[Campaign+] The Destined

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Re: [Campaign+] The Destined

Postby suibom » Thu Sep 09, 2010 3:06 pm

VenomousRacoonKing wrote:backtracking... meh, the portal in front of the first waygate portal seems to only work once. Maybe the trigger is not set as a cycle. You'd want to fix that.


Hmm, well, there's only one waygate in the mod (I didn't want to clutter the waygate list) and the portal next to it is not important (or active), it is a one way portal from the lava zone. If you check this image:
http://files.runicgamesfansite.com:9090 ... er_8Qa.png

The red dot in the background is where you completed the CryptKeeper quest, which is where the portal that leads to the ruins is. That portal cycles and is always enabled, it is just an always on warper trigger. Sorry about the amount of travel time, I just didn't feel comfortable adding a bunch of waygates and the one that I did use is roughly halfway through the mod. Once you get back to the boss stage, you should be able to pick up where you left off (heading to the right of the map rather than the left, where Artemis was found).

Peace,
-Sui
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Re: [Campaign+] The Destined

Postby VenomousRacoonKing » Fri Sep 10, 2010 4:53 am

Alwight ;) ok thanks for the info
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Re: [Campaign+] The Destined

Postby CrazyDane » Tue Sep 14, 2010 9:14 am

I just found a problem about mid way into the game... which, btw, I'm quite enjoying!! :D

It occurs just after the first ember quest (I too dislike the backtracking, but then, that's just me). Just where I talk with a NPC who tells me about a dragon then opens the way to a portal, there's a bridge that has the middle span missing. I've searched the area as much as I can but cannot find a lever or horn. I did try to cross thinking that this would go, but my character stopped at the edge. Seems that there's a tile missing. As I'm well into the Portal area, I hope I didn't miss something VERY important. As far as I can tell, the rest of the bridge is there and intact.
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Re: [Campaign+] The Destined

Postby VenomousRacoonKing » Tue Sep 14, 2010 9:38 am

The dungeon has been designed like that. You have to look for a portal to another area. I think it doesn't come as obvious because the bridge looks incomplete. Completing the front part of the bridge with a quarter wall piece would look neater, in my opinion.
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Re: [Campaign+] The Destined

Postby CrazyDane » Wed Sep 15, 2010 6:55 am

Ok thanks! Do I need to restart or simply port back to town and re-enter to begin looking? As I mentioned, I'm a fair piece into the npc's portal area.
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Re: [Campaign+] The Destined

Postby suibom » Wed Sep 15, 2010 7:41 am

CrazyDane wrote:Ok thanks! Do I need to restart or simply port back to town and re-enter to begin looking? As I mentioned, I'm a fair piece into the npc's portal area.


If you made it to the lava zone, then you're doing fine. As VRK said, it's part of the design. I didn't find a tile piece completion for the bridge that made it look broken like I wanted, so I left it as is, but yeah, it doesn't quite come across as intended (a broken bridge).

It will make more sense once you get past the lava zone (which I figure is what you mean when you say "the npc's portal area").

I'm happy to hear you're enjoying it. Hopefully it will retain the enjoyment through completion :).

Peace,
-Sui
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Re: [Campaign+] The Destined

Postby CrazyDane » Wed Sep 15, 2010 8:55 am

Thanks Sui,

Yeah, I'm in the Lava zone and seem to be doing fine. As for the bridge... maybe removing the "far end" leaving the player's side might do it? :?: Having "only" a portion of the bridge could work as well effect-wise. I suggest this as I was a Playtester for a different game some time back and the only solution was to simply remove one side of a bridge, adding some rubble that was tagged as non-destroyable seemed to do the trick and did work for us. Something to think on.
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Re: [Campaign+] The Destined

Postby suibom » Sat Sep 18, 2010 7:04 am

Well, hopefully if you've made it past the lava zone it makes more sense being built the way it was. Both sides of the bridge are needed there for continuity.

Peace,
-Sui
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Re: [Campaign+] The Destined

Postby CrazyDane » Sun Sep 19, 2010 7:16 am

Yeah, it did... sorta. ;) I forgot to go looking for the bridge once I neared the end of that area. I *am* now and REEEEEEALY enjoyed myself! The areas were well laid out and not too hard to do. Some of the puzzles didn't make sense at first and I found them annoying. But after a few tries got past them. The next time I decide to play, I'll be upping the difficulty. At the end, it smacked of a sequel. That ever gonna happen?? Thanks again for the submission!!

Sheesh!! That should read: "I *am* now done with the game," Sorry.
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Re: [Campaign+] The Destined

Postby Jarcho » Sun Oct 17, 2010 2:11 am

The mine entrance chunk you put in with the regular dungeon chunks is kinda impossible, there's no trigger to blow open the rubble gate. I also don't think the miner should be there, considering that gives the potential to break the campaign ;) .
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Re: [Campaign+] The Destined

Postby suibom » Mon Oct 18, 2010 4:22 pm

Jarcho wrote:The mine entrance chunk you put in with the regular dungeon chunks is kinda impossible, there's no trigger to blow open the rubble gate. I also don't think the miner should be there, considering that gives the potential to break the campaign ;) .


grumble.. sorry about that. No-one reported it to me till now. Here's why it does not appear to be working:
http://www.runicgamesfansite.com/entry. ... ery-solved

sigh..
Anyway, I fixed it back up. I can't remember quite exactly how I had the deleted piece originally arranged, but it shouldn't be too different (actually, now that I'm thinking about it I think I remember, and it is a bit different.. oh well).

I use the console quite a bit when testing, and in doing so I've inadvertently broken quite a bit of the things I've created. Quite annoying really, and one of the top reasons why I haven't made (and probably won't) anything else for TL1.

Anyway, the full download has the fixed file in place:
http://www.runicgamesfansite.com/downlo ... ile&id=526

Or, to just replace the broken file itself, the singular map file can be obtained here:
https://docs.google.com/leaf?id=0B70D5f ... UwZDAzMjFh

My apologies. Thanks for reporting it.
-Sui
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Re: [Campaign+] The Destined

Postby Nythain » Tue Jul 12, 2011 12:18 am

Sorry to necrothread, but I just got around to playing through this mod/campaign and really had to say wow. Seriously impressive work. I was all like "Oh, this should be fun, casual stroll through caves, find a lost girl... yay!"
Boy could I have not been more wrong. This campaign is pretty epic really, and very well done. And tough. I don't know if the enemies are a static level, but i started it around level 9 or 10, and ended up against enemies 2-4 levels higher than me by the middle to end of it.

Thanks much for your work, I really enjoyed it.
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Re: [Campaign+] The Destined

Postby suibom » Tue Jul 26, 2011 6:20 pm

Nythain wrote:Thanks much for your work, I really enjoyed it.


That's awesome. I'm very happy to hear that the mod is still being enjoyed! :) I can't wait till TLII comes out to dive back into the mod tools!

I appreciate the feedback, cheers!
- Sui
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Re: [Campaign+] The Destined

Postby oddmeg » Thu Oct 20, 2011 12:24 am

Hello :)

I am wondering if anyone has any experience with running this campaign with mods,

Namely Cloud Sculptor's mods: Balanced Difficulty, Loot Overhaul, Passive skills Overhaul, and Spells Overhaul?
Also, Mythic Items mod?

Are there any gamestopping conflicts?

Thanks in advance :)
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