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Everything posted by Ess-Eschas

  1. Getting to Annwn

    Hello iris56, You should be able to get Mugain to tell you how to reach Annwn, but it's a little hidden away in her dialogue chain. When talking to her, try using the following options in sequence: 1. What are your duties here? 2. Have you been required to perform many tasks? 1. What service can you perform for me? That should open up the option for her to tell you about Annwn!
  2. Homeland progress report

    Oops. And here I was inadvertently bragging that my confidence level was higher than everyone else's. That's not quite what I meant!
  3. Homeland progress report

    Ooo, this is exciting! Such an important scene in the scenario is coming together and, if even the introduction takes place over two towns, it sounds like it’s even more broad in scope than I’d imagined! Moreover, the consequences are likely to be quite something. I can understand being nervous about it, too. At least to me, there a curious sort of responsibility in finally committing to words an idea that’s been spinning around in your head for a long time, especially if its one of the focal points of a work. Crystallising a fluid idea into reality is oddly daunting, and it never seems to get much easier, even with plenty of experience. However, its that same experience that helps ensure the final product is a good one, even if starting the process off is difficult. With your excellent track record, I have the upmost confidence that you’ll make something exceptional out of this!
  4. 3D models of sprites

    That’s an interesting find! In terms of making your 3D model, you’re probably closer than you think! The model you’ve linked to is part of a large store associated with one particular type of software: DAZ Studio. The software used to be commercial, but a few years ago the main body of the program was released by the company for free. However, the company still charges for extras, including models such as this hatchling dragon. If you wanted to do some work on this model, you’d need to download DAZ Studio from the front page of the website. If you bought the model, you’d then be able to import it into the program and play around with it. The program should then offer the option to export to a format that a 3D-printing firm would accept. You don’t need to worry about the legal complications of printing this model. The company is quite careful in its conditions to state you’re entitled to print any models you buy for your own personal use. Here’s some text from their licence agreement: ‘The creation of three-dimensional physical representations (3D-print, molded copy, CNC-routed copy, and the like) of Content or any three-dimensional art derived from the Content is permitted only for personal, non-commercial use by the User. Additionally, the user may not grant other entities or individuals the right to produce such physical representations of the Content except for the sole purpose of providing the print to the User for their personal use.’ It’s worth pointing out that the pose of the creature won’t start out looking like that of a drayk. The modelling software should allow you to pose the creature in any way you want, but that might not be very intuitive if this is your first time using software like this. However, you might be in luck. If you didn’t mind spending a little more for a set of things you mostly don’t need, someone has put together a pose that seems to be very similar to the drayk’s pose. Look here and have a look at the pose of the turquoise hatchling at the top of the picture: https://www.daz3d.com/ss-hatchling-maps Just as a caveat, this isn't software I've used myself. I'm more familiar with 3D modelling applied to engineering diagrams. Still, I'm assuming the software behaves in similar ways!
  5. Nightsade Perimeter quest bug?

    I think the most likely explanation is that Cerise has been reset again. The fix I posted above is slightly fragile, and could be overwritten by doing things such as exiting the zone or even entering certain buildings. The first thing to try would be to enter the 'sdf 0 28 1' or 'sdf 0 28 2' code again. This should work anywhere within the boundaries of the actual camp but, just to be on the safe side, I suggest doing so standing in the same room as Cerise. Hopefully, that should allow Cerise to recognise that you've completed the task. If that doesn't work, then let me know what her dialogue options are this time. That will help me to figure out what your problem might be. If necessary, I can use a brute-force method and produce a more complicated set of flag changes that should convince the game that you've completed the mission. In either case, this bug is unusual. Just on the off-chance this might help diagnose the real cause of the problem, would you mind giving a little more information about your original playthrough? Where was Redbeard? What was the last major mission you worked on (that is, a mission related to the main storyline)?
  6. Nightsade Perimeter quest bug?

