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February 25th, 2008, 07:39 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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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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February 25th, 2008, 09:00 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
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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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February 26th, 2008, 06:01 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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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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February 26th, 2008, 07:21 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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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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March 8th, 2008, 06:06 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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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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April 9th, 2008, 11:35 AM
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Private
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Join Date: Jul 2007
Posts: 47
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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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April 9th, 2008, 01:42 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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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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April 9th, 2008, 02:41 PM
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Private
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Join Date: Jul 2007
Posts: 47
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Re: New Nation(s): Exile/Avernum
3.15
Also, it somehow fixed itself. Everythings working fine.
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April 9th, 2008, 03:26 PM
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Private
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Join Date: Jul 2007
Posts: 47
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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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July 12th, 2008, 11:44 AM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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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.
__________________
You've sailed off the edge of the map--here there be badgers!
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