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Re: Isle of the Deranged 2.1

Posted: Sat Jan 21, 2017 2:00 am
by Cat123
Just started on this one - very nice so far, currently at 17/36 secrets found, 11/23 levels visited. Loving the exploration nature of it (although, weird! < -- > spread... don't you like the X axis? ;) )

So much gear / tomes, I started on medium but am finding it too easy - I'd suggest starting on hard for a challenge: much much more gentle than Atlantis! (Although, still a challenge - I kinda ignored the hints and just cleared the entire starter dungeon from scratch without leaving - mucho mimic dancing).

One small bug - when you put the x3 sticks into the puzzle in the Greater Grimwald Forest to unlock the tomb key chest, the hint states "...spikes unlocked to the south - EAST" - this is incorrect, it's the South - West.

Also ran into the
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health potion secret in the mines
issue that someone else mentioned - even dropping down from the forest (mine tower part) I can't work out how to not drop into the water but get into that part of the mines (I returned to drop back down once the secret triggered, no dice). I think this probably needs a bit of a re-work (if you're still working on the mod) since two of us have had the same issue - perhaps have the secret unlock the door in the drop-down part + pressure plate to open up a path?


One criticism, shared with Atlantis: if you clear the first dungeon and get the
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sabre
, your Heavy Weapons Mino won't get an upgrade until the
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Ancient Claymore
. This is kinda a shame, as it means that 90% of the dropped weapons are useless (this was an issue with Atlantis as well).

Likewise, I found getting GREAT shields almost too easy - I have both the elemental and meteor, which are the best shields ingame, and I'm only about 50% completed.



Anyhow, still playing through - great stuff so far though, thanks for making it! Loving the back-story, esp. the lore around the
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demented ogre twins
- although, if you're going to call it the
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hub key
, I expected somewhere to teleport to/from!


p.s.

Questions:
What does the hint in the beach level "...what you're looking for is behind you" mean? I tried digging in the small walled nook, nothing. Oh, and EVUL for putting dancing fire flies into a solid block where the grave that has unreadable text!

In the Calador challenge, I cleared it all - I presume you can't get the chest with the leprechaun? Just the
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snake knife
- again, one of the best light weapons ingame, I got this very early - doubt I'll get an upgrade soon :/

Re: Isle of the Deranged 2.1

Posted: Sat Jan 21, 2017 12:53 pm
by Slayer82
So much gear / tomes, I started on medium but am finding it too easy - I'd suggest starting on hard for a challenge: much much more gentle than Atlantis! (Although, still a challenge - I kinda ignored the hints and just cleared the entire starter dungeon from scratch without leaving - mucho mimic dancing).
Then start on hard mode. Additionally, use the single-use crystal and Ironman mode.
Why are you comparing this mod to Atlantis?
You can't
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clear the Cursed Dungeon without leaving. You are able to clear the majority, but must return later to complete it.
when you put the x3 sticks into the puzzle in the Greater Grimwern Forest to unlock the tomb key chest, the hint states "...spikes unlocked to the south - EAST" - this is incorrect, it's the South - West.
Fixed.
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"health potion secret in the mines". What health potion secret? You do not use a health potion to access that area. Can you explain what you mean?
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One criticism, shared with Atlantis: if you clear the first dungeon and get the sabre
, your Heavy Weapons Mino won't get an upgrade until the Ancient Claymore
. This is kinda a shame, as it means that 90% of the dropped weapons are useless (this was an issue with Atlantis as well).
That's exactly the point. You are teased with
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a powerful weapon that you are unable to use. You mentioned that there are too many tomes; well, use the tomes to level-up your character to use heavy weapons. If you do not wish for that, then you wait until you are at the appropriate level, do not use the sabre, or create a party that uses two or more knights to take advantage of other weapons. I am unable to predict how a party will be set-up. Standing in the same area hacking away at any enemy for several minutes isn't fun, so I tried to limit that.
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What does the hint in the beach level "...what you're looking for is behind you" mean?
I'm sure you'll figure it out.
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'Oh, and EVUL for putting dancing fire flies into a solid block where the grave that has unreadable text!' How is it 'EVUL?'
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Just read it before you dig. :roll:
In regards to
mucho mimic dancing.
I thought you said it was too easy, and that you get too many items and powerful weapons too early.
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'although, if you're going to call it the hub key, I expected somewhere to teleport to/from!'
Now you're just nitpicking.
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'In the Caldor challenge, I cleared it all - I presume you can't get the chest with the leprechaun?'
That is correct.
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snake knife - again, one of the best light weapons ingame, I got this very early - doubt I'll get an upgrade soon :/' It's a reward for diligence, Cat123. Perhaps I should have just rewarded the player a rock to make the game more difficult. :roll: You defeat 13 enemies in a gauntlet-like setting, so the player should be rewarded for their hard work.

Re: Isle of the Deranged 2.1

Posted: Sat Jan 21, 2017 1:30 pm
by Cat123
I think you've somewhat missed the tone of my post / my sense of humor. I'm enjoying your work, and honest criticism doesn't mean I'm nitpicking. e.g. "EVUL" = I was joking, it just meant I spent 10 mins digging up the entire area in the NW forest because of the grave / fireflies convinced that there was a secret. Turns out that this area has a
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branch you need
in it instead. And yes, the hub comment was a joke as well... (Given that I mention that boss, it's obvious that I've returned to the cursed dungeon and cleared it 100%).

