#169744 - May 21, 2009 2:21 AM
Avernum 6 - May Update.
   
|
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
_________________________
Official Board Admin spidweb@spiderwebsoftware.com
|
|
Top
|
|
|
|
#169750 - May 21, 2009 4:01 AM
Re: Avernum 6 - May Update.
[Re: Spidweb]
|
in before the apocalypse
Registered: Mar 30, 2002 12:00 PM
Posts: 13929
Loc: on a big blue ball
|
Dual-wielding weapons is back. Holy Moses, this is either going to be very good or very bad. * The final fate of Avernum, it turns out, is something I've been foreshadowing since Exile 2. 
_________________________
hold what you are doing is wrong why do you do this thing
|
|
Top
|
|
|
|
#169762 - May 21, 2009 8:22 AM
Re: Avernum 6 - May Update.
[Re: Spidweb]
|
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. 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.
|
|
Top
|
|
|
|
#169763 - May 21, 2009 8:24 AM
Re: Avernum 6 - May Update.
[Re: Spidweb]
|
Agent
Registered: Feb 20, 2008 12:00 PM
Posts: 1094
Loc: Toronto, Canada
|
(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? * 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! 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. 
|
|
Top
|
|
|
|
#169764 - May 21, 2009 8:36 AM
Re: Avernum 6 - May Update.
[Re: Toby-Linn]
|
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)
|
|
Top
|
|
|
|
#169768 - May 21, 2009 10:18 AM
Re: Avernum 6 - May Update.
[Re: Toby-Linn]
|
in before the apocalypse
Registered: Mar 30, 2002 12:00 PM
Posts: 13929
Loc: on a big blue ball
|
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?
_________________________
hold what you are doing is wrong why do you do this thing
|
|
Top
|
|
|
|
#169780 - May 21, 2009 1:28 PM
Re: Avernum 6 - May Update.
[Re: Nothing to do here either.]
|
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?
_________________________
Stop global warming - become pirates!
|
|
Top
|
|
|
|
#169790 - May 21, 2009 3:05 PM
Re: Avernum 6 - May Update.
[Re: Rent-an-Ihrno]
|
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
_________________________
*Vlish enters a bar. *bartender: How can I help you? *pause... *bartender: of course you can have your drink for free!
|
|
Top
|
|
|
|
#169806 - May 21, 2009 4:36 PM
Re: Avernum 6 - May Update.
[Re: Darkdread]
|
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.
_________________________
331 down, 2 to go. RETRIOACTIVITY is in the air for UBB.
|
|
Top
|
|
|
|
#169830 - May 21, 2009 7:29 PM
Re: Avernum 6 - May Update.
[Re: Spidweb]
|
Councilor
Registered: Sep 8, 2003 12:00 PM
Posts: 4809
Loc: England
|
* 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? 
_________________________
Tyranicus: Yeah, your face is so dreamy
|
|
Top
|
|
|
|
#169844 - May 21, 2009 9:39 PM
Re: Avernum 6 - May Update.
[Re: Lord Bob]
|
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.
_________________________
Ever Curious
|
|
Top
|
|
|
|
#169851 - May 21, 2009 10:07 PM
Re: Avernum 6 - May Update.
[Re: jORDO]
|
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.
_________________________
"Your talkie words make ears mad." Stephan Colbert
‹¥›
|
|
Top
|
|
|
|
#169869 - May 21, 2009 11:26 PM
Re: Avernum 6 - May Update.
[Re: Silver Shadow]
|
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.
|
|
Top
|
|
|
|
#169871 - May 21, 2009 11:41 PM
Re: Avernum 6 - May Update.
[Re: Randomizer]
|
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.
_________________________
And my straw reaches acroooooooss the room, and starts to drink your milkshake... I... drink... your... milkshake! *shhhppptt* I drink it up!
|
|
Top
|
|
|
|
#169892 - May 22, 2009 10:42 AM
Re: Avernum 6 - May Update.
[Re: Spidweb]
|
Apprentice
Registered: Apr 5, 2008 12:00 PM
Posts: 14
Loc: Fredericton, New Brunswick
|
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?  * 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...
|
|
Top
|
|
|
|
#169893 - May 22, 2009 11:57 AM
Re: Avernum 6 - May Update.
[Re: CRISIS on INFINITE SLARTIES]
|
Infiltrator
Registered: Mar 19, 2006 12:00 PM
Posts: 538
Loc: Ponderopolis
|
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
_________________________
I amar prestar aen, han mathon ne nen, han mathon ne chae - a han noston ned 'wilith.
|
|
Top
|
|
|
|
#169903 - May 22, 2009 3:23 PM
Re: Avernum 6 - May Update.
[Re: Locmaar]
|
Shaper
Registered: Nov 12, 2007 12:00 PM
Posts: 2291
Loc: The Foundry
|
* 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. Sweet I'm waiting on that anvil spell. * The game takes place in Avernum. The old Avernum. But, for the first time, you start in the Great Cave. Nice change of pace. * 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.  The Last Archon
_________________________
The smart man learns the trick; the dumb one learns the trick, then tells others. (The brilliant one tells others and makes a profit) I swear I remember talking to some cow, somewhere in Avernum.
|
|
Top
|
|
|
|
#169916 - May 22, 2009 5:19 PM
Re: Avernum 6 - May Update.
[Re: Earth Empires]
|
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.
_________________________
The Knight Between Posts. ------------------ Are you important? Or just destined to be bones on a forgotten road? -X
|
|
Top
|
|
|
|
#169927 - May 22, 2009 7:01 PM
Re: Avernum 6 - May Update.
[Re: VCH]
|
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.
|
|
Top
|
|
|
|
#169928 - May 22, 2009 7:06 PM
Re: Avernum 6 - May Update.
[Re: Randomizer]
|
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)
_________________________
The smart man learns the trick; the dumb one learns the trick, then tells others. (The brilliant one tells others and makes a profit) I swear I remember talking to some cow, somewhere in Avernum.
|
|
Top
|
|
|
|
#169944 - May 22, 2009 9:06 PM
Re: Avernum 6 - May Update.
[Re: Acky]
|
Councilor
Registered: Sep 18, 2001 12:00 PM
Posts: 5138
|
Ackrovan, please watch your language. That is inappropriate.
_________________________
Your flower power is no match for my glower power!
|
|
Top
|
|
|
|
#169968 - May 23, 2009 8:50 AM
Re: Avernum 6 - May Update.
[Re: *i]
|
Lifecrafter
Registered: Oct 21, 2002 12:00 PM
Posts: 839
|
Do we get any new playable races?
_________________________
"I pass the honey, for great justice." Dintiradan making fun of Gramzon.
|
|
Top
|
|
|
|
#169985 - May 23, 2009 3:10 PM
Re: Avernum 6 - May Update.
[Re: lampshade]
|
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.
|
|
Top
|
|
|
|
#170022 - May 24, 2009 4:41 AM
Re: Avernum 6 - May Update.
[Re: Randomizer]
|
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)
_________________________
Wanna know some impossible stuff? PM ME!!
|
|
Top
|
|
|
|
|
|
10 registered (Dintiradan, Handyman, Khoth, Lord Safey, Master1, Micawber, Mod., Muscleguy, Synergy, Xander),
30
Guests and
0
Spiders online. |
|
Key:
Admin,
Global Mod,
Mod
|
|
7345 Members
18 Forums
12281 Topics
148648 Posts
Max Online: 307 @ May 22, 2008 10:29 PM
|
|
|