    Ah, that explains the problem! Have you noticed that Cerise makes no reference to Redbeard? This is because she has two independent sets of dialogue choices: one for before Redbeard arrives at the camp, and the other for after he arrives. The quest involving the Nightshade perimeter is only connected to the later set of dialogue choices, and can't be accessed from the earlier set. This makes sense, since I suppose Nicodemus would only feel the need to shore up the perimeter once Redbeard has arrived. However, your game has shunted you back onto the earlier set of dialogue choices. This means that you can't report back your victory, since part of the game thinks that Redbeard hasn't visited the camp yet! This also means that the fix I posted above won't work. However, fixing this problem is a little simpler. All you need to do is to enter one of the following debug commands while in Camp Nightshade: sdf 0 28 1 sdf 0 28 2 Choose the one ending in 1 if you're at the part of the game where Redbeard is still in the camp, or the one ending in 2 if he's left. It's important that you do this while inside the camp, since this flag is reset when you enter the area. The way of entering the debug command is slightly different for the iPad. In the designer's words, select the File button and then 'Use Cheat Code'. I don't have the game on a tablet myself, but I'm assuming that will bring up a keyboard for you to enter the code. This type of debug command is treated like a cheat code by the game. Don't worry, though! You won't be locked out of anything by doing this.
  7. Nightsade Perimeter quest bug?

    This is odd. I've had a look at the code for this encounter, and on the surface it looks quite straightforward. All you need to do is to go in to the circle and place the stone. This sets a couple of flags that let the game know that you can claim your reward (along with removing the stone from your special items list). Just to clarify this, since some of the stone quests differ, for this quest you only need to place the stone once, spawning the skeletons. You don't need to do so again after you've fought the skeletons. In fact, you don't even need to fight the skeletons if you don't want to. The set flags aren't used anywhere else in the game, so you should be able to go back and claim the reward at any time; nothing else in the game seems to interfere with this quest. Just for my curiosity, what is Cerise's dialogue option about the quest when you talk to her? Is one of the options 'I suppose that I can place another stone'? If it's something else, then something isn't behaving as it should be. If you want to force the game into thinking that you've completed this quest, you could try using a debug option to set the appropriate flags. If something has gone amiss, this should fix it. Hold down shift, and press d. This should bring up a dialogue box. Now, type in: sdf 0 21 3 Do the same for all of these as well, one at a time: sdf 0 23 1 sdf 0 24 0 sdf 0 54 3 Strictly speaking, you only need to first two, but the last two are there for safety's sake.
  8. av3itemschars.txt

    Hello Avadon 3 Player, Welcome to the forums! I've had a quick look, and I've come up with a way to alter the Scorched Greaves for you. I've also written a little about the general format of the items in av3itemschars.txt underneath. Before going on to the solution, though, I think it's worth mentioning for reference that the Scorched Greaves giving a sorcerer skill isn't actually a bug. It's intentional. According to the designer, he wanted the strange magic of the greaves to make other characters behave a little bit more like a sorcerer: http://spiderwebforums.ipbhost.com/topic/22430-scorched-greaves-glitch/?tab=comments#comment-292662 In order to allow the Scorched Greaves to be equipped by a sorcerer, first make a copy of av3itemschars.txt and put it in a safe place. This is just to make sure that you can revert back to the original game should there be any problems. In the version that is still in the scripts folder, find the Scorched Greaves (item 213), and add this line: it_sorceress = 0; Make sure it's somewhere before 'begindefineitem 214;'. Crucially, you also need to add: it_sorceress = 1; to the following item (the Pitted Greaves). This allows the Scorched Greaves to be worn by a sorcerer, but prevents all the other greaves from also being allowed to be worn by the class! It's worth noting that the Scorched Greaves require a minimum strength of 10 to be worn, and it's possible that your sorcerer might not have reached that level of strength when you first find the greaves. Even making the alteration, it's possible your sorcerer won't be able to wear them! One other option, then, is to make a different change. Instead of allowing the item to be worn by a sorcerer, you could change its properties to not add Focus Mastery, but have a different effect. For instance, you can revert the item's effect to that of Avadon 2 (adding 20% fire resistance), by changing these lines: it_stats_to_affect 0 = 58; it_stats_addition 0 = 1; to: it_stats_to_affect 0 = 206; it_stats_addition 0 = 20; For reference, the format of av3itemschars.txt takes the same sort of format as many of Spiderweb's recent games, but the Avadon series as a whole does make a few changes. For a quick summary, items are grouped into sets (such as, say, a set of shields, a set of helmets and a set of cloaks). The first item in each set is fully defined, which includes information about which characters can equip these types of items, the minimum strength needed to hold them, the amount of protection they provide etc.. Each subsequent item just updates this base item. This will include its name, and icon, but not necessarily anything else. If the item is more or less powerful than the base item in one or more stats, this will be changed. The items generally seem to be arranged so that they become more powerful as you move down a set. I'm guessing it's arranged like this to allow an easy way to balance items over the course of the game. It means that the items are all going to be consistent, and can easily be made to be consistently more powerful by only ever updating the item stats. The characters that can use an item are defined by the variables it_sorceress, it_shaman etc.. If these have a value of 0, the class can use the item. A value of 1 means they can't use the item. A value of 2 means that only that class can use the item.
  9. Willpower

