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#169744 - May 21, 2009 2:21 AM Avernum 6 - May Update. *****
Spidweb Administrator Offline
The MAN

Registered: Sep 18, 2001 12:00 PM
Posts: 1196
Loc: Seattle, WA, USA
I am finally posting some long overdue information about Avernum 6. I was hoping to release screenshots and more detailed plot information next month, but here is a bit of what's been going on.

Avernum 6 is in full development, and the demo section is almost done. I still hope to have the Mac version out for Christmas. It will be the last Avernum game.

(OK, I think it'd be really neat to do a game about the first days of Avernum, like Avernum: Origins, but not until the far future.)

The storyline is the most detailed and twisty of any Avernum game. I think it's really cool. It's definitely very apocalyptic. Much of Avernum is going to be trashed. (Or trashed again.)

Many characters will return, and some of them will get the dramatic ends to their stories they deserve. Much of the future of Avernum and its place in the world will be settled. (And, of course, the player will make a real difference in this.)

Other things of note:

* Every graphic has been redone. All of the icons will be anti-aliased and have shadows, which makes the game look much nicer. It's the prettiest game we've ever done.

* I will use and expand upon all interface improvements from Geneforge 5. Being able to play in a window, play at any resolution, etc.

* The buffing system will be very similar to Geneforge 5. Haste is weaker now, and you can have fewer buffs overall. Haste potions will be full double actions, though, the sort from the older games.

* A bunch of game and system improvements. Dual-wielding weapons is back. The world map will be much more useful, as will quest destination marks on your map. You can see full information about items by mousing over them. (Finally!)

* My favorite trio of wizards, Solberg, Lark, and Gladwell, return. As does X. And many other familiar faces.

* The game takes place in Avernum. The old Avernum. But, for the first time, you start in the Great Cave.

* The final fate of Avernum, it turns out, is something I've been foreshadowing since Exile 2.

* Anama, no. Skribbane, yes. And yes, the first hit is free.

Hope this information is of interest.

- Jeff Vogel
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#169750 - May 21, 2009 4:01 AM Re: Avernum 6 - May Update. [Re: Spidweb]
Lilith Offline
in before the apocalypse

Registered: Mar 30, 2002 12:00 PM
Posts: 13929
Loc: on a big blue ball
Originally Posted By: Spidweb
Dual-wielding weapons is back.


Holy Moses, this is either going to be very good or very bad.

Quote:
* The final fate of Avernum, it turns out, is something I've been foreshadowing since Exile 2.


frown
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#169762 - May 21, 2009 8:22 AM Re: Avernum 6 - May Update. [Re: Spidweb]
Randomizer Global Moderator Offline
Tormented Battle Mage

Registered: Feb 10, 2006 12:00 PM
Posts: 8688
Loc: indeterminate state
Whoa, lots of improvements and changes. Dual weapons will be interesting compared to pole weapons.

Originally Posted By: Spidweb
Many characters will return, and some of them will get the dramatic ends to their stories they deserve. Much of the future of Avernum and its place in the world will be settled. (And, of course, the player will make a real difference in this.)
- Jeff Vogel


Tor is sitting in the Great Cave yelling at the party to get off his lawn and grumbling about getting no respect anymore for being the guy that used to hand out stone daggers to the new Exiles back at Fort Avernum.

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#169763 - May 21, 2009 8:24 AM Re: Avernum 6 - May Update. [Re: Spidweb]
Toby-Linn Global Moderator Offline
Agent

Registered: Feb 20, 2008 12:00 PM
Posts: 1094
Loc: Toronto, Canada
Originally Posted By: Spidweb
(OK, I think it'd be really neat to do a game about the first days of Avernum, like Avernum: Origins, but not until the far future.)

I agree, that would be very cool. To see how the wizards drove back the monsters and created the moss. Maybe see the Castle under construction?

Originally Posted By: Spidweb
* A bunch of game and system improvements. Dual-wielding weapons is back. The world map will be much more useful, as will quest destination marks on your map. You can see full information about items by mousing over them. (Finally!)

Dual wielding would be cool, interested to see how that works. I love the added functionality of the map, so useful. And mousing over items to see information? That is great!

Originally Posted By: Spidweb
The final fate of Avernum, it turns out, is something I've been foreshadowing since Exile 2.

Wait, Exile 2 and not Avernum 2? Did something happen in Exile that didn't happen in the remake? I wonder if this points to war between the Empire and the Avernites....

This game sounds awesome, and I can't wait to see screenshots. If Spiderweb Software had a pre-ordering system, I would have ordered it already. smile
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#169764 - May 21, 2009 8:36 AM Re: Avernum 6 - May Update. [Re: Toby-Linn]
Sss-Chah Offline
Shock Trooper

Registered: Mar 29, 2007 12:00 PM
Posts: 289
Loc: Bahssikava
i've always thought that an avernum: origins would be nice.
and i'm sure he meant that it wasn't anything that happened in exile that didn't happen in avernum, but he just said exile because it was released long before avernum.\

edit: fixed a grammar error that i just found.


