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-   -   New Module: Hack and Slash (still in beta) (http://forum.shrapnelgames.com/showthread.php?t=14992)

Rollo October 7th, 2002 08:16 PM

New Module: Hack and Slash (still in beta)
 
Tired of playing always the same module again and again? Here is something new:

Hack and Slash Version 0.4

Well, okay. It is not really new http://forum.shrapnelgames.com/image...s/rolleyes.gif . 99.9% of it is still Crown of the Magis, but I added a few twists and some new features and promise to add more in the future.

This module was created during the beta test of DO. I haven't been able to test it with the release Version yet, but I assume that it works.

Again, this is a work in progress. I appreciate any feedback. Also all of my modifications can be used freely in other modules.

some features:</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> added wilderness monsters including the infamous Mad Cows (at the time this was created the wilderness had no monsters)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> made the wilderness totally random</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> added a new shop for magic items</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> added a new dungeon totally made from scratch (you can enter from the village. beware those berserker orcs)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> added a new quest</font>
<font size="2" face="Verdana, Helvetica, sans-serif">This should be good for your experienced characters as the quests will yield more points.
Have fun and be careful http://forum.shrapnelgames.com/images/icons/icon7.gif ,

Rollo

[ October 07, 2002, 19:18: Message edited by: Rollo ]

DarkStar October 8th, 2002 03:01 AM

Re: New Module: Hack and Slash (still in beta)
 
Thanks! I'll give it a try tonight! I like the idea of random wilderness.

Rollo October 12th, 2002 09:13 AM

Re: New Module: Hack and Slash (still in beta)
 
(bump)

So, anybody check this out, yet? I'd love to hear your comments. How do you like the jesters shop and the new Mine dungeon?

Rollo

[ October 12, 2002, 08:19: Message edited by: Rollo ]

Mysterial October 12th, 2002 05:13 PM

Re: New Module: Hack and Slash (still in beta)
 
Well I quickly loaded it up and it seems to work OK, but I don't want to actually play it yet because I want to finish the original game first. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ahmo October 12th, 2002 10:07 PM

Re: New Module: Hack and Slash (still in beta)
 
Definately not for newly created characters. I like the massive hordes of monsters. It definately takes away the monotony of walking around just to find .... a snake. Still too tough for my character though, what is a good reccommended level. I took a look at your tiles file and found the norse theme, what are your plans for this mod.

dummy October 12th, 2002 10:11 PM

Re: New Module: Hack and Slash (still in beta)
 
We had fun in the dungeon- the monsters are using magic like there is no tommorow! The first time I ever saw an orc cast Rage or beserk!

We noticed that the maps are connected differently now in this mod- was this intentional, or is it random?

Also, we haven't found the wizard in the wilds yet- or more presicely, we haven't found the item we need for the Jester- there was no time to see what we were killing- so many monsters out there...

The first time we tried to start a game though, we received an error- it said something about stairs not connecting or doors not connecting. We restarted, and had a new map generated, and it worked- so it seems that sometimes it fails when generating maps...

Good job. We would love to know how we can mod- I am still trying to figure out how to get the time generator going and the map generator going!

Rollo October 16th, 2002 01:41 AM

Re: New Module: Hack and Slash (still in beta)
 
Ahmo, not sure about the starting levels. I have started a few games for tests with rookie characters that survived long enough and got powerful quickly. Keep in mind, if you start with a higher level, the monsters will be higher also. The quests will give between 20k and 250k XP, so starting with 8th or 9th level would be good.
I have no big plans for this mod, but if I ever manage to add some sense to my work, it will most likely involve Norse mythology or at least some Vikings http://forum.shrapnelgames.com/images/icons/icon12.gif .

dummy, glad you liked the dungeon. yeah, the orcs do cast spells quite a bit, don't they.
The connection of the maps is intentional, but will probably change somewhat in a newer Version. I wish there was a way to make random conections, that would be cool.
Hmm, the wizard in the wild is out there, somewhere. He doesn't move much. He has a Demon by his side. If you already killed him, there should be an amulet either in your inventory or lying around somewhere in the wild.
I also got that error that you mentioned sometimes. Not sure which map is causing it, as the error message isn't very specific.

Rollo

Akachaki November 15th, 2002 01:41 AM

Re: New Module: Hack and Slash (still in beta)
 
realy nice , i saw a group of orc in the dungeon of the village and the only thing i was hearing was killkillkill !!! i hope you will continue to improve it and replacing the part from the crown of magis for new stuff. funny mad cows and i have lots of fun playing this mod. how much time did you spend on it approximatly ?

