to go the Sage Lore route or do more things need base Arcane Lore? Is Adrenaline Rush still worth having your casters train some weapon skills (and is itworth training bow/thrown weapons on your casters if you don't plan to give them any Dex boosts? Or should I add to their Dex instead of some of that End?)

 

Anyway, just looking for general character-building advice for Slartibus's remix. Thanks!

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its cheaper to divide tool use to whole party.

 

It's not cheaper. One point is one point, wherever it's allocated. Casters have more points to spare than warriors, so that makes perfect sense.

 

As for Dr. HA's question (welcome to the forums, btw), I'm not sure anyone has actually finished the remix on Torment.

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but I wanted a little more complexity to my party than the original game seemed to have (it made me sad that my polearm fighter was going to be less effective in the base game version).

If you are using a four person party, the game is certainly beatable on torment, without the remix, with a wide variety of character types. There are certain characters types that are a little better than others (e.g., dual-wielding sword fighters are more effective than polearm fighters). However, unless you are trying to do something masochistic like a "torment singleton" :) , other reasonable character types (polearm specialists, archers, warrior-priests) can have a useful place in an torment-beating party.

 

This is not meant to discourage your usage of the remix (go for it!), just to correct the misconception that some of the guides give that you can only use a very limited set of character types and still beat the hardest difficulties. The best example, IMHO, is RBD's torment playthrough, linked here.

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I'm about halfway through my Torment playthrough at this point (level 16) using one sword character, one polearm, one mage, one priest. Again, this is a cold review -- never played this game before at all. So far in terms of game balance:

 

1) For the sword guy, I found dual weilding was preferable for the first ten levels or so, but after that, once I'd found a decent shield, the added Parry benefit became very useful, arguably even essential, for my lead character. I might go back to dual wielding once I have my Parry skill maxed -- I go back and forth situationally.

 

2) For polearms overall so far I've found spears preferable to halberds. Part of this is I've just found more, better spears so far, but partly it's that the targeted damage boost is more useful vs. bosses etc; Cleave is just something that randomly breaks Daze, at least in the early game. Reliably does more damage than the sword guy and the two of them can set up backstabs for each other really nicely, but in one-wide corridors this one's useless, so I have to station them back behind a doorway and then have the shield guy "pull" the enemies back to the ambush.

 

3) Mage is necessary for Daze early on and then for Haste but after that she seems a little underpowered now relative to the rest of the party; she's a walking Haste buff that spits out lightning and cold, basically, and my priest has Call the Storm anyway. Slow is a little useful too, but the whole porting around and point-blank aoe thing is a little underwhelming because it involves getting far too close-range. I probably need to buy some more spells for her but haven't gotten around to it -- in a two-melee, two-caster party the cloaks are less interesting, though I suppose I should go ahead and get them.

 

4) Priest is pretty cool and the one essential character in the party; the Ward spells are an absolute requirement for survival, return life is crazy useful, etc. She can even stand in for a mage using call storm. Her mana bar is basically my "this much left before you have to return to town" meter.

 

 

Overall I wouldn't have been able to get this far without the various guides, especially the "What should I do Next" guide - I doubt I'd have ever picked up on how necessary Ward spells are, for example. I really like the very tactical gameplay; this is a punishing game that doesn't forgive mistakes.

 

Tactically, my main strategy so far in dungeons is the aforementioned double-backstab ambush at the openings of corridors. In open terrain I have a harder time; I tend to use daze/snare + call the storm to buy time as a sort of jury-rigged crowd control.

 

In terms of class balance it feels like the "necessary" characters are a tank and a priest, maybe a mage for Haste, and then one open slot. If you go polearm you can set up nice backstab ambushes and trade off hits; it's nice having a second backup tank so the whole party doesn't collapse the minute the front guy falls. Not having tested the other character classes, it feels like if you went archer you (presumably) would have a really powerful conga line for narrow corridors; if you went 2nd priest, especially fighter-priest, you'd have a nearly immortal party; and if you went 2nd mage you could probably clean up with Cloak of the Arcane.

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  • 3 weeks later...

Ok, I'm getting close to the end of the game -- around level 28, with mostly just the end game quests left -- and the game is actually continuing to be very, very difficult, probably the hardest RPG I can remember playing, and I've been playing this kind of game since the early Ultima days.

 

In terms of balance, overall the remix achieves its goal as far as the classes tested (swords, polearms, mage, priest). Everything's useful, nothing's really required except priest. Strategically, my sword fighter is front line, and switches between two swords and sword +shield depending on how much offense/defense he needs; the polearm is my heavy hitter; the mage is necessary for area damage and haste; the priest is of course essential. The one change I'd make is that limiting all the mage spells to cones seems like a bit of an over-nerf, especially when coupled with the removal of Frenzy from haste.

 

Some of the item changes are a bit harsh, too:

Spite no longer gives additional action points, so it's actively worse than the Molten Halberd which is available some ten levels or so earlier. Some of the items are just bizarre; for example, the Qyulthug (sp?) cloak gives +2 to hardiness, +2 resistance, and . . -20% hit chance. . which is kinda ridiculously bad. Some of the gimmick items that let you pull skill point tricks seem to have gone away, too -- no more +1 cave lore ring, I *think* the Discipline Blade is gone now, etc.

