[MOD] Nightfall: First Contact (English language)
Re: [MOD] Nightfall: First Contact (English language)
OK. I got another ending. That's enough for me even If I guess it wasn't the good one either.
This mod is really awesome. The only thing I disliked a bit is the need for having to drop into pits almost all the time to be able to proceed.
This mod is really awesome. The only thing I disliked a bit is the need for having to drop into pits almost all the time to be able to proceed.
Intel i7 5960X
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Gigabye GA-X99-Gaming 5
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GeForce GTX 970 (Gigabyte)
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: [MOD] Nightfall: First Contact (English language)
After playing this mod i can trully say it looks a bit "twisted" It's very enjoyable for puzzle-solvers but to my surprise it is quite linear. As long as you deposit your finds/stuff in rooms marking important intersections there is no real need to backtrack. Maybe after finding the CSB tribute message at new dungeon entrance i expected to see something more non-linear like the Pyramid of Xafi which still is my favorite mod regarding non-linear play.
My finishing time is 13:40 with 41/42 secrets, 6/7 treasures, 11 skulls and all endings, two more or less bad and one good. A large chunk of my playtime went into puzzle solving and finding/accessing secrets. I'm pretty certain that both the final missing secret and treasure are inside the old dungeon, especialy after the sudden treasure-galor that hit in at it's end where i found 4(!) treasures in a fast row; maybe i need to spend a bit more time searching there. Nevertheless a short breakdown of secrets and treasures per level would be appreciated.
Edit: found the last treasure almost where i suspected it to be; so much for ignoring empty torchholders
Edit 2: found the last secret too by refilling some earlier emptied torchholders
> with 42/42 and 7/7 no more need for a secret/treasure breakdown on my end
The puzzle difficulty is really broad with some even going into the WTF?!? area i.e. i never fully understood when/how/why several floor plates in tower 4 made a single extra tick when steped on.
What one may notice while playing is a change in secret design. While in the old dungeon secrets are mostly consealed and require investigation to find them inside the tower and the new dungeon they are pretty often shown right in your face, leaving you with a puzzle to get access to the showcased stuff
A pretty interesting thing is the item distribution done throughout the mod. There is pretty much everything to outfit any party layout, enough gear for at least 2 characters of each class and every skill combo thinkable .. well .. if you could import or create characters .. I think it would add to the mod's replay value to allow this. The given party is IMO fixed without need since there is no character-dependent story involved.
The different endings are cool. While ending 1 is easy to find - there is even a HUD message for what seems to be an exit - ending 2 and 3 exclude each other. Once the final room on floor 19 got unlocked and entered it's one or another. Ending 2 is prolly what most players will see after they best the Dark Lord and head for the exit. Ending 3 is a bit tricky; it took me a while to realize what i must not do to get it
at last some nits:
- The Evasion bonus' listed on Short Swords and the Violet Wand don't work.
- Nice to see all the different fountains thoughout the mod yet none can be used to fill a flask
- On stairs down of tower 8 the party can move left and right when it comes back up from new dungeon, reaching some off-limits area.
- In the new dungeon several walltexts, notes and even some ending lines are not translated into english.
- I found two completely blank notes behind the blue gem puzzle in the new dungeon. Are they intended to be empty
My finishing time is 13:40 with 41/42 secrets, 6/7 treasures, 11 skulls and all endings, two more or less bad and one good. A large chunk of my playtime went into puzzle solving and finding/accessing secrets. I'm pretty certain that both the final missing secret and treasure are inside the old dungeon, especialy after the sudden treasure-galor that hit in at it's end where i found 4(!) treasures in a fast row; maybe i need to spend a bit more time searching there. Nevertheless a short breakdown of secrets and treasures per level would be appreciated.
Edit: found the last treasure almost where i suspected it to be; so much for ignoring empty torchholders
Edit 2: found the last secret too by refilling some earlier emptied torchholders
> with 42/42 and 7/7 no more need for a secret/treasure breakdown on my end
The puzzle difficulty is really broad with some even going into the WTF?!? area i.e. i never fully understood when/how/why several floor plates in tower 4 made a single extra tick when steped on.