    To give you some more data, I went and checked back on a couple of my parties in the level 35 range. Here are the willpowers for the two spellcasters for an early level-35 party of mine which isn't particularly optimal: Level 35 Nephil Priest: Willpower 18 Level 37 Human Mage: Willpower 18 For the sake of contrast, here are the willpowers for a newer, much more optimal party: Level 36 Slith Priest: Willpower 23 Level 37 Slith Mage: Willpower 17 This bears out with Kel's comments, I think. As an early player, I was getting willpowers of around 18 without particularly trying to do so. However, as a more experienced player focused on building magic power, I was getting willpowers of over 20 for roughly the same level. So I'd suggest a check of around 21 or so if you want the check to be reasonably difficult.
  10. Homeland progress report

    I've been looking for this too, and I have a sneaking suspicion that the post has now been lost! I found a link you made to that post about a year later: http://spiderwebforums.ipbhost.com/topic/2177-ac3/?tab=comments#comment-16617 From what I can gather, the link you give here connects to a post on the spiderweb boards (when they were using earlier forum software). If that's the case, and the post was made around 2003, then it probably won't exist anywhere now. I had a look into this a while back while chasing some old BoE scenarios and, so far as I can tell, all the forum archives for this board only go back to about 2004. Forum posts like these aren't generally held on the Internet Archive, either, so the older posts might be gone for good. I do have a guess as to how the discovery came about, though. The earlier of the two scenarios I know that successfully push the 100-town limit is The Ultimate Sesame Mission. It's not one that I've played, but it's one that sparks discussion about the 100-town bug. This scenario was released in September 2003. In a review, TM credits the author with finding the workaround: https://forum.nethergate.net/index.php?p=index.phpQUERYshowtopic=904 Interestingly, the author isn't actually Vince Fizz, but his brother, Dan Fizz. So perhaps at some point earlier in 2003 (maybe during the summer), Dan discovered the solution and posted it to the spiderweb boards? In the readme, he accurately describes the problem and workaround: https://truesite4blades.com/Home/Others/FAQ.htm
  11. Homeland progress report

    Yes, you're right! I tend to remember epic scenarios like this as being larger than they actually are! Just to expand on this for the record, it looks like the main workaround was discovered around halfway through 2003. That's several years after the majority of the epics were written (and shortly before the release of BoA), so it's not much of a surprise that more scenarios didn't make use of the solution. Also, that 'article' I remembered from Alcritas actually turns out to have been a short forum post on the Lyceum. Still, here it is, for the sake of interest: https://www.tapatalk.com/groups/thelyceum/viewtopic.php?f=21&t=2465&p=13732
  12. Homeland progress report

    At least if the 100-town bug rears its head again, you have the advantage of the BoE community's attempts to work around it. As I understand it, there are are few ways of circumventing the bug in classic BoE, so at least you would have a few ideas to try out in the BoA engine. Adventurer's Club 3 had about 150 towns, and the largest scenario I've seen reference to – The Ultimate Sesame Adventure – has 191! In fact, I believe Alcritas wrote an article about a workaround at one point (in reference to Kallaskagathos). Since you're trailblazing, I share your concern. Still, here's to hoping you won't find anything! And if you do find something nasty, hopefully there's enough combined knowledge between your own significant experience with the engine and the rest of us programmers on here that we could find a workaround. You just pre-empted me, Lilith! I actually had a quick look yesterday, and At the Gallows surprised me. It actually doesn't go over 100 towns, at least in the version I have. It comes in at only 97. I had a feeling it was larger than that.
  13. Homeland progress report

