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Of course, I imagine that making a walkthrough and/or secrets list would take a significant amount of time and effort. I'm just throwing out the idea in case you want to future-proof the mod. It would probably come later anyway, once the mod has finished being patched. I'm looking forward to the update, and that nightmare mode sounds like a challenge.
I have indeed been reading thoroughly through your feedback and took these into consideration when playtesting with different parties. In case you have any thoughts on specific changes, let me know beforehand, so I can alter things before they cause any issues.
There are two playthroughs (well, one and a half) of earlier versions on my Youtubes, but I am not going to write a huge walkthrough, I'd rather leave that to the players in case someone is interested enough to bother (I believe there was a Japanese player very early on who did that for his audience).
Since I now have a counter for the amount of secrets for each level, I was thinking adding that in some form, perhaps just a list so players can check whether they got them all.
In addition to this, there is also a forum with dozens of riddles and most of them are still up to date which might help when comparing. Then again, I can always add a forum here in which each (edited) post deals with one level, so everyone can chip in.
As a matter of fact, they will have to because I am not planing on giving any solutions to puzzles anymore. ;)
The Nightmare mode can either be tedious work for days on end or a rather simple solution. The latter being a different file with a complete overhaul of the monster library and conditions. That version would then have disabled the regular entrances for adventurer and warrior and only offer the Nightmare portal.
But since I got one-shot in the back (114/111hp) by a thrown axe in the starting crypt and cornered and butchered by ogres and ice spiders, I don't think everything needs to get cranked up to 9000.
Just as a general note concerning the update:
I am not going to add other modders' custom tilesets, textures, monsters or import huge magic systems and I don't see me working on anything of that kind myself. Staying true to the original without adding some crazy shid has always been a guideline and I'll stick to that.
I'm guessing that the whitewood wand change is your way of implementing an underwater light source. I can't remember how early it's found (or how easily missable it is) so my feedback on that is "probably a really good addition".
Two things that stand out as not being on the list are the lack of heavy weapons rebalancing, and nerfing ice spiders. You do mention a few changes to heavy weapons so maybe they're better overall. Ice spiders already feel like you're playing on nightmare mode, with how much of a difficulty jump they are.
I like the concept of a "Falagopedia". Figuring out new magic spells has always been a double-edged sword. On one hand, it's fun to figure new spells out yourself or extrapolating from ones you already know. On the other hand, skill points are too tight, especially in the base game, for a player to want to place them blindly. Maybe the player assumes that air and earth together would give them a tornado of stones and then all the game gives them is poison bolt. Speaking of poison, what you did with it sounds good on paper at least.
Oh dear. At least most of the things I got stuck on were bugs. Can't deny that a few of them worked as intended and simply stumped me, though.
Fire - Trap with the 4-tile fire like the "explosive cannonball"
Ice - Slower, heavier ice lances (also used for Giant's Axe)
Air - Cloud spell with quick hits in succession, stuns
Air - Bearform for all, YAY!
Poison - Tiledamager with instant dmg
(Plus two hidden spells used for items or conditions)
The whitewood wand is really close to the start (throw rock over water, done). I myself had trouble searching for stuff underwater and had not found the magic orb yet, bit unpatient atm. Having something limited to underwater "only" requires some intense scripting to check for the party's whereabouts constantly and I never got it working properly and reliably, so I went with this instead. Thought about giving the new item Horn of Waves the ability to spawn glowing balls in front of the party, but since it requires the champion's "full attention"(hinthint), that's out the window.
Weapons are only as strong as the champion's class. My current party is fighter, barbarian, brawler and rogue, two with heavy and two with light weapons. So far it seems rather balanced and the heavy duty boys have cleared the way more than once.
Early heavy weapons are the boneclub, warhammer and now the machete, perhaps a lance drop early on, that does the trick.
Ice spiders certainly are a leap in difficulty, but that counts for most things in the Highlands area. A forcefield or stunning spell or weapon works wonders, though, as they cannot be frozen. Perhaps even blind or fear, since the moral value of animals it not that high? Needs some testing but I'll look into it.
Indeed, giving players the chance to plan ahead seems rather useful, especially when it comes to spells (despite all spell scrolls can be found). Right now I am uncertain to what extent these lists should be made and what to include or how to sort things.
Probably just some key aspects like damage range(regular-special attack), damage type, cooldown time, requirements and special features (stun, magic), while the spells list should include gestures and energy costs. But, once again, this may very well be player made in the forum with edited posts.
Poison has just been lifted slightly to at least do "some" damage and altered it to be more of a corrosive thing to also affect undead and the like. The additional weaknesses and vulnerabilities added to the monster library make it even stronger, so it is actually a viable tool.
Ehm... you are mistaken, there never was a time limit. Each pillar has its own counters but no timers are attached to any one of them. I did improve the bit by calling forth the summon stones and added audio clues before. I have added a number of text clues, though, so this might be another. In fact, I am going to redesign the puzzle to make it more obvious, including the digging part. However, this was supposed to be cryptic by design... you know, the pyramids and its puzzling purpose.