[ November 14, 2002, 23:45: Message edited by: Akachaki ]

Quikngruvn November 15th, 2002 05:01 AM

Re: New Module: Hack and Slash (still in beta)
 
I plan on tinkering with the settings in CotM myself, before I try to do a complete module. (Well, that and finish a couple of games of SEIV, but that's another story. http://forum.shrapnelgames.com/images/icons/icon7.gif ) I've already thought of a few ways to make the module quite a bit more challenging.... If anyone's interested, I can post what I come up and see if it'll be as challenging as I think it'll be.... With any luck I can do some serious tweaking this weekend.

First I need to send Aaron my suggestion list for the next patch. I'll post that also to see what kind feedback I get....

Quikngruvn

Rollo April 9th, 2003 04:02 AM

Re: New Module: Hack and Slash (still in beta)
 
Here is a new Version of Hack and Slash http://forum.shrapnelgames.com/images/icons/icon10.gif .

Hack and Slash Version 0.5

Enjoy http://forum.shrapnelgames.com/images/icons/icon7.gif and let me know what you think.

Rollo

PS: I haven't been able to play it all the way through, yet. So, let me know if you find any bugs...

David E. Gervais April 9th, 2003 02:12 PM

Re: New Module: Hack and Slash (still in beta)
 
Rollo, I just grabbed your updated mod,.. I'll give it a go and post comments later.

Cheers!

Edit: Well Rollo, I made a quick jump into the game and made the mistake of starting a new character! LOL I died as soon as I went into the winderness and got swarmed by a hord of monsters!

I have started another game this time I brought a character up to level 5 in TCoTM and exported him. I'll try with this character and see how much further I get! So far so good though!

Cheers!

[ April 09, 2003, 19:26: Message edited by: David E. Gervais ]

Rollo April 9th, 2003 10:03 PM

Re: New Module: Hack and Slash (still in beta)
 
Two little fixes:

1. One of quests wasn't working. (Dark Minion)
2. There is a bug in DO, which dosen't allow the quest window to be scrolled down. Therefore I have made a workaround that the minor quests (Little Billy and such) are deleted from list after completion.

Hack and Slash 0.51

No big deal really. If you have already started playing, keep going. The only thing you are missing is 60k EXP http://forum.shrapnelgames.com/images/icons/tongue.gif . And also the quest to slay Lord Sertis doesn't appear in the list if all quests are shown. But I guess, it was your plan to go after him anyways http://forum.shrapnelgames.com/images/icons/icon10.gif .

Have fun http://forum.shrapnelgames.com/images/icons/icon7.gif ,
Rollo

[ April 09, 2003, 21:04: Message edited by: Rollo ]

Rollo April 9th, 2003 10:13 PM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by David E. Gervais:
Rollo, I just grabbed your updated mod,.. I'll give it a go and post comments later.

Cheers!

Edit: Well Rollo, I made a quick jump into the game and made the mistake of starting a new character! LOL I died as soon as I went into the winderness and got swarmed by a hord of monsters!

I have started another game this time I brought a character up to level 5 in TCoTM and exported him. I'll try with this character and see how much further I get! So far so good though!

Cheers!

<font size="2" face="Verdana, Helvetica, sans-serif">yep, you have to run quick, if you start with rookies http://forum.shrapnelgames.com/images/icons/icon7.gif . But you can bring them up real quick, if they survive the first few minutes...

5th level should work okay. What class are you using, btw?

I have done the same thing today: starting a new character (Paladin) and bring him to 8th level. Then export and start Hack and Slash.

Well, I am off to more testing http://forum.shrapnelgames.com/images/icons/icon7.gif ...

Rollo

David E. Gervais April 9th, 2003 11:56 PM

Re: New Module: Hack and Slash (still in beta)
 
I'm running a Paladin too! (great minds think alike!)

btw: I just started another chr, with my 'tweaked' experience. I'll keep you posted.

Cheers!

Rollo April 10th, 2003 02:51 AM

Re: New Module: Hack and Slash (still in beta)
 
woohoo, I did it! http://forum.shrapnelgames.com/images/icons/icon10.gif

Just completed HnS with my Paladin without any major problems (data problems that is), just the minor ones that are already fixed in 0.51.

Boy, that was quite a fight at the end. I have to admit that I had to reload several times to finish the final battle http://forum.shrapnelgames.com/images/icons/icon7.gif .

I started at 8th level (close to 9th) and finished at 13th (with 300k of the 600k needed for 14th).

Hehe, actually I used a Paladin to test out the balance in the final dungeon http://forum.shrapnelgames.com/images/icons/tongue.gif . I feared that he might be overwhelmed too much. But he did alright http://forum.shrapnelgames.com/images/icons/icon7.gif .

Rollo

PS: btw, I was playing on average difficulty.

