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Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Mon Jul 08, 2013 4:33 pm
by mahric
Ryeath_Greystalk wrote:Hi Mahric,

Apparently I am stuck again and feeling pretty dumb because I don't see anyone else asking before me.
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I did the room with the 4 portals behind the portcullis's and got the keys to the altar and have a frost arrow. Can't seem to figure out what to do next.
Thanks in advance.

If there's nothing more to do, I guess you need to go back upstairs and see if there's a spot to put that...
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It's an alcove in the same room as where you put the crown
Hope you have fun with the rest of the dungeon!

Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Tue Jul 09, 2013 1:18 am
by Ryeath_Greystalk
Thanks Mahric.
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I put a torch in that alcove first and then the crown in the other and thought I needed both to open the stairs.
Enjoying the mod greatly. Minor setback though, just realized I saved a Master Quest file over my most recent Tarnaab. Will need to redo a couple levels. Should go fairly quick though.

Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Tue Jul 09, 2013 7:15 pm
by mahric
Ryeath_Greystalk wrote:Thanks Mahric.
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I put a torch in that alcove first and then the crown in the other and thought I needed both to open the stairs.
Enjoying the mod greatly. Minor setback though, just realized I saved a Master Quest file over my most recent Tarnaab. Will need to redo a couple levels. Should go fairly quick though.
Since this is mainly a puzzle mod, you should be able to go through them quickly once you've solved them before.
And I've lost save games too because I played too many mods at once. Though I only used quick save back then. It would be nice if there would be a quick save per mod, but till then I developed the habit to manually save. Often. Very often... :)

Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Tue Jul 09, 2013 10:05 pm
by Ryeath_Greystalk
Did not take too long to get back to where I was and moving on. Now I'm at the place where I need to shift back and forth between the plain of hatred and normal plane.

I was really impressed with the big open pit areas. They looked cool in the Mine of Malen Vael, but they look downright ominous in your mod.

I also have to add
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I feel really sad for spiderfighter, but he did what was needed. I hope to see him again in some other place or plane.
Once I finish I plan on spending some time going through your editor file and try to learn what I can from it. Such an amazing work you have given the community.

Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Tue Jul 09, 2013 10:13 pm
by macBos
Hi

Thanks for such excellent MOD. Unbelievably original and unique.
My stats: playing time 9:25, secrets 89/102

Only these two puzzles worries me:
1) I wasn't able to resolve 8 alcoves quest by myself. Unfortunately, I had to give a look for hint in this topic for its solution.
2) Water uggardian room solution was quite suprising for me (finally I did it, but more or less accidentally).

Besides these two moments I really enjoyed the whole adventure. I was astonished by idea of planes shifting as well as melody puzzles for example.
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IMHO 8 alcoves quest should be simplified because 8 possibilities for guessing is pretty much without more clue than slogans on walls (not counting extra 2 alcoves in big smiley room which can be solved simultaneously). So you should consider e.g. playing some melody or click if correct item is inserted into each alcove. Or (just slightly) changing the color of light before alcove to provide at least minimal hint. This arcade was pretty confusing for me. For example - in smiley room I put Gold crown (from treasure room) and Quarrell in alcoves and nothing happened,
but you must admit that these are almost the same items that fits for these quests (finally I realized that this room suppose to be solved after 8 alcoves puzzle).

Water uggardian - can only be defeated by Fireball deflected from Fire uggardian, really? Fire beats water? If I learned element fights correctly then I must miss something here...

Food problems? No - But I was starving voluntarily for most of the time. Honestly, are there really necessary food supplies if there is almost no fight in the game? I don't think so.
Thanks once more for this MOD, man.
.

Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Wed Jul 10, 2013 4:45 pm
by mahric
macBos wrote:Hi

Thanks for such excellent MOD. Unbelievably original and unique.
My stats: playing time 9:25, secrets 89/102

Only these two puzzles worries me:
1) I wasn't able to resolve 8 alcoves quest by myself. Unfortunately, I had to give a look for hint in this topic for its solution.
2) Water uggardian room solution was quite suprising for me (finally I did it, but more or less accidentally).

