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February 15th, 2010, 01:55 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Avernum, Crystal Souls v1.5 UPDATE
Globu, that sprite is absolutely beautiful.
That is all.
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February 15th, 2010, 05:20 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
Thanks: 71
Thanked 49 Times in 25 Posts
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Re: Avernum, Crystal Souls v1.5 UPDATE
Quote:
Originally Posted by Sombre
I think if you can spot those problems you can easily edit the dm to correct them, in all honesty. You might be overestimating how hard modding is. It's piss easy. Just have a look at the mod manual.
The mod wasn't based too strongly on the lore of avernum at all. It just takes some basic bits and pieces and of course the graphics (with permission) and puts them together in an interesting mod shape. It was the first mod I did so I'm not surprised at all if it's a bit weird.
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I'm not so averse to the simple aspects as I am to ID juggling in light of maximum compatibility with other mods (obviously yours, mainly) and so forth. I'm a bit more wary of that, as I'm not familiar with the ranges in use and all that. But, with your blessing, I'd be more than happy to apply the tweaks and corrections I mentioned (or collaborate with you, Humakty -- or simply let you handle it  ).
Just out of curiosity, Sombre, how broad was your grant of permission for game graphics? Was it all graphics from the series, or just from the first game, or some other criteria?
Quote:
Originally Posted by Burnsaber
Globu, that sprite is absolutely beautiful.
That is all.
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Thanks, Burnsaber.
Last edited by Globu; February 15th, 2010 at 05:27 AM..
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February 15th, 2010, 05:38 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Avernum, Crystal Souls v1.5 UPDATE
Yeah, doing the actual .dm would be incredibly simple. You would barely even need the manual with the work sombre has done already.
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February 15th, 2010, 06:35 AM
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Corporal
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Join Date: Apr 2009
Location: California
Posts: 176
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Thanked 49 Times in 25 Posts
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Re: Avernum, Crystal Souls v1.5 UPDATE
Alright, thoughts on the following proposal for random picks.
(Note that the proposals in regard to Vahnatai mages depart somewhat from the fairly strict separation you had between Vahnatai mages (air and fire) and Vahnatai shapers (earth and water), giving some dabbling room inbetween (each has a clear focus, but has randoms possible in all elements). Not sure how important that separation is thematically; if it is, then we just go with randoms only in the appropriate elements.)
Avernite Archmage:
Granted level 3 in one random elemental, and level 1 in two other elemental magic. (Example: F1W1E3.)
Proposed change:
FAWE 2
FAWE 1
FAWE 1
50% chance of FAWED 1
50% chance of FAWED 1
(Rationale: basic Avernite mages have access to death; why would no archmages have it?)
Vahnatai High Shaper:
Straight S4W3E3.
Proposed change:
S4W2E2H2
100% chance of WE
50% chance of FAWE
50% chance of FAWE
(Rationale: For the elemental randoms, simple variety and flavor. For the H2, it seems strange that the lesser Vahnatai Shapers are H2 priests, but that the high shaper hero is not. H3 seems thematically appropriate, but a bit too much balance-wise -- especially when throwing on power of the spheres and all that, so H2 seemed more reasonable to me.)
Vahnatai Shaper:
S3W2E2H2
Proposed change:
S3W1E1H2
100% chance of WE
100% chance of WE
20% chance of FAWE
(Rationale: Variety and flavor.)
Vahnatai Mage:
S1F1A1
100% chance of AF
100% chance of AF
Proposed change:
S1F1A1
100% chance of AFE
100% chance of AFE
(Rationale: Variety and flavor. Lorewise, the Earth addition is justified by new description line: "Some show signs of beginning the transition from a focus on the volatile elements to the stable ones worked by the Shapers.")
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I have all these changes in a putative v1.6, attached hereto.
This is my first edit of a mod, so, eh, pardon if I screwed something up. Seems to work okay.
Last edited by Globu; February 15th, 2010 at 06:53 AM..
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