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-   -   Mod: Avernum, Crystal Souls v1.5 UPDATE (http://forum.shrapnelgames.com/showthread.php?t=33216)

Endoperez February 25th, 2008 07:39 PM

Re: Avernum, The Awakening v1.4 RELEASED
 
I did a bit, but I never played enough to learn of the world much more than the backstory.

Saulot February 25th, 2008 09:00 PM

Re: Avernum, The Awakening v1.4 RELEASED
 
I've played and enjoyed several games of the Avernum series.

This mod does a nice job capturing the feel / atmosphere of the games. (Though obviously the underground / desperation part is impossible.)

WraithLord February 26th, 2008 06:01 AM

Re: Avernum, The Awakening v1.4 RELEASED
 
Unless a special scenario map is created on which exile starting province and the surroundings are all cave terrain.

Sombre February 26th, 2008 07:21 AM

Re: Avernum, The Awakening v1.4 RELEASED
 
Well caves still don't produce darkness, so it would actually be kinda meaningless.

The Exile series of games are excellent and have been remade as the Avernum series. I advise anyone interested in the setting to give them a go, because they really are top tier RPGs.

WraithLord March 8th, 2008 06:06 PM

Re: Avernum, The Awakening v1.4 RELEASED
 
It seems ver. 3.15 broke some things in the mod. I noticed the national spells are not available after upgrading. For example, mages that were order to cast "Gate Troglodytes" before the upgrade are reported after to upgrade as casting "gift of flight" and the nation summon spells are not available to cast.

Zargen April 9th, 2008 11:35 AM

Re: New Nation(s): Exile/Avernum
 
I'm curious if this has been brought up before, but, apparently there is absolutely no magic in avernum http://forum.shrapnelgames.com/image...ies/tongue.gif. Because none of the spellcasters or the pretender have any magic set to them. I deleted and redownloaded the mod and it still comes up the same. Thoughts?

Sombre April 9th, 2008 01:42 PM

Re: New Nation(s): Exile/Avernum
 
No idea how you've gotten that to happen. They all have magic for me.

What version of dom3 are you using?

Zargen April 9th, 2008 02:41 PM

Re: New Nation(s): Exile/Avernum
 
3.15


Also, it somehow fixed itself. Everythings working fine.

Zargen April 9th, 2008 03:26 PM

Re: New Nation(s): Exile/Avernum
 
Now that I got a good feel for the mod. Heres some thoughts.


The gate spells for summoning trogs. Wouldn't it be just fabulous if gating in trogs brought 10+ instead of just 10? http://forum.shrapnelgames.com/images/smilies/laugh.gif Get 1 extra for every extra level of astral magic. Perhaps to show the ability to keep the temporary portal open a little longer then someone not as skilled?

HoneyBadger July 12th, 2008 11:44 AM

Re: New Nation(s): Exile/Avernum
 
While you're busily updating your nation mods, please don't forget about this one, Sombre-it's one of my favorites. http://forum.shrapnelgames.com/images/smilies/happy.gif


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