What one may notice while playing is a change in secret design. While in the old dungeon secrets are mostly consealed and require investigation to find them inside the tower and the new dungeon they are pretty often shown right in your face, leaving you with a puzzle to get access to the showcased stuff
A pretty interesting thing is the item distribution done throughout the mod. There is pretty much everything to outfit any party layout, enough gear for at least 2 characters of each class and every skill combo thinkable .. well .. if you could import or create characters .. I think it would add to the mod's replay value to allow this. The given party is IMO fixed without need since there is no character-dependent story involved.
The different endings are cool. While ending 1 is easy to find - there is even a HUD message for what seems to be an exit - ending 2 and 3 exclude each other. Once the final room on floor 19 got unlocked and entered it's one or another. Ending 2 is prolly what most players will see after they best the Dark Lord and head for the exit. Ending 3 is a bit tricky; it took me a while to realize what i must not do to get it
at last some nits:
- The Evasion bonus' listed on Short Swords and the Violet Wand don't work.
- Nice to see all the different fountains thoughout the mod yet none can be used to fill a flask
- On stairs down of tower 8 the party can move left and right when it comes back up from new dungeon, reaching some off-limits area.
- In the new dungeon several walltexts, notes and even some ending lines are not translated into english.
- I found two completely blank notes behind the blue gem puzzle in the new dungeon. Are they intended to be empty
Re: [MOD] Nightfall: First Contact (English language)
Well, thanks for the comment. Version 1.2 fixes a missing translation. In the exit, where there are different end, I placed the inscription "EXIT". Blank paper for blue soul I removed, as they were at "bowel".
Other errors I look and possibly fix it. Thank you very much.
EDIT: fountains only decoration. Tower 8 fix it.
Other errors I look and possibly fix it. Thank you very much.
EDIT: fountains only decoration. Tower 8 fix it.
Nightfall: First Contact – http://dedy.euweb.cz/nightfall.html
Re: [MOD] Nightfall: First Contact (English language)
Hello there, I am a bit stuck at a place where all of you seemed to have no problém at all. It's at level 4, in the upper middle, if you look at the map. There is a room with a pit at the entrance of it, and behind it, there a teleport. I've tried a lot of things, but to no avail, and frankly, I feel a bit at loss right now. It would be a big help if anybody could tell me, how to get past it. Thanks.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: [MOD] Nightfall: First Contact (English language)
You mean the room with the pit, the teleporter behind it and those two pressure plates behind that?Tarerin wrote:Hello there, I am a bit stuck at a place where all of you seemed to have no problém at all. It's at level 4, in the upper middle, if you look at the map. There is a room with a pit at the entrance of it, and behind it, there a teleport. I've tried a lot of things, but to no avail, and frankly, I feel a bit at loss right now. It would be a big help if anybody could tell me, how to get past it. Thanks.
Toss something in the teleporter and see what happens. Then think about it ...
Re: [MOD] Nightfall: First Contact (English language)
The item disappear.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: [MOD] Nightfall: First Contact (English language)
Are you sure? Better re-check the area and also note what else happens/happend ..Tarerin wrote:The item disappear.
Re: [MOD] Nightfall: First Contact (English language)
Yes, yes A good adviserDr.Disaster wrote:Are you sure? Better re-check the area and also note what else happens/happend ..Tarerin wrote:The item disappear.
Nightfall: First Contact – http://dedy.euweb.cz/nightfall.html
Re: [MOD] Nightfall: First Contact (English language)
Hello again. I have tossed something into the portal, and I think it teleports these things under the room with pits. But to a place I cannot acces. It would be nice if would just tell me, not leaving hints, even tho it could be funnier for you that way, quite frankly, I am not that amused. I've been fooling around that part of the dungeon for long enough. :/
So it would be very kind of you to tell me, how to get past this puzzle.
So it would be very kind of you to tell me, how to get past this puzzle.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: [MOD] Nightfall: First Contact (English language)
If you think so jump into the pit and check out what is down there.Tarerin wrote:I have tossed something into the portal, and I think it teleports these things under the room with pits.
Obviously it was not "long enough". I already told you to re-check the area and pay attention to things happening. If you are not observant you won't be able to apply the solution even when told in detail what to do.Tarerin wrote:It would be nice if would just tell me, not leaving hints, even tho it could be funnier for you that way, quite frankly, I am not that amused. I've been fooling around that part of the dungeon for long enough.