Edited by Sss-Chah (May 27, 2009 12:38 PM)

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#169768 - May 21, 2009 10:18 AM Re: Avernum 6 - May Update. [Re: Toby-Linn]
Lilith Offline
in before the apocalypse

Registered: Mar 30, 2002 12:00 PM
Posts: 13929
Loc: on a big blue ball
Originally Posted By: Toby-Linn
Originally Posted By: Spidweb
The final fate of Avernum, it turns out, is something I've been foreshadowing since Exile 2.

Wait, Exile 2 and not Avernum 2?


Exile 2 was made earlier than Avernum 2. If you were advertising Coca-Cola, you wouldn't say it's been made since 2001 when you could say it's been made since 1886, would you?
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#169774 - May 21, 2009 11:45 AM Re: Avernum 6 - May Update. [Re: Lilith]
Nothing to do here either. Global Moderator Offline
Postmaster General

Registered: Dec 1, 2001 12:00 PM
Posts: 18394
The haste idea is very clever. It makes potions useful and valuable, and it keeps that overpowered haste for when you absolutely need to be overpowered.

—Alorael, who sees no need for sad faces. Jeff is enthusiastic about his game, and it will end things with a bang. It will be pretty. It will be nifty. It could conceivably be terrible, but it sure sounds like Jeff is working very hard at making it awesome instead. His track record is fairly good at pulling this sort of thing off.

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#169780 - May 21, 2009 1:28 PM Re: Avernum 6 - May Update. [Re: Nothing to do here either.]
Rent-an-Ihrno Offline
Infiltrator

Registered: Jan 28, 2004 12:00 PM
Posts: 585
Loc: Europe
Great, just great! It really sounds like A6 is going the way I'm hoping for. I'm particularly happy to hear about the apocalyptic climax and some of the back-to-the-roots-stuff. I wonder what dual-weilding will do to Battle Disciplines?
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#169790 - May 21, 2009 3:05 PM Re: Avernum 6 - May Update. [Re: Rent-an-Ihrno]
Darkdread Offline
Servile

Registered: Nov 23, 2003 12:00 PM
Posts: 353
Loc: Terrrrrrestria.
I just hope all the cool new improvements are friendly to old machines running Windows (like mine) and that we do not need to wait for patches or versions 1.0.2 to run it properly :s
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#169806 - May 21, 2009 4:36 PM Re: Avernum 6 - May Update. [Re: Darkdread]
CRISIS on INFINITE SLARTIES Global Moderator Offline
Facepalming Hecatombchire

Registered: Nov 7, 2001 12:00 PM
Posts: 7500
So, as Elohi-Bok said, competition for resources in the caves leads to some kind of ultimate power struggle. IIRC that was the only apocalyptic lead given in Exile 2, that wasn't given in Exile 1. The Olgai tribe is supposedly asleep, so either we have more Rentar followers (NO.) or another Vahnatai tribe. (Presumably the Darkside Loyalists get in on the fun as well.)

Demons, mages, dragons, sliths, nephils, and the Empire are all out -- I don't think there were any real additions on those fronts, as far as apocalyptics go, in Exile 2.
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#169830 - May 21, 2009 7:29 PM Re: Avernum 6 - May Update. [Re: Spidweb]
nikki. Offline
Councilor

Registered: Sep 8, 2003 12:00 PM
Posts: 4809
Loc: England
Originally Posted By: Spidweb

* The game takes place in Avernum. The old Avernum. But, for the first time, you start in the Great Cave.


<3s.

I suppose at this point it's too much to ask for an outdoors, too, right? tongue
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#169841 - May 21, 2009 8:47 PM Re: Avernum 6 - May Update. [Re: nikki.]
Lord Bob Offline
Shock Trooper

Registered: Oct 3, 2001 12:00 PM
Posts: 245
Loc: Canada
Looking forward to it. Although Avernum 3 called, and it wants the phrase "last Avernum game" back. tongue

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#169844 - May 21, 2009 9:39 PM Re: Avernum 6 - May Update. [Re: Lord Bob]
jORDO Offline
Apprentice

Registered: Sep 19, 2008 9:31 AM
Posts: 15
Maybe the portals all become unstable like the "Destroy the Empire Portal" situation in E2. They are all going crazy and you have tho first take the Onyx Scepter to all of them as your first main mission. Bad things come through. Mayhem ensues. Any way one slices it, I am REALLY glad to know that duals are back. I was never sure if it would get another go round. I hope the selection of shields and the almost certain -to hit% makes the choice to double up a difficult one. Can't wait to sink my teeth into the demo.
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#169851 - May 21, 2009 10:07 PM Re: Avernum 6 - May Update. [Re: jORDO]
Øther Offline
Agent

Registered: Dec 21, 2008 10:08 PM
Posts: 1062
Loc: somewhere
I hope the traveling system isn't like G5. It was okay, but I always prefered Avernum 5 portals.
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#169861 - May 21, 2009 10:50 PM Re: Avernum 6 - May Update. [Re: Øther]
Dikiyoba Global Moderator Offline
Hero

Registered: Dec 23, 2005 12:00 PM
Posts: 6792
Loc: Dikiyobia
The Geneforge traveling system and the new Avernum traveling system have always been different. Dikiyoba doubts it would change now.