[ April 10, 2003, 02:03: Message edited by: Rollo ]

Rollo April 11th, 2003 02:31 PM

Re: New Module: Hack and Slash (still in beta)
 
Oh, master level. That explains a lot. The wilderness can be a bit crazy then. I do most of my testing at average level. So there is some room to make it tougher for those megalomaniacs like you http://forum.shrapnelgames.com/images/icons/tongue.gif .

yeah, saving is very important. I personally have the autosave on, every minute I think. And I usually save before entering a new dungeon, or after refitting my character in the town.

Sure, I'd like to see a copy of your Paladin http://forum.shrapnelgames.com/images/icons/icon7.gif . edit: e-mail is sent.

Rollo

PS: When you say the castle, do you mean the Tower? I hope you are not charging in there straight away, but get some levels/items in the easier dungeons before taking that on. How is the Tower Guardian treating you http://forum.shrapnelgames.com/images/icons/icon7.gif . Is it okay framerate-wise? I had some problems with that on my old machiche, but my new one (Athlon XP 2000+ and 512 RAM) handles that without problems.

[ April 11, 2003, 13:40: Message edited by: Rollo ]

Rollo April 11th, 2003 06:14 PM

Re: New Module: Hack and Slash (still in beta)
 
New Version available:

Hack and Slash Version 0.52

Some tweaks and fixes (two of them actually bugs in DO, not the mod). No reason to start a new game really, but for the future I recommend this one, of course http://forum.shrapnelgames.com/images/icons/icon7.gif .

Have fun http://forum.shrapnelgames.com/images/icons/icon7.gif ,
Rollo

[ April 11, 2003, 17:15: Message edited by: Rollo ]

David E. Gervais April 11th, 2003 06:31 PM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by Rollo:
PS: When you say the castle, do you mean the Tower?
<font size="2" face="Verdana, Helvetica, sans-serif">I meant Tarlumain! and since I restarted at 'average' level, I'm making much more progress. So far I like the changes and new dungeons you made. Great work Rollo, keep it up!

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

Rollo April 11th, 2003 06:54 PM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by David E. Gervais:
I meant Tarlumain! ...
<font size="2" face="Verdana, Helvetica, sans-serif">oops, LOL. And I was about to suggest that the City was a safe haven from the nasty wilderness http://forum.shrapnelgames.com/images/icons/icon10.gif . Looks like 'average' is better then http://forum.shrapnelgames.com/images/icons/icon12.gif .
I am actually considering toning down the wilderness a bit for Expert and Master levels. Not sure yet, afterall these lables have to mean something, right?

Btw, I finished the module with my mage. The final encounter resulted a bit in a hide and seek, so I tweaked the module a bit (that change is already implemented in the current 0.52 Version).

I hope all those new Versions are not too confusing/annoying, but as I said before: even the 0.50 Version is playable and can be finished. So no reason to abort a game, just because there is a new Version out.

Hmm, I guess I try master level next...

Rollo

David E. Gervais April 11th, 2003 07:57 PM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by Rollo:
Hmm, I guess I try master level next...

Rollo

<font size="2" face="Verdana, Helvetica, sans-serif">Why am I grinning ear to ear right now? LOL Let me know how many times you die in your first few hours of play! http://forum.shrapnelgames.com/images/icons/icon12.gif

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

Rollo April 11th, 2003 10:19 PM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by David E. Gervais:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Rollo:
Hmm, I guess I try master level next...

Rollo

<font size="2" face="Verdana, Helvetica, sans-serif">Why am I grinning ear to ear right now? LOL Let me know how many times you die in your first few hours of play! http://forum.shrapnelgames.com/images/icons/icon12.gif

Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">hmm, I have no idea... http://forum.shrapnelgames.com/images/icons/icon12.gif .

will do, I have brought a priest to 7th in the Crack of Doom. Let's see how fast he can run... http://forum.shrapnelgames.com/images/icons/icon10.gif .

Rollo April 11th, 2003 11:59 PM

Re: New Module: Hack and Slash (still in beta)
 
okay, here are some stories about Baltharsar, the Priest, in Hack and Slash at 'Master' difficulty, starting at 7th level.

1st Death (5 min): After a crazy chase through the wilderness followed by a huge crowd of monsters, Baltharsar finds himself in the Ice Cave with no light source (oops). He doesn't even see what kills him.

City of Tarlumain: Skillfully zig-zagging through the wilderness B. finds the City. He is greeted by a band of orcs who bash him up pretty bad, but he manages to evade them long enough and decides to summon a mighty spectre (12th level) with a scroll he had brought along. The specter bodyguard is of great use and B. finds some needfull things in the city and manages to find Little Billy. He is now 9th level.

2nd death (30 minutes): Baltharsar enters the desert camp. Like in the city B. is greeted by a band of orcs. This time he dies.

