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  #1  
Old October 7th, 2002, 08:16 PM
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Default 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 . 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:
  • added wilderness monsters including the infamous Mad Cows (at the time this was created the wilderness had no monsters)
  • made the wilderness totally random
  • added a new shop for magic items
  • added a new dungeon totally made from scratch (you can enter from the village. beware those berserker orcs)
  • added a new quest
This should be good for your experienced characters as the quests will yield more points.
Have fun and be careful ,

Rollo

[ October 07, 2002, 19:18: Message edited by: Rollo ]
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  #2  
Old October 8th, 2002, 03:01 AM

DarkStar DarkStar is offline
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Default Re: New Module: Hack and Slash (still in beta)

Thanks! I'll give it a try tonight! I like the idea of random wilderness.
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  #3  
Old October 12th, 2002, 09:13 AM
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Default 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 ]
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  #4  
Old October 12th, 2002, 05:13 PM

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Default 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.
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  #5  
Old October 12th, 2002, 10:07 PM
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Default 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.
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Old October 12th, 2002, 10:11 PM

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Default 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!
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  #7  
Old October 16th, 2002, 01:41 AM
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Default 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 .

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
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  #8  
Old November 15th, 2002, 01:41 AM
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Default 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 ]
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  #9  
Old November 15th, 2002, 05:01 AM
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Default 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. ) 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
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  #10  
Old April 9th, 2003, 04:02 AM
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Default Re: New Module: Hack and Slash (still in beta)

Here is a new Version of Hack and Slash .

Hack and Slash Version 0.5

Enjoy 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...
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