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Editor avaliable in Avernum 4
Apprentice
Member # 6177
Profile #16
Just out of curiosity, since this is way out of my skill range, would if be possible to import character graphics from a previous version to this one?
It would be quite nice if you could.

EDIT:
Well, it's possible to extract them, but I have no idea how to put more grahics in......

[ Sunday, December 25, 2005 10:54: Message edited by: Duality ]
Posts: 34 | Registered: Friday, August 5 2005 07:00
Editor avaliable in Avernum 4
Apprentice
Member # 6177
Profile #14
It's very easy to do, just change the dialog option where she gives you the weapons/armor to knowledge elixers.
The item number is 240 for elixers, 239 for brews, if you want I can send you my modified file.

This goes for the incoherent and fairly rude poster who wanted more weapons and "not just a dumb deadeye cloak"; do it yourself.

av4itemschars.txt is the file that contains all the items, just search for the name of what you want.
Then put it into Hawk Kings modified .dlg file.

Also note that either A4 loads dialog options when you start it or saves them; it didn't change the cooks dialog from blah blah weapons to blah blah knowledge brews until I quit and reloaded. But it did give me the potions. (This is only important for people who are as insane as I am, and like continuity)

[ Sunday, December 25, 2005 10:26: Message edited by: Duality ]
Posts: 34 | Registered: Friday, August 5 2005 07:00
Storing Items? in Avernum 4
Apprentice
Member # 6177
Profile #3
Ah, good point, I had seen stuff occasionally dissapear, so I was afraid to drop anything I needed. Fort Avernum's a good place though.
Posts: 34 | Registered: Friday, August 5 2005 07:00
Storing Items? in Avernum 4
Apprentice
Member # 6177
Profile #0
Is there any place to store items in A4?
I'm tired of carrying around all these stupid forgeing items (and herbs), since my mage is over her weight limit, and it's making me mad.
Posts: 34 | Registered: Friday, August 5 2005 07:00
So What Makes a Torment Capable Party? in Avernum 4
Apprentice
Member # 6177
Profile #48
Interesting discussion, thought I'd post my two cents since I've been playing on torment for avernum 1 - 3 and Blades. (because what fun is a game that isn't hard?)

The one thing I would say (and the only thing that has kept me alive on torment) is, always ambush your enemies, always let them come to you. Every once in a while I don't (took some stairs up out of the Chitrach lair right into a group of 5 of them, death came fairly quickly) and I get the crap kicked out of me.
I think with the right tactics, most parties (i.e. not singletons) SHOULD be able to make it through on torment. Although, I can't say that for sure, since I just got the game, and have only cleared the east gallery. But that was my experience with all of the previous incarnations of Avernum.

And I just picked up the emerald chestguard, at L14 (when should you be getting it?), without have left the e. gallery. And only my stupid mage died...

Also, I'm curious if anyone else builds their party like I do, this setup has evolved since I started playing Avernum, and this is it's latest incarnation:

Human Fighter/Thief (sword/shield and tool use)
Slith Fighter/Priest (polearms and mid level priest spells, mainly for healing/blessing, having a fighter able to cast heal has saved my life MANY times)
Human Mage/Archer
Human Priest/Archer

Eventually, my first fighter gets some mage skills, so he can haste/slow things. (well, it used to be he would cast light as well, but not anymore....)

They are all Divinely touched (ok, so I abuse Divine a little bit...) and both fighters have Elite Warrior, while the mage has natural mage and the priest has pure spirit.
Having both my spell casters able to shoot arrows means that they use far fewer sp's and that when I run into something immune to spells, they aren't totally useless.
Plus, both fighters have bow's so they don't ever have to spend time sitting around, waiting for enemies to come to them.
Plus, I've found that by the end of the game, priests are generally more useful then mages.

Anyone have thoughts/suggestions? I'm always looking for ways to make my party more efficient/interesting.

One last question, does anyone else lament the loss of all the various fun spells that were in exile but not in Avernum (sleep cloud, web, stealth, major blessing! all sorts of fun stuff)? While is it kind of silly to have 50 mage spells, (or something, how many were in exile?) many of them were useful in rare circumstances, and they offered more oppertunities for different tactics. Avernum is more, shoot, hit, shoot, hit, icy rain/lightning spray, hit. With very little variation. I suspect that this question was frequent when avernum first came out, but how do people feel about it now that they are used to the Avernum setup?
Posts: 34 | Registered: Friday, August 5 2005 07:00
Goblins in Avernum 4
Apprentice
Member # 6177
Profile #3
Wow, quick reply :)
So I'm looking for wandering goblins? No wonder I couldn't find them, I was looking for a lair....

*sigh*, I was looking at the prices of training skills, which is why I asked about cash... Oh well, no skills for me then.
Posts: 34 | Registered: Friday, August 5 2005 07:00
Goblins in Avernum 4
Apprentice
Member # 6177
Profile #0
Either I am insane, blind and stupid, or the goblins that you are supposed to collect the tribal necklaces from are hiding, and invisible.
Where the heck are they?
I think I've mapped almost all of the eastern gallery, and yet, I still can't find them......
Help please!

Er, one more question, are there any respawning monsters that carry equipment? (i.e. something I can kill over and over to get money?)

Thanks :)
Posts: 34 | Registered: Friday, August 5 2005 07:00
DwtD, Lady Pentisle locked box in Blades of Avernum
Apprentice
Member # 6177
Profile #2
Dang, I was hoping for something interesting, like you could free her from Vakhos and got a nifty reward. (although, I tend to kill both Vakhos and Maynard, soo...)
Thanks for the help though.
Posts: 34 | Registered: Friday, August 5 2005 07:00
DwtD, Lady Pentisle locked box in Blades of Avernum
Apprentice
Member # 6177
Profile #0
Does anyone know how to open the locked cabinent in Lady Pentisle's room? I've tried everything, but can't seem to find a key, and you need 200 lockpicking to open it otherwise. (i.e. there must be a key)
Or is it just there to irritate people?
Posts: 34 | Registered: Friday, August 5 2005 07:00

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