    Oh, wow. This really puts into perspective for me just how large this scenario could be. Not only is this large compared to Exodus, but it’s large even compared to the old Blades of Exile epics. If I remember correctly, only a handful of scenarios broke 100 towns back then (although, given the 100-town bug, for good reason). For instance, even Falling Stars only had about 90 towns. You’re actually approaching the size of a full-on Avernum game here! That’s wonderful, since it’s another way in which Homeland could be epic in scope, and it seems fitting for the third game to be so large. It’s always interesting reading your progress on this, Kel! Keep up the great work!
  14. Hello Muscleguy, I'm not sure that Grah-Hoth's summons are actually supposed to disappear. They don't disappear on my version of the game, nor in the footage of a quick check of online videos of other players. I had a look, and there's nothing in the game's scripts for the fight that would remove summons after Grah-Hoth is defeated. Could your be misremembering previous playthroughs? As far as I can tell, the summons are supposed to stay around. The little bit of misleading text in the dialogue box you mention is: "You look around. The tiny, foul creatures gibbering in the corner have fled. The passages are quiet. Grah-Hoth's demons are gone. You are victorious. Now all you need to do is get out of here alive." I think this is flavour text, rather than actually talking about the gameplay. I've always interpreted the comment about the tiny creatures as referring to little imps that are watching the fight from the shadows. These then run off when Grah-Hoth is defeated, presumably to gain their freedom! The summons are, after all, massive, imposing and powerful undead creatures – 'tiny' and 'foul' doesn't really seem to be describing them, at least to me! Also, I wouldn't worry about something like this. Jeff is a very conscientious designer, and I don't think he would ever put anything into a game to deliberately undermine any one way of playing it – including using cheat codes. He wants people to play his games however they want to!
  15. Hello Guillaume, The guide you're looking at is a little misleading about this. The 'animal horn' it refers to is an item made out of the horn of an animal, not the actual name of the item. The item's name is 'Spiral Horn'. You can find it in the Grove of Bones in the zone called 'Western Shadowvale' (which is to the west of Spire Woods if you're having trouble finding it). The grove is a patch of brown ground covered with some skeletons and almost entirely surrounded by trees. It's on the eastern side of the river. You can use the Spiral Horn at the stone circle in the 'Southeastern Shadowvale' zone. Note that it's a piece of horn, and not an instrument! I think the quest you're referring to is the Wolf of the Fen quest. For that, you just need any horn you can find (an instrument, this time). There are quite a few around the vale. If you're having problems finding them, you can look at this list: http://spiderwebforums.ipbhost.com/topic/8263-synergy-list-—-nethergate-resurrection-items/
  16. 3D models of sprites

    Hello tristram, As has been said above, by far your most likely option is to ask Spiderweb themselves. You can get in touch with them at this address: support@spiderwebsoftware.com I'm of a slightly more optimistic viewpoint than TheKian. The 3D model of the Drayk is an asset for Spiderweb, and Jeff is a shrewd developer, so I don't expect he will have discarded it unless he had to. I think there's a reasonable chance that either he, or the original artist (who I believe is Linda), still has it around somewhere. There's no harm in asking them! Unfortunately, I think this would be a really very difficult task, at least for a computer program. I've done a little bit of simple work on generating 3D images from 2D data, and generally it's a very difficult thing to accomplish. Even things that might at first seem straightforward, like creating a surface that passes through a set of 3D points, can turn out to be incredibly difficult computational problems. In fact, I believe this is still very much an active area of research. It's interesting for a large group of people, and I think there's some medical research that is trying to find ways to efficiently generate 3D reproductions of the human body from sets of 2D scans. The problem is that 2D images generally contain much, much less information than 3D ones. Think about it using this (slightly simple) analogy. If you take a photograph of a person, that photo will take up far less physical space than the person it shows. In essence, a huge swathe of information about the person is lost when taking the 2D snapshot. Imagine how many photos you'd need to take to fill up the same volume as a person! A series of five snapshots taken around the person isn't anywhere near enough. So, in order to stitch together your Drayk from those five snapshots, a computer would need to guess a lot of the anatomy from very little information. For example, the computer would need to figure out what the belly of a Drayk looks like, something that isn't shown in any of the pieces of art. Computers aren't particularly good at guesswork, so the result would probably end up being almost unrecognisable. Of course, humans are better at guessing than computers are! One other option you have if Spiderweb does not have the original model is to create one yourself using these images as a guide! There may be more advanced ways of doing this these days, but you could always take a look at the Spore Creature Creator. This is specifically designed to create 3D models of creatures, so with some work, you might be able to create a Drayk there: http://www.spore.com/creatureCreator
  17. 10,000

    Hooray! "Everybody has won, and all must have prizes." - The Dodo, Alice's Adventures in Wonderland
  18. Complete Exile 2 outdoor map (massive spoilers)