I'd say the spiders are a difficulty spike even compared to the rest of that area. I had two people capable of casting forcefields and still thought that they were too dangerous. I'd sometimes use the blinding trap, but from what I remember it never seemed to make much of a difference. It's been a while though, so my memory could be mistaken.
That reminds me though, is there a way to make kills through traps grant experience points? It's a minor thing, but it would be nice.
That's weird. I'm almost certain that I had to do the run several times until I did it fast enough. I seem to recall that I did it as intended before I asked in the hints thread, but it didn't work for some reason. After that it took two or three more tries. Also, I should specify that I'm talking about the pressure plate that I assumed gave you X seconds to round the pillars and run back to it. The pillars themselves didn't have any timers.
I highly doubt this is possible. A direct spell, condition or projectile has its owner and can be retraced, but creating an object that itself spawns something else when triggered cannot (to my knowledge) be linked to the original owner of the object.
Up to 4 attribute points? Does that mean that there is a 5% chance of the old effect? I'm sure you already noticed, but I'm not a big fan of permanent RNG stuff like this. Some RNG is fine to add spice to the game, things like criticals, misses and status conditions, but permanent stat bonuses shouldn't be random if you ask me. But, well, you're the one making the mod, not me.
I see you've reconsidered somewhat, already. I'm guessing the intention is to make them more secret (they can be surprisingly hard to spot) but I worry that it will make simple traversal a pain. Trying to find your way back to a certain room in a maze without having some of the ladders marked could be quite annoying, I imagine.
Not loud enough to make it hard to hear secret doors and such, right?
No way to make any trap kills simply give the party the exp? If a monster dies to any trap it is almost certainly because the player had a hand in it. Would be a shame to add all these cool new trap spells but disincentivize using them.
Looking forward to playing with the more unusual new classes. Poison mage, punch/staff monk, dual wielding shield knight? Should be fun for the novelty alone. The new spells sound fun too, and I see you've added a few more. Especially the ground element ones. By the way, don't forget to add an anti-game journalist mode for that guy that keeps complaining about the mod being too easy despite never having played it. 500% movement speed, attack speed and damage sounds like a good start. Should make him happy.
Ladder: Was indeed concerned about there being more "secret" places than regular climbing spots. Have not yet looked into it, but I am probably going to add the few exceptions. Trying to find the areas in which having them not show on the auto map seems like the more practical approach.
Sound: It is just as silent as regular crackling fire, the torches are slightly louder, but it shouldn't be too noisy or distracting. The magic bridge has been changed as well, added a version with fog effects (wow!) and it is more quiet in general now. Never liked the loud humming noise.
EDIT: Traps: Good news, I found the mistake and fixed it, XP is now granted for successful remote trap kills. Since what the traps spawn is not cast by the party, I assumed it was "causedBy" it - a common mistake. Needs some more testing whether all conditions work as they should, but it is looking good so far. Might need to take a closer look at elemental ammo next.
Hardcore mode: Been fiddling around with ingame options to alter files or pick different monster libraries, no luck so far. Altering individual entities is one thing, but it becomes a mess on a global scale. Probably just going to upload a seperate version with increased values so that the first steps feel like the player just entered the frozen spider caves.
If push comes to shove, I'll simply add a button to cripple the party, add an incurable constant burden effect or something similarly evil and leave it at that. ;)
What it does is it damages starving chars over time in three steps.
Starting from 25%, 12% to 0% on the hunger bar, it increases the damage values. Every 5 or 10 minutes the damage is done.
Nothing majorily deadly, just a "friendly reminder" and a way to prevent sleeping it off or living on potions for the rest of the playthrough.
An alternative would be increased Cooldown rates as they get tired, hungry and slower when affected.
This will probably lead to an "iron rations/reserve" magic bag or whatever with the classical "create food" spell spawning 4 neutral food objects. With limited charges (or single-use), of course.
Nice, good to hear.
The frozen spider caves were apparently too easy for him; you better step it up with this double nightmare mode. Anyway, a separate file is fine if you ask me.
I always fed my adventurers as soon as I realized that they were hungry, so at least in my case it would be unnecessary. Are there people that ignore it, and enough of them for it to be worthwhile? If you hover over a portrait while starving it says that damage dealt is halved. At least to me, that's enough of a drawback to prevent me from ever letting my party go hungry. If you do implement it, maybe lower to threshold to 20% since that's when it counts as starving rather than hungry, unless I'm mistaken.
But you are right, all 4 stats increased permanently is a bit much for an item that is not exactly unique (maybe I'll add a special one or two.
Half of the flowers are going to be removed to begin with as there are one or two dozens of them laying around.
It is probably going to be like this: Gain 2 random stats, get 1 randomly lowered.
The hunger system in place right now is just taking 1-6% (gradually more %) of the max health anyway, so nothing serious, but nutrition is important. Since I am working on harvestable plants (besides the already in place respawn on thorns), this might work well together.
I received no message despite being the author (good job Valve) and I cannot see anything other then the warning text. Guess they do not feel like checking it. Thought the warning for external links was sufficient.