Yes, I've got the latest version. I'll download the source files and have a look. I really can't remember how I missed this area and I haven't got an old save to refer to.lexdr wrote:I've checked the dungeon's code and test it many times since your last post, but found no issue, all works as expected.
Do you play with the last version (1.06)?
If you use a previous version (until 1.03 as I can remember), the case of skilled mages that spawn fireball_greater or improved_frostbolt were not managed. Since the version after I checked mage's skills and updated the corresponding receptors' activated by value.
Can you download the source file and test it on your side?
[MOD] The Tomb of Tiggy Tamal
Re: [MOD] The Tomb of Tiggy Tamal
Re: [MOD] The Tomb of Tiggy Tamal
V1.07 with minor changes.
Help tips 7 and 11.
Help tips 7 and 11.
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- Posts: 4
- Joined: Sat Feb 01, 2014 4:00 am
Re: [MOD] The Tomb of Tiggy Tamal
still stuck on pressure plates,please tell me how to do it.do i need to do something after standing on each one.how do i get from 123 to 65 65 then 87 without standing on plates twice.also when do i throw the lever on wall please help.many thanks
Re: [MOD] The Tomb of Tiggy Tamal
You can find the answer here: viewtopic.php?f=14&t=6263&start=50#p66585
For information, I've updated to N/E/S/W in the 1.07 version.
For information, I've updated to N/E/S/W in the 1.07 version.
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- Joined: Sat Feb 01, 2014 4:00 am
Re: [MOD] The Tomb of Tiggy Tamal
thank you very much for your time and help.i can try a little later.
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: [MOD] The Tomb of Tiggy Tamal
Pretty solid mod i say, about the same length as Phitt's Mine of Malan Vael yet a bit more twisted. Played twice thru it, first with the default party scoring 23/24 secrets, then with a lone rogue and all secrets. The secret or better button i missed earlier has a good distraction beside it; didn't realize this was possible.
Right on start i could not resist to walk stairs back up again to see the "bad" end Next i wondered what those two warnings about Sancsaron being too weak tried to tell me. I found out much MUCH later and by the time i figured it i had already solved the according puzzle with items so despite what the game says at the beginning a mage is not needed.
The start is rather unusual with a party of wannabe adventurers stumbling right into Tiggy's tomb and all this OP gear which is far beyond their abilities. It sounded damn fishy to me so i did not take anything and left or better: fell .. oh well Anyway, it wasn't too back with what i could pick up afterwards along the way while looking for the way out; really was fun.
Right on start i could not resist to walk stairs back up again to see the "bad" end Next i wondered what those two warnings about Sancsaron being too weak tried to tell me. I found out much MUCH later and by the time i figured it i had already solved the according puzzle with items so despite what the game says at the beginning a mage is not needed.
The start is rather unusual with a party of wannabe adventurers stumbling right into Tiggy's tomb and all this OP gear which is far beyond their abilities. It sounded damn fishy to me so i did not take anything and left or better: fell .. oh well Anyway, it wasn't too back with what i could pick up afterwards along the way while looking for the way out; really was fun.
Re: [MOD] The Tomb of Tiggy Tamal
Wow! All secrets with a single champion!
Furthermore a rogue!
Amazing!
Awesome!
Did you refer to secret button in the UG area or downstairs in the IS area?
Actually, I didn't realized that items could be used to solve the mage's puzzle.
I will be aware for next dungeon...
Lex
Furthermore a rogue!
Amazing!
Awesome!
Did you refer to secret button in the UG area or downstairs in the IS area?
Actually, I didn't realized that items could be used to solve the mage's puzzle.
I will be aware for next dungeon...
Lex
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: [MOD] The Tomb of Tiggy Tamal
The LA area on lvl 2.lexdr wrote:Did you refer to secret button in the UG area or downstairs in the IS area?
Oh they can, items use the same spells as mages.lexdr wrote:Actually, I didn't realized that items could be used to solve the mage's puzzle.
In fact AH added such a solution to the original dungeon for the Halls of Fire in case you don't have a fire mage!
I once run into a problem in a mod where a receptor wanted a regular fireball. Now my imported mage already delivered an improved fireball so the receptor did nothing but lucky me had a Fire Blade so i had my fighter deliver the required spell to get past it.
Re: [MOD] The Tomb of Tiggy Tamal
My version of mage's entrance receptor accepts regular fireball, upgraded fireball, and also fire bombs and fire blast spell, to cover all the bases! (IIRC)
Finished Dungeons - complete mods to play
Re: [MOD] The Tomb of Tiggy Tamal
Fantastic dungeon dude. will you be posting guides for the LA section? No idea where I'm going in here - cannot find the 4th gold key... [or the 2nd 'black' key for that matter for door #2 ]... though have foudn a mysterious and grand-looking ornate door that I can apparently...
SpoilerShow
...throw things through?