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Is illegal downloading such a bad thing? in General
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Member # 1
Profile Homepage #45
My God. Why is this thread still going?

This issue is not, for me, some theoretical discussion. I am only able to feed my family and put clothes on my childrens' backs because of copyright law and the good people who pay for the effort and time spent to entertain them.

The original poster is a twit. He can pat himself on the back all he wants for his supposed free thinking and generate infinite justifications for his theft. Fine. But he won't do it in my house. Banned forever.

I don't think about or deal with hackers. They are not my customers.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Avernum 5, June Update in Avernum 4
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Member # 1
Profile Homepage #81
My current plan is Avernum 5, Geneforge 5 (end of series), Avernum 6 (end of second trilogy), and then something completely new.

New engine, new setting, new everything. I've heard rumors of these strange things called "3-D game engines" that intrigue me.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
For all of you who haven't noticed... in General
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Profile Homepage #9
"That's my understanding and that certain items will reduce fatigue so you don't have to wait as long before using a battle discipline. No hoarding fatigue or removing it with potions."

This is correct. Having potions that cure fatigue is interesting, but I'd rather the potions did more dramatic things. I've already improved Curing potions (they cure a lot more now). Though I might think about other ways to mitigate fatigue.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Avernum 4 on reflexive.com? in Avernum 4
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Member # 1
Profile Homepage #7
Completely 100% legit. It's not the first time we've let other companies distribute our games either. We get paid. No worries.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Avernum 5, June Update in Avernum 4
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Member # 1
Profile Homepage #54
It's basically the same action point system as the older games, except that it has to be rescaled because the size of the world is different. You get a base 8 action points per turn. You can attack if you have any points left. Attacking takes away 9 action points. So if haste and speed items give you 10 or more AP, you can attack twice in a turn.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Avernum 5, June Update in Avernum 4
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Member # 1
Profile Homepage #44
"Which leads to the obvious question: will battle disciplines also influence missile attacks?"

Heck yeah. I won't pass up on a chance to make missile weapons more viable.

As for adding fatigue or such to magic, no. I am not looking for ways to enable the player to do less. And remember, outside of the jaded auld gamers on these boards, players in general aren't finding anything on Avernum 4 or Geneforge 4 overpowered.

If you do, that is why Avernum 5 will also have much tougher Hard and Torment difficulty settings.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Avernum 5, June Update in Avernum 4
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Member # 1
Profile Homepage #34
"Will magic cause fatigue as well? The partial reason magic was so overpowered in GF 4 compared to weapons skills was that the player could consistently do lots of damage to lots of creatures over and over again."

Yes. Magic will drain these things called "spell points." When you run out of them, you are "magically fatigued", and can't cast any more. :-)

One thing about battle disciplines is that not only do they help archers, but some of them can also be highly beneficial to spell casters. I'm not saying that they'll be worth pumping the points into weapons skills to get them, but, if your caster did have them, it'd be hawt.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Avernum 5, June Update in Avernum 4
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Member # 1
Profile Homepage #32
"Alorael, who likes how the introduction picture evokes the splash screens of E3 and A3."

Indeed. This is what I like to call Shameless Fan Service.

About fatigue. This is where that is at now. Fatigue is the limiter of battle disciplines. Each discipline makes you fatigued for a certain number of turns. As long as you're fatigued, you can't use a discipline.

Some items and skills will reduce fatigue. Some enemies and special encounters may muck about with your fatigue in amusing ways.

Enemy warriors have battle disciplines and fatigue too. Watch out for damage spikes!

It's a new system. All of this is subject to change.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Avernum 5, June Update in Avernum 4
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Member # 1
Profile Homepage #13
"Presumably, having all of his forts sacked in Avernum 4 would have a bad effect on his power base."

The Darkside Loyalists are a small but intense group, and they have a natural and growing constituency: the old guard of the Empire who are infuriated by the tolerance (they say weakness) shown by Empress Prazac at the Avernum 3 and beyond.

