AVERNUM 2 TEMPLATE
================================================================================

Contents
--------------------------------------------------------------------------------
0 - What to Expect
   0.0 - Preamble
   0.1 - Scenario Description

1 - Template Conventions
   1.0 - Relearning to Count, Among Other Things
   1.2 - Doors
   1.3 - Miscellaneous
   1.4 - Scripting
   1.5 - Signs

2 - Deliberate Changes
   2.0 - Outdoor Sections
   2.1 - Towns

3 - Miscellaneous Garbage
  3.0 - About the author
  3.1 - Incoherent Ramblings on BoA

                                      ._.
                                      .-.

0 - WHAT TO EXPECT
================================================================================

0.0 - Preamble
--------------------------------------------------------------------------------

   This template was created to both enable and assist other scenario designers,
particularily those without either the free time, or the patience to completely
reconstruct any significant portion of Avernum.  Hopefully I won't come to
regret this.

   Why whould I regret this?  Envision someone who should not be making a
scenario, period, being able to inflict an attrocity upon the unsuspecting
Blades of Avernum community at large with a lackluster effort that would not
have been possible without the template.

   Do not bother emailing me about any differences that are listed in this
section.  I will ignore them, and/or consider you an imbecile until you
manage to prove otherwise.

   If you find anything in the template that doesn't stick to these
conventions, please email me.  My email address is xoid@hotmail.com

   As a final note: I have done my best to ensure that the fullest extent of my
vocabulary is used within this documentation.  I have done this purely to force
you to get a dictionary and learn some new words.  Or simply because I am not
going to use smaller words just to benefit someone else.

                                      ._.
                                      .-.

0.1 Scenario Description
--------------------------------------------------------------------------------
   The Avernum 2 Template is a complete reconstruction of the floors and terrain
of the outdoors of Avernum.  I have also taken liberty of supplying some of the
major towns of Avernum 2.

   Towns are numbered zero through eleven and are (mostly) in alphabetical order.
The template comes with these towns: 0 - Patrick's Tower
                                     1 - Almaria
                                     2 - Angierach
                                     3 - Blosk
                                     4 - Castle, The
                                     5 - Cotra
                                     6 - Cotra Ruins
                                     7 - Dharmon
                                     8 - Formello
                                     9 - Silvar
                                    10 - Tower of Magi (Avernum 2 version.)
                                    11 - Tower of Magi (Avernum 3 version.)

                                      ._.
                                      .-.

1 - TEMPLATE CONVENTIONS
================================================================================

1.0 - Relearning to Count, Among Other Things
--------------------------------------------------------------------------------

Note:
============================
   This section is here to explain both my terminology and numbering system.  In
order to simplify things, I decided to use the same numbering system that Jeff
did.  I will use that numbering system throughout the scenario (it's not like
you have a choice...) and it's accompanying documentation.  You may have already
noticed it.
   Everything starts at zero.  For example, if you have two creatures in town 0,
then the first one you place has a creature number of 6.  If I am referring to
this creature, I will designate him "Creature #6".
   'What the fuck?', I hear you say?  I understand.  Creature numbers 0-5 are
reserved for party members and recruitable NPCs.  Ain't I great using the
exception as the example?
   For a ...better... example: area description 0 is the first area description
placed.  Area description 1 is the second placed, and so on.
============================

   "Area Description #" + %number%
      %Number% refers to the oder in which an area description was placed, minus
      one.
      Example: Area description #2 is the 3rd area description placed.

   "Character #" + %number%
      The creature with the character ID equal to %number%.

   "Creature #" + %number%
      The creature of type %number%.
      Example: The guard is creature #4.

   "Door"
      Any terrain that has the "door.txt" or "magicdoor.txt" script attached to
   it.

   "Door #" + %number%
      The specific door that has a terrain script number equal to %number%.
      Example: Door #55 is a door with the terrain script numbered 55.

   "Terrain #" + %number%
      The terrain of type %number%.
      Example: Terrain #269 is the corpse terrain.

                                      ._.
                                      .-.