B. hasn't really trained enough with his scepter, he only has a 30% hit chance. On the second try, knowing that the orcs are coming, B. goes 'Berserk' with a scroll. Not only does that increase his damage a lot, but also his chance to hit. The orcs don't stand a chance this time and B. heals himself back to maximum.

3rd death (40 minutes): Two bands of giant spiders web Balthasar to the ground, while a pack of giant flies rip him apart.

B. must use all availble resources to survive the Desert Camp. The first pack of Spider dies to a combined use of Lightning Storm and a summoned water elemental. Dodging the webs, B. manages to slay a few stray monsters. When he must fight, he charges up his weapons with fire, and ice, and lightning. He also makes a brave stand battling two monster Groups at once, after he used his scroll of Vigor to recharge his hitpoints quickly during the fight.

Having spent all his scrolls, B. leaves the desert with the fire key in hand. Now he must face the Ice Cave, the place of his first demise...

to be continued...

Ice Cave: apart from a vicious battle at start with three bands of monsters, the Ice Caves pose no problem for our brave Priest. He advances to 10th level and finds the Ice Key. On the way back to the village Baltharsar finds the wizard Gargamel. Since he has no monster hordes on his tracks at the moment, he decides to engage the wizard and slays him. "Hmm, nice amulet", B. thinks, "I think I'll keep that for a while. I bet the jester won't miss it much..." http://forum.shrapnelgames.com/images/icons/icon10.gif

to be continued...

next: the Old Mine at Nurtred

deaths 4 to 10 (or so), after 3 hours: Orc Berserkers just behind the mine entrance and practicly around every corner in the mine are a big problem for Baltharsar. He has no bow or efficient magic to strike from distance (hmm, I always thought Priests and Druids should be able to use slings... but that is another topic) and is not strong enough to take them on mano-a-mano. Maybe he should rather head for the Cave of Tarlumain...

to be continued

[ April 12, 2003, 01:05: Message edited by: Rollo ]

Rollo April 12th, 2003 01:15 AM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by David in another thread:...I'm currently boosting my level 6 char again before exporting him to try your new mod. I've died about 12 times now. When I get swarmed, the monsters really pack a wollop!

But I'm sure I'll succeed eventually.

<font size="2" face="Verdana, Helvetica, sans-serif">yeah, I am sure you will. Hang in there http://forum.shrapnelgames.com/images/icons/icon7.gif .
One thing, though: If you start too high, the module might actually be tougher, as you don't make progress as fast and the monsters in the later dungeons will be more powerful. But hopefully your level mod will balance that out.

Do you think the mod is too tough? Were do you get killed the most? And what difficulty are you playing?

Keep me posted, this is most interesting for me to improve/balance things.

I am trying out the mod again. This time I am using a mage and I started as 6th level. Making good progress so far. I have gotten two of the keys (cave and dungeon) and now looking to take the temple of Tarlumain.

I do admit that the the module is tough at the beginning. You have to run away a lot... Also I have learned the use of the Space Bar sometimes to pause the game especially if the situation is confusing. This way you can look at the abilities of your foes and decide how to defeat them (for example not use Ball Ligtning on that guy with lightning resistance or if the the Orc Battle Monk has cast 'Bark Skin' on himself, don't bother to defeat him with weapons or summoned monsters).

I had a really tough fight with the orcs in the Mine. I was still 9th level then and had to use every trick in my arsenal to beat them. Using scrolls, playing 'hide and seek' and 'hit and run' and wait for my mana to recharge a bit. Later in the Mine I gained a level and was finally able to get some levels in Magic Aura http://forum.shrapnelgames.com/images/icons/icon7.gif . Now my mana was recharging fast and I took my revenge on the way out, raining lighting bolts on them http://forum.shrapnelgames.com/images/icons/icon10.gif .

oh, btw... the 0.51 Version of HnS still uses an outdated Spells.txt file that was based on a pre-1.06 DO Version. Some abilities have been toned down in 1.06 like Magic Aura and Vigor. Good thing, IMO. I have updated the spells for HnS 0.52, which I am now using. I will upload the new Version later today, after a couple of more tweaks/fixes.

Rollo

David E. Gervais April 12th, 2003 01:43 AM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Do you think the mod is too tough? Were do you get killed the most? And what difficulty are you playing?

Keep me posted, this is most interesting for me to improve/balance things.

<font size="2" face="Verdana, Helvetica, sans-serif">I'm playing at 'Master' level (because I'm brave and a bit suicidle!) Most of my deaths have been in the wilderness, with a couple in the castle.

I'm inching my way forward by saving the game after surviving each major encounter.

If you would like, I could send you a copy of my paladin so you can see how strong/weak he is! (Just send me an e-mail and I'll 'attach' him to a reply.)

