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Found 9 results

  1. WARNING: This thread contains information about modifying your game files. If you modify your game, it may change in ways you don't expect or want. These modifications are not designed or supported by Spiderweb Software. Use at your own risk. I've tweaked text descriptions, item definitions, and creature colors that stood out as odd and potentially irritating. These edits don't touch combat balance or otherwise impact gameplay. Obviously, this mod is unsupported by Jeff and co. Use at your own risk, (especially for non-PC platforms because I have no way to test whether this runs properly on anything but a PC). Changes Version 1 1. Black Basalt is now called Red Basalt, including in the quest. 2. As much as possible, the Serpent Cult is now the Worm Cult, and leftover references to snakes have been removed. 3. All items (except the Orb of Thralni and Demonslayer) are now sellable (though not necessarily worth anything). Trash, lizard eggs, maps, etc. 4. Limoncelli is no longer gray. 5. Altered giants are no longer gray. Version 2 1. Fixed Waterfall Warren Sliths 2. Changed intro text 3. Changed text related to looting the shrine in GIFTS cave 4. Tor now recognizes you from Fort Avernum 5. Infernal in Angierach now has a name 6. Mother Clarisse now asks for 500 coins to cure the Dread Curse, instead of the erronous 1000. 7. Fixed a variety of typos and odd phrasing 8. Changed frenzying mob pronouns from "it" to "they" (optional; don't copy over the file "mobfrenzy" if you like "it" over singular "they.") --- How to use 1. Download the folder and uncompress it. 2. Open the scripts/resources folder. If on PC, go Program files > Spiderweb Software > Avernum 2 - Crystal Souls > Scripts. If on Mac, go Macintosh HD> Applications > Right Click on Avernum 2 and Show Package Contents > Contents > Resources (thanks Excalibur). 3. Backup the original scripts and replace them with the downloaded copies. (If for some reason you forget to do this or lose the backups, the original scripts can be downloaded here. But every time someone clicks that link, God puts feathers on another dinosaur.) Version 2 changes a few files that were already changed in Version 1, so if you downloaded that be sure to replace all files, even the duplicates. 4. That's it. Enjoy the mod. --- Requests for help 1. Is everything working okay? No bugs or anything? 2. What other changes do you want to see in future updates of this mod? --- Things I don't know how to change (please tell me if you do) 1. The name of the dungeon(s) Serpent Cult and Snake Pit. (Probably impossible) 2. Chitrach graphics. 3. Efreet graphics (probably impossible, unless replaced by a graphic already in the game) 4. Is there code for checking to see whether there are humans in a party? 5. If anyone can figure out the code to make a poor leather helmet no longer a requirement for entering the starting tunnel in Fort Ganrick, that would be great. 6. Is there any way to make the door in the Barrier (Pyrn's) Tower openable through tool use or a key? 7. Any ideas on the Angierach text boxes? --- Older Versions Mod, version 1 Original Scripts, version 1 --- [Edit: It helps if I actually put in the links, doesn't it?] [Edit 2: Dikiyoba has updated the description and links to version 2]
  2. I enjoyed Escape from the Pit, and I want to try Crystal souls, but I have heard that melee and ranged are even less useful compared to magic in this game. I remembered during my play through on hard difficulty in the first game that my spear fighter was rather useless though-out the whole game, and even my dual-wielder started to be less useful towards the end game against some bosses. I have heard that melee got nerfed even more in Crystal Souls, maybe to the point where it's not even worth running anything other than a party of 4 mages. Is there any mods or balance patches in the works to alleviate this? Also, are ranged weapons any better in this game? I didn't run an archer in Escape from the Pit because apparently they scaled less than other classes. Edit: I just realized that I made a typo in the title...Opps.
  3. Exile II is going to be celebrating its 20th anniversary on October 21st- crazy! This is the game that got me into the series, I was completely obsessed as a kid and would play the free demo over and over and over again. I drew fanart and wrote fanfiction about my Nephil character and got trouble for it in school once. These games really influenced me and playing the remake this year reignited that passion. So I came up with a fun fanart idea to commemorate the anniversary. I am made a set of five postcards, each featuring a different iconic locale in Avernum and the Vahnatai Lands. I'll print three sets- one for me, one for Jeff if he wants it, and one for a random winner through a free giveaway. !!! RAFFLE ENTRY FORM: https://docs.google....-vmabU/viewform Deadline to enter: October 21th, 11:00 PM EST Prize drawing to immediately follow. Here are the postcard images! I'll be printing these out on nice paper, cutting, and packaging them myself. I hope you guys are psyched!
  4. I have the Avernum Crystal Souls Book of Answers, question about entries, an example: In the Chapter 4: Minor Quests and Mysteries section, there is an entry (pg10) for Mertis...(quote).... "Kill Silo Bugs - Where is the infested silo? 69" What does "69" refer to If it is a world map reference 69 = Fort Dolthar. It this correct silo clear over in Fort Dolthar!
  5. Avadon has edits to scripts that make lockpicks and secret doors more visable (easily seen). Are there similar script edits for Avernum 2 Crystal Souls
  6. OK, I know I solved this puzzle in both the previous issues of the game, so I don't want a complete explanation. I have found the hidden switches to get into the honeycomb bandit fort, but I still get bounced outside. I'm betting that I'll run across a character somewhere who will tell me the secret, but I'm wondering where to look for that. Any very general clues for it? Thanks!
  7. So I'm just frustrated with Jeff's handling of Angierach right now. It's one of the more important dungeons in the game, because of the Crystal Soul. It should be creepy and suspenseful. But it's not either of those things. It's just boring and badly done. 1. The Arena battle is way too long. There are loads of monsters with lots of HP but no interesting tricks. So it was just a long, long, boring fight. (At least they couldn't actually kill my party members, because at least it meant I didn't have to redo the fight and get frustrated because of that.) 2. I'm okay with the Twelve becoming the Ten (even though twelve is a cooler number than ten, and it leaves the fortress with an empty corner, and it would have been easy to replace the nagas with two drakes or eyebeasts or some other intelligent magical creature), but why is one of the Ten a random cryodemon with no name when the other nine clearly have names? It's too easy to miss that the cryodemon is actually one of the Ten and not just a random demon the rakshasi summoned, which is what I thought on my first playthrough. Ugh. 3. The text boxes when you approach the living quarters of some of the Ten are all messed up. The Rakshasi have Midori's taunts. Midori has the old naga taunts (plus her own, just outside her chamber). Down the main hallway, the human taunts are too early, being closer to the Crystal Soul chamber than to their chamber. If you approach the humans via the efreet chambers, you don't get human taunts at all. You can also avoid the efreet taunts by going into their room via the human chamber route. 4. Midori is now just some crazy lich. Her motivation? Crazy. Her cruelty? Crazy. Is she evil? No, just crazy. Is she an interesting villain? Not anymore! Was it heroic for my party to slay her? Not really; it's awfully hard to feel good about killing a crazy person. 5. The new text for Quinby is boring. The original stuff is great, telling the party about his torment and helping you escape. But then he's all "I suddenly no longer care that you have avenged me. Look at me fading away!" He was literally flashing red with anger earlier, now he feels nothing? His new responses are out of character. Dikiyoba.
  8. How do I help them. I thought I need to report about them in Gnass but no new dialogs there.
  9. By using the Orb of Thralni, one can access a small island north of Shaynee's shop. There is a group of what appears to be null bugs, and according to Randomizer's item list, the party is awarded a molten halberd upon killing them. The problem is that I can't actually trigger the fight: when I fly next to them I can't move. I also can't fly to the east of them. I've tried flying back and forth to no avail. How do I trigger the fight?
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