1.1 - Area Descriptions
--------------------------------------------------------------------------------

Note:
============================
   Not every area description will occupy the same location as in Avernum 2.  I
have attempted to document every case of this and the reason for it.  If there
is an undocumented change, then please email me about it.  It may be a bug, or
it may be a deliberate change that I forgot to document.  Captain Obvious to the
rescue, once again.
============================

   Area descriptions have been included in both the outdoor sections and in
towns.  Often these differ in their placement, be it positioning, size, or the
number.  I have tried to place area descriptions where they make sense.  If Jeff
placed a blank area description north of Camp Samuels, then I didn't.  If Jeff
had an area description that didn't cover the last two squares of the area it
was describing, then I extended it that two squares.
   I have also taken liberty of adding area descriptions to some sections that
previously did not have them.  For example: "Southern Avernum" (5,5) had a
little passage from "The Honeycomb" (6,5).  In essence, this passage still is a
part of "The Honeycomb" (6,5), despite being in "Southern Avernum" (5,5).  So I
added an area description 'The Honeycomb' to "Southern Avernum" (5,5) covering
that passage.

                                      ._.
                                      .-.

1.2 - Doors
--------------------------------------------------------------------------------

Note:
============================
   This is speculation, but seems to be the most logical of conclusions.  If you
have a better theorum, or alternatively, actual proof of exactly what was going
on, then by all means, email me the details and I'll give you credit.
============================

   There were only three types of doors in Avernum 2: regular, magical and
level 3 doors.  All doors had differing door strength and lock difficulty,
except for level 3 doors.  Regular doors were bashable, and pickable.  Magical
doors couldn't be bashed, but could be picked.  Level 3 doors couldn't be bashed
or picked, but could be opened by unlock doors at level 3.  Any door could be
opened with the correct key.

   In reconstructing the towns I have stayed as faithful to this belief of mine
as humanly possible; the following table illustrates the criteria I used to
determine what script to use, and what values to assign. Hopefully, people other
than myself will be able to understand it, but I hold little hope. Pessimism,
the only truly optimistic philosophy.
                   ______________________________
                  |          |         |         |
                  | Regular  | Magical | Level 3 |
 _________________|__________|_________|_________|
|                 |          |         |         |
|     IF OLD      |          |         |         |
|  Door Strength  |  <=  79  |  == 80  |  == 80  |
| Lock Difficulty |  <=  79  |  <= 41  |  == 42  |
|_________________|__________|_________|_________|
|                 |          |                   |
|   Script Used   | door.txt |   magicdoor.txt   |
|_________________|__________|___________________|
|                 |          |         |         |
|       NEW       |  = 5/4 * | = 5/4 * |    =    |
|  Door Strength  |  A2 DIFF | A2 DIFF | A2  STR |
|_________________|__________|_________|_________|
|                 |          |         |         |
|       NEW       |    =     |    =    |    =    |
| Lock Difficulty | A2  DIFF | A2 DIFF | A2 DIFF |
|_________________|__________|_________|_________|

                                      ._.
                                      .-.

1.3 - Miscellaneous
--------------------------------------------------------------------------------

   The template is here for your convenience, but that doesn't mean that I am
going to do everything for you.  It is your responibility to ensure that spawn
points are correctly placed for your scenario.  To this end, I have forced the
issue a bit: every spawn point has been pre-placed at the coordinates 0,0 of
their respective outdoor section or town.  Enjoy.

                                      ._.
                                      .-.

1.4 - Scripting
--------------------------------------------------------------------------------

   Temporary text.  Please replace me.

                                      ._.
                                      .-.

1.5 - Signs
--------------------------------------------------------------------------------

"   "
        replaces { "  "
                   "    "
                   "     "
                   "      "
                   ... }

%British Spelling%
        replaces { %American Spelling% }

"gray rectangle"
        replaces { "dark gray rectangle"
                   "gray rectangle"
                   ... }

"Near " + %colour% + " Checkpoint"
        replaces { "Gray Gate"
                   "Empire Checkpoint"
                   "Near Blue Gate"
                   "Near Gray Gate"
                   "Near Red Gate"
                   ... }

"mi. e."
        replaces { "mi. e"
                   "mi. e."
                   "mi. east"
                   "mi. east."
                   "miles east"
                   ... }
"mi. n."
        replaces { "mi. n"
                   "mi. n."
                   "mi. north"
                   "mi. north."
                   "miles north"
                   ... }
"mi. s."
        replaces { "mi. s"
                   "mi. s."
                   "mi. south"
                   "mi. south."
                   "miles south"
                   ... }
"mi. w."
        replaces { "mi. w"
                   "mi. w."
                   "mi. west"
                   "mi. west."
                   "miles west"
                   ... }

"painted on the side."
        replaces { "painted on it."
                   "painted on the side." }

                                      ._.
                                      .-.

