Coolest thing about Avernum 4?

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AuthorTopic: Coolest thing about Avernum 4?
Raven v. Writing Desk
Member # 261
Profile Homepage #0
I'll start. My favorite thing is definitely the unlimited bow ammunition, which makes archery the powerful tool it deserves to be.

— Slartucker, who felt like being positive this evening

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Slarty vs. DeskDesk vs. SlartyTimeline of ErmarianG4 Strategy Central
Posts: 3560 | Registered: Wednesday, November 7 2001 08:00
Warrior
Member # 6629
Profile Homepage #1
Hmmm...

From what i've played, i'd have to say the miscellaneous items, like lanterns. They add depth. I always liked miscellaneous items, and searching through them for good stuff.

Yay for miscellaneous items!

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"When everything is coming your way, you're in the wrong lane."
Posts: 120 | Registered: Sunday, January 1 2006 08:00
Triad Mage
Member # 7
Profile Homepage #2
The new combat effects, like being frozen.

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"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
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Encyclopedia Ermariana - Trapped in the Closet
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You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
His Mighty Tentacle
Member # 627
Profile #3
Razordisks.

They are just... So cool. I mean, the way they fly and the way stuff dies.

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If I could make just one wish, I would want a tasty vlish.

Geneforge IV. Still no tasty vlish.
Posts: 1104 | Registered: Tuesday, February 12 2002 08:00
BANNED
Member # 4
Profile Homepage #4
quote:
Originally written by Slartucker:

I'll start. My favorite thing is definitely the unlimited bow ammunition, which makes archery the powerful tool it deserves to be.

— Slartucker, who felt like being positive this evening

You mean to say that archery WASN'T incredibly powerful since the first Avernum?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Raven v. Writing Desk
Member # 261
Profile Homepage #5
It was limited before both by having a quantity of good arrows and, more importantly, by the hassle of dealing with them.

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Slarty vs. DeskDesk vs. SlartyTimeline of ErmarianG4 Strategy Central
Posts: 3560 | Registered: Wednesday, November 7 2001 08:00
BANNED
Member # 4
Profile Homepage #6
Anyway, coolest part about Avernum- not having to have paid for it.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Law Bringer
Member # 4153
Profile Homepage #7
quote:
Originally written by Drakefyre:

The new combat effects, like being frozen.
I was not a fan of freezing... if my mages can cast all kinds of fire, why does it take Divine Restoration to thaw out an adventurer? But the rest of the combat effects (dazing and stunning were particularly good to see... webs were getting old and weren't universal enough).

quote:
Originally written by Prometheus:

You mean to say that archery WASN'T incredibly powerful since the first Avernum?
*cough* Alderague *cough*

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Thuryl: "Runescape: for people who are too stupid to save their games."

Gamble with Gaea, and she eats your dice.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Guardian
Member # 6670
Profile Homepage #8
I'm very happy the job boards from A3 have remained. While I haven't gotten that far yet, I look forward to area-effect spells. The new AP system seems promising: a fighting retreat using your meatshield is now a plausible tactic.

EDIT: Nope, no longer like the new AP system. My nephil archer with Fast on Feet can no longer rely on "Take Attack of Opportunity, move four spaces back, shoot". Stupid "slowing down".

Now just to master the art of playing with a mouse instead of keyboard & keypad. No 'Look' command? Arghhhhhhhhh!!!

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Stoppus Badguyus!
- Larry Gardener (OotS)

[ Saturday, March 04, 2006 08:59: Message edited by: Dintiradan ]
Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Law Bringer
Member # 335
Profile Homepage #9
The best part of A4 is combat in all its many forms. It's challenging and fun.

—Alorael, who enjoyed having fights that could maul him for being stupid but collapse like wet tissue paper when treated with a little thought.
Posts: 14579 | Registered: Saturday, December 1 2001 08:00
Infiltrator
Member # 3220
Profile #10
The best part, so far, is that when you die (though actually it's more like Pokemon-style fainting), your stuff doesn't drop to the ground in a pile. I love that. And if ammunition is unlimited, well then, cool. I better start keeping bows in that case.

I seem to be warming to the game. Good sign.
Posts: 437 | Registered: Sunday, July 13 2003 07:00
Law Bringer
Member # 6785
Profile #11
I like that the magic system brought back area effects. In A1 to A3 the only way to truly hit an invisible monster was with a fighter and they were hard to locate without being hit by them.

Now if Jeff will bring back Exile's Shockwave to replace Arcane Blow the mages will have an attack like Divine Retribuion. This will keep spellcasters and archers from hanging back from combat.

The unlimited arrows for bows unbalances the game. It just is worth training in thrown weapons because they weigh so much for a little extra damage. I only used the razordisks versus Nodicaus because a nephil divine touch can do almost as much damage as lightning spray.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Law Bringer
Member # 2984
Profile Homepage #12
quote:
Originally written by Ephesos:

quote:
Originally written by Drakefyre:

The new combat effects, like being frozen.
I was not a fan of freezing... if my mages can cast all kinds of fire, why does it take Divine Restoration to thaw out an adventurer? But the rest of the combat effects (dazing and stunning were particularly good to see... webs were getting old and weren't universal enough).

quote:
Originally written by Prometheus:

You mean to say that archery WASN'T incredibly powerful since the first Avernum?
*cough* Alderague *cough*

Adlerauge.

