[SCENARIO] Dungeon Adventure - the 133rd K.R.A.G.

can you add the ability to change classes while we're waiting for mission two? I wann abe able to explore the dungeon with the tru egame mechanics. Being an adventurer sucks...

I am on schedule for a new release yet this weekend. I am hoping that by late Sunday (CST), I will have added my last code chunk for Mission Two and get it merged into the latest patch for FfH2.

At this point, the only critical addition needed before release is to add code to place random monsters in the dungeon levels. To start, I'll probably just throw in a variant on the Radiant Guard enemy generator. It won't be well balanced to begin with -- but that is what playtesting is for, right? :)
 
1. Rescued prisoners Torek and Bambuk now offer benefits when you meet up with them again at Shaft X.

2. Bambuk can be recaptured.

3. Goal tags added for mission two.
 
Yes, mission two is in.

You must rescue three key people from the dungeons of the Ancient
Fort.

This can be done in stages or in one big raid -- it is up to the player.

This took me such a long time to code because of all of the collateral stuff that goes on inside Shaft X during this mission: conversations with NPCs, opportunities to buy and sell stuff, rewards for rescuing each person, etc.

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New barebones goal tags are in.

All that is left is the random monster placement for dungeons and merging to patch x.

Seems poetic that my next release for Shaft X would be merged with FfH2 patch x. :)
 
If I used Twitter, which I do not, I would probably send out a "Tweet" right now that said:

"Merging DA -133rd KRAG release 2 into FfH2 patch x right now!"
 
Patch x has done something weird to treasure chests! They don't show up any more!

Trying to figure this out!
 
One of the patches after patch "t" made it so that treasure chests CANNOT be anything but invisible. If you deselect the invisible promotion, the unit is removed from the game.

Sigh.

Sorry for the delay everyone -- I am cobbling together a quick work-wround so I can still release! :(
 
Yes, it is!

I found a goofy work-around for the Treasure Chest issue. I am still not done re-working tresure chests, but it is good enough for now, and I didn't want to miss my self-imposed release deadline! ;)

As always, your feedback is appreciated!
 
ok, so far the first thing id liek to say after having a quick play, is that you have done an excelent job with this (especially on the explanation on how magic work :) ) but the one thing that i really dont like is the total inability to heal at all in the dungeon unless you get a healing potion. surely you should be able to rest to heal??? or, alternatively have places that spawn that allow you to heal, ie 'You come across a well concealed corner would you like to rest?' or 'you find a old bed, it is infested with bugs but it is comfy. would you like to rest?' etc etc. even if you scatter healing potions around more often.

its just the fact that i have to make the treck from the fort to shaft X to get healed every time i kill 2 goblins is rediculous :p

*rant over*

well done anyway :)

EDIT: also there is no 'pick up potion of restoration' spell :p

EDIT 2: same goes for potion of invisibility

EDIT 3: sometimes 'finding secret doors' on the edge of the map does not result in a door appearing (i love these btw!)

EDIT 4: if you get life magic from mana crytals the spell sanctify changes the dungeon to marsh terrain. interesting but probably not meant to happen lol. id suggest changing the sanctify spell to healing instead ;)

EDIT 5: if you cast sanctify enough it also messes up the dungeon level (aka armageddon counter)

EDIT 6: ok, so you can pick up potions of invisibility, lol i didnt realise i had to end my turn on it to pick it up lol. also spells like inspiration which require a city to be cast should be swapped with something more dungeonesque.

EDIT 7: ok so i may have jumped too quickly at the lack of healing potions, i get the perfect ammount to stay alive now. disregard the initial rant :D (though i still think sanctify should be changed to heal)
 
ok, so far the first thing id liek to say after having a quick play, is that you have done an excelent job with this (especially on the explanation on how magic work :) ) but the one thing that i really dont like is the total inability to heal at all in the dungeon unless you get a healing potion. surely you should be able to rest to heal??? or, alternatively have places that spawn that allow you to heal, ie 'You come across a well concealed corner would you like to rest?' or 'you find a old bed, it is infested with bugs but it is comfy. would you like to rest?' etc etc. even if you scatter healing potions around more often.

Spoiler :
Natural healing is not supposed to happen in the dungeons and will stay that way. I don't want to make it too easy! But the number of healing things available is a gameplay aspect I will continue to balance.


its just the fact that i have to make the treck from the fort to shaft X to get healed every time i kill 2 goblins is rediculous :p

Spoiler :
Ah. But you don't! Potions can be found. Very rarely, you may find a dungeon merchant. And if you rescued Garrus, you may be able to hire one of his friends to help you on your quest!


EDIT 3: sometimes 'finding secret doors' on the edge of the map does not result in a door appearing (i love these btw!)

Spoiler :
You are correct, Sir! I forgot to add the "count out-of-limits as walls" code to the secret door reveal code chunk.


EDIT 4: if you get life magic from mana crytals the spell sanctify changes the dungeon to marsh terrain. interesting but probably not meant to happen lol. id suggest changing the sanctify spell to healing instead ;)

EDIT 5: if you cast sanctify enough it also messes up the dungeon level (aka armageddon counter)

Spoiler :
Huh. Not sure what this is all about. I'll look into it! I think the WB save file has plot counters turned off. Maybe that is causing it?


EDIT 6: ok, so you can pick up potions of invisibility, lol i didnt realise i had to end my turn on it to pick it up lol. also spells like inspiration which require a city to be cast should be swapped with something more dungeonesque.

