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  #1  
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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Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
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  #2  
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:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
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  #3  
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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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:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
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  #5  
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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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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  #7  
Old November 28th, 2004, 08:52 PM

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

Any news on the new Version?

I decided to run thru the module again this weekend. I ended up with a strange bug. Maybe someone here can help me out.

I made it to the 2nd dungeon level. There are 2 stairs. One is down and the other one is up. The funny thing is that the stairs that has the DOWN graphics goes UP. The stairs that have the UP graphic doesn't do anything.

I'm trapped in the level I can only go up. The level is VERY small and I don't see any other way to advance. I have explored the whole level and there wasn't any monsters or items. It seems like there is a 3rd level to the dungeon but I can't reach it.

Is this a bug? What am I supposed to do? It's very strange and I don't think I can finish the game.

Any ideas are welcome.

On another note is anyone else still making modules for this game? Things seem to be dead around here.
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