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Christmas module (v 1.05 released)
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The Xerathuls revenge module has grown into an ugly mess of unorganized .txt files and bugs, and work on it is progressing very slowly, so I decided to take a break and build a small module from scratch, and since it's almost christmas I gave it a christmas theme.
A small disclaimer: I'm from the Netherlands [img]/threads/images/Graemlins/Flag_Netherlands.gif[/img], and I've never celebrated christmas because it's not really a tradition here. I have however seen way too many bad commercials and hollywood movies, so I guess I should have gotten most of the things in this module right. If not feel free to point out any glaring mistakes. http://forum.shrapnelgames.com/images/smilies/happy.gif I also kind of rushed the module out of the door since I wanted to release it in time for christmas, so there are probably some bugs http://forum.shrapnelgames.com/images/smilies/frown.gif. Feedback and bugreports are very welcome. |
Re: Christmas module (v 1.0 released)
Nice work, I didn't notice any mistake regarding the Christmas theme. The maps are smooth and well designed just like in Xerathuls revenge. Keep up the good work.
Merry Christmas Justin |
Re: Christmas module (v 1.0 released)
Awesome!
I can't wait to give this a try! Thanks so much for making it. I will post any problems I find here. I have been playing alot of DO the Last few weeks. It will be nice to have a new module to try. Thanks again. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Christmas module (v 1.0 released)
It's good to see there is still a bit of life left in Dungeon Odyssey. I'll let you know what I think of the module, but I'm sure I'll enjoy it.
Thanks for the post, and Have a good,.. no, a Great,.. no, a FANTASTIC holiday season. Be well firends. Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Christmas module (v 1.0 released)
I hope some more mods will be released, there are at least a few mods out there that people claimed were days or hours from release, but that somehow never made it.
If there is any help needed for beta-testing or bug hunting I gladly volunteer, I've got quite some experience with that after building some modules myself http://forum.shrapnelgames.com/images/smilies/happy.gif. And merry christmas everyone http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Christmas module (v 1.0 released)
Yeah, I might release a small sneak peak of DOWW2 (cool name http://forum.shrapnelgames.com/images/smilies/happy.gif ), could use some balancing thoughts...
Only played a short while (not enough time), but looks great so far, the forest seems really big when it's dark http://forum.shrapnelgames.com/images/smilies/happy.gif I'd suggest turning the chests into oversized presents btw http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Christmas module (v 1.0 released)
I didn't have much time to play but I found a few spelling errors.
- On the opening story the word CHRISTMASS should only have one S and the end of the word - In Hibburck's dialog choice #2 - the word CAREFULL should be spelled CAREFUL That is all I found so far. I should have more time to play soon. I love the look of the module so far. Awesome work!! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Christmas module (v 1.0 released)
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more info soon... Justin |
Re: Christmas module (v 1.0 released)
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Let me know when you have something that's ready for testing:) Quote:
Also I'll run the conversations in the module through a spell checker...;) I'm going to try and get a small patch out before christmas, (the module will quite likely be outdated soon after http://forum.shrapnelgames.com/images/smilies/frown.gif ). Did anyone else find bugs, or are there play balance or other suggestions? |
Re: Christmas module (v 1.0 released)
I found two terrain errors so far (currently exploring the ice cave), one is in the ice lake, where you can move through one of the forest images. Looking at the terrain file, it seems to be those 'possible chest location' terrains?
Also was a bit surprised you could shoot through forests, but I suppose that was intentional http://forum.shrapnelgames.com/images/smilies/happy.gif Another bug was in the ice cave, where one corner simply showed a massive rock cube instead. Don't know how to take a screenshot, unfortunately, can't show you. About balance, well, I suppose characters with light spells have a slight advantage? My thief can't really use bows and other two handed weapons, unless there's another light source nearby. That's all for now, I'll let you know if I find more. Oh yeah, perhaps that message box you get when finding wurrick is a bit overkill, for that one sentence http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Christmas module (v 1.0 released)
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The 'possible chest locations' are a small trick to make sure chests are not always on the same location in a tile, there was indeed an error in the entries for the trees that could replace the chests in both the forest and icelake maps. thanks http://forum.shrapnelgames.com/images/smilies/smile.gif. Quote:
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Re: Christmas module (v 1.0 released)
I believe shots are regarded as air 'units', so setting an object to allow air travel allows shots to pass through.