Cheers!

Fyron April 12th, 2003 08:46 AM

Re: New Module: Hack and Slash (still in beta)
 
If I had any interest in DO, I would most certainly play this mod! http://forum.shrapnelgames.com/images/icons/icon12.gif

David E. Gervais April 13th, 2003 01:15 AM

Re: New Module: Hack and Slash (still in beta)
 
Memories and Nightmares...

My first death at master level was like this. As per my normal procedure when I leave town I stay put and allow the few nearby monsters creep up and I proceed to kill them with little or no trouble at all,... at master level in H&S in less than 1 min I was swarmed by no less than 20-30 monsters. (Most of those were just there to watch the first 4 chop me to pieces AaaaaaaaH! http://forum.shrapnelgames.com/images/icons/icon10.gif

In my second go, I didn't hang around, I didn't want a repeat of the battle at Big Horn! http://forum.shrapnelgames.com/images/icons/icon12.gif I began to run and killed a few monsters and continued evasion maneuvers. unfortunately I maneuvered myself into a road passing through a dense forest. monsters blocked both avenues of escape and I fought a valliant (but futile) fight. While I bashed the monster in front of me the one at my back was busy carving pretty pictures on my back! Once I ran out of potions (F11) I quickly died.

My third death was similar to one of yours, I made a b-line to Tarlumain (I wanted to find billy to gain some xp!) needless to say I was stirring up a lot of monsters on the way. (Also the now random placement of the main town had me a long way off. But I managed to get to Tarlumain and upon entering the first building, was 'webbed' by spiders while another band of monsters came up behind me blocking my avenue of escape. You know what happened next, I died! http://forum.shrapnelgames.com/images/icons/icon12.gif

Upon other explorations, I found the entrence to the mines a good safe place to heal up and it limited the onslaught because of the narrow passage leading to it. Just by entering and exiting the mine and killing monsters I was able to klimb from level 1 to 8! Quite an achievement, but once I took care of the monsters in the mine area I then made a mad dash to town to sell my wares and get some better equipment. The monsters had been waiting around town and I never made it home! http://forum.shrapnelgames.com/images/icons/icon7.gif

Rollo, this mod is lots of fun. And I look forward to exploring all the neat places you have created. Keep up the great work.

Have a Great Day, Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

[ April 12, 2003, 12:17: Message edited by: David E. Gervais ]

DarkStar April 13th, 2003 06:27 AM

Re: New Module: Hack and Slash (still in beta)
 
Cool. I new update. What is a good starting level for your character? My level 3 guy is getting killed every 2 minutes, hehe.

Lots 'O Fun!

Glad to see someone is keeping this forum alive. I was hoping for a more active forum and more user support for the game.

[ April 13, 2003, 05:31: Message edited by: DarkStar ]

Rollo April 13th, 2003 03:29 PM

Re: New Module: Hack and Slash (still in beta)
 
Hey DarkStar,
I think the mod works quite well with 6th to 8th level characters. The quests yield between 10k and 250k EXP. That will bring your character to about 13th level (depending a bit on difficulty, I am currently playing 'Master' and gain a lot of EXP from the monsters...).

Yes, you can get killed quite easily in this mod. Learn to run, find out what the dangerous monsters are, kill from distance, and don't try 'Master' level on your first go... http://forum.shrapnelgames.com/images/icons/icon10.gif .

Hope to get some feedback from you, so I can further improve this. This is still in testing really and I do intend to put more work into this.

Rollo

[ April 13, 2003, 14:51: Message edited by: Rollo ]

Rollo April 13th, 2003 03:46 PM

Re: New Module: Hack and Slash (still in beta)
 
continued from an earlier post: I will make this shorter from now.

The Caves of Tarlumain: The excursion to the Caves was a great success. Balthasar kills enough monsters to advance to 11th level, find the cave key, and 'only' die 2 times (death count 11 and 12). Knowing about the difficulty he is about to face in the Mines, he decides to spend a point on 'Magic Storm' and Weapon Proficiency. He also builds up a stockpile of potions, which he deposits in the Town of Nurtred.

The Mine (take 2): Selling all his loot from the caves, Balthasar is now a wealthy man. He his also lucky enough that the Jester finally sells one the precious items that give bonus to all skill levels. The Angel's Amulet gives +4 and makes the Jester's amulet obsolete, so B. completes that quest also. Now that his 'Magic Storms' can be cast at 5th level and having also found a ring earlier that gives +3% Mana Regeneration, B. loads his inventory with mana potions in the hopes that multiple 'Magic Storms' and a few scrolls he found in the cave will be enough to take one the orcs.