2 - DELIBERATE CHANGES
================================================================================

2.0 - Outdoor Sections
--------------------------------------------------------------------------------

  Section Coordinates: 1,1
       Section's Name: Unreachable Section
            Landmarks: N / A

           Difference: Everything. (Unconfirmed.)
               Reason: Could not enter this section in Avernum 2.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 1,2
       Section's Name: Unreachable Section
            Landmarks: N / A

           Difference: Everything. (Unconfirmed.)
               Reason: Could not enter this section in Avernum 2.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 1,3
       Section's Name: Unreachable Section
            Landmarks: N / A

           Difference: Almost everything. (Unconfirmed.)
               Reason: I added what I could see through magic map and suicide
                       runs with the Orb of Thralni, but everything other than
                       the wall configuration, water and some of the coast
                       already present is likely incorrect.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 1,4
       Section's Name: Empire Lands
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 1,5
       Section's Name: Empire Lands
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 1,6
       Section's Name: Empire Lands
            Landmarks: N / A

           Difference: Secret passages and their wall configurations in this
                       section might be different from Avernum 2.  If they look
                       screwy, then they are the same as Avernum 2.  If they do
                       not have 'clipping' issues, then they are most likely a
                       modifcation by myself.
               Reason: I done this section to my tastes *very* early on.  That
                       doesn't mean that it isn't any good - it just means I
                       can't remember any differences, apart from not including
                       a few "Floor #71 used instead of Floor #255" bugs.  Those
                       bugs are present in Avernum 2, but are not present in the
                       Template.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 2,1
       Section's Name: Empire Heartlands
            Landmarks: Staging Point D, Khoth's Plains

           Difference: Section's name.
               Reason: Original text: "Deep in Empire Lands" would not fit.

           Difference: The leftmost 18.75% of the section is incomplete.
               Reason: Cannot enter that 18.75% in Avernum 2.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 2,2
       Section's Name: Northern Abyss
            Landmarks: N / A

           Difference: Almost everything. (Unconfirmed.)
               Reason: I added what I could see through magic map and suicide
                       runs with the Orb of Thralni, but everything other than
                       the wall configuration, water and some of the coast
                       already present is likely incorrect.

           Difference: Area description 0, "Remote Passage", does not exist in
                       Avernum 2.
               Reason: Area description 0 fills an area that technically is
                       "Northern Abyss" (2,2), but it really is nothing more
                       than a small offshoot of "Remote Passage" in "Empire
                       Heartlands" (2,1).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 2,3
       Section's Name: Southern Abyss
            Landmarks: N / A

           Difference: Almost everything. (Unconfirmed.)
               Reason: I added what I could see through magic map, but
                       everything other than the wall configuration already
                       present is likely incorrect.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 2,4
       Section's Name: Chasm of the Spire
            Landmarks: N / A

           Difference: Almost everything. (Unconfirmed.)
               Reason: I added what I could see through magic map, and
                       painstakingly mapped the rest from the Avernum 2 Map.
                       Everything other than the wall configuration already
                       present is likely incorrect.

           Difference: Section's name.
               Reason: I added what I could see through magic map, but
                       everything other than the wall configuration already
                       present is likely incorrect.

                 Note: Section's name.
               Reason: I added what I could see through magic map, but
                       everything other than the wall configuration already
                       present is likely incorrect.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 2,5
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 2,6
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 3,1
       Section's Name: Northern Islands
            Landmarks: Portal Fortress

           Difference: Area description 1, "Gray Gate", is named "Gray Checkpoint"
                       Area description 1 is not in the same place as in Avernum
                       2.
               Reason: See TEMPLATE CONVENTIONS.

