Search found 497 matches
- Tue Feb 21, 2023 10:40 am
- Forum: Custom Dungeons
- Topic: [MOD] Call Of House Hardabar
- Replies: 990
- Views: 242299
Re: [MOD] Call Of House Hardabar
NM found it
- Tue Feb 21, 2023 10:19 am
- Forum: Custom Dungeons
- Topic: [MOD] Call Of House Hardabar
- Replies: 990
- Views: 242299
Re: [MOD] Call Of House Hardabar
I've recently started this mod and it's really good so far..not sure what to do at the 'reversed mirror' puzzle. I've tried placing potions on the floor mirroring the other side etc to no effect. It doesn't matter which items you place. Doesn't even need to be a potion. Just make sure you mirror &q...
- Sun Feb 19, 2023 8:28 am
- Forum: Custom Dungeons
- Topic: [MOD] Call Of House Hardabar
- Replies: 990
- Views: 242299
Re: [MOD] Call Of House Hardabar
Currently stuck at finding the 3rd green gem.
SpoilerShow
I have the spirit call green gem and the forest flying eyeball monster that dropped a green gem.
- Sun Nov 20, 2022 2:05 pm
- Forum: Custom Dungeons
- Topic: [MOD] Final Adventure
- Replies: 159
- Views: 74814
Re: [MOD] Final Adventure
There is no point in argueing or defending it. The script is simply broken. The bug is mitigated by excessive and tedious inventory micro managing and dropping all your items to the ground, level up and then picking up all items again. And there is a very simple fix to it. And as long you call it a ...
- Sun Nov 20, 2022 1:43 pm
- Forum: Custom Dungeons
- Topic: [MOD] Final Adventure
- Replies: 159
- Views: 74814
Re: [MOD] Final Adventure
I started the game on Normal as your mods usually require a "testrun" for a couple of hours to get a feel for the game/balance before you start a "proper" run Then after a couple of hours of having explored around a bit and getting used to the new mechanics. You start over from s...
- Sun Nov 20, 2022 1:06 pm
- Forum: Custom Dungeons
- Topic: [MOD] Final Adventure
- Replies: 159
- Views: 74814
Re: [MOD] Final Adventure
It's called feedback. How people perceive that feedback is up to the person themselves. The mod is good. But I see no point in ignoring the questionable decisions that make it "annoying" to me. And if you introduce custom mechanics that simply don't work because your character is carrying ...
- Sat Nov 19, 2022 5:17 pm
- Forum: Custom Dungeons
- Topic: [MOD] Final Adventure
- Replies: 159
- Views: 74814
Re: [MOD] Final Adventure
I find myself micromanaging my Monk party way too much because of the clunky stat level up mechanic to make sure that every character gets +1/+1/+1/+1 on each levelup. I have to drop my container of skulls every single time before My Minotaur levels up. Otherwise the strength stat doesn't go up. I c...
- Fri Nov 18, 2022 4:21 pm
- Forum: Custom Dungeons
- Topic: [MOD] Final Adventure
- Replies: 159
- Views: 74814
Re: [MOD] Final Adventure
Then I simply assumed all gobelins were indestructable as I encountered indestructable ones at first.
Mystery solved.
Mystery solved.
- Fri Nov 18, 2022 12:51 pm
- Forum: Custom Dungeons
- Topic: [MOD] Final Adventure
- Replies: 159
- Views: 74814
Re: [MOD] Final Adventure
I found 2 of such gobelins (curtains) already in the first map containing loot. The abandoned dungeon. You have to spam click them slowly edging your mouse cursor around until you hit the right spot. Most people won't do this as they're accustomed to these static gobelins and simply consider them &q...
- Fri Nov 18, 2022 1:48 am
- Forum: Custom Dungeons
- Topic: [MOD] Final Adventure
- Replies: 159
- Views: 74814
Re: [MOD] Final Adventure
Based on first experiences going in blind: It took me too long to figure out how to properly use the cooking set. I tried equipping it and using it from the equipped hands instead of just using it from my inventory like you're supposed to. Then I wrongly figured I had to "unlock" the "...