Profile for Venatrix Avia
Field | Value |
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Displayed name | Venatrix Avia |
Member number | 10811 |
Title | Apprentice |
Postcount | 6 |
Homepage | |
Registered | Saturday, September 29 2007 07:00 |
Recent posts
Author | Recent posts |
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Avernum 4 Observations in Avernum 4 | |
Apprentice
Member # 10811
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written Saturday, October 6 2007 00:15
Profile
Ming, I'm sure you can do fine with a human party. I'm just partial to nephil characters because I like using ranged attacks and moving quickly and Trying Not To Get Hit (tm). That's always my preferred strategy, because I am a card-carrying coward. :D So I find the gymnastics and dex and missile bonuses you get with the nephil really hard to resist. They're basically tailor-made for what's always been my favored tactical approach, is what it comes down to. Posts: 6 | Registered: Saturday, September 29 2007 07:00 |
Avernum 4 Observations in Avernum 4 | |
Apprentice
Member # 10811
|
written Thursday, October 4 2007 12:56
Profile
Randomizer, I could have sworn that I tried ESC, and that it did something completely different (sent me to the main menu, perhaps?), but when I tried it again just now, it worked! Boy, do I feel foolish now. Thank you very much! Dikiyoba, thanks for the tip. I'm sure I will get used to it in time. As I hope you can tell, I really do want to find this game more fun than frustrating, since I've enjoyed the others in the series so very much. There's definitely good will for the franchise built up in my mind, which is the reason I'm willing to put in the effort. Had it been the first I'd tried, I suspect I would have written it off as "not for me" early on, but I'm now sufficiently invested in (addicted to?) the world that I really do want to play this game. I'm glad to hear there will be more character graphics introduced in the next one, especially since I favor all-nephil parties. Right now I basically have a party of clones in different colored loin-cloths wandering through the caves (the other nephil sprite I find too dark to be easily distinguishable from the background, so I'm left with only one option). It works, sure, but it's a little unsatisfying on the gut emotional level. Posts: 6 | Registered: Saturday, September 29 2007 07:00 |
Avernum 4 Observations in Avernum 4 | |
Apprentice
Member # 10811
|
written Wednesday, October 3 2007 15:54
Profile
Hmm. I think that I don't mind having to move the cursor around to find hidden doors or containers so much. It's really just a kind of equivalent to all of that head-banging required to find the secret doors in A1-3, isn't it? The impossibility of finding objects bothers me far more, as one can't even play "hunt the pixel" with the mouse in an attempt to find them. In fact, now that I think of it, the engine would be much improved for me if objects worked like doors and containers -- if they became highlit when you ran the mouse over them. That would solve much of my frustration with the engine right there. As things stand, though, the only brute force method of finding objects I can think of would be to put your lead guy in each square, and then repeatedly press "g." That's too much bother, especially since (as far as I can tell) there's no easy way to close the inventory window once it has opened. You have to use the mouse each time, which is very slow and inconvenient. Really, I think that my annoyance with the engine would be reduced a great deal if only it were possible to just hit 'enter' or something to close the inventory window, rather than having to direct the cursor to that check mark each and every time. Posts: 6 | Registered: Saturday, September 29 2007 07:00 |
Avernum 4 Observations in Avernum 4 | |
Apprentice
Member # 10811
|
written Tuesday, October 2 2007 21:53
Profile
I'm having a lot of gameplay issues with A4 so far. Some of these issues are probably just a matter of my having to get used to the new engine, but some of them seem rather more serious than that to me. For example: I find it really hard to distinguish the stuff lying on the ground that you can (and might want to) pick up from the stuff that isn't "really" there but is instead just kind of painted on. In the older engine, you could use the right mouse button or the keyboard to see what items were in a room and available for manipulation. In this engine, you're just somehow supposed to intuit -- presumably through some mystical sense which I, sadly, was born lacking -- which of these random blobs of pixels represent actual manipulable objects, and which are just there for atmosphere or color or what have you. I have no idea how one is supposed to make this distinction. They all look the same to me, and the situation is not helped by the fact that you need to be standing quite close to something for it to show up as an option when you type 'g.' I'm still struggling my way though the demo, and I have to say that so far, much of my gameplay seems to consist of trying to pick up items that don't really exist (even though they sure look like items!), or finding out on a replay that I'd previously missed an item that was only one square out of my reach when I'd tried to "get" in that location before, etc., etc. It's really not fun. Posts: 6 | Registered: Saturday, September 29 2007 07:00 |
Breaking down stacks of stackable items in Avernum 4 | |
Apprentice
Member # 10811
|
written Saturday, September 29 2007 22:28
Profile
Brilliant. Thank you so much! Posts: 6 | Registered: Saturday, September 29 2007 07:00 |
Breaking down stacks of stackable items in Avernum 4 | |
Apprentice
Member # 10811
|
written Saturday, September 29 2007 21:16
Profile
Hi, all. I'm dreadfully sorry if this question has already been asked and answered ad nauseum. I tried using the search function on the archives over at ermarian.net, but didn't have much luck with it. I'm playing the A4 demo on Windows right now, and I'm wondering if there's any way to manipulate only 1 of a stack of items. I hope that's clear? If, for example, one of my characters has 3 stacked potions in his inventory, and I want him to give only one of those potions to another character, how do I do that? In A2-3, holding down the Ctrl key when dropping or picking up a stack of stackables prompted the game to give you the option to specify how many of said stackable you wanted to manipulate. If there's a way to do that in A4, though, I can't seem to figure out what it is, and it's sort of driving me crazy. (I have a penchant for maintaining obsessive little caches of neatly stacked stackables in these games, you see...) Any advice? I'm sure it's something painfully obvious, but the answer...it eludes me. - VA Posts: 6 | Registered: Saturday, September 29 2007 07:00 |