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Old 12-31-2006, 10:58 AM   #11
Ziroc
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Quote:
Originally posted by robertthebard:
There is a problem with the Commander's door. It seems you can only open it from outside the room, it won't open from inside, and we were lucky to have the fourth member of our party not with us the second time we went back there. I wouldn't bump a lot of stats on the baddies based on the archer I had in there tonight either. Her unbuffed ab is 74, so she pretty much hits what she aims at, mostly. If I'm testing a new level, I want to live... [img]graemlins/heee.gif[/img]
Other than the door, nothing bad to say. Nice level, well laid out, but could use a map pin for the door back to lvl 13.
I actually knew about that, and opened it for ya the first time round. (Was shadowing ya to see how fights went)

I came to find that the LOK Tileset has some walkmesh issues in the actuall tileset. (Door issues mainly).

I will have to change that, or remove that door maybe.


Was wondering why you were hostile to the Kuo-Toa prisoner. Did you strike a drow on level 13? I guess the faction isn't local. Will fix that too. [img]smile.gif[/img]
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Old 12-31-2006, 11:04 AM   #12
Ziroc
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Quote:
Originally posted by robertthebard:
One other detail, the prisoner was hostile to me from when I first entered, even though I didn't AoE him with anything. Perhaps it was because I couldn't bluff worth beans?
Ah, that was it. K.. will have to give that guard a seperate faction. cool.. was worried there.
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Old 12-31-2006, 11:08 AM   #13
Ziroc
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Hehe, alright, I'll leave the stats alone. I'll keep a watch on the fighting and such.

The DAMN ogre models! Freezing and acting like they got their ROCKS for brains.. no animations for using a crossbow? lol... crazy.. DLA Made that model, I thought it would be flawless. I'll check into what that deal is... very odd.

[ 12-31-2006, 06:57 PM: Message edited by: Ziroc ]
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Old 12-31-2006, 11:17 AM   #14
Mozenwrathe
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Quote:
Originally posted by Ziroc, who forgot one very important thing:

Hehe, alright, I'll leave the stats alone. I'll keep a watch on them levels fights and such.

The DAMN ogre models! Freezing and acting like they got their ROCKS for brains.. no animations for using a crossbow? lol... crazy.. DLA Made that model, I thought it would be flawless. I'll check into what that deal is... very odd.


The are ogres. They DO have rocks for brains. In fact, a few enterprising dwarves made ogre-skull maces and flails with that in mind. Sadly, the maces were all lost when a starving deep dragon decided she wanted some variety in her dinner. Leaving the dwarves alone, she consumed all their weapons in a single sitting - nauseating the dwarves watching her.
I am not worried about the ogres not having animations for crossbows as long as they work smoothly enough. Things like that can be overlooked in the larger picture. And from what I saw, nobody was complaining about being shot from an ogre's hand after we found out what they were hiding up their underarms. (Eww...) I am more worried about those Cyrist Assassins. Maybe when I use a combat-trained character on them I'll have a better idea as to if they are too strong or just strong enough.

By the way, check your e-mail Ziroc. Two sends from me - one with a file, one without. Both of them should be tagged with [ IronWorksForum ] on them. Despite the name, there are no actual [ sets ] within the file itself. That I will be working on during this coming week. (Damn, I really need to get myself a new keyboard...)
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Old 12-31-2006, 07:00 PM   #15
Ziroc
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Awesome, yeah, I will soon re-add the 'other' bad guys tonight. Then work on sprinkling in your items! [img]smile.gif[/img]

Some areas of Lvl 14 that looked empty will have the new baddies there--and the goblins in the jail cell were stand ins. Nearly every cell will have an NPC to speak with.

Killing almost any of these npc's will change your alignment, so be careful. Being good will too, and grant good XP.
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Old 12-31-2006, 08:51 PM   #16
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...er, *looks around innocently* I almost never start riots on lvl 13...
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Old 01-01-2007, 03:44 PM   #17
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We found another glitchy door today, by the alternate route to 15. I don't want to spoil it too much for anyone, but it's a bedroom on the main map for 14, with a stone in it. That stone is completely safe since, even though the door wasn't locked, we couldn't open it to get to it.
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Old 01-01-2007, 05:37 PM   #18
Mozenwrathe
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Enjoying the additions so far, Ziroc.

The little touch from the Yawning Portal was humorous and frightful at the same time. Which of course leads me to believe that Misty is going to have her own plotline by the end of the year which will need to be solved. Even if that isn't the case, a few more "professional patron assistants" scattered through the Yawning Portal above and the various inns and taverns to follow would be nice.

Now, as for more on Level Fourteen, I have been lucky enough to get access to some of the numerous items presented there. I have to say I really love the designs for some of them. I jus wish they would glow... *sighs* Not sure if we are allowed to spoil the surprise for others in terms of the items themselves, but I know that one of them would do well with a blue/purple aura, and another would look awesome with an orange/yellow aura. Not sure if it's possible given the designs of the items themselves, but it would be a nice touch.

The ogres are not freezing as often any more. This is good for the module because they seem more natural now. This is bad because I am now realizing how hard they can hit ME. Ugh. Reminds me as to why people refused to face Mike Tyson in his heyday. Come to think of striking and damage, what kind of AB is recommended for Level Fourteen at the moment? Currently, I think I can hit one of the numerous Cyricists, and the Rust Monsters, and of course the ogres. I haven't gotten any of my truly combat worthy characters down there yet, but I have to plan ahead as at least two of my character concepts need to be scrapped and overhauled. (Posted in another thread already.)
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Old 01-01-2007, 06:44 PM   #19
Ziroc
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Quote:
Originally posted by wellard:
SPOILER

regarding the monster MZW mentions I can't believe i fell for it I have been trawling dungeons for about 25 freekin years and I fell for it ...doh the shame

You must keep this monster there or make it random Ziroc (i did come across it in another area today) anything that engages the brain and punishes dumb ass behaviour is good stuff Z! [img]graemlins/thumbsup.gif[/img]
Muhahah! Yeah, I thought it would be a totally shocking opening to the level, and IF someone lost their weapon, what would they do? dig for a new one in their inventory, and that increases the tension factor. [img]smile.gif[/img]

Totally evil. [img]smile.gif[/img]

Will check that other door Rob--damn tileset. I guess I need to make a patch in the future for that- I didn't make that tileset, LOK did I believe. It's sad that many of the door areas have bad clipping and walkmesh issues.
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Old 01-01-2007, 08:33 PM   #20
robertthebard
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Cool. I'll tell ya', all things considered, it's great. Lvl 14 is getting a lot of attention.
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