[MOD] - Eye of the Atlantis - version 3j

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TinyZu
Posts: 35
Joined: Sat Oct 31, 2015 6:36 am

Re: [MOD] - Eye of the Atlantis - version 3

Post by TinyZu »

Drakkan wrote:By the way I suppose you have already finished the mod, or still beating trough ?
I feel like I should give this one a third try, but not on Hard this time. The first ragequit was my own fault. I accidentally quick-saved right before a guaranteed death, and the other save I had was like two hours old :,3

It's mostly personal preference that's preventing me from just restarting again. I'm a fan of consistency and somewhat of a min-maxer. I get that characters need skill points in a variety of directions to leave at least some customization to the player, but to me they just feel a bit weak as a result of that. And to think I ignore gradual power growth in favor of saving up for the best weapons on the market.

On the topic of the market, npcs are cute and all, but I frequently notice errors in the writing. I'm not much of a reading gamer in the first place, so those make me even less excited about reading as a result. I know this is petty and has nothing to do with the quality of the mod at its core, but it's just something that's difficult for me to get past as a former student of the language.

Your mod is really, really high up there. It's clear that a metric fruit ton of thought went into it. The level design is natural and smart, the music isn't just an afterthought, and you present slick ideas that don't rely on overly fancy custom assets. Unfortunately, it's all the tiny grievances that deter me from restarting this mod a third time.

It would be brilliant to have more detailed previews for items on the market, even if it's just a sheet of paper with an obnoxiously long list of stuff. It would be refreshing not to walk up and down stairs or ladders or through loading zones because enemies are so near that the only other option is to tank. It would be most enjoyable to take a breather and read some dialogue here and there without running into spelling or grammar errors.

It would be beyond forthcoming to have a choice between different character versions. Something very basic like "Stowaway - Would rather avoid confrontation" with a focus on protection and a dash of evasion, "Buccaneer - Favorite hobby: boarding" with a focus on light weapons and criticals, and "Gambler - Never loses at darts" with an obvious focus on throwing weapons and accuracy. Do this for all characters and suddenly you have build options again; replay value! Naturally that's another heap of work you would only ever consider doing if you feel like giving your mod those extra few percent that shove it from 95 to 100.

That being said, I'll end this early impression with an uplifting note~
My rig is pretty weak. Nowadays it's probably not even just below average. Despite that, I'm running this mod on high texture quality, high texture rendering, and low general rendering quality with zero crashes. Thus far, the frame rate has been rather good too, so take that as a compliment regarding the optimization of your maps~
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - version 3

Post by Drakkan »

TinyZu wrote:
Drakkan wrote:By the way I suppose you have already finished the mod, or still beating trough ?
I feel like I should give this one a third try, but not on Hard this time. The first ragequit was my own fault. I accidentally quick-saved right before a guaranteed death, and the other save I had was like two hours old :,3

It's mostly personal preference that's preventing me from just restarting again. I'm a fan of consistency and somewhat of a min-maxer. I get that characters need skill points in a variety of directions to leave at least some customization to the player, but to me they just feel a bit weak as a result of that. And to think I ignore gradual power growth in favor of saving up for the best weapons on the market.

On the topic of the market, npcs are cute and all, but I frequently notice errors in the writing. I'm not much of a reading gamer in the first place, so those make me even less excited about reading as a result. I know this is petty and has nothing to do with the quality of the mod at its core, but it's just something that's difficult for me to get past as a former student of the language.

Your mod is really, really high up there. It's clear that a metric fruit ton of thought went into it. The level design is natural and smart, the music isn't just an afterthought, and you present slick ideas that don't rely on overly fancy custom assets. Unfortunately, it's all the tiny grievances that deter me from restarting this mod a third time.

It would be brilliant to have more detailed previews for items on the market, even if it's just a sheet of paper with an obnoxiously long list of stuff. It would be refreshing not to walk up and down stairs or ladders or through loading zones because enemies are so near that the only other option is to tank. It would be most enjoyable to take a breather and read some dialogue here and there without running into spelling or grammar errors.

It would be beyond forthcoming to have a choice between different character versions. Something very basic like "Stowaway - Would rather avoid confrontation" with a focus on protection and a dash of evasion, "Buccaneer - Favorite hobby: boarding" with a focus on light weapons and criticals, and "Gambler - Never loses at darts" with an obvious focus on throwing weapons and accuracy. Do this for all characters and suddenly you have build options again; replay value! Naturally that's another heap of work you would only ever consider doing if you feel like giving your mod those extra few percent that shove it from 95 to 100.

