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  #81  
Old August 15th, 2007, 02:38 PM
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Default 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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  #82  
Old August 15th, 2007, 02:49 PM

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Default 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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  #83  
Old February 20th, 2008, 05:20 PM

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Default 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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  #84  
Old February 20th, 2008, 05:21 PM

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Default 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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  #85  
Old February 21st, 2008, 10:31 AM
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Default 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 ?
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  #86  
Old February 21st, 2008, 11:43 AM

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Default 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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  #87  
Old February 21st, 2008, 01:27 PM
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Default 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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  #88  
Old February 25th, 2008, 06:45 PM
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Default 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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  #89  
Old February 25th, 2008, 06:49 PM
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Default Re: Avernum, The Awakening v1.4 RELEASED

It's actually based on games by Spiderweb software.
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  #90  
Old February 25th, 2008, 07:21 PM
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Default 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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