After the incredibly provocative act of trying to kill Empress Prazac, Dorikas has had to flee to a remote and savage area, where he has had time to prepare for those who would hunt him. Even though he is not about to take over or instantly destroy the world or whatever, I think that you will find him an adequate foe. :-)

Unless, of course, you decide to join him.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Avernum 5, June Update in Avernum 4
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Member # 1
Profile Homepage #10
Vahkohs is a typo, and a pretty dumb one. I blame lack of sleep. I'll get it changed to the correct name asap.

Edit: Fixed. And, if you have ever wondered how I can keep like a dozen games straight in my head, there's your answer. I can't. :-)

- Jeff Vogel

[ Thursday, June 28, 2007 10:32: Message edited by: Spidweb ]

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Avernum 5, June Update in Avernum 4
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Member # 1
Profile Homepage #0
We finally have set up the Avernum 5 page here:

http://www.avernum.com/avernum5/index.html

Since many of the neat new graphics aren't done (we have a pretty cool selection of new creatures coming up), these shots mostly have older stuff. This will, of course, change as we get closer to release.

The game world is about 40% done. I've been putting a lot of effort into having lots of funky scripted encounters, so it's been exhausting, but I've very happy with how it's coming together. Balancing it will be a bear, though.

Still shooting for the Mac version being out just before Thanksgiving. I'll have to put in some weekends, but having a product out for Black Friday is worth it.

Now back to the windows Nethergate beta reports. Gah. Will be glad when that's done.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
General Forum Prune. in General
Board Administrator
Member # 1
Profile Homepage #15
If pruning the General Forum doesn't save us enough then pruning other forums might happen but I'm loathe to do that since the old topics in the game forums are helpful to our actual customers. The Blades of Avernum forum is the most bloated so it would be first to get pruned but again I'd rather not prune any game forum. I'd rather overprune the General forum since it appears to be mostly chit-chat.

-Mariann Krizsan

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
General Forum Prune. in General
Board Administrator
Member # 1
Profile Homepage #0
Due to excessive disk usage I will need to prune the General Forum. This will occur on 6/30, this coming Sat.
Please back up anything of importance this week. I will be pruning all topics that are over 30 days old.

-Mariann Krizsan

[ Monday, June 25, 2007 07:26: Message edited by: Spidweb ]

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Nethergate: Resurrection v1.0.1 for Mac Available in Nethergate
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Member # 1
Profile Homepage #0
I'm tired, so I'm just dumping the press release. I'm sleepy because I just finished the beta for Nethergate for Windows. Beta testing on it will start soon.

For Immediate Release

Spiderweb Software Announces Nethergate: Resurrection v1.0.1 Update For Macintosh

June 21, 2007 - Spiderweb Software, Inc. announced today the release of a new version of Nethergate: Resurrection for the Macintosh. The v1.0.1 update fixes a number of minor bugs and typos and prevents a nasty problem the Celts could encounter when departing the Land of the Dead. The new version can be downloaded at

http://www.spiderwebsoftware.com/nethergateres/index.html

Nethergate: Resurrection is a unique fantasy role-playing adventure set in ancient Britannia. Explore a unique setting, assault a multitude of cities and dungeons, attempt dozens of quests, and experience a fascinating storyline. Learn over forty spells and seeks out hundreds of different magical items. Play as either the disciplined, battle-hardened Romans or the savage Celts, trained in the secrets of the druids. Each side offers a completely different storyline, skills, and adventures.

Spiderweb Software, Inc., an independent game-design company based in Seattle, WA, is fanatically dedicated to creating fun, exciting fantasy role-playing games for Windows and Macintosh. Past titles include the award-winning Geneforge and Avernum series. More information on the company is available at http://www.spiderwebsoftware.com/.

Contact: Jeff Vogel, Spiderweb Software, Inc., PO Box 85659, Seattle, WA 98145
E-mail: Spidweb@spiderwebsoftware.com Phone: (206) 789-4438
FAX: (206) 789-6016 URL: http://www.spiderwebsoftware.com

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Simulacrum, and Charm too powerful! in Nethergate
Board Administrator
Member # 1
Profile Homepage #15
In 1.0.1, Simulacrum shouldn't affect major named like Reptrakos. And yet, I already regret it. If you have to give yourself crazy skills with the editor to do it, well, if you can't do funny things with the editor, what is it for?