That being said, I'll end this early impression with an uplifting note~
My rig is pretty weak. Nowadays it's probably not even just below average. Despite that, I'm running this mod on high texture quality, high texture rendering, and low general rendering quality with zero crashes. Thus far, the frame rate has been rather good too, so take that as a compliment regarding the optimization of your maps~
thanks for this feedback I really appreciate ! Always welcome ideas what could be improved.
I am aware of many grammar issues, some people are checking the text as English is not my first language as you probably guessed and with tons of text around its only logical I have made many mistakes. If you are interested to provide some corrections I would be happy though, because no more checkers available as for now.

As for the character customizations I am fully aware of this. When I was starting this mod, my first idea was to have more characters available for player to choose from, do some party relationship etc etc... however as the game progress it becomes impossible to do, not just from scripting view but mainly for time-consuming problem and I decided I do not want spend another year modding it.
I was also thinking - how many times do players play original Log2 campaign ? I think 90% of them just once. Some of them maybe twice... So regarding the re-playability - I am fine that this mode has low re-playability, as I do not think players want to play it twice or more, so i fully understand you opinion. Still I am glad you have made it so far, let me know if you give it another chance, progressing till the end.

btw: as for the shop - trust me I´d like to make everything glamorous, shiny with some wonderful GUI and so on :) but this is really just matter of scripting, for which I do not have enough knowledge.
Breath from the unpromising waters.
Eye of the Atlantis
BRXTN
Posts: 3
Joined: Mon Sep 09, 2013 9:34 am

Re: [MOD] - Eye of the Atlantis - version 3

Post by BRXTN »

In the northwest of central beach, there is a puzzle which involves moving stones. I moved one of the stones in front of the reset plate. How do I move that stone out of the way? Stuck.. 5 minutes in.. thanks.
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TinyZu
Posts: 35
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Re: [MOD] - Eye of the Atlantis - version 3

Post by TinyZu »

BRXTN wrote:In the northwest of central beach, there is a puzzle which involves moving stones. I moved one of the stones in front of the reset plate. How do I move that stone out of the way? Stuck.. 5 minutes in.. thanks.
How about approaching the pressure plate from the side that's not obstructed? =3=
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marten_1992
Posts: 146
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Location: Germany

Re: [MOD] - Eye of the Atlantis - version 3

Post by marten_1992 »

great mod !
thx for you still expanding and improving it !
I ll give it a new try ;) ;) ;)
bregdan anweald gafeluec ...
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Drakkan
Posts: 1318
Joined: Mon Dec 31, 2012 12:25 am

Re: [MOD] - Eye of the Atlantis - version 3

Post by Drakkan »

marten_1992 wrote:great mod !
thx for you still expanding and improving it !
I ll give it a new try ;) ;) ;)
Hi, this is actually last version, I am just correcting reported bugs, eventually fixing typos etc. There are still some minor things to do, but overall I think it is finished.
TinyZu wrote:
BRXTN wrote:In the northwest of central beach, there is a puzzle which involves moving stones. I moved one of the stones in front of the reset plate. How do I move that stone out of the way? Stuck.. 5 minutes in.. thanks.
How about approaching the pressure plate from the side that's not obstructed? =3=
ecaxtly. There are two entrance ways, I doubt you blocked your way totally, altough some players are very inventing :d
Breath from the unpromising waters.
Eye of the Atlantis
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Drakkan
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Re: [MOD] - Eye of the Atlantis - version 3

Post by Drakkan »

Version 3b - 19.11.2015
Grace relocated
Invisibility spell bug fixed (no longer you can cast it without a scroll)
Few reported issues fixed
Few grammar issues fixed


In case somebody is willing to help with some grammar checks, please let me know, I will PM you some texts to check / fix.
Breath from the unpromising waters.
Eye of the Atlantis
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marten_1992
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Re: [MOD] - Eye of the Atlantis - version 3

Post by marten_1992 »

I am willing to help you out :D :D :D
just pm me if you still need it
bregdan anweald gafeluec ...
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marten_1992
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Re: [MOD] - Eye of the Atlantis - version 3

Post by marten_1992 »

I just found the treasure :D :D :D
bregdan anweald gafeluec ...
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Drakkan
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Re: [MOD] - Eye of the Atlantis - version 3

Post by Drakkan »

marten_1992 wrote:I just found the treasure :D :D :D
I am glad for you :d
Breath from the unpromising waters.
Eye of the Atlantis
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