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BUGS! in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #10
So...

* In corescendata, Augmented Giant (creature 135) ought to have the line "cr_which_sheet_upper = 1618;"

Black line on the Rakshasa image? I don't see one.

And are you saying that it_missile_anim_type doesn't work? If so, that'd be the first I'd heard of it.

Also, I can't reproduce the put_stain_on_space bug. As far as I can tell, the call works.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
gallows - troglo camp in Blades of Exile
Off With Their Heads
Member # 4045
Profile Homepage #2
At the Gallows -- hence, "gallows" in the title.

Which I haven't played, so I can't help.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #7
There is a workaround -- change_blocked prevents the party from landing on a space when ending combat, which can prevent the skipping effect, which I think most recent scenarios have done for major special encounters, but it's still kind of annoying that it happens at all.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #7
There is a workaround -- change_blocked prevents the party from landing on a space when ending combat, which can prevent the skipping effect, which I think most recent scenarios have done for major special encounters, but it's still kind of annoying that it happens at all.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #5
That's what I did. Are you sure you understand the location of the door? It's actually on the space that it opens into.

Or, in a related point, does it work for anything else other than doors? If you put specobj on a box, does this create the same problem?

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #5
That's what I did. Are you sure you understand the location of the door? It's actually on the space that it opens into.

Or, in a related point, does it work for anything else other than doors? If you put specobj on a box, does this create the same problem?

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #3
quote:
Originally written by Dahak:
You do not need to be next to a terrain script to search it, and therefore execute it (i.e. doors).
I'm having trouble reproducing this. Can you describe to me a situation where it works? Everything I've tried indicates that you do have to be adjacent to a door to close it.

EDIT: Not sure that this is technically a bug, but items don't stack when given via char_give_item and presumably all the other calls. This is annoying when you're trying to give several potions or something like that.

EDIT 2: No, they do in fact stack when given via reward_give, just not when given with char_give_item.

[ Saturday, March 19, 2005 10:52: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #3
quote:
Originally written by Dahak:
You do not need to be next to a terrain script to search it, and therefore execute it (i.e. doors).
I'm having trouble reproducing this. Can you describe to me a situation where it works? Everything I've tried indicates that you do have to be adjacent to a door to close it.

EDIT: Not sure that this is technically a bug, but items don't stack when given via char_give_item and presumably all the other calls. This is annoying when you're trying to give several potions or something like that.

EDIT 2: No, they do in fact stack when given via reward_give, just not when given with char_give_item.

[ Saturday, March 19, 2005 10:52: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
IDEA: The Pearl Contest in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #23
DG, your idea that taste is absolute and not relative is comically ignorant.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Forum Header Updated in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #5
Perhaps the Designer FAQ.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Forum Header Updated in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #5
Perhaps the Designer FAQ.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #0
Time for another incarnation of this topic. (Old incarnations can be found here, here, and for a previous version of BoA, here.)

Why revive it, you may ask. I think that keeping a current list of known bugs circulating helps designers, since it helps us know what the limitations on BoA are at the moment, and also it will help us when we need to tell Jeff about these bugs later.

I can make a small scenario to demonstrate a number of these bugs if it should become necessary, and I may create a page on my web site or modify the Appendices Wiki in order to make this knowledge more accessible.

Known bugs/problems in Mac-BoA v1.1.2 or Win-BoA v1.0.3:
* Set status switches bless/curse and shield/weaken stats when is_forced is one.
* Internal varables such as "shop" or "pay" should be listed in either the Documentation or Appendicies.
* Items don't stack when given via char_give_item (so if you give three potions of the same kind, the character ends up with three different potions). This doesn't happen with reward_give or other item management calls as far as I know.
* Outdoors signs don't work sometimes. (Does this still not work? Jeff claims that he fixed it for v1.1.2.)
* If cursed items are placed on ground/in a container in the editor, they lose their cursed ability.
* The town status calls don't work as described. The void set_town_status and the short town_status apparently work as follows: if and only if the town passed is -1, the calls work for the town the party is in, or, if outdoors, the town the party was in last.
* Enter-combat-end-combat bug: you can get placed in totally nonsensical locations when ending combat. If you enter and then end combat immediately, you get placed one space forward. This allows you to skip special rectangles extremely easily.
* The call move_to_new_town can't be called from an INIT_STATE, a START_STATE, a creature script, or a terrain script, even if you distance the call from the state with set_state_continue, run_town_script, or run_scenario_script.
* Beam projectors malfunction wildly in close quarters, next to walls, in varying heights, etc. I have a small utility scenario to demonstrate a number of ways in which this can occur.
* When a PC is next to a spot and you look at that spot, you search the spot. As far as I can tell, if the joined NPC is next to a spot, however, you don't search the spot. (This turns out to be trivial to fix -- Jeff would have no trouble doing it.)
* On Win98, crashes have been observed when monsters use missile attacks.
* Sometimes searchable terrain breaks. For certain terrain with the searchable and container attribute, they are only searchable if there is something inside the container. (I'm not sure that this is a bug, per se.)
*The call char_take_item (originally described as bugged here) still doesn't work. It doesn't give an error message anymore, but it still does nothing.
* In corescendata, Augmented Giant (creature 135) ought to have the line "cr_which_sheet_upper = 1618;"
* The default rakshasa image needs realignment -- it has a black line on it.
* The slith avatar, in order to match Avernum 1, should not have the graphic of a gorgon, which is what it should have now. Two calls need to be added: cr_which_sheet = 1532 and cr_icon_adjust = 2, as Bahssikava does.
* The call put_stain_on_space sometimes does nothing when attempting to remove a stain. This is a bit unpredictable, but most of the time that I've tried it, it does nothing. It also works fine putting a stain down, just not removing it.
* Putting a town border right next to the edge of the town causes weird behavior: you can't exit the town, the town doesn't match the edge, etc.