In line with the other Canopy names, it's German. Eagle Eye.

I like the way combat begins automatically when you see a hostile monster. It reminds me of--- oh wait, no it doesn't remind me of anything.

[ Saturday, March 04, 2006 05:19: Message edited by: Left Outer Join ]

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I have a love of woodwind instruments.
Posts: 8752 | Registered: Wednesday, May 14 2003 07:00
FAQSELF
Member # 3
Profile #13
I agree with Alorael and think that the variety and variations on combat are among this game's strongest points.

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A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Law Bringer
Member # 335
Profile Homepage #14
Actually, the arrows bring up a good point, and it's something that's been happening more and more in Spiderweb games. The tedious parts are getting pared down.

You don't need to buy arrows anymore. That's good, because they were never really expensive, just irritating. I remember in E2, before there were weight restrictions, I bought several thousand arrows for all my characters eventually just so that I'd never have to think about arrows again.

Torches and Light spells aren't necessary anymore. They were so reflexive that it's not actually a change. A few areas could be made permanently dark for variety, but there's no need for regular dark areas.

Food disappeared after Nethergate, and I don't miss it.

Even the absence of secret doors is mixed. I miss them, but they were very rarely actually secret. Usually it was a tedious matter of smashing into all the walls until one let you through. Now secret doors don't require wall smashing, and they're consequently more surprising and secret when they turn up.

—Alorael, who was ironically convinced that this absence of tedious details is a good thing by one of Jeff's Grumpy Gamer articles. At the time he was fairly big on the need for torches and food, which he explicitly called bad things.
Posts: 14579 | Registered: Saturday, December 1 2001 08:00
Lifecrafter
Member # 59
Profile #15
I'll stick with the majority opinion - combat is more challenging and varied, at least in the small part I've seen so far. A couple of previously weak skills, such as First Aid, have been upgraded. Overall, a good turn-based action RPG without much micromanagement.

Returning to a fresh incarnation of Exile/Avernum after all these years has charm all by itself.

I think the combination of good parts from Avernum and Geneforge worked out, although I must admit I was dismayed when the first screenshots came out.
Posts: 950 | Registered: Thursday, October 4 2001 07:00
Shaper
Member # 247
Profile Homepage #16
I like the lanterns and candles too. But I would like to have been able to actually use them. Several times I thought the caves needing a bit more light, but was unable to do anything about it. :)

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The Knight Between Posts.
Posts: 2395 | Registered: Friday, November 2 2001 08:00
Law Bringer
Member # 6785
Profile #17
Finally things that you could use only once a day like first aid were upgraded so it was worth training. I rarely used the old special abilities in A1-3 and usually piled them on one character for use when only one character could go through a portal for the encounter. I do miss those adventures and preparing a character for them like getting Demonslayer in A2.
Posts: 4643 | Registered: Friday, February 10 2006 08:00
Law Bringer
Member # 4153
Profile Homepage #18
quote:
Originally written by Randomizer:

Finally things that you could use only once a day like first aid were upgraded so it was worth training. I rarely used the old special abilities in A1-3 and usually piled them on one character for use when only one character could go through a portal for the encounter. I do miss those adventures and preparing a character for them like getting Demonslayer in A2.
You know, I never realized this... but I really miss portals. I mean, there's not a single one in A4, if I recall correctly (not including the Ft. Avernum portal). I miss teleporting across levels, as well as the challenge frequently posed by single-character puzzles.

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Thuryl: "Runescape: for people who are too stupid to save their games."

Gamble with Gaea, and she eats your dice.
Posts: 4130 | Registered: Friday, March 26 2004 08:00
Infiltrator
Member # 3220
Profile #19
I've played a lot more, and I'm really liking it. I'm a little surprised. I love the unlimited bow ammunition. It's great. I'm also using food for healing. I love the funky orange mushrooms.
Posts: 437 | Registered: Sunday, July 13 2003 07:00
Apprentice
Member # 4533
Profile #20
Probably the best thing about this game is the ability to quit, IMHO.
Posts: 37 | Registered: Sunday, June 13 2004 07:00
Councilor
Member # 6600
Profile Homepage #21
Actually, if you only have the demo, the little window that pops up to encourage you to register gets annoying fast.

Does anyone know how to get rid of it (besides registering)? It was useful...the first ten times I saw it. Now it's merely annoying.

Whatever else happens, Dikiyoba hopes that this "encouragement" does not appear in any future Spiderweb games.
Posts: 4346 | Registered: Friday, December 23 2005 08:00
Infiltrator
Member # 3040
Profile #22
quote:
Originally written by Left Outer Join:

In line with the other Canopy names, it's German. Eagle Eye.

Oops. In my head, I'd been rhyming it with "gauge."

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5.0.1.0.0.0.0.1.0...
Posts: 508 | Registered: Thursday, May 29 2003 07:00