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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old May 5th, 2007, 06:28 AM
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Default Re: Avernum, The Awakening v1.0 UPDATED

Actually I did not think the nation was overpowered. I just thought that the one trog caster was underpriced. This nation IS very easy to gem horde with. Even with order 3, sloth 2 I was able to turn out Crystals every turn after a certain point, and I was still able to grab casters every turn because I had researched Thaum.

I think the nation is a lot of fun, and balanced enough imo. I found this nation to be fairly weak when expanding early, it had an average/above average mid game, and a very powerful late game.
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  #2  
Old May 5th, 2007, 06:53 AM

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Default Re: Avernum, The Awakening v1.0 UPDATED

Hmm. One way of stopping that might be to increase the resource cost of the Crystal Souls, making it hard to make one every turn, especially if you want to crank out national troops.

When I play with them I spam a lot of troggies too - that's what they're there for. They make really solid heavy infantry, although they tend to get ruined with afflictions after a few battles.
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Old May 5th, 2007, 10:05 AM

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Default Re: Avernum, The Awakening v1.0 UPDATED

The next version will be up tonight.

1.1 will fix the bugs you mentioned and sort out all the itemslots making Avernum 3.08 compatible.
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Old August 2nd, 2007, 02:07 PM

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Default Re: Avernum, The Awakening v1.1 - patch compatible

A new version may well be released soon.

In the meantime, here's a picture of all the units, standing around looking gormless.
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File Type: png 540611-Avernum lineup.png (66.5 KB, 191 views)
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Old August 2nd, 2007, 03:40 PM

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Default Re: Avernum, The Awakening v1.1 - patch compatible

Lemme test out the image tags.

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Old August 2nd, 2007, 10:06 PM

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Default Re: Avernum, The Awakening v1.1 - patch compatible

Wow! So many units. I increasingly realise this must have taken a lot of work!
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Old August 4th, 2007, 04:42 AM

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Default Re: Avernum, The Awakening v1.1 - patch compatible

I've reorganised the preview a bit. It's attached and will be an image on the first page.

The next version might just be a CBM rebalance. I'm not sure right now.
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Old August 4th, 2007, 08:55 AM

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Default Re: Avernum, The Awakening v1.1 - patch compatible

I've updated the first post with version 1.2.

Mostly minor changes, but now the crystal soul recruitable commander doesn't give you any pearls.
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Old September 20th, 2008, 07:32 PM

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Default Re: Avernum, Crystal Souls v1.5 UPDATE

Updated to v1.5

-- TWEAK - Vahn ranger greatly reduced in cost

-- TWEAK - Vahn mages and shapers slightly increased in price

-- TWEAK - Avernite mage nerfed a bit

-- TWEAK - Costs of various commaners fine tuned

-- TWEAK - Stealth of Nephil normalised at 10

-- FIX - Moved nametypes to overwrite ea ulm ones, since we've run out and Avernum is an MA nation
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Old September 20th, 2008, 07:51 PM

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Default Re: Avernum, Crystal Souls v1.5 UPDATE

I played exile in the past (from a multi game CD lying around in the house of an ex GF of mine,( it was already outdated then and this was like 8 years ago), when she did homework I was playing the game in the same room) When we went less to her parents (when she went to higher schooling too) and later when we broke up I lost track of the game (I don't think I came very far.

Anyway enough of the background story:

Would it be a game to start playing again now or would I just get annoyed at the graphics (which usually don't bother me much really) or the gameplay and story (very important these last 2)
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