           Difference: Area description 2 "Gray Gate" is named "Gray Checkpoint"
                       Area description 2 is not in the same place as in Avernum
                       2.
               Reason: See TEMPLATE CONVENTIONS.

           Difference: Area description 3, "Remote Passage", does not exist in
                       Avernum 2.
               Reason: Area description 3 fills an area that technically is
                       "Northern Islands", but it really is nothing more than
                       a small offshoot of "Remote Passage".

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 3,2
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 3,3
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 3,4
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 3,5
       Section's Name: Great Cave
            Landmarks: Blosk, Fort Emerald

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 3,6
       Section's Name: Great Cave
            Landmarks: Patrick's Tower

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 4,1
       Section's Name: Northern Islands
            Landmarks: Empire Archives

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 4,2
       Section's Name: Northern Avernum
            Landmarks: N / A

           Difference: Obelisk near area description 3 has the text "This
                       obelisk has only recently been placed here. There is a
                       red rectangle painted on the side."
               Reason: See TEMPLATE CONVENTIONS. Original text: "(There is a
                       obelisk here, recently placed. There is a red rectangle
                       painted on it.)" seemed dodgy.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 4,4
       Section's Name: Central Sea
            Landmarks: N / A

           Difference: Area description 0, "Great Cave", does not exist in
                       Avernum 2.
               Reason: Area description 0 fills an area that technically is
                       "Central Sea" (4,4), but it really is nothing more than
                       a small offshoot of "Great Cave" (4,5).

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 4,5
       Section's Name: Great Cave
            Landmarks: The Castle

           Difference: Three tiles of terrain #209 are replaced by terrain #405.
               Reason: Original text: "Near Wishing Fountain", was inconsistant
                       with a nearby sign. Besides, wishing pool seems the most
                       accurate of the two.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 4,6
       Section's Name: Great Cave
            Landmarks: Wishing Well

           Difference: Area description 1 has the text "Near Wishing Well".
               Reason: Original text: "Near Wishing Fountain", was inconsistant
                       with a nearby sign. Besides, wishing well seems to make
                       more sense than wishing fountain.

           Difference: Sign near area description 1 has the text "Near Wishing
                       Well".
               Reason: Original text: "Near Wishing Pool", was inconsistant with
                       with area description 1. Besides, wishing well seems to make
                       more sense than wishing pool.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 5,1
       Section's Name: Giant Plauged Lands
            Landmarks: Giant Fort

           Difference: Section is named "Giant Plauged Lands".
               Reason: Original text: "Giant Infested Lands", would not fit.

           Difference: Area description 0 is named "Giant's Quarry".
               Reason: Original text: "Giant Quarry" seemed ambiguous; is it a
                       really large quarry, or one used by giants?

           Difference: Area descriptions 1 through 3 are named "Giant's Fort".
               Reason: Original text: "Giant Fort" seemed ambiguous; is it a
                       really large fort, or one used by giants?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 5,2
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 5,3
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 5,4
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 5,5
       Section's Name: Southern Avernum
            Landmarks: N / A

           Difference: Area description 1, "Eastern Great Cave", does not exist in
                       Avernum 2.
               Reason: Area description 1 fills an area that technically is
                       "Southern Avernum", but it really is nothing more than
                       a small offshoot of "Eastern Great Cave".

           Difference: Area description 6, "The Honeycomb", does not exist in
                       Avernum 2.
               Reason: Area description 6 fills an area that technically is
                       "Southern Avernum", but it really is nothing more than
                       a small offshoot of "The Honeycomb".

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 5,6
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 6,1
       Section's Name: Northern Caverns
            Landmarks: N / A

           Difference: None.
               Reason: N / A

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 6,2
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 6,3
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 6,4
       Section's Name: Eastern Avernum
            Landmarks: Cotra, Crystal Tunnel

           Difference: Single tile of terrain #300 replaced with terrain #131
               Reason: Terrain #300 is for rocks in water. This one was on land.
                       Terrain #131 looks similar to it, and was the logical
                       choice.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 6,5
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 6,6
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 7,1
       Section's Name: Motrax's Tunnels
            Landmarks: N / A

           Difference: Area description 4 is closed off by a secret passage.
                       Area description 4 fills an extra column of tiles.
               Reason: "Secret Tunnel" is now secret.
                       Area description now covers all of the "Secret Tunnel".

