Re: New Nation(s): Exile/Avernum
Doh, thank's for spotting that. When I changed the numbers to make the game compatible with a couple of other mods I forgot to update the spells.
Ok that'll be fixed in 1.0 as well as any other bugs people post in the next couple of days. For now I suggest you reassign the spell damage values manually if you know how. I noticed the trog graphics have a couple of transparent bits too, which I'll fix.
V1.00 which will be the final pretty much, will be up within a week then.
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