The new tactic works out alright, B. is able to complete the Mine. But not without 'dieing' at least 10 times... (death count: 25 or so)

The Tower (level 1) : The battle at the entrance was insane. At least 10 minutes of running in circles, magic strorming, hit and run, heal back up... I don't remember how many times I died. Not that often, though. Let's say 5 times (count 30).

The Dungeon of Tarlumain: After the nerve-wrecking encounters in the Mine and Tower, Baltharsar takes a well deserved 'rest' in the Dungeon http://forum.shrapnelgames.com/images/icons/icon7.gif . Strolling though the passages, slaying the occasional monster, he picks up lots of neat stuff, and builds up another stockpile of potions and scrolls. He is now 12th level. (boy, master level does seem to make a difference EXP-wise)

Rollo

David E. Gervais April 13th, 2003 06:11 PM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by Rollo:
... and don't try 'Master' level on your first go... http://forum.shrapnelgames.com/images/icons/icon10.gif .
<font size="2" face="Verdana, Helvetica, sans-serif">this is verry good advice! (I made that mistake! http://forum.shrapnelgames.com/images/icons/icon12.gif ) I'm currently playing a new game at 'average' level of difficulty. So far I have cleared all the wilderness and also the town of Tarlumain. I have fonud Bily and also returned the jester's necklace (maybe I should have kept that a little longer!) I'm currently at level 11. I'm going after the fire and ice keys next. I might also take a peek into the mines in town and perhaps another peek into the tower! (I need to find the key for the mine in the wilderness)

I'll keep you posted, Cheers!

Rollo April 13th, 2003 07:02 PM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by David E. Gervais:
...I need to find the key for the mine in the wilderness...
<font size="2" face="Verdana, Helvetica, sans-serif">Not quite sure what you mean be that. If you mean the mine in Nurtred, you don't need a key for that.

Rollo

Akachaki April 13th, 2003 10:39 PM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by Rollo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by David E. Gervais:
...I need to find the key for the mine in the wilderness...

<font size="2" face="Verdana, Helvetica, sans-serif">Not quite sure what you mean be that. If you mean the mine in Nurtred, you don't need a key for that.

Rollo
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I guess he meen the house of the dwarf, it can looks like a mine.

Justin

[ April 14, 2003, 03:13: Message edited by: Akachaki ]

Rollo April 13th, 2003 11:59 PM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by Akachaki:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Rollo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by David E. Gervais:
...I need to find the key for the mine in the wilderness...

<font size="2" face="Verdana, Helvetica, sans-serif">Not quite sure what you mean be that. If you mean the mine in Nurtred, you don't need a key for that.

Rollo
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I guess he meen the house of the dwarf, it can looks like a mine.

justin
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">yes, perhaps. I think you might be right here.

Meanwhile, I have completed H&S on 'Master' difficulty http://forum.shrapnelgames.com/images/icons/icon10.gif .
I wasn't really sure, if my Priest would be able to it, but in the Bone level, I converted a 16th level Minor Demon and a 18th level Ancient Red Dragon. Both have 'Steel Carapace' and some sort of regenerative powers. Those bodyguards were tons of help, to say the least. When one of them would 'fall from faith', they would attack each other and I would convert them back again. Still it was a tough battle for the Crown. When loot.. *err* ...securing the final level, I even found an Angel's Scalemail Suit (+6 to levels and 800 defense).

Now, with those followers and an additional 23rd level Greater Beholder to do his bidding and the Crown of Magis in hand, Baltharsar is contemplating whether to return the Crown or take control of the Kingdom of Luretania...
Muawhahahah... http://forum.shrapnelgames.com/images/icons/icon10.gif

Have fun http://forum.shrapnelgames.com/images/icons/icon7.gif ,
Rollo

[ April 13, 2003, 23:04: Message edited by: Rollo ]

Rollo April 20th, 2003 09:39 PM

Re: New Module: Hack and Slash (still in beta)
 
New Version, special easter edition http://forum.shrapnelgames.com/images/icons/icon10.gif .

Hack and Slash Version 0.53e (Easter edition)

from the readme:</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> changed: using new improved grass and tree bitmaps (thanks to David E. Gervais)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> reduced chances for monsters to drop items (keys and potions)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> reduced the use of 'Rage' and 'Enchant' spells for monsters</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> raised level requirements for '+x to skill levels' as an item modifier and added more benchmarks</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> changed the order of suffixes for '+ to strength' items. Cave giant is now weakest and storm giant strongest.</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> made new room for the Orc King and tweaked both the king and his guards</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> replaced the sound from 'rage' with the sound form 'berserk'. much cooler and the orc berserkers get to shout 'Kill Kill KILL!! again (and sound less like Donald Sutherland in the 'Body Snatchers') =)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> added more ammo for slings (one new .bmp and pebbles (old misc13) was changed to be used as sling ammo)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> added new L1_hills.bmp to match the new grass (thanks to David)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif"> added more...umm... stuff. Happy Easter http://forum.shrapnelgames.com/images/icons/icon10.gif </font>
<font size="2" face="Verdana, Helvetica, sans-serif">Note about Classes and Experience
=================================
This module uses a tweaked class.txt file, but still keeps the 'default' label so exsisting charcters from, say, Crown of the Magis can be imported. The changes are:
1) altered XP levels (levels 1-9 are more expensive, levels 11 and above are cheaper)
2) Druids and Priests can now use Slings
3) Fighters can use Bows/Crossbows
If you do not like these changes, feel free to delete the classes.txt file in the Dungeon Odyssey\Modules\Hack and Slash\Data folder. You can then play with the default settings.