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#169863 - May 21, 2009 11:00 PM Re: Avernum 6 - May Update. [Re: Dikiyoba]
Silver Shadow Offline
Warrior

Registered: Dec 2, 2003 12:00 PM
Posts: 179
Loc: Somewhere in the US
*Every* graphic was redone? Did Jeff hire a graphics designer? 'Cause man, that's a lot of work...

If there was a pre-ordering system, there would be one more copy sold already. As it is, I'm having trouble trying not to buy A1-3 and making myself broke. >_>

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#169869 - May 21, 2009 11:26 PM Re: Avernum 6 - May Update. [Re: Silver Shadow]
Randomizer Global Moderator Offline
Tormented Battle Mage

Registered: Feb 10, 2006 12:00 PM
Posts: 8688
Loc: indeterminate state
I was wondering about upgrading graphics since this is that last of the series. Maybe Jeff plans an upgrade of the older Avernum games to the new graphics and game engine.

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#169871 - May 21, 2009 11:41 PM Re: Avernum 6 - May Update. [Re: Randomizer]
Untamed Banana Slug Offline
Shock Trooper

Registered: May 12, 2009 9:59 PM
Posts: 229
I think it's sort of obvious that Avernum 6 will likely revolve around open conflict over resources in Avernum. Not only was this a touchy issue in Avernum 5, it's inevitable that people are going to have to eventually fight over the finite amount of space and resources in the underworld.

It just raises the question: Who would the Empire support if Avernum was attacked? Obviously the Vahnatai are out, but Dorikas (if he lives) might not want to support traitors to the Empire either. He'd probably just sit back and enjoy the show. On the other hand, the Vahnatai don't exactly have a rosy history with the Empire, so allowing them to gain more power might not be a good idea.
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#169892 - May 22, 2009 10:42 AM Re: Avernum 6 - May Update. [Re: Spidweb]
rampancy Offline
Apprentice

Registered: Apr 5, 2008 12:00 PM
Posts: 14
Loc: Fredericton, New Brunswick
Originally Posted By: Spidweb
It's definitely very apocalyptic. Much of Avernum is going to be trashed. (Or trashed again.)


Doesn't Avernum get trashed in pretty much every Avernum game? wink

Quote:

* My favorite trio of wizards, Solberg, Lark, and Gladwell, return. As does X. And many other familiar faces.


I've been dying to know if X finally got his anvil spell finished...

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#169893 - May 22, 2009 11:57 AM Re: Avernum 6 - May Update. [Re: CRISIS on INFINITE SLARTIES]
Locmaar Offline
Infiltrator

Registered: Mar 19, 2006 12:00 PM
Posts: 538
Loc: Ponderopolis
Originally Posted By: Solimpsest
So, as Elohi-Bok said, competition for resources in the caves leads to some kind of ultimate power struggle. IIRC that was the only apocalyptic lead given in Exile 2, that wasn't given in Exile 1. The Olgai tribe is supposedly asleep, so either we have more Rentar followers (NO.) or another Vahnatai tribe. (Presumably the Darkside Loyalists get in on the fun as well.)


I have no trouble with people still following Rentar, as long as their role is no more prominent than the Mad Monks' from Exile/Avernum 3. But it's a pretty safe bet to assume, that the Vahnatai are fed up with humans and the lot intruding on their homeland and farming their mushroom. From all we've seen in Avernum 5 the caves just aren't big enough for everybody. It's gonna be so much fun - I just know it.


Edited by Locmaar (May 22, 2009 11:57 AM)
Edit Reason: typo
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#169903 - May 22, 2009 3:23 PM Re: Avernum 6 - May Update. [Re: Locmaar]
Acky Offline
Shaper

Registered: Nov 12, 2007 12:00 PM
Posts: 2291
Loc: The Foundry
Originally Posted By: The MAN
* I will use and expand upon all interface improvements from Geneforge 5. Being able to play in a window, play at any resolution, etc.


smile

Originally Posted By: The MAN
* The buffing system will be very similar to Geneforge 5. Haste is weaker now, and you can have fewer buffs overall. Haste potions will be full double actions, though, the sort from the older games.

Sweet

Quote:
*As does X.

