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August 15th, 2007, 02:38 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Avernum, The Awakening v1.1 - patch compatible
Has anyone been able to thug out Crystal Souls? I'm not sure they're still worth 500 gold after removing the gem generation. Compare, for example, to Astrologers.
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August 15th, 2007, 02:49 PM
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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 v1.1 - patch compatible
Well they're 400 gold in the newest cbm version, the one we're using in the mod game.
I agree 500 is too much, so in the next version it will be changed.
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February 20th, 2008, 05:20 PM
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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
Version 1.4 is here.
There are loads of tweaks and changes, a new commander called the nephil scout (he does what he says on the tin) a new graphic to replace the ****ty avernite captain graphic,.. what else,.. oh yeah darkvision works now. And I improved the Crystal Souls so they aren't such a ripoff now.
Attached to the main post. Enjoy! ORFEELMYWRATH.
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February 20th, 2008, 05:21 PM
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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
Oh and before you install this new version, delete the old one, because I've changed the directory and dm names, so if you don't you'll end up with two of them and that would be confusing.
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February 21st, 2008, 10:31 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
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Re: Avernum, The Awakening v1.4 RELEASED
I've got NGF : bad nametype while right-clicking on the vahnatai ranger & mage in the recruitment screen.
Weren't slith warborn cap only before ? Or have various abuses broken my mind ?
__________________
10 times more numerous, by nigth and backstabbing.
Senior member of the GLIN !
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February 21st, 2008, 11:43 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
Warborn were cap only before, now I've unrestricted them because Avernum was basically too cap centric. Besides if you can get Slith Warriors and Lords anywhere it makes sense you can get warborn anywhere.
As for nametypes - you're right. But it isn't my fault. It says in the new mod manual that nametypes up to 159 are available. This isn't true. 151+ don't work and produce crashes. I will upload a fixed version of avernum using nametypes 149, 150 momentarily. I'll also make a post in the bug thread.
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February 21st, 2008, 01:27 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Avernum, The Awakening v1.4 RELEASED
I have a soft spot for this mod. Maybe it's the archer kitties!
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February 25th, 2008, 06:45 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
Yes, I'm currently playing SP with this mod. The unit descriptions are superb and really lend to an epic feeling of a nation(s) in exile. I'm not familiar with the books/comics that are the base for this mod and am learning about the nation from the descriptions and unit traits.
Its a really cool and well thought of mod and I like it a lot. Thanks Sombre!
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February 25th, 2008, 06:49 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
It's actually based on games by Spiderweb software.
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February 25th, 2008, 07:21 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
LOL
Just found that out after googling a little. I am impressed with the exile series and have just complete d/ling the original.
Have any of you guys played one of the exile or avernum games?
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