Various things cause Unhandled Exception errors on Windows that cause BoA to quit entirely without giving a proper error message. These are extremely hard to debug for Mac designers, since they do not reproduce in the same way on a Mac, except for a few that are noted. Among them:
* Using a terrain or floor graphic that doesn't exist. This is a problem with wallsets that are not complete, for example: if you place a wall with a door from a wallset that doesn't include a door (ie, cave wall), this causes an unhandled exception.
* Setting a creature facing a direction greater than 7 -- ie, set_character_facing(6,8).
* Running the death animation of a creature with cr_small_or_large_template set wrong -- that is, if the creature's graphic is small but cr_small_or_large_template = 1 in the scenario's custom objects script, then BoA crashes without an error message and quits. This happens on Mac, too.
* Over-running the string limit. I got an unhandled exception in Vasskolis when I tried to display a message from the text buffer that was longer than 256 characters. I'm not sure if over-running the text buffer itself was the problem or if trying to display it was the problem, but either way, the over-long string didn't give the over-long string error like it does on a Mac.
* If you try to use a string variable while nothing's in it (i.e., you forgot the get_buffer_text call), BoA dies. On Mac-BoA v1.1.2, it crashes, gives no error message, and quits. I got this with a message_dialog call, but I imagine a print_str or text bubble would give the same response.

Others?

[ Tuesday, April 12, 2005 15:02: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
BUGS! in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #0
Time for another incarnation of this topic. (Old incarnations can be found here, here, and for a previous version of BoA, here.)

Why revive it, you may ask. I think that keeping a current list of known bugs circulating helps designers, since it helps us know what the limitations on BoA are at the moment, and also it will help us when we need to tell Jeff about these bugs later.

I can make a small scenario to demonstrate a number of these bugs if it should become necessary, and I may create a page on my web site or modify the Appendices Wiki in order to make this knowledge more accessible.

Known bugs/problems in Mac-BoA v1.1.2 or Win-BoA v1.0.3:
* Set status switches bless/curse and shield/weaken stats when is_forced is one.
* Internal varables such as "shop" or "pay" should be listed in either the Documentation or Appendicies.
* Items don't stack when given via char_give_item (so if you give three potions of the same kind, the character ends up with three different potions). This doesn't happen with reward_give or other item management calls as far as I know.
* Outdoors signs don't work sometimes. (Does this still not work? Jeff claims that he fixed it for v1.1.2.)
* If cursed items are placed on ground/in a container in the editor, they lose their cursed ability.
* The town status calls don't work as described. The void set_town_status and the short town_status apparently work as follows: if and only if the town passed is -1, the calls work for the town the party is in, or, if outdoors, the town the party was in last.
* Enter-combat-end-combat bug: you can get placed in totally nonsensical locations when ending combat. If you enter and then end combat immediately, you get placed one space forward. This allows you to skip special rectangles extremely easily.
* The call move_to_new_town can't be called from an INIT_STATE, a START_STATE, a creature script, or a terrain script, even if you distance the call from the state with set_state_continue, run_town_script, or run_scenario_script.
* Beam projectors malfunction wildly in close quarters, next to walls, in varying heights, etc. I have a small utility scenario to demonstrate a number of ways in which this can occur.
* When a PC is next to a spot and you look at that spot, you search the spot. As far as I can tell, if the joined NPC is next to a spot, however, you don't search the spot. (This turns out to be trivial to fix -- Jeff would have no trouble doing it.)
* On Win98, crashes have been observed when monsters use missile attacks.
* Sometimes searchable terrain breaks. For certain terrain with the searchable and container attribute, they are only searchable if there is something inside the container. (I'm not sure that this is a bug, per se.)
*The call char_take_item (originally described as bugged here) still doesn't work. It doesn't give an error message anymore, but it still does nothing.
* In corescendata, Augmented Giant (creature 135) ought to have the line "cr_which_sheet_upper = 1618;"
* The default rakshasa image needs realignment -- it has a black line on it.
* The slith avatar, in order to match Avernum 1, should not have the graphic of a gorgon, which is what it should have now. Two calls need to be added: cr_which_sheet = 1532 and cr_icon_adjust = 2, as Bahssikava does.
* The call put_stain_on_space sometimes does nothing when attempting to remove a stain. This is a bit unpredictable, but most of the time that I've tried it, it does nothing. It also works fine putting a stain down, just not removing it.
* Putting a town border right next to the edge of the town causes weird behavior: you can't exit the town, the town doesn't match the edge, etc.

