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New skills, spells and stats between games?


RaustBlackDragon
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There's usually not a whole lot of change, but there is some. E1 to E2 massively expanded the spell list. Between G3 and G5 the creation list grew by two per category (four with the improved versions), some of the "improved" creatures changed, and there was a fair amount of general rebalancing. I'd say the two Avernum trilogies were the most stable, except for the pretty impressive addition of battle disciplines in A5.

 

—Alorael, who would expect more changes in younger series. Avadon 2 might change the skill system quite a bit. Avernum 2 probably less so, since it'll be fourth in the series of Avadon-like games.

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The Avernum 2 remake (A:CS???) will need to incorporate the addition of two new playable races, and manage any skill bonuses or penalties associated with them. It could be as simple as extra points in the pole or bow skills, and an EXP penalty, like in the original Avernums ... but I'm wondering if he might change that a bit, and maybe do something like special nephil-, slith-, and human-specific traits.

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orig. trilogy had differences between spells on each game (some could say spells got worse from 1st to 3rd) and same mostly applies to 2nd trilogy too, doubt A2 CS spells will be much different than A1 EFTP, traits might differ due new races but we'll see it then.

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I don't like the new skill system for Avernum 1 much. It's sort of hard to keep track of for me. I'm more used to the Geneforge system of skill points.

 

Back on task, Exile to exile two was a pretty huge change of spells, but alorael already said that.

 

Geneforge 1 only had three spells of each spell category. Only 12. So you could fit them all on the screen. Geneforge 2 had a couple more. They increased therefor until Geneforge 4, which I think had the same number of spells as Geneforge 5. Which reminds me, I have to go back to updating the Geneforge Wikia.

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