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December 3rd, 2002, 02:54 AM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
Thanks: 7
Thanked 44 Times in 28 Posts
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Re: Aaron Hall\'s Dungeon Odyssey
Yo' Mod Gods! here is some new toys for you to play with,.. Enjoy!
Some nice warm boots, a helm, a shield, and some Long slieved Chainmail..
1038833237.zip
A Full Set of Equipment for a 'White Knight'..
1038833187.zip
A Full Set of Equipment that I call Valor's Soul..
1038833127.zip
A Full Set of Equipment for a 'Dark Lord'..
1038833034.zip
Some Jungle Tiles (I may have posted these before but I'm being safe!  )..
1038832935.zip
Some New Mountain tiles (for variety's sake!)..
1038832870.zip
Cliff Edging Set with multiple tiers (for wilderness map)..
1038832816.zip
Cave & Mine Wall Set..
1038832771.zip
Some Lava Edging Tiles including lava rivers..
1038833533.zip
P.S. Many of these files also have some 'misc' items stuffed in them for good measure.
Feel free to feed my ego or stomp on it  Cheers!
[ December 09, 2002, 17:58: Message edited by: David Gervais ]
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April 12th, 2003, 04:01 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
Posts: 369
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Re: Aaron Hall\'s Dungeon Odyssey
Here's some elvenpictures for Dungeon Odyssey:
1050155864.zip (5 kb)
It contains 3 elvenarchers, a male and a female elvenranger, a female elf and and a banshee.
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April 20th, 2003, 09:39 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
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Re: Aaron Hall\'s Dungeon Odyssey
New Version, special easter edition  .
Hack and Slash Version 0.53e (Easter edition)
from the readme: - changed: using new improved grass and tree bitmaps (thanks to David E. Gervais)
- reduced chances for monsters to drop items (keys and potions)
- reduced the use of 'Rage' and 'Enchant' spells for monsters
- raised level requirements for '+x to skill levels' as an item modifier and added more benchmarks
- changed the order of suffixes for '+ to strength' items. Cave giant is now weakest and storm giant strongest.
- made new room for the Orc King and tweaked both the king and his guards
- 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') =)
- added more ammo for slings (one new .bmp and pebbles (old misc13) was changed to be used as sling ammo)
- added new L1_hills.bmp to match the new grass (thanks to David)
- added more...umm... stuff. Happy Easter
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,
Rollo
[ April 20, 2003, 20:56: Message edited by: Rollo ]
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May 6th, 2003, 07:18 PM
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Brigadier General
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Join Date: Dec 1999
Location: Lancaster, OH 43130
Posts: 1,997
Thanks: 5
Thanked 9 Times in 8 Posts
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Re: Aaron Hall\'s Dungeon Odyssey
Hi,
Here are some new mountain tiles. Enjoy!
1035830989.zip
__________________
Change is inevitable, how you handle change is controllable - J. Strong
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May 6th, 2003, 07:22 PM
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Brigadier General
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Join Date: Dec 1999
Location: Lancaster, OH 43130
Posts: 1,997
Thanks: 5
Thanked 9 Times in 8 Posts
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Re: Aaron Hall\'s Dungeon Odyssey
Includes Beholder, Drider, Dark Angel, Angel, Druid, Elementals (earth, water, fire -- taken fron this board and altered), Efreet, and Unicorn
1034802988.zip
__________________
Change is inevitable, how you handle change is controllable - J. Strong
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May 7th, 2003, 11:48 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
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Re: Aaron Hall\'s Dungeon Odyssey
Here is a working terraindescription for a lightswitch for those dark dungeon-levels. (in this case a torch that can be lit or unlit by rightclicking the terain in-game, simmilar to opening a door) The zip has the two images used by the terrain_file (these should go into the XX\pictures\terrain directory) and the description of the unlit and lit torch, (torches_terrain.txt) that Last file should be copy-pasted into the terrain-file that should use the torches..)
1052344011.zip
When changing the terrains ID you should make sure that the "next terrain action ID 1" refers to the correct new ID #.
Feel free to use/modify this for any module, and have fun!
Henk
[ May 07, 2003, 22:49: Message edited by: henk brouwer ]
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May 29th, 2003, 01:50 AM
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Corporal
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Join Date: Sep 2002
Location: Québec, Canada
Posts: 139
Thanks: 0
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Re: Aaron Hall\'s Dungeon Odyssey
Pets healing, it's finaly here ! simply add to file to any module to make pets slowly heal themselves.
1054122567.txt
Add this file to \dungeonodyssey\modulename\data\
And I think you dont even need to start a new game to take advantage of pets healing.
Bring any modification to it and add it to any module. Also if you think they heal too fast or too slow, you can tell me and i will arrange it.
If you think it's like cheating you can give me your opinion.
Justin
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