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  #21  
Old October 20th, 2003, 07:35 PM

DarkStar DarkStar is offline
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Default Re: Xerathul\'s revenge (module discussion thread)

Oops!. Yeah after I posted my email I started playing again and found that shop.
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  #22  
Old October 21st, 2003, 12:51 PM

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Default Re: Xerathul\'s revenge (module discussion thread)

fun mod

I have a question maybe someone can answer...

Is there a way to make an item act like a key, but not disappear?

Right now you open locked doors and each time, you use up a key, but I was thinking that there might be a way to set it so you can keep the key... not because I want to cheat or anything like that No, I was thinking it might be really neat to implement a 'shovel' type quest/activity.

I'm sure some nice talented artists could even come up with the picture files for a 'buried hole' which opens up to an 'open hole' (think of it like the open/closed pics of the chest). So then, armed with a shovel, you search the graveyards- or a pix axe in the mines, and then you find the lost relic of Shathra...err, well, you get the point.

PS- Oh, and what's really fun sometimes is to mod in 'teleport' for your characters as a spell... hehe. I never realized there were secret rooms until I popped into one.
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  #23  
Old October 22nd, 2003, 08:03 PM
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Default Re: Xerathul\'s revenge (module discussion thread)

Quote:
Originally posted by clark:


PS- Oh, and what's really fun sometimes is to mod in 'teleport' for your characters as a spell... hehe. I never realized there were secret rooms until I popped into one.
There are secret rooms!!?
I didn't know not even after making my own mod..(so don't bother searching for them there) DO is full of suprises .

About the keys: It was discussed before but sadly isn't possible. It would be a really nice addition though.

[ October 22, 2003, 19:05: Message edited by: henk brouwer ]
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Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
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  #24  
Old October 22nd, 2003, 08:35 PM

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Default Re: Xerathul\'s revenge (module discussion thread)

LOL! Good luck finding some of those secret rooms (I think they appear in the Magi module in the temple levels) I have encountered one instance where I 'discovered' the secret room. The passage appears as this small pink 'globe' attached to the wall, you click on it, and it opens up!

To bad about the key issue. One work around I have done, (becuase I am lazy, and I hate going in and out of the town, over and over) is to edit the txt file for the store generation of 'keys'. Each time you go into the town, three keys are always for sale- I upped it to 3 keys of each kind (copper, silver, iron) by adding in extra entries.

I also reviewed the item.txt file (man is that thing HUUUGE!). There is a line that can be adjusted to affect the number appearing in a stack (think arrows and shots, how they appear in multiples). Perhaps all shovels can be edited to appear in stacks of 99 (or whatever number, with a neccessary reduction in weight!) and then the shovels get 'used up'. So say you have ten shovels, what that means, is you can use it ten times before it 'breaks'. Just a thought on a work around...
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  #25  
Old March 2nd, 2004, 10:22 PM
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Default Re: Xerathul\'s revenge (module discussion thread)

Quote:
Originally posted by DarkStar:

The graveyard was easy because of Turn Undead, need to replay with another class I think after I'm done with Cleric.
Hmmm I just played a test game as a priest. Turn undead indeed seems a bit overpowered :-). Other spells like magic bolt etc, seem to be almost completely useless. guess I need to balance things a bit.
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Xerathul's Revenge v0.5
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  #26  
Old April 1st, 2004, 06:37 PM
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Default Re: Xerathul\'s revenge (module discussion thread)

An update on the changes I've worked on so far. no new download yet, just an update to show that some work is still being done on this module.

0.52 :
*Added some new non-player-characters to the Wirwood map.
*Added the "Random Quest". The game will pick this quest randomly from five possible minor quests for each game.
*Changed : Main quest enemies are randomly selected from several possible enemies for each game.
*Added: Thorar's drinkdungeon, the town's tavern has opened it's doors, go here for a drink or to receive minor quests.
Fixed : Some typos. There are probably many more of these.
*Changed : Decreased the effectiveness of turn undead. It seemed slightly overpowered for this module :-).

0.51 : *Added some new tiles, tileGroups, quests and monsters to the old levels.
*Added a few wandering monsterGroups to the Wirwood map.
*changed: graves can now be opened, and may contain items.
*fixed : chests in Wirwood did not contain items.
*fixed : some scrolls did not work because of changes made in 0.50
*fixed : items generated in the dungeon were never higher than level 2.
*fixed : It was possible that more than one quest enemy was generated for some quests.

The new changes are mainly meant to make the game more random, some quests and enemies will not show up in each game, so replayability should be a bit higher.

I plan on extending the dungeons a bit deeper (maybe two or three extra levels) before releasing the next Version.

[ April 01, 2004, 17:09: Message edited by: henk brouwer ]
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Dungeon odyssey modules:

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Xerathul's Revenge v0.5
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  #27  
Old April 1st, 2004, 08:20 PM

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Default Re: Xerathul\'s revenge (module discussion thread)

Sounds awesome - can't wait to try the new Version.
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  #28  
Old October 5th, 2004, 02:33 PM
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Default Re: Xerathul\'s revenge (module discussion thread)

Yes I'm still working on a next Version for this mod.. it's not ready for the next release but here is a small update on the current status. Most of the new changes are aimed at making the game a lot more random, replaying the module a second time should result in a completely different game with other dungeon levels, graphics, monsters and quests.

0.53 :
*Added a new dungeon level
*Added magical portals from some dungeon levels back to the town.
*Added a temple (with a priest and store) to the town.
*Added divine gifts (superior weapons and armor that are automatically destroyed after they have been worn/wielded for a certain amount of time) these can be bought at the new temple.
*Added tilegroup based map generation for the dungeon levels and wolfden. maps generated in this way use different graphics each time the game is loaded, depending on the tilegroup that is randomly chosen; A level might be a dungeon in one game, and a dark cave system in the next.
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Dungeon odyssey modules:

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Xerathul's Revenge v0.5
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  #29  
Old October 6th, 2004, 12:46 AM

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Default Re: Xerathul\'s revenge (module discussion thread)

Glad to hear that you are still working on this!

The new changes sound great. The divine gift idea sounds very cool - as does the random map generation.

Can you believe it's been almost a year since you released the first Version?

It could be that new Version will come out on the same day 1 year later - that would be cool.
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  #30  
Old October 6th, 2004, 03:14 AM
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Default Re: Xerathul\'s revenge (module discussion thread)

almost a year already? hmm, I'm affraid I won't be able to finish it before the anniversary, there's still lots of stuff to add and test (like a proper ending). I hope to finish it before the end of the month though.
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Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
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