    Let's see if I can do better: 1. There's a large section of pit near the middle at the very bottom of the map. This is the one you pointed out earlier, with the single tile of water. Above that tile, there is a tile showing rocks on cave floor (or, perhaps less confusingly, gravel). This tile should be a bridge tile, so the river above connects to this single tile of water, allowing the river to flow into the pit. 2. If you look at the cave to the immediate left of this pit, you'll see some water passing through a little cavern with stalagmites on the right-hand side. On the path of the water are two wall tiles that stand alone. These should be bridges, so that the water tiles connect together to form a river, and allowing the cavern with the stalagmites to be reached without flying. I actually quite like Duskwolf's original idea of changing the palette of the secret walls. This makes them very clear to see when looking at the map on a large scale. I think the meaning should be clear to someone looking at the map without explanation. Jeff is generally very good at placing and hinting at his secret passages, so in most situations I think the tint will simply look like it is highlighting something that is already there, rather than looking like a completely different type of wall. Here's a set of tinted walls broadly in Duskwolf's style, although with a slightly different tint to allow for the slightly different colour of Exile I's walls. For completeness, I've included a full-wall secret wall as well, although I don't think Jeff uses these in any of the Exile games: https://we.tl/IXkyPqoC78 However, so long as the distinction is clear, I don't think it matters all that much how the secret passages are indicated!
  19. Complete Exile 2 outdoor map (massive spoilers)

    Oh, I see! I was wondering about your interest in putting together a map like this, although of course it's interesting in its own right! This is a transcription mistake. I had a more careful check through your previous map than I did yesterday, and I found a few more. As a general rule, if there are any places on your map where there's a single tile of cave wall not connected to any other walls, it will be a mistake. There aren't any cave wall frills to allow the placement of a tile like that! Here are the problems that I found: 1. The rocks on the path of the river near the Scimitar pit should be water (on the southern edge of the Great Cave). 2. The two single walls to the right of Solberg’s Tower should be bridges. 3. The single wall on the water near the eastern entrance to the Great Cave should be a bridge. 4. The single wall above the Nephilim Fort should be rocks on water. 5. The single walls below the Nephilim Fort should be totems. 6. The single walls on the islands around the Slith Fort should be trees. 7. The single wall above the Ruined Fort should be a pit. 8. The pit south of the Aranea Cave should be normal floor. Given the size of the map, it's possible that I missed some errors, but hopefully this is most of them. Also, and I appreciate this might not be a straightforward suggestion, but I'm wondering whether you might find the map more helpful if you added in an indication of the secret passages in a similar way to Duskwolf's original map? There are some places where there are links between different areas of Exile that only happen through secret passages, and these aren't always clear on your map as it is at the moment. One example that springs to mind is the route to Khoth's cave directly from the river through a secret door, avoiding all the fights with the demons that occur when using the other, less direct, routes. This route is actually opened up by the Empire in Exile 2, as you can see on Duskwolf's map! However, that might not be worth the hassle if it's not easy to generate from the map you already have.
  20. Complete Exile 2 outdoor map (massive spoilers)

    The map is looking good! All the water frills seem to be working correctly, including all the one-tile rivers. Don't forget to frill up the pits as well as the lava when you update the map, however! It was actually the pits that made me notice the missing frills initially; the frills seem far more visible for pits than water or lava, at least to me. It's particularly noticeable around the land bridge to the Final Gauntlet, for instance. I noticed that there's a spot of lava south of the Slith Fort that should be a sign, too. I was asking this just for the sake of curiosity, since there's a small chance that there is a small difference between the Mac and Windows versions. At least for Blades of Exile, the colour palettes differ between the two platforms. One is slightly darker than the other, although I can't say which is which off hand. It's noticeable for that game since people create scenarios for it that modify the core graphics. The palettes don't match up if someone takes Mac graphics and just ports them to Windows or vice versa without changing the brightness. However, it may only be Blades that has this oddity, and not the earlier games. My graphics match up with yours, so it shows our palettes are consistent! However, that's to be expected, since we've both used the Mac graphics. If you'd been using Windows, it would have been a way to find out whether the graphics on the two platforms are consistent or not. Actually, if you like Exile and you're using a Mac, you could always try Blades of Exile, now that I think about it. Unlike the other games, it's been ported to work on Intel Macs, and it works like a dream. It's freeware now, too. There's a link to it in the Blades of Exile forum header under 'Intel Mac build'.
  21. Complete Exile 2 outdoor map (massive spoilers)

