Re: New Nation(s): Exile/Avernum
1. Errh... Regarding the Vahnatai Warriors my intended meaning was about them growing old at an earlier age (50 years) compared to other Vahnatai (350 years), not their survivability on the battlefield. Poor choice of words on my part. (I actually found that they last a lot longer then the soulguard thanks to their missiles killing of a few units before meele).
3. Don't drop the cost. 90 gold is actually too cheap. After playing a bit longer my suggestion is to increase to cost to 125 gold and increase the chance of random magic to 70% and 50%. Also I recommend that you let the first random pick include death and nature as well as the elementals. This means that with enough "gambling" I can score 3 nature or 3 death magic on one of them. That's enough create boosting items and then go for the global enchantments. This change will make Avernum one of the most flexible nations around.
6. The PD is actually pretty good. Beats the freaking snot out of both Machaka and Mictlan. The Nephil Braves die by default though. Might want to change the "Elite PD" to either Nephil Archers or Nephil Warriors.
7. Yeah it's very tempting to choose the unique pretender. The 4 astral picks feel a bit restricted though. Why not 1 Water, 1 Earth and 1 Astral with 80 point buy for other paths? Great triple whammo bless pretender and it follows the Shapers picks.
Haven't tried the unique summons yet since I'm going for Achasic Record first. It's basicly free with enough Crystal Souls around. Why are Crystal Souls subject to old age at 1200 years by the way? They're basicly rocks and oughto "live" forever.
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