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Nethergate: Resurrection v1.0.1 Test Version Available in Nethergate
Board Administrator
Member # 1
Profile Homepage #2
I've also nerfed Simulacrum. It won't work on major named, but it should ensnare most everything else.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Nethergate: Resurrection v1.0.1 Test Version Available in Nethergate
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Member # 1
Profile Homepage #0
I have temporarily made a test version of Nethergate: Resurrection v1.0.1 available at

ftp://ftp.spiderwebsoftware.com/temp/NethergateDemo.v101.dmg

This version fixes a number of bugs and typos. This includes a problem where a Celt could get multiple copies of the crown from Annwn, messing up the game.

So if you're playing, give it a try. Comments are welcome at spidweb@spiderwebsoftware.com.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Deleteing Non-Spiderweb Games Forums in Announcements
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Member # 1
Profile Homepage #0
We have decided to no longer support Subterra and Richard White's Games anymore. Therefore we will be deleting those 2 forums in the near future (this Sunday night).

If there is a community desire to back-up the discussions then we can hold off on the deletion, but please inform us by the end of this week.

-Mariann Krizsan

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Deleting Non-Spiderweb Games Forums in General
Board Administrator
Member # 1
Profile Homepage #0
We have decided to no longer support Subterra and Richard White's Games anymore. Therefore we will be deleting those 2 forums in the near future (this Sunday night).

If there is a community desire to back-up the discussions then we can hold off on the deletion, but please inform us by the end of this week.

-Mariann Krizsan

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Open source project startup in Blades of Exile
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Member # 1
Profile Homepage #35
"These added restrictions don't appear to be in the third release of the code, so yay for Jeff for doing that.

Also, I see from looking at the license (see the readme) that he released it as GPL "either version 2 of the License, or (at your option) any later version" rather than the less flexible GPLv2 only which is excellent news, as I was worried it would be stuck as GPLv2-only."

Both of these are correct.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
Blades of Exile Under GPL, Version 2 in Blades of Exile
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Member # 1
Profile Homepage #0
It's late Saturday, June 10th, and I've just uploaded Blades of Exile Source Code, Release 3. The source will now be available under the GPL, version 2. The web site should be updated Sunday morning. I'd suggest not trying to download it until then. (I'm just writing this now while stuff is fresh in my mind.)

I added a GPL notice to the main code file for each of the three programs for each platform. For code that you have already modified, it might be a good idea to copy that notice over to your version. (I should probably have put it at the top of every file, but oh well.)

Should someone create a project in Google or SourceForge or so on, please let me know, so I can link to it from the Blades of Exile source page. The sooner I have a place to send people to keep them from downloading the ugly unported code, the better.

- Jeff Vogel

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00
More on the license. in Blades of Exile
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I am delaying leaving for my vacation (a whole two nights!) to write this. :-P

When I gave up some of my precious development time to put together and release the source code for Blades of Exile, a project that would not only make me no money but actually create competetion for my protifable endeavors, I knew that there was a risk that I would become involved in the hideous nightmare world of this open source license or that opensource license and this or that code repository and whose code fork is best and all of the perpetual flame wars I have lived a long happy life without being involved in.

But it appears the license I chose for the code will keep people from being able to work on it properly. (Since Google and Sourceforge won't take it. Kudos to them for their purity.) So, when I am back from my vacation, I'll probably put it out under the GPL and put the license on the web site. (I'd prefer not to have to pack up a new version of the code as that eats time.)

- Jeff Vogel

[ Thursday, June 07, 2007 11:18: Message edited by: Spidweb ]

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Official Board Admin
spidweb@spiderwebsoftware.com
Posts: 960 | Registered: Tuesday, September 18 2001 07:00

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