 

 

For Torment, going arcane lore is definitely preferable to the sage lore route just because sage lore isn’t really worth it; you can't wait that long to get spell upgrades, and mages have skill points to burn anyway. The various wait-to-get-spells strategies don’t really work because Torment is so difficult you can’t put things off or wait to buy necessary spells or skills. You also need to put about 1 in every 3 stat points in endurance just to keep yourself from getting one-round-killed, but that means you can’t always hit as hard etc; and miss more; need gear.

 

The lack of auto-frenzy with Haste is a huge deal. After a certain point major boss fights seem to require Frenzy to defeat -- the longer fights take, the more chances the boss has to Charm your front line or do something else catastrophic. The battle frenzy discipline is basically a necessity for my fighters and for my two casters I have to use potions and scrolls for just about every boss fight.

 

The hardest battles, though, aren't so much the boss fights as the giant outdoor battles or ones where I can't use terrain for defense. For example, I couldn't beat the Aranea Queen until level 27, I couldn't beat the Fiery Pack until about five levels after I managed to kill the Chasm Drake. The issue is that the -30% penalty adds up when you're facing multiple area-attack opponents at once, and if you can't use the terrain to limit how many you're facing at once, it's a huge issue. You have to save all the various +resistance items and use them; they aren't sale junk.

 

 

edit: why the hell is north the right-arrow key and not the up-arrow key? After over a hundred hours, that's still confusing.

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North is "Up" for me, I don't know what you're talking about.

 

I never finished a game in the remix because I thought the changes were too perverse and created more imbalance than the original game.

When I tried remix, I thought that ranged characters were boosted, you didn't want one?

 

I found none of my mages or other characters had extra skill points (except archer if I had one) since raising Hardiness is a priority for everyone.

 

I didn't have problems with hit at your part of the game with a stat point distribution of 3 in main to-hit stat, 1 in endurance.

 

Basically for Torment, all of the "waiting" strategies are torture, so yes it is understandable to just spend your resources earlier.

 

All I can say is push on, hit level 30, and good luck.

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  • 3 weeks later...

Slarty,

I just did a play through of the remix and enjoyed it, thank you. It definitely added to the replay-ability of the game by creating a major mod. It also was far more accommodating of my playing style which is two sword and shields up front and spell casters with bows in the back. Of course, I kept wishing that the Bow of Storms was a long bow. The lack of area effect spells for the mage definitely caused me to adjust tactics, but it was quite workable. And you certainly achieved your goal with the equipment, it took me a while of saying that is completely different before deciding which item to equip.

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Hi,

 

I am using the windows steam version and I can't seem to find the resources folder to install it to. I would appreciate it if someone could help me figure out how to install this. I'm a bit dense in this matter, hah hah.

 

Steam folder (in Program Files x86 by default for me) -> steamapps -> common -> Avernum Escape from the Pit -> Avernum Files -> Scripts. Unzip or dump all the text files there, copy and replace whenever you are prompted to.

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  • 1 month later...

Hi there,

 

I never played the game, but I'd like to try for the first time, and I'd like to try it with the Remix mod. It seems to be a good mod.

But I have 2 questions :

 

* Does the remix install on the latest 1.0.1 version?

* Will you be able to import your savegame into the second episode (if it ever comes out!) ? Does the remix modify the savegame in any way, that could corrupt it?

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* Does the remix install on the latest 1.0.1 version?

 

There's no reason why it shouldn't, but if you've already got the remix installed and you upgrade to 1.0.1, you may have to reinstall the remix.

 

* Will you be able to import your savegame into the second episode (if it ever comes out!) ? Does the remix modify the savegame in any way, that could corrupt it?

 

If by "second episode" you mean the sequel, then the answer is no. Saved games won't be importable.

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Yes, that's right, I talk about the sequel.

 

Saved games won't be imported? You mean that the remix mod will cause this? or there won't be any saves import at all?

I don't know how the spiderweb games work. Do they usually import save games from previous episodes?

 

Last question : does the remix make the vanilla game really better? or does it just give an alternate gameplay?

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Yes, that's right, I talk about the sequel.

 

Saved games won't be imported? You mean that the remix mod will cause this? or there won't be any saves import at all?

I don't know how the spiderweb games work. Do they usually import save games from previous episodes?

 

There won't be any imports at all, whether you use the remix or not. Spiderweb games never let you import save files between different games. The developers don't like importing because it makes the game too hard to balance.

 

Last question : does the remix make the vanilla game really better? or does it just give an alternate gameplay?

 

Well, that's really a matter of opinion. It's intended to make it better, but it's not going to be to everyone's taste, and it does introduce some small glitches. Personally I think it'd probably be better to play the game unmodified your first time through, and then play it again with the remix to see how it changes.

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Personally I think it'd probably be better to play the game unmodified your first time through, and then play it again with the remix to see how it changes.

This is, in fact, pretty much what the Remix itself states:

"It isn't really intended for new players, but if you're coming back to the game and want to be able to use spears or bows as effectively as swords, or do more with battle disciplines or some of the less useful spells, Avernum Remix can add quite a bit of variety, and fun, to your tactical options."

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