           Difference: Sign in area description 2 has the text "Lair of
                       Motrax||Authorised Guests Only".
               Reason: Original text "Lair of Motrax||Authorised Guests Only
                       Please" seemed... too weakly worded, particularily since
                       it only could have been placed by the Avernum government,
                       which was almost assuredly less tolerant of interlopers
                       than Motrax.

           Difference: Tree near area description 7 has floor #1 underneath it.
               Reason: Correction/non-inclusion of a bug from Avernum 2.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 7,2
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 7,3
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 7,4
       Section's Name: Eastern Avernum
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 7,5
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Section Coordinates: 7,6
       Section's Name: ...
            Landmarks: N / A

           Difference: ...
               Reason: ...

                                      ._.
                                      .-.

2.1 - Towns
--------------------------------------------------------------------------------

                 Name: Patrick's Tower
               Number: 0
                 Size: 48x48
          Town Script: t00PatsTwr.txt
   Additional Scripts: N / A

                       No intentional differences.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 Name: Almaria
               Number: 1
                 Size: 64x64
          Town Script: t01Almaria.txt
   Additional Scripts: N / A

           Difference: Area description 0 has the text "Beast Pens".
               Reason: Original text: "Monster Pens", was inconsistant with a
                       nearby sign. Besides, "Beast Pens" seemed the better
                       sounding of the two.

           Difference: Exit town location: Bottom has the coordinates 5,23.
               Reason: The coordinates were 6,23 in Avernum 2.  I changed this
                       because it is impossible to leave the town from the
                       bottom edge in any place other than to the left of the
                       town wall.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 Name: Blosk
               Number: 3
                 Size: 64x64
          Town Script: t03Blosk.txt
   Additional Scripts: N / A

           Difference: Counters at entrance are in opposite direction than they
                       are in Avernum 2.
               Reason: The way they were in Avernum 2 just shits me for some
                       reason.

           Difference: Walkway configuration in upper left hand corner is
                       identical to the upper right hand corner.
               Reason: Blosk is a very symetrical town, with the defences and
                       walkways at least.  I preferred the right hand corner's
                       walkway placement better, and decided to go with that.

           Difference: Excess walkway at entrances has been trimmed.
               Reason: It just looked sloppy, like somebody used the rectangle
                       tool and didn't clean up. Explain yourself Vogel, Vogel
                       and Co.

           Difference: Iron Javelins at southern entrance have been used instead
                       of the crude javelins that were there in Avernum 2.
               Reason: Almost every town in Avernum 2 has weapons for the town
                       guard. More realistic that way, I guess. Almost every
                       town has no standardisation to their armoury. Blosk is
                       as close as you can get to 'standardised'. In Blosk,
                       almost every 'weapons cache' was of iron weapons. These
                       javelins seemed... the odd one out.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 Name: The Castle
               Number: 4
                 Size: 64x64
          Town Script: t04ThCastl.txt
   Additional Scripts: N / A

                       No intentional differences.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 Name: Cotra
               Number: 5
                 Size: 64x64
          Town Script: t05Cotra.txt
   Additional Scripts: N / A

                       Based on the Avernum 2 ruins.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~


                 Name: Cotra Ruins
               Number: 6
          Town Script: t06CotraRu.txt
   Additional Scripts: N / A

           Difference: Wall configuration near area description %number% is
                       different than in Avernum 2.
               Reason: Town #5 needed the same change in wall configuration,
                       the change to the ruins was to ensure consistency.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 Name: Dharmon
               Number: 7
          Town Script: t07Dharmon.txt
   Additional Scripts: N / A

