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

Awesome! Thanks for the update so I can play this modmod. I came across it only a few months ago, but couldn't play because of the versions being different.

:goodjob:
*downloading now*
 
Crashed for me 3x in a row...

Load the game, hit scenarios, load the Sabathiel screen, scenario list pops up, click on Dungeon Adventure at the very bottom of the scenario list, and CTD. Could just be me though.
 
I have had that happen, but could resolve it by flushing XML. Try starting a game in regular vanilla BTS. Then totally quit the game and go back to FfH2. I got the same error but fixed it this way.
 
amazing so far!
However i dont know what to do next:confused:
I started the game as normal, but when i went to talk to the people they simpily told me to continue working. the only person that talked to me was the comander at the end of the dungon. i killed the rats for him and colected the reward, but now no one will talk to me and i still can't enter shaft x.

any ideas?:confused:
 
You actually START in shaft X. If you have talked to the Captain and gotten the reward, you can now go back to the central chamber, and exit out the easternmost door. This will take you to the outside world. When the event pops up, select the option to head out to the surface. Once outside, try to locate the campsite of the supply party.

Good luck and enjoy!
 
Does this scenario work for version 0.41a?

I cleaned out the rats in the Central Chamber of Shaft X and the dwarf who told me to do it also told me that I should get some XP for the job, but I got nothing.

Also, I chose normal gear but when I exited to the surface my movement dropped to 1.
 
Does this scenario work for version 0.41a?

I cleaned out the rats in the Central Chamber of Shaft X and the dwarf who told me to do it also told me that I should get some XP for the job, but I got nothing.

Also, I chose normal gear but when I exited to the surface my movement dropped to 1.

It seems to work fine with .41a.

You actually get the "Combat 1" promotion as the "experience" for the rat quest. This was a compensation for the fact that the scenario uses a code block to prevent heros from automatically gaining experience.

Outside movement of 1 with normal gear is correct. The scale changes, so movement is different outside vs. inside. The main difference is that when inside, you get the "starting settler" promotion that gives a bonus to movement and vision range. In an outside environment, you do not get this promotion.

Hope that clears things up!
 
It seems to work fine with .41a.

You actually get the "Combat 1" promotion as the "experience" for the rat quest. This was a compensation for the fact that the scenario uses a code block to prevent heros from automatically gaining experience.

Outside movement of 1 with normal gear is correct. The scale changes, so movement is different outside vs. inside. The main difference is that when inside, you get the "starting settler" promotion that gives a bonus to movement and vision range. In an outside environment, you do not get this promotion.

Hope that clears things up!

Thanks! So, assuming that the unit cannot go below 1 movement, isn't it beneficial to choose heavy gear because you then get bonus to attack and no penalty to movement outdoors?
 
Thanks! So, assuming that the unit cannot go below 1 movement, isn't it beneficial to choose heavy gear because you then get bonus to attack and no penalty to movement outdoors?

Correct, but it just depends on how you want to play. Most of the scenario takes place indoors, either at Shaft X or the Dungeon. So the Heavy Kit movement penalty will have a meaningful effect for most of the time.
 
Lutefisk you are a genius! Thanks for a great Scenario! Very clever and lots of fun. PLEASE :bowdown: PLEASE continue to expland on this.

Have a look at the attachment for a nasty bug I got when going down the marble... I mean the staircase. Apart from that one bug everything is working fine.

You could do a serie: KRAAG for dwarfs, Treasure Island for Lanun etc. The Haunted Forest for elves ... etc etc

I don't know in what other modmod it's available but Orbis has an additional healing item: healing potion. It doesn't heal you completely but it is usable multiple time. It would be neat to include in yours!

I brought a canibal adept to 100XP with:

1 metamagic shard (floating eyes are great to see traps and secret door)
2 law (for summoning Hosts - useless)
1 death (for skeletons)
2 shadow (for buff that work on an adept - not very useful)

I think I'll reset my wand and try other setups.
 

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Have a look at the attachment for a nasty bug I got when going down the marble... I mean the staircase. Apart from that one bug everything is working fine.

Very rarely, errors occur when certain dungeon features are generated in the next level right on top of where the units end up. This was an inevitable result of the work-around coding imposed by the original contest limitations. I have found that saving right before moving onto the staircases and changing level helps. If you go down a level and get one of those crashes, just reload and try again. Not an ideal solution, I realize, but until DA gets reworked it should help.
 
...eventually.

I am aware of the 3.19 incompatability issue, and plan to get this updated. It may take awhile, however, so please be patient. Thanks!
 
Great scenario, I really enjoyed playing it. I was hoping for more missions in other dungeons/locations, though- I'm not really a fan of the "endless single dungeon" idea.

What are the plans for the future of this mod?
 
Got distracted by a different project. The good news is that it is nearly done and will be released soon. It is a stand-alone mod, so I won't get stuck in the "constant update" patching time-suck.

It is called (provisionally) Realms of Kylorin (RoK), and is based on a FfH2 Age of Ice core.

The other possible name is the Subtle Domains of Kylorin (S'DoKy).

Guess what it is about? :)
 
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