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  #91  
Old February 25th, 2008, 07:39 PM
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Default 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.
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  #92  
Old February 25th, 2008, 09:00 PM
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Default 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.)
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  #93  
Old February 26th, 2008, 06:01 AM
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Default 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.
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  #94  
Old February 26th, 2008, 07:21 AM

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Default 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.
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  #95  
Old March 8th, 2008, 06:06 PM
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Default 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.
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  #96  
Old April 9th, 2008, 11:35 AM

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Default 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 . 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?
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  #97  
Old April 9th, 2008, 01:42 PM

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Default 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?
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  #98  
Old April 9th, 2008, 02:41 PM

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

3.15


Also, it somehow fixed itself. Everythings working fine.
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  #99  
Old April 9th, 2008, 03:26 PM

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Default 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? 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?
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  #100  
Old July 12th, 2008, 11:44 AM
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Default 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.
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