    That's interesting. I've not come across this before. Where did you find it? Given that most of the graphics are easy to locate, I haven't looked extensively through the game's data – so I can see myself missing something like this! Having said that, though, it's odd because the sheet is really incomplete. There are fewer than half of the tiles needed to produce the frills for water. For instance, it's missing all of the 'outer' corner tiles, along with the three-sided edge tiles. Both of those tiles appear in the game. Perhaps this was a test sheet that Jeff put together? Incidentally, the frills for Exile II can't be used for Exile I, at least not out of the box, since the ground colours differ. As it happens, putting together the frills was quite a bit quicker than I had expected. I've put together a quick tileset for you that includes frills for pits, water (including rocks and bridges) and lava. In addition, I've put the frilled sections of land on their own at the bottom with a white background, in case you want to use them separately. You can download it here: https://we.tl/KGTf3DQsNa The link will be active for a week. The frills are arranged from left to right, top to bottom. The first four are single edges. The next six are double edges. The following four are triple edges and the final tile has edges on all four sides. This is then repeated in the same pattern for the outer corners, that is, the little blobs in the corner of each tile that link together adjacent tiles. The pattern of (1),4,6,4,1 is a nice demonstration of a binomial coefficient! As I started writing this, I realised that I'm actually missing a few frills. The missing ones combine edge tiles and outer corners, which you'll need for single-tile thin objects. I've put these into a separate file, which you download below. I think that's all of them now, but if I'm missing any, do make me aware. There's a reason why Jeff automated this process – there are a lot of tiles! https://we.tl/oA3yg6b1y8 Also, for my curiosity, are you getting these graphics from Mac or Windows Exile? This could actually be important, since in the later games, the colour palette differed slightly between the two platforms.
  22. Galag-Trav, Helm,

    Hello Guillaume, I believe the door is the only way you can get into the area. Unfortunately, if you want to go further here, you'll need to either increase your strength or tool use, or find some Magic Lockpicks or a Pass Portal Scroll. The Celts can learn Pass Portal, so you can use that to pass the door too.
  23. Avernum: Escape from the pit glitches

    Hello grantupton98, This is a bug that a few people have reported in Escape from the Pit (and other games too). Unfortunately, it happens quite rarely, and no-one has yet come up with a fix. No-one is actually sure what causes the problem yet, either. What we do know is that this is a problem related to a corrupted save file. If you start the game and load either an earlier save, or start a new game, you shouldn't have any problems. However, the particular save file you're trying to use will remain corrupted, I'm afraid, even if you reinstall the game. If you're not too far into the game, it might just be easier to start again. A new game shouldn't have this problem. While this isn't ideal, I know, to protect against losing progress in future, try saving into different save slots often. Then, if the problem occurs again, you can go back to an earlier save without losing too much progress. If you don't want to loose your progress, though, I have a hunch about something that might work – I can't test it myself, though, so I can't guarantee that it will work! First, locate your save file. It should be in a folder named something like Save0 in 'Avernum Saved Games'. Before you do anything, create a copy of this folder and put the original somewhere safe. If anything goes wrong, you can just put the original back and everything will work as it did before. Now, create a new game and save it in a different slot (say, slot 1). Go into your corrupted save file folder and replace the 'items' file with the one from your newly created game. This could, if I'm thinking correctly, solve your problem – although it will probably also delete most of your party's items in the process. Still, if it works, at least you'll be able to proceed – and you can always buy items to replace those you lost, or replace them using the Character Editor. Sorry not to be more helpful!
  24. Complete Exile 2 outdoor map (massive spoilers)

    I'll see if I can put a set together, but it might take a little time. I'd need to put together a new tileset for this, since the one I have already uses the slightly different Exile II graphics. However, now that I've got a working system in place, it should be quicker than making the first set! Also, I took a quick wander around Exile to get those town entrances you were looking for:
  25. Complete Exile 2 outdoor map (massive spoilers)

    It's nice to have that confirmed! I'd assumed that that was how the inner corner system worked, but I didn't have any way of knowing that for certain. I imagine that Blades of Exile does things in more or less the same way as the original trilogy. I was a little unclear in what I wrote, though. Those corner tiles I were referring to weren't the L shape tiles you get on an inner corner (which you can form from, say, combining I and _), but the outer corners. These corners are the little sections of frills that appear only in the very corner of the tile, and link together two edge-frill tiles on either side. So, for example, if you had a square of land in the middle of water, the corners of that square would be outer corners. That third square of pit frills has all four of those little blobs of frills in the corners. Still, I haven't yet experimented with using the frill tileset I've generated, so it's possible that the original game behaves in a different way from what I've assumed. I put together the complete set of frills just in case, but it's possible that they're not all used.