Also found two more terrain errors : this time the shores are incorrect, one in the Ice Lake (on the way to the entrance to the ice cave), and one in the ice cave, unfortunately I can hardly tell you where to look http://forum.shrapnelgames.com/images/smilies/frown.gif About the darkness, It's still manageable because there's a good amount of light sources in the cave, and I found an orb giving +1 light radius http://forum.shrapnelgames.com/images/smilies/happy.gif . Although that miner helmet would still be nice! Oh well, don't mind the text, the story never was this module's strong point anyway http://forum.shrapnelgames.com/images/smilies/laugh.gif Actually, stories are no strong points of DO... Or any roguelike, for that matter http://forum.shrapnelgames.com/images/smilies/happy.gif edit : oh yeah, maybe the alpha for DO WW2 can be released before christmas, depends when I complete this module (damn you http://forum.shrapnelgames.com/images/smilies/smile.gif ) edit2 : managed to finish the module http://forum.shrapnelgames.com/images/smilies/happy.gif , highly entertaining, even though I apparently dragged +/-150 weight worth of keys around for nothing... Who did the voice acting for santa? http://forum.shrapnelgames.com/images/smilies/happy.gif Maybe the sledge is a bit too close by the entry point? I had only seen half the map and I could already finish if I wanted... |
Re: Christmas module (v 1.0 released)
I would love to see DO WW2 released soon. Having 2 modules out in the same week before Christmas would be a very nice present to all the DO owners. http://forum.shrapnelgames.com/images/smilies/happy.gif
At any rate: Merry Christmas and Happy New Year to those that celebrate those holidays! |
Re: Christmas module (v 1.05 released)
Version 1.05 is out http://forum.shrapnelgames.com/images/smilies/happy.gif (It's downloadable from the first post in this thread, my sig seems broken, I don't have time to repair it now)
changes: 1.05: (24 december 2004) Changed: All chests have been replaced by presents (thanks for the suggestion ace joh http://forum.shrapnelgames.com/images/smilies/happy.gif ). Changed: Removed keys from the module, (no locks on presents). Changed: Increased the chance to find arrows, bolts and other ammo. Fixed : You could walk through certain trees. Fixed : Some coastlines on the icecave and icelake maps did not look right. Fixed : 'Rock cubes' were sometimes visible on the icecave map because of missing terrain. Fixed : Corrected some spelling errors. Added : Added miner's helmets (for sale at the Pub), so you can wield 2-handed stuff and have light. Added : Added a few new tiles to the icecave. I didn't have much time to put in extra features (I'm going to visit family this weekend and can't acces my computer), so it's mainly some bugfixes. Also since christmas wil be over when I return, this will likely be the Last patch for this module. but I'm thinking about making another Version of the module with all the christmas stuff taken out, and replaced by stuff that won't be outdated within a couple of days http://forum.shrapnelgames.com/image...ies/tongue.gif , so bugreports are still welcome. |
Re: Christmas module (v 1.05 released)
Thanks for the update! I like the idea of changing the module to me non-Christmas. I agree about the keys I'm almost done with the game and have so many of them.
Miner's Helmet is an awesome idea. I always hated the fact you couldn't have light and still fight. Switching between the light source and a weapon all the time was a pain. It might be just me but the download link doesn't seem to work. http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Christmas module (v 1.05 released)
Yeah, good idea to release it as a seperate module, we can always use more http://forum.shrapnelgames.com/images/smilies/happy.gif . Although you'd have to figure out a new story...
Donwload link in the sig doesn't work, but the attachment certainly does. Also, in case you haven't seen yet, DOWW2 alpha is released http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Christmas module (v 1.05 released)
The download link in my sig doesn't seem to work, I'll try to repair that, the link at the top of the first post (the one named "attachment" and the same one that used to link to the download of the first Version) should work.
Ace Joh: About Santa being close to the entrance: that's a random thing. both the second entrance and santa's position are randomly chosen, you got lucky, but they can be very far apart (I'm still frustrated from having to explore the entire level while playtesting, only to find him in the Last possible location) |
Re: Christmas module (v 1.05 released)
Ah, the price of randomness http://forum.shrapnelgames.com/images/smilies/happy.gif
Hmm, one Last thing, I have found a scroll of teleportation in one of the chests in the ice lake terrain (but only after crossong the ice cave)... I suppose if you would find it before entering the cave (if at all possible?) you could skip it? Don't think it's a big problem though, I can't seem to choose the destination, and the odds are pretty slim. |
Re: Christmas module (v 1.05 released)
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Can't wait to play the DOWW2 module http://forum.shrapnelgames.com/images/smilies/happy.gif. edit: Hmm I guess the teleport trick would be possible, but it seems quite hard to pull of, anyone who manages to do it probably had to work harder for it than someone who took the official route http://forum.shrapnelgames.com/images/smilies/happy.gif. the same trick would probably also work for passing locked doors in the other modules. |
Re: Christmas module (v 1.05 released)
Cool Mod thanks again for spending your time making it. I had a bLast playing thru it the first time.
I'm currently replaying the game with a Paladin. I think I'm in a spot where I can't win. On the area with all the ice I have 10-15 winter wolves and other things casting some type of ice spells on me from a distance which stick and cause major damage. Since I don't have any type of magic bolts I have to take them on hand to hand. I can't do enough damage to kill even one of them before the stacking on the ice spells gets me. http://forum.shrapnelgames.com/images/smilies/happy.gif I trid using bows and such but again they don't do enough damage. Once I got 2-5 ice spells on me it's over because even as I'm moving away they continue to do damage. I believe that there is no way to win the module with my current character. I don't see any other maps where I could level my character. She is currently lvl 5 and doesn't have enough HP to cut it. If you end up making any more changes to the module you might want to change it so they don't all cast the ice spells as much. Maybe dropping items that have cold resists could also work if you like the monsters the way they are now. I should have played a Mage. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Christmas module (v 1.05 released)
I haven't playtested the module much, but now you mention it, I might have been overly generous with dangerous spellcasting monsters on the icelake map.. especially the winter wolfs can be quite deadly.. certainly if you encounter them in the numbers you describe, which I haven't so far.
what difficulty are you playing? Anyhow your character is in big trouble.. have you tried just outrunning the wolves, so you can get out of spellcasting range? (first stock up on healing potions in town) I'll make the winter wolves less dangerous in next Versions of this (or other) modules. |
Re: Christmas module (v 1.05 released)
Yeah, those beasts were a pain, even on average difficulty. I just made sure I had lots of healing potions, and use them while killing them as fast as I could. (once the spell has been cast there's still time before damage is done). Don't know if that'd still work on higher difficulties, as I already got killed on the town map when trying master difficulty http://forum.shrapnelgames.com/images/smilies/happy.gif )
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