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  #1  
Old April 10th, 2003, 02:51 AM
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Default Re: New Module: Hack and Slash (still in beta)

woohoo, I did it!

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 .

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 . I feared that he might be overwhelmed too much. But he did alright .

Rollo

PS: btw, I was playing on average difficulty.

[ April 10, 2003, 02:03: Message edited by: Rollo ]
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  #2  
Old April 12th, 2003, 01:15 AM
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Default 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.
yeah, I am sure you will. Hang in there .
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 . Now my mana was recharging fast and I took my revenge on the way out, raining lighting bolts on them .

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
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  #3  
Old April 12th, 2003, 01:43 AM
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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:
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'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!
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  #4  
Old April 11th, 2003, 02:31 PM
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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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  #5  
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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  #6  
Old April 11th, 2003, 06:31 PM
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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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  #7  
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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