Besides these two moments I really enjoyed the whole adventure. I was astonished by idea of planes shifting as well as melody puzzles for example.
SpoilerShow
IMHO 8 alcoves quest should be simplified because 8 possibilities for guessing is pretty much without more clue than slogans on walls (not counting extra 2 alcoves in big smiley room which can be solved simultaneously). So you should consider e.g. playing some melody or click if correct item is inserted into each alcove. Or (just slightly) changing the color of light before alcove to provide at least minimal hint. This arcade was pretty confusing for me. For example - in smiley room I put Gold crown (from treasure room) and Quarrell in alcoves and nothing happened,
but you must admit that these are almost the same items that fits for these quests (finally I realized that this room suppose to be solved after 8 alcoves puzzle).

Water uggardian - can only be defeated by Fireball deflected from Fire uggardian, really? Fire beats water? If I learned element fights correctly then I must miss something here...

Food problems? No - But I was starving voluntarily for most of the time. Honestly, are there really necessary food supplies if there is almost no fight in the game? I don't think so.
Thanks once more for this MOD, man.
.
I'm glad you enjoyed the mod and thanks a lot for your feedback.

I think I'll implement the 'hint-sound' in the 8 alcoves puzzle, it should really help people struggeling with it.
About the end-fight...
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You found the fatal flaw in the end boss fight... It's been bugging me for ages and I've been thinking of changing it, but never got to that.
I might change it yet, but I'd have to make some 'boulder'-throw spell and find an earth elemental skin.
You really have a solid point... aaargh....
Thanks again for your feedback!

Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Wed Jul 10, 2013 4:48 pm
by Ryeath_Greystalk
Finished the mod, time 7 hrs, 38 min and found 70/102 secrets.

I was able to get through it all with only two 'nudges' to get get me back on track, both involving the two alcove puzzle "gain respect' and "stone cold killer'.

My time would have been longer by about 45 - 60 minutes but I had to redo 1 1/2 levels due to overwriting a game save file. I think it cost me a few secrets also as I did not not inspect as carefully on the second time through. And there were a few times I found buttons and pressed them with out locating the result of the button press.

Overall a great mod, unique in every way and a joy to play.

One thing I would like to figure out is how you were able to place the results of the secrets count into the ending file. I would like to have put the players names into the exit story in my mod but didn't know it was possible.

Thanks for a great mod.

Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Wed Jul 10, 2013 4:54 pm
by mahric
Ryeath_Greystalk wrote:One thing I would like to figure out is how you were able to place the results of the secrets count into the ending file.
Great you liked the mod, it's because of these replies I make them!

The "ending file" you saw wasn't ending cinematics. It's all regular gameplay with some fancy scripting over an empty cube.
If you look at the source it's on the first page, a script called endScript.

In the endscript I use the getStatistic("secrets_found") function to get the nr of found secrets.
But that function is documented, so you probably already knew it was there.
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And now you've finished the mod you should have seen Spiderfighter again :)

Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Fri Aug 09, 2013 4:31 am
by psilon2020
I just got into this mod, pretty cleverly designed. Im having trouble on one thing. I cannot find a crossbow quarrel anywhere for the alcove puzzle. I need a hint to find its whereabouts as I looked everywhere Ive explored on the level prior and the level of the puzzle but to no avail. Let me know please.

Re: [MOD] Awakening of Taarnab - RELEASED

Posted: Mon Aug 12, 2013 6:23 pm
by mahric
psilon2020 wrote:I cannot find a crossbow quarrel anywhere for the alcove puzzle.
Thanks for trying this mod, I'm glad you like it thus far.

I presume you're on level 9, the advanced training grounds.
If you go west you'll find a puzzle
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with a text 'use the skills Lark learned you. That puzzle will help you get the quarrel you need.
If you're not at leve l 9, please tell me where you are and why you think you need a crossbow quarrel.