Have fun, http://forum.shrapnelgames.com/images/icons/icon7.gif
Rollo

[ April 20, 2003, 20:50: Message edited by: Rollo ]

Rollo April 21st, 2003 12:20 PM

Re: New Module: Hack and Slash (still in beta)
 
Oh, btw.. this time starting a new game might be worth it to turn on the new features. But don't bother, if you are already close to completing the mod, of course http://forum.shrapnelgames.com/images/icons/icon12.gif .

David E. Gervais April 21st, 2003 12:53 PM

Re: New Module: Hack and Slash (still in beta)
 
So far so good Rollo, and thanks to you I now have a new mantra...

"I gotta find the merchant, I gotta find the merchant, I gotta find the merchant,..."

LOL, Cheers! http://forum.shrapnelgames.com/images/icons/icon10.gif

Akachaki April 21st, 2003 03:59 PM

Re: New Module: Hack and Slash (still in beta)
 
If i already have an old exported character, will he gain experience with the tweaked experience or the new experience?

Thank you
Justin

Rollo April 21st, 2003 11:11 PM

Re: New Module: Hack and Slash (still in beta)
 
If you use an old character, he will gain levels using the new system.

henk brouwer April 24th, 2003 11:12 AM

Re: New Module: Hack and Slash (still in beta)
 
I downloaded the mod yesterday and have played for a couple of hours. It's a huge improvement over the original Crown of the Magis.

This is the sad tale of my first character to enter the module: Dementor the Druid. (1st level character expert mode)

Dementor enters the town of Nurtred and hears that one of the local merchants has been abducted by a band of Orcs. Being the hero that he is, Dementor immediately sets out to rescue the poor man. He enters the mine and is greeted by an orc. The orc goes berserk and starts to beat up Dementor, who is more or less helpless against all this agression. Dementor flees from the mine and thinks "maybe I should start with exploring the wilderness, that should be easier" Not much later Dementor enters the wilderness. And indeed this place looks much friendlier. "Oh, look at the cute cows!". Being a druid and a friend of nature, Dementor approaches the cows, and in the Last instant notices that they are foaming from their mouths. Not much later he is torn appart by a herd of mad cows...

I started a second game (with a 4th level character this time) and things are going much better. I just found the easter edition thing :-). Great mod!

[ April 24, 2003, 10:38: Message edited by: henk brouwer ]

Rollo April 25th, 2003 01:25 AM

Re: New Module: Hack and Slash (still in beta)
 
LOL, nice to hear such tales (even if they are sad http://forum.shrapnelgames.com/images/icons/icon12.gif ). yeah, the mad cows... I think that was one of the first things added. At that time there were no monsters in the wilderness and I just needed something to play around with. IIRC the first Version had the working title 'Revenge of the Cows', as the beta testers were killing the poor cows in the town for gold and potions...

Is your new character also a Druid? It might be interesting for you to know (and for all other players for that matter) that there is a bug in DO with summoned monsters. The monsters that you summon to not attck monsters that are summoned by other foes.

Example: You face an enemy spellcaster. You summon a 20th level Fire Vortex and he summons a 5th level Rat. Both of you sit back to let your minions duke it out. But your Vortex will lose, since it will do nothing against the rat http://forum.shrapnelgames.com/image...s/rolleyes.gif .

Good to hear that someone finally found the easter egg in the new Version http://forum.shrapnelgames.com/images/icons/icon7.gif . Glad you like the mod.

Rollo

henk brouwer April 28th, 2003 11:25 AM

Re: New Module: Hack and Slash (still in beta)
 
Quote:

Originally posted by Rollo:

Is your new character also a Druid? It might be interesting for you to know (and for all other players for that matter) that there is a bug in DO with summoned monsters. The monsters that you summon to not attck monsters that are summoned by other foes.

Example: You face an enemy spellcaster. You summon a 20th level Fire Vortex and he summons a 5th level Rat. Both of you sit back to let your minions duke it out. But your Vortex will lose, since it will do nothing against the rat http://forum.shrapnelgames.com/image...s/rolleyes.gif .