Spoiler :
Glad to hear the potions are working! I cannot change the spell for the contest entry, though. I hope to address this when I can get at the other python and XML files after the contest is over. For now, some of those "useless" spells can be thought of as a placeholder that needs to be gotten past to get to the good ones! This should make for some very strategic gameplay.


Thanks for the great feedback. I appreciate it!
 
im glad i could be of help :)

Natural healing is not supposed to happen in the dungeons and will stay that way. I don't want to make it too easy! But the number of healing things available is a gameplay aspect I will continue to balance.

fare call, and after further game play i agree with you, the current distribution of healing potions is really good. but the no natural healing makes spells like regeneration useless (i was really excited to find 2 body manas to get regen only to find it useless...)

i must say im really enjoying this mod, the random dungeons are excelent, and with a little more 'stuff' too add to variety it will be even better.

might i suggest teleporters for instant movement from a to b on one level? and how about some of the more unique items? golden hammers get pretty boring after a while :p

i also dont think the potion of invisibility really *does* anything. it makes you act like a pirate, ie hidden nationality if i recall correctly, not actually invisible. it would be better if it was a one time invisibility bonus untill after the next spell cast or combat (or after a set period of time)

it could also be nice and useful to have a certain item which could be used to reveal traps, something like a 'spy glass' or 'theives tools' it could give an additional or different bonus to rogue heroes too.

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honestly i cant find much more to pick at here, its very well crafted, im sure a luchiurp sculptor would be hard pressed to do a better job :)
 
but the no natural healing makes spells like regeneration useless (i was really excited to find 2 body manas to get regen only to find it useless...)

Spoiler :
That seems wrong, but I checked and that is the way the FfH2 spell works! Drat! It is almost enough to make me allow natural healing in dungeons. Almost :) This is something I can address once the spell python is no longer off-limits.


might i suggest teleporters for instant movement from a to b on one level? and how about some of the more unique items? golden hammers get pretty boring after a while :p

Spoiler :
You have anticipated one of the additions to Release 3! I hope to add teleportation traps, and maybe the occasional on level portal set. Once the contest is over, I intend to add a special artifact that will let the player create and destroy portals like in the game Portal. Should make in-dungeon travel a lot quicker! (The player may need to defeat a golem boss called GladOS to get the artifact, though. ;) )


i also dont think the potion of invisibility really *does* anything. it makes you act like a pirate, ie hidden nationality if i recall correctly, not actually invisible. it would be better if it was a one time invisibility bonus untill after the next spell cast or combat (or after a set period of time)

Spoiler :
I will check. I am pretty sure it is adding the "hidden" promo as intended. It is messing up the unit graphics, though. Our Dwarven adepts switch to the default graphics after drinking invisibilioty potions!


it could also be nice and useful to have a certain item which could be used to reveal traps, something like a 'spy glass' or 'theives tools' it could give an additional or different bonus to rogue heroes too.

Spoiler :
I'd like to see if I can repurpose one of the existing promos or effects to accomplish this. Otherwise, I will create a custom event that will have an increased chance to trigger if the character is a scout or elf. The event would note the presence of a trap, and then give the player the option to disarm or avoid it.
 
Perfect Sight would be a nice one for revealing traps/doors. And if there is a doTurn function in your python (I imagine there is), you can check the player for Regen and grant him a small healing routine for having it. Could also make Poison and Disease actually cause damage while in a dungeon since their heal rate modifications are also useless.
 
I had gold spawn in a wall. I also found a mana crystal that was guarded by a slave. When I selected the slave which had been captured, the game crashed.
 
I had gold spawn in a wall. I also found a mana crystal that was guarded by a slave. When I selected the slave which had been captured, the game crashed.

About the gold in walls:

Spoiler :
This is the other use for golden hammers! You can expend a golden hammer to get at the veins of gold ore.


About the slave:

Odd. Do you have any other mods installed that do things to slave or worker units? When I have playtested, I can use the slaves as level-specific cannon fodder without any problems.

If this turns out to be a common problem reported by other users, I may need to remove slaves or auto-kill them on defeat.
 
I don't have any other mods installed, however, I have had another crash, so it may have been that. The crashes seem to be completley random.

Just out of curiosity -- do you have FfH2 patch "x" installed? That patch was what I merged into, so it may cause errors if you do not have that patch.
 
You have anticipated one of the additions to Release 3!

hehe yay! :D

I intend to add a special artifact that will let the player create and destroy portals like in the game Portal. Should make in-dungeon travel a lot quicker! (The player may need to defeat a golem boss called GladOS to get the artifact, though. )

AHAHAHA :lol: PLEASE DO! THATS PURE GENIUS! :lol:

Otherwise, I will create a custom event that will have an increased chance to trigger if the character is a scout or elf. The event would note the presence of a trap, and then give the player the option to disarm or avoid it.

nice idea there :)

Odd. Do you have any other mods installed that do things to slave or worker units? When I have playtested, I can use the slaves as level-specific cannon fodder without any problems.

i havent experienced any CTDs at all. in fact i often use my hordes of slaves to scout out which way i want to go :p

EDIT: ive had a couple of stair cases that dont have the 'staircase down' sign. they've both been on the edge of the map, not sure if this is a cause.

EDIT 2: ive completed it! yay! :p it was very enjoyable thanks for all your hard work!
i think ill go make a stair case in 3DS max now lol, those 'marble staircases' bug me :lol:

EDIT 3: I made some stairs for when you get into the graphics side of things :D

ive also made a series of good, evil, and nutral torches and braziers, as well as rugs and tables. i just have to texture them :)

EDIT 4: sever bordom has resulted in the rugs being textured lol...
 
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