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Re: [MOD] The Curse of Kaefin
Posted: Sat Oct 05, 2013 5:03 am
by Hustin
I posted a v1.3 with a few fixes, but 1.2 is still playable as far as I can tell for people who have already started. You'll just see a little visual weirdness in a couple of places.
Re: [MOD] The Curse of Kaefin
Posted: Sat Oct 05, 2013 8:39 am
by eLPuSHeR
Can I use v1.2 savegames with v1.3?
Re: [MOD] The Curse of Kaefin
Posted: Sat Oct 05, 2013 8:22 pm
by Hustin
I've done it with no problems.
Re: [MOD] The Curse of Kaefin
Posted: Sat Oct 05, 2013 11:23 pm
by Hustin
Ugh. Level 7 was pretty bugged. I posted a 1.4 that fixes the problems, and I've verified that it fixes them for earlier savegames. You'll definitely need it to be able to complete the game. I wish the editor would put something on the map to warn when a key type is unassigned
Re: [MOD] The Curse of Kaefin
Posted: Sun Oct 06, 2013 3:11 am
by Hustin
I'm presently uploading v1.5, which will be the final one barring reports of any problems. Anyone running 1.4 can safely ignore it; it merely fixes any remaining cosmetic wall pillar issues and adds a spirit mirror pendant somewhere in the dungeon (which you wouldn't find with an old savegame anyway).
After this I'll post the source
Re: [MOD] The Curse of Kaefin
Posted: Sun Oct 06, 2013 5:12 am
by Komag
Hustin wrote:My first mod -- can you discover the secret and lift the curse?
Ten levels for a beginning party (two are very small, though). I recommend a balanced party, though it shouldn't be necessary. You should have a full party or you'll miss out on the dialogue (and a rogue or you'll miss out on some of it). Dialogue isn't necessary either, though it adds to the atmosphere.
I would recommend having this advice included in the Nexus description and in the dungeon description when people have selected it from the main menu, so players will have some guidance at that time.
Re: [MOD] The Curse of Kaefin
Posted: Sun Oct 06, 2013 8:46 pm
by eLPuSHeR
I updated it to v1.5 . I am stuck again. This mod is proving to be one of the most difficult ones I have played.
Stuck on level 3 (echoes of the past). Opened a big room where I was attacked by four ghost warriors. I killed them and it seems nothing happened and there is nothing in that room either. I also found two blocked passages (destructable). I made the colour gems room (or so I think). Rearranged all gems until the mouths didn't shoot me anyomore (now what) and cleared the other passage too. What now? I think I am missing one ornate key.
Re: [MOD] The Curse of Kaefin
Posted: Sun Oct 06, 2013 8:51 pm
by Hustin
In the ghost room, there will be two areas where the four ghosts came from (two ghosts were in each area). There is a button in each that opens more rooms (and frees a lot more ghosts, be careful!)
In the SE corner of the gem room, if you placed all of the gems (don't forget the pink one!) a passage will be open.
Moving forward, in general, torch sconces, fountains, and other things that are normally there only for decoration might actually do something...
I've been wondering if I should have added some more hints. I'm especially concerned about levels 5 and 6.
Re: [MOD] The Curse of Kaefin
Posted: Sun Oct 06, 2013 10:09 pm
by eLPuSHeR
Okay. I have to check the gems thing. I have proceeded a little further but I don't know how to solve...
the four altars puzzle where the ghosts are. I have collected four items (Inquisitor sword, lurker gauntlets, a star staff and some bracelet) and four scrolls that seem to match those things. Too bad I saved before noticing where those things were (its order). I hope order doesn't matter. I have been unable to solve that puzzle.
Re: [MOD] The Curse of Kaefin
Posted: Sun Oct 06, 2013 10:20 pm
by Hustin
The order matters, but it's easy to figure out by trial and error:
Each scroll is useable. Stand in front of the correct altar and use each scroll. Don't worry, it won't let you make a mistake.