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http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=802239976
That will probably be the last update the mod receives until Larian released the Enhanced Edition editor. When that happens I'll begin porting it over.
8. OP sword with 414-465 piercing damage in mid game.
9. Poison and ice surfaces dont disappear eventually.
10.The crate of fruit is called the "soothing song" in inventory.
11.Blacksmith says that sells materials, but in his stock only a hammer.
12.Dyo had a dialogues about the First and Creatures, which doesn't reveal info to the end of game.
13.The iron door near robotic rats gives 300 xp infinite number of times.
14.Large roborats don't attack.
15.Before leaving the valley, minister and mayor say same speech.
1. There is no exit from the lab if penetrated there with a ladder.
2. Camera can't move far away from party.
3. Blue mushrooms don't attack in melee.
4. In the forest near the start one of the undead boars stuck inside the tree.
5. Black screen when you talk to a npc while it moves to another location. For example when mayor goes from second floor to first.
6. Phrase "you recently bought some custom made arrows from town didn't you?" doesn't disappear after I picked it (Huntress).
That's what I did. It was just minibugreport.
-mods handled saves and updates
Steam was online, but version of mod was 2 (in main menu description) and I downloaded new one on nexusmods.
Glad to know downloading the new version worked, wasn't sure how D:OS mods handled saves and updates.
In the previous version in "Two Cows" quest the phrase "How did they escape?" doesn't disappear after I picked it and cows while being self-treated, stopped and ceased to follow me.
That bug will not prevent completion of the game though.
I can receive "Get into the Locked room" if go near the door.
If you want a more direct hint add me to your friends list and I'll fill you in, thanks for playing.
Reallly nice scripting. Lot of effort in the events. The results are realistic too.
Way to go.
I hope Larian hires you for DOS2.
But where do I find the "Residential District"
My original guess was 2 months, for a playable version. Probably one inferior to the current version in some ways but playable. Then maybe another month for polish/testing.
But it's really a total crapshoot.
Adding something to note the creature isn't dead is possible, I'll add it to the list.
In the house where you find Bill, it is possible to go up the stairs without killing the creature (for example - using Invisibility).
You might want to add a dialogue option for that situation - if the scripting permits.
I read that your mod is designed around not drowning in loot. This makes sense, and I think I like the immersive / situation feel that it creates.
Could I however, recommend, that you add in some thought-out loot in places - to create a sense of progression.
My apologies, if you already have that.
The love definitely shows through. Not just on the the technical side but also in terms of creating a story, etc.
I hope the EE editor is easier to use - and we get some rocking mods.
Strangely, I tend to like mods far more than the original. In DOS, I spent 40 hours in the game - with time roughly divided between the game and the only mod that I was able to find - Underseige.
I have a few ideas kicking around for some smaller mods that I might make as well. Think it would be a good idea to try a few different things to get more choices out there. This mod took me over 8 months and it still needs some work.
Ideally I'll move this one to the EE, and make the smaller ones faster now that I (sort of) know what I'm doing.
Nice to see that the modding community around DOS is showing some action. I hope things improve after the EE editor comes out (and even more after DOS2, hopefully).
Any plans on moving this mod to EE? Or do you plan on making new ones in EE?
Far as finding quests, best thing to do is talk to NPCs in town. There's a guy standing outside the diner who has a quest for sure, though you might only be able to talk to him during the day.
Thanks for playing.
I am having some trouble getting started off. No quests yet. Did manage to get to the town, come back out the back door and pick up a companion (Rogue > Invisibility )
Any hints on how to get started, and what character class would be suitable? Thanks.
I'll have to look into the stun thing, might be a spell setup wrong. Usually enemy spells are supposed to have a much lower stun chance than players.
I did all my testing on normal, that fight is pretty hard even on normal so I'm sure hard compounds it.
The second time I tried to wait for the buffs to go away (teleport etc.), but when I got rid of the 4 henchmen and the three skeletons I had only my main character left and Enas dispatched me in his turn.
I don’t recall if I changed difficulty level (or if it is even possible to set the difficulty level) when starting your module, I had it on Hard before since I know D:OS very well. Maybe Hard is too much for the last battle? But, one again, I found all other fights very enjoyable (even when losing), since I always had a chance. Enas was a bit too much for me. I did not feel to try a third time, since I was not even close the first couple of times.
Also did the enemy reinforcements (flanking skeletons) arrive or did the NPC who was supposed to call of them say it wasn't working?
My intent with that final fight was for each of his henchmen to buff Enas so that he's pretty hard to kill until you dispatch his henchmen. I think removing the fire shield and switching it for immune to burning and then a weaker weapon might be a good start.
The fire shield was a problem for me as well. When I did the fight my strategy was to teleport Enas away from the party till his buffs ran out. In the meantime I'd kill off his minions. That obviously doesn't work without teleport. Also armor potions came in handy for my tank. That took a lot of punch out of his weapon.
Thanks again for playing, and providing feedback. Especially since most people are occupied with the EE.
Last note on the last battle with Enas. I do understand that you probably did not want us to fight him and his crew, but if this was indeed the case, you should not have made the fight an option we could select. The fight is very unfair (Enas by himself can dispatch the entire group easily - shielded, fortified, punch for 100 HP each swing...), and there are other 5 henchmen together with him. Challenging fights are OK, unfair fights detract from the experience.
I hope you will be able to port your mod to EE, and to see the sequel of course, you are very talented. Maybe Larian can hire you....
RE: mbpopolano24, I actually agree with you on cycles in general. I mainly implemented it to see what the editor can do. The main reason I have it shorter is so that night doesn't last too long.
Something that would be pretty easy for me to do though, is make the cycle entirely optional.
Blocking sleep talking is possible but somewhat laborious.
Yeah that bug with the vendors is irritating. I'm not sure what causes it as I'm using all the same scripts Larian did. Loading a save seems to temporarily make it work right again.
Environments, I definitely put refining it on the backburner due to the EE. But it's also just something I'm not very good at.
What did you think of the day night timer? Too long/short/about right?
It's mostly cosmetic right now but I'm going to expand its scope once the EE situation is clear.