I'm waiting on that anvil spell.

Quote:
* The game takes place in Avernum. The old Avernum. But, for the first time, you start in the Great Cave.


Nice change of pace.

Quote:
* Anama, no. Skribbane, yes. And yes, the first hit is free.

Yeah for Skribbane!

I'm actually a little surprised the Anama will not be returning in this game. I had gotten the feeling that they were forshadowing to become a major influence in the next game. Oh well.

So, what about the cave cows? You promised in the Avernum 5 hype thread that they'd return. smile

The Last Archon
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The smart man learns the trick; the dumb one learns the trick, then tells others.
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Originally Posted By: VCH
I swear I remember talking to some cow, somewhere in Avernum.

Originally Posted By: Slarty
Do not insult Mothra.

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#169905 - May 22, 2009 3:35 PM Re: Avernum 6 - May Update. [Re: Acky]
Earth Empires Offline
Agent

Registered: Jul 31, 2006 12:00 PM
Posts: 1008
Gladwell returns? As a some sorta undead (like Garzahd or what it was) or "normal" living person? If latter then either killing him wasn't canon or he is way better mage than we knew.

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#169916 - May 22, 2009 5:19 PM Re: Avernum 6 - May Update. [Re: Earth Empires]
VCH Offline
Puck Finn

Registered: Nov 2, 2001 12:00 PM
Posts: 2961
Loc: British Columbia, Canada
So the lower cave's inhabitants are gonna finally kick out the squatters hmm.
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#169927 - May 22, 2009 7:01 PM Re: Avernum 6 - May Update. [Re: VCH]
Randomizer Global Moderator Offline
Tormented Battle Mage

Registered: Feb 10, 2006 12:00 PM
Posts: 8688
Loc: indeterminate state
From the instructions for Avernum 6:

X's Falling Anvil (Min. Mage Spells skill 17, Costs 25 spell energy) - The most powerful attack spell available to mages. It strikes foes in a circular area with an intense physical blow. As you gain more skill with this spell, the damage increases. Effect: Does 30 damage plus 1-6 points per point of spell strength to all foes in the circle.

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#169928 - May 22, 2009 7:06 PM Re: Avernum 6 - May Update. [Re: Randomizer]
Acky Offline
Shaper

Registered: Nov 12, 2007 12:00 PM
Posts: 2291
Loc: The Foundry
Edit: I'm sorry

The Last Archon


Edited by Master Ackrovan (May 22, 2009 9:44 PM)
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Quote:
The smart man learns the trick; the dumb one learns the trick, then tells others.
(The brilliant one tells others and makes a profit)

Originally Posted By: VCH
I swear I remember talking to some cow, somewhere in Avernum.

Originally Posted By: Slarty
Do not insult Mothra.

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#169944 - May 22, 2009 9:06 PM Re: Avernum 6 - May Update. [Re: Acky]
*i Administrator Offline
Councilor

Registered: Sep 18, 2001 12:00 PM
Posts: 5138
Ackrovan, please watch your language. That is inappropriate.
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#169968 - May 23, 2009 8:50 AM Re: Avernum 6 - May Update. [Re: *i]
Rowen Offline
Lifecrafter

Registered: Oct 21, 2002 12:00 PM
Posts: 839
Do we get any new playable races?
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#169979 - May 23, 2009 12:42 PM Re: Avernum 6 - May Update. [Re: Rowen]
lampshade Offline
Warrior

Registered: Jun 24, 2008 3:03 PM
Posts: 117
Although when I was young I used to have a Vahnatai PC, I don't think there should be anymore new races. I prefer the Human, Nephil, and Slith trifecta.

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#169985 - May 23, 2009 3:10 PM Re: Avernum 6 - May Update. [Re: lampshade]
Randomizer Global Moderator Offline
Tormented Battle Mage

Registered: Feb 10, 2006 12:00 PM
Posts: 8688
Loc: indeterminate state
From Jeff's blog in the comments section:

Yes. I will finally address X's magical ambitions.

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#170022 - May 24, 2009 4:41 AM Re: Avernum 6 - May Update. [Re: Randomizer]
Clawbo Offline
Apprentice

Registered: Jan 2, 2009 6:41 AM
Posts: 14
Loc: Sisak, Croatia
OK, OK, I'll admit. I haven't read all of the responses, but the thing I would like to see is a new and better engine. No offence, but the new engine has too stiff animations, I simply don't like it. The best engine, in my opinion, is the one from Avernum 3, so I think it'll be either that or a brand new one. And AFTER Avernum 6, I belive Avernum Online is the way to go. I would join the SECOND it would be out. I don't think It's just me, I bet other people would be thrilled to get in.

@lampsahde
I don't think a new playable race would hurt us. HINT: Vahnahtai


Edited by Clawbo (May 24, 2009 4:45 AM)
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