Rollo

<font size="2" face="Verdana, Helvetica, sans-serif">Yes I'm playing a druid again, good to know about this bug, I did lose a lot of pets against the golemns in the mine before reading this.

Quote:


Good to hear that someone finally found the easter egg in the new Version http://forum.shrapnelgames.com/images/icons/icon7.gif . Glad you like the mod.

Rollo

<font size="2" face="Verdana, Helvetica, sans-serif">The "easter egg" looks great btw, looking forward to it's real implementation in the module :-)

[ April 28, 2003, 10:26: Message edited by: henk brouwer ]

DarkStar April 30th, 2003 09:20 AM

Re: New Module: Hack and Slash (still in beta)
 
I'm also playing a Druid - thanks for the info on the bug, I never knew that was a problem. Having a great time so far.

henk brouwer October 23rd, 2003 09:21 AM

Re: New Module: Hack and Slash (still in beta)
 
I just started playing again, and I'm having a great time. My druid character from the previous post never got very far, I now started a fighter. some comments (may contain spoilers, don't read if you haven't played it yet)

I like the new storyline, with the badguy that has given keys to his minions, which you have to collect to be able to beat him. The mod is definitely more than just "crown of the magis II". Can't wait to go into the tower.

The new wilderness is also great, as a first level character you still have to run from the monsters, which is a nice difference from the mindless slaughtering of low level monsters that most modules have. It gives a lot of satisfaction when you are finally strong enough to take out the creatures there.

The mines in the village with the berserker orcs and the trader are great, I really liked how you handled the "key give away" It's a nice trick to make characters give quest items etc. The mines could use a little more variety though, all the tunnels are more or less the same (a few extra tiles or tileGroups can make a huge difference)

More later.. I'm off to kill Lord Sertis, just sneeked in through the backdoor http://forum.shrapnelgames.com/images/icons/icon7.gif .

[ October 23, 2003, 08:23: Message edited by: henk brouwer ]

DarkStar October 23rd, 2003 07:08 PM

Re: New Module: Hack and Slash (still in beta)
 
Cool! I never did finish this one because my Druid was getting killed all the time. http://forum.shrapnelgames.com/images/icons/icon7.gif I think I was also start over with a Warrior.

henk brouwer October 30th, 2003 05:44 PM

Re: New Module: Hack and Slash (still in beta)
 
I've run into some trouble with hack and slash. It seems that something is slowing down the framerate to really really low levels (less than a frame per second) when entering the tower. It didn't happen right away but after a while. not sure what is causing it, exiting the tower and entering it later doesn't cure the problem either.. (the framerate is ok when you're out of the tower, the problem returns when you enter again) I don't have the fastest machine, a pentium II 266, but I haven't had any problems with the framerate before, so I guess it must be something odd in the module.

Other than that I'm having fun, I killed Sertis, and finished the easter egg thing and some other levels. I hope I can fight my way through the tower at 0.5 frames per second , or that there is a way around it http://forum.shrapnelgames.com/images/icons/icon7.gif

[ October 31, 2003, 07:00: Message edited by: henk brouwer ]

henk brouwer October 31st, 2003 06:45 PM

Re: New Module: Hack and Slash (still in beta)
 
Hmm I think the large Groups of summoned guardians must have been the problem. I killed three Groups of them and now the framerate is back in the green. I used the pause function a lot since that seemed to force a redraw of the screen (which only happened once every 5 seconds otherwise). The tower map is really cool btw. It seems to use a few different connection types, which is nice, it makes the map less precictable and gives a nice "what's around the corner" tension.

My fighter seems quite invincible right now with the loot he found in Lord Sertis layer. might have something to do with the fact that I used the spell-patch on the module. those berserker orks aren't that impressive anymore http://forum.shrapnelgames.com/images/icons/icon7.gif . I also started as a level 1 character, which might mean that the monsters generated in the dungeon are of a somewhat lower level than they should be. still having a lot of fun.

I'm off to grab the Last key..

henk brouwer November 1st, 2003 12:35 PM

Re: New Module: Hack and Slash (still in beta)
 
I did it! I returned the crown of the magis! *again*!

The final battle was great, the lich king was dispatched quickly, but one of his vampiric friends had steel carapace, major life leech AND major regeneration, quite a deadly combination, I couldn't hurt him even though I was doing 70-179 damage per hit. I finally managed to web him to the ground using a high level scroll (-700 movement rate http://forum.shrapnelgames.com/images/icons/icon10.gif ) and then killed him using my dual-wielded axes while quaffing large quantities of healing potion.

Great module!

[ November 01, 2003, 10:50: Message edited by: henk brouwer ]


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