Profile for Timo

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BoA question... in Blades of Avernum Editor
Apprentice
Member # 1097
Profile #0
And now the first weird BoA editor question :-).

When all the party members are dead, does the scenario automagically end, or can I have them, for example, wake up at a healer Ultima VII-style? (Or send them to hell... <evil grin>)

Oh, and are there any nice mac emulators that can run BoA?
Posts: 23 | Registered: Sunday, May 5 2002 07:00
BoA question... in Blades of Avernum
Apprentice
Member # 1097
Profile #0
And now the first weird BoA editor question :-).

When all the party members are dead, does the scenario automagically end, or can I have them, for example, wake up at a healer Ultima VII-style? (Or send them to hell... <evil grin>)

Oh, and are there any nice mac emulators that can run BoA?
Posts: 23 | Registered: Sunday, May 5 2002 07:00
Slith Homeland in Blades of Avernum
Apprentice
Member # 1097
Profile #10
Methinks the Evil Sliths have been exiled in Avernum for much longer than 10-15 years - didn't they hunt down a part of the First Visitation? And wasn't that many, many years before A1? And the slith buildings in the lowest level of Lost Bahssikava have had enough time to become ruined and monster-infested...
Posts: 23 | Registered: Sunday, May 5 2002 07:00
idea for an annoying obstacle ... in Blades of Avernum
Apprentice
Member # 1097
Profile #30
quote:
Originally written by *i:

Good luck implementing it.
Well, if Ultima 5 managed to do it ages ago... :D
Posts: 23 | Registered: Sunday, May 5 2002 07:00
Developer's Update in Blades of Avernum
Apprentice
Member # 1097
Profile #26
Hmm... we won't be able to add new targeted spells, but can we simulate spells? Like, play the attack frame of the Evil Wizard, and then play a spell animation, like an ice lance, between the Evil Wizard and his goblin minion, and then kill the goblin minion, without actually casting a spell?

IIRC there was something like this in the intro of A3, where an apprentice mage tossed a bolt of fire on a practice dummy.
Posts: 23 | Registered: Sunday, May 5 2002 07:00
Blades of Avernum News and a Sample Script in Blades of Avernum
Apprentice
Member # 1097
Profile #15
Sorry to revive this age-old topic, but I have a few questions.

First, if the scripting system is used for stuff as low-level as doors, is it possible to modify the battle mechanics the same way? (hopes that some helpful soul will make a blank template scenario with the battle system changed to be somewhat closer to its A1 or A2 form, so that level 1 characters wouldn't kill all low-level monsters with a single hit. Remember how fun fighting that apprentice mage in that bandit fort near the beginning of Avernum was? With A3 engine he'd die in a single round. Timo not like. And I still don't understand the weird damage system of A3 weapons.)

Second, I wonder if Jeff'll change his mind about some sort of a spell-like targeting thing for custom abilities. I'm sure every BoA-awaiter in the world would cheer if it was added. (Spell-like abilities with custom graphics and effects...)

And third, will it be possible to make in-game cinematics like the beginning and end demos of A3?

(edit) Forgot one thing : can you give a character or a monster a modifier (like haste or divine warrior) that will stay as long as you want? Like boots that make you permanently hasted, a shade in a crypt helping a battle against a lich with Divine Warrior since you helped it, or that same shade making you permanently slowed until you find someone to lift the curse? That'd be fun =).

Oh, and the new script system is *cool*. So much better than the weird nodes and events of BoE.

[ Saturday, March 15, 2003 07:04: Message edited by: Timo ]
Posts: 23 | Registered: Sunday, May 5 2002 07:00
Message From Spiderweb - Brain Blocked in Blades of Avernum
Apprentice
Member # 1097
Profile #84
Summarizing the coolest ideas and adding some of my own :

Curse : At first level curses the target, following levels add more nasty abilities, duration and a few targets more. Mostly used against lonely big nasties and small groups of them.

Poison : Just like the idea someone had. Does more damage overall than many of the other offensive spells but over a long time. At higher levels adds disease.

Flamestrike : Just like the fireball spell of the exiles. Nasty against small, tightly packed enemy groups. Requires lots of strategy to use.

Spellstrike : Only one single target. Very large damage and mana cost. Absolutely no defenses do anything against it, except for invulnerability.

Dispel magic : Removes buffs and curses from all enemy and pc critters nearby.

Vampiric drain : Does moderate damage to one foe, gives half of it as HP to the caster.

Mana burn : Negative energy causes the spontaneus, violent destruction of an enemy caster's mana. Burns up to 150 MP, increasing with level, and deals half/as/twice as much (depending on level) damage.
Posts: 23 | Registered: Sunday, May 5 2002 07:00