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Old April 11th, 2003, 02:31 PM
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Rollo Rollo is offline
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Default 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 .

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 . 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 . 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 ]
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  #2  
Old April 11th, 2003, 06:14 PM
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Default 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 .

Have fun ,
Rollo

[ April 11, 2003, 17:15: Message edited by: Rollo ]
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Old April 11th, 2003, 06:31 PM
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David E. Gervais David E. Gervais is offline
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Default 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?
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!
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Old April 11th, 2003, 06:54 PM
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Default Re: New Module: Hack and Slash (still in beta)

Quote:
Originally posted by David E. Gervais:
I meant Tarlumain! ...
oops, LOL. And I was about to suggest that the City was a safe haven from the nasty wilderness . Looks like 'average' is better then .
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
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Old April 11th, 2003, 07:57 PM
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David E. Gervais David E. Gervais is offline
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Default Re: New Module: Hack and Slash (still in beta)

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

Rollo
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!

Cheers!
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Old April 11th, 2003, 10:19 PM
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Default Re: New Module: Hack and Slash (still in beta)

Quote:
Originally posted by David E. Gervais:
quote:
Originally posted by Rollo:
Hmm, I guess I try master level next...

Rollo
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!

Cheers!

hmm, I have no idea... .

will do, I have brought a priest to 7th in the Crack of Doom. Let's see how fast he can run... .
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Old April 11th, 2003, 11:59 PM
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Default 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..."

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 ]
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