Various things cause Unhandled Exception errors on Windows that cause BoA to quit entirely without giving a proper error message. These are extremely hard to debug for Mac designers, since they do not reproduce in the same way on a Mac, except for a few that are noted. Among them:
* Using a terrain or floor graphic that doesn't exist. This is a problem with wallsets that are not complete, for example: if you place a wall with a door from a wallset that doesn't include a door (ie, cave wall), this causes an unhandled exception.
* Setting a creature facing a direction greater than 7 -- ie, set_character_facing(6,8).
* Running the death animation of a creature with cr_small_or_large_template set wrong -- that is, if the creature's graphic is small but cr_small_or_large_template = 1 in the scenario's custom objects script, then BoA crashes without an error message and quits. This happens on Mac, too.
* Over-running the string limit. I got an unhandled exception in Vasskolis when I tried to display a message from the text buffer that was longer than 256 characters. I'm not sure if over-running the text buffer itself was the problem or if trying to display it was the problem, but either way, the over-long string didn't give the over-long string error like it does on a Mac.
* If you try to use a string variable while nothing's in it (i.e., you forgot the get_buffer_text call), BoA dies. On Mac-BoA v1.1.2, it crashes, gives no error message, and quits. I got this with a message_dialog call, but I imagine a print_str or text bubble would give the same response.

Others?

[ Tuesday, April 12, 2005 15:02: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Did YOU Cheat? in The Exile Trilogy
Off With Their Heads
Member # 4045
Profile Homepage #3
Oh, darnit. I didn't realize this was for the Exile Trilogy. Well, in the Avernum Trilogy, I didn't. (I didn't in the ET either, but I didn't play the ET.)

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Monster/Puzzle/Item Thread in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #63
Oops. Well, the spell was taken away. I just assumed that meant the status was gone, too.

Interesting.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Monster/Puzzle/Item Thread in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #61
Um, if we're talking about scripted effects, those bits are not only possible, but in fact trivial. The only problem is that Sanctuary doesn't exist in BoA.

I mean, you might in theory be able to pull off some sort of strange effect with creature scripts, but that would be difficult.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
whats wrong with my script? in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #1
Other than that the monster is terrible, this is your problem:

cr_default_agression = 50;

should be

cr_default_aggression = 50;

I highly recommend to you Alint. It spots these problems in moments.

[ Thursday, March 17, 2005 19:09: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
whats wrong with my script? in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #1
Other than that the monster is terrible, this is your problem:

cr_default_agression = 50;

should be

cr_default_aggression = 50;

I highly recommend to you Alint. It spots these problems in moments.

[ Thursday, March 17, 2005 19:09: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
whats better A3 or BoA in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #15
I think he's capable, but he just didn't put in the time with Bandit Busywork. He got no money from it, so he didn't bother to put much effort or care in.

And needless to say, if he did the same thing with BoA, it'd be even worse. He might just port Bandit Busywork. :eek:

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
From The Shadows... in General
Off With Their Heads
Member # 4045
Profile Homepage #16
I'll supply the cake!
IMAGE(http://www.womansday.com/assets/image/12312002122745.jpg)

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
singletons in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #5
Wow, I didn't even realize that was possible. You're supposed to reduce his power elsewhere in demon-infested Bahssikava, but I guess if you could manage it that way, more power to you.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Help - Basshikava in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #7
Ah. I see the problem. Here, replace your t19Upper.txt with the one that's here, and you should be able to continue.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Help - Basshikava in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #5
It might help if you answered my question. Did she actually die or did you just not get her to join you in the Guardpost?

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
singletons in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #3
I can't tell if this is a question or a topic for discussion. If the former, then yes, you probably don't want to get anywhere near N-K when you're fighting him. If the latter, then discussions of singletons and other party setups have been done to death.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Nethergate on Windows XP? in Nethergate
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Member # 4045
Profile Homepage #6
Old games can still be good. Nethergate uses much the same engine as the Avernum Trilogy, so its age doesn't really matter at all.

And reviving an old topic (more than a week since the last post) without adding something new and interesting is generally considered bad around here.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00

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