           Difference: Wall type 1 used instead of wall type 2 at the northern
                       entrance, in two places. In one case, this was fixing an
                       obvious bug, in another it was a matter of taste. Replace
                       the door at the northern entrance with the alternate type
                       if you wish.
               Reason: Town #5 needed the same change in wall configuration,
                       the change to the ruins was to ensure consistency.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 Name: Formello
               Number: 8
          Town Script: t08Formell.txt
   Additional Scripts: N / A

           Difference: The cave cow and lizard pens near the bottom left-hand
                       corner of Formello are slightly different than in Avernum
                       2.
               Reason: Avernum 2's cave cow pens had a dodgy wall configuration:
                       the cave cows could enter each other's pens at will.
                       This could have been intentional, but that makes no
                       sense. Why not just have one large pen, if you are not
                       going to complete the wall between the pens?
                       I have done the best I could, modifying the cave cow pen
                       to prevent that from happening, and modifying the nearby
                       lizard pen to ensure visual consistency.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 Name: Tower of Magi
               Number: 10
          Town Script: t10ToMAvr2.txt
   Additional Scripts: N / A

                       Avernum 2 version.

           Difference: Wall configuration in Vahnatai floored part of area
                       description %number% differs from Avernum 2.
               Reason: Avernum 2 did not have glowing runes in the same fashion
                       that Blades of Avernum does.  I could have used 'Vahnatai
                       rune on Vahnatai floor' to remain accurate to Avernum 2.
                       I isntead decided to ensure visual consistency between
                       Vahnatai runes and regular runes.  I made a Vahnatai rune
                       without the Vahnatai floor, and made it a glowing terrain
                       just like with regular runes.

           Difference: Portion from Avernum 3 is included.
               Reason: I did this to ensure automap consistency between the
                       outside of the Avernum 2 and Avernum 3 versions.

           Difference: The giant stone pillars in the portal room are positioned
                       slightly differently than in Avernum 2.
               Reason: I did this to ensure as much consistency between the
                       portal room between the three versions of the Tower of
                       Magi.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 Name: Tower of Magi
               Number: 11
          Town Script: t11ToMAvr3.txt
   Additional Scripts: N / A

                       Avernum 3 version.

           Difference: Wall configuration where the GIFT is making silk differs
                       from Avernum 3, and flooring is slightly different.
               Reason: I did this to ensure as much consistency as possible
                       between the three versions of the Tower of Magi.

           Difference: The giant crystal pillars in the portal room are
                       positioned slightly differently than in Avernum 2.
               Reason: I did this to ensure as much consistency between the
                       portal room between the three versions of the Tower of
                       Magi.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                 Name: Tower of Magi
               Number: 12
          Town Script: t12ToMRuin.txt
   Additional Scripts: N / A

                       Avernum 3 ruins.

           Difference: Wall configuration where the GIFT would be making silk
                       differs from Avernum 3.
               Reason: I did this to ensure as much consistency as possible
                       between the three versions of the Tower of Magi.

           Difference: Some floor and terrain differs slightly than in Avernum
                       3.
               Reason: I did this to ensure as much consistency as possible
                       between the intact and ruined versions of the Avernum 3
                       Tower of Magi.

                 Note: There is only one way to ensure consistency between the
                       portal room between the three versions without the ruins
                       looking screwy, and that is to ret. con. the crystal or
                       stone pillars in the other two versions of the Tower of
                       Magi to different locations.

                                      ._.
                                      .-.

3 -  Miscellaneous Garbage
================================================================================

3.0 - About the author
--------------------------------------------------------------------------------
Note to self: fill with actual information for proper release
.
                                      ._.
                                      .-.

3.1 - Incoherent Ramblings on BoA
--------------------------------------------------------------------------------

What kind of half arsed effort of maintainence is Spiderweb Software supplying,
anyway? When a fence is a window, terrain #332 imports the incorrect hill, etc.

Added into, and then removed from magicdoor.txt
// Excuse me Jeff, why is this state here? No wanker is going to use dispel
// barrier to open a door. It's an annoying and all too frequent message when
// barriers are near doors.  Something tells me that Unlock Doors and Dispel
// barrier are frighteningly similar, a mere copy of each other with Dispel
// barrier having added functionality, without the unlock door functionality being
// removed. (This is how Avernum 3 is like, btw.)

                                      ._.
                                      .-.