I'm comparing your mod to Atlantis because a) that was the first user mod I tried and b) of the total world mods, yours and it are in the top 5 size / popularity. It's not a competition, just a statement of common errors.

Back on track:

RE: early weapon. It's 1H and only requires HW4. There's no sacrifice / downside to using it - likewise, you get a
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lightning blade
at the same point, which is a great LW. In balance terms, I'd have switched in a 2H weapon - perhaps 2Hsword or Scythe so that you're at least forced to consider the pros/cons. I filled the buried chest on the beach with 20+ items before I upgraded either HW or LW.

" I thought you said it was too easy, and that you get too many items and powerful weapons too early."

Well, that's kinda the point - the starter dungeon was extremely good in terms of difficulty / reward, up to the point where my weapons started mincing mobs. You get x8 skulls in the first couple of areas: my HW mino can now do 650+ damage with the AC using the power attack. Although I've noticed (just reached south Nomad's demise - the x2 big boss fight was challenging) that later mobs have modded HP. I'd certainly consider spreading the skulls out a lot more.

""health potion secret in the mines". What health potion secret? You do not use a health potion to access that area. Can you explain what you mean?"

There's a prior post on this - in the mines there's a section, SE corner with a path with spikes. The hint is something like "I only love blood-red" - you put a Health potion there, you get the secret unlocked msg. Just to the west is a pit (2 levels deep) with a 1 level deep platform with a potion + something else on it which you can't reach from the north (where the ladder is). There's a door further south, which you've already stated isn't part of the puzzle (the text reads "No entry" or something similar, it's where you get the
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crow idol
). If you drop down from the pit in the SE corner of Grimwern forest, there's a chest and a blocked door that is in the same area but there's no secret button to open up a path - you have to jump in the water to teleport out.

Either we're both missing something obvious, or this puzzle is a bit too hard.


Anyhow, relax: it's very enjoyable so far, I'm not slating your work, just giving feedback.


And no, still not worked out what "look behind you means".

Two questions:

#1 There's a slot in the beach map with the bear helmet behind spikes (there's a gem above) - is there a clue related to this or much later on?

#2 The
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Tome of Gloom
- I understand how the Moon Tome works, is this the same kind of thing? -25 energy is a big hit when it's not explained what else the tome does.


One other small bug - flaming broadhead arrows don't work as ammo for the lightning bow, which is a bit odd. This might be a bug from the original game, not your doing.

Re: Isle of the Deranged 2.1

Posted: Sat Jan 21, 2017 2:40 pm
by Slayer82
<Sigh> I understood the tone of your post, it's that I just didn't find it humorous. I'm not annoyed, but everyone finds different things amusing. Plus I'm playtesting another mod and trying to create another.
Although, I'm reconsidering it.
it's obvious that I've returned to the cursed dungeon and cleared it 100%.
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Well, I didn't think It was obvious. You may not have found all of the secrets, or visited every area of the dungeon. Please remember that you can exit the Cursed Dungeon without completing all areas, even if you exclude the Demented Ogre Twins.
just a statement of common errors.
The branch text was an error, but I'm unsure as to how supplying a decent weapon is an error. The player shouldn't always receive the best gear at the end of the game. It helps not to handhold the player, but why only have a good weapon for such a short time?
Anyway, I'm aware it's not a competition. Atlantis is probably the best mod out there. It's up there with Mystrock as well.
that later mobs have modded HP. I'd certainly consider spreading the skulls out a lot more.
Your suggestion has been noted. There are
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almost 470 enemies in the game. again, standing there and square-dancing the many enemies for the approximately 15-18 hours it takes to complete the mod is boring.
I know, because I've had to playtest it many times. Which is why I designed it to be an adventure, not a grinding slugfest.

The
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blood-red puzzle was a connector error. You are not supposed to use a health potion. Any item placed in the alcove activated the secret. It has been fixed. Thanks.
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If you drop down from the pit in the SE corner of Grimwern forest, there's a chest and a blocked door that is in the same area but there's no secret button to open up a path.
This is a dead area that I changed for design purposes - not every door is accessible in the mod. I wanted to have some 'closed' areas for atmosphere's sake. I might re-open it in the next version.
Cat123, please don't tell me to relax. I am relaxed
I think you've somewhat missed the tone of my post
. ;)
And no, still not worked out what look behind you means
. To be honest, I thought it was too simple.
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Literally, turn around and look behind you. If there's nothing there, then look somewhere else that's 'behind you'. You probably won't like it anyway...
#1. Not all bonuses will display clues. Anyway, you have too many items, so be on your way and ignore the equipment. :)
#2. It's a book called the Tone of Gloom.
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There isn't a bonus. It's a booby-prize/trap for people who just instantly use tomes without reading the description.
Go on, right-click on it; it's good for you.
#3 Yes, you are correct. They don't do anything and never have. I should remove them, but I like having a few items that are unusable.
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I believe there are three others.
Fuck, man. Do you have a telephone number or something? It takes ages writing all of this.

Re: Isle of the Deranged 2.1

Posted: Sat Jan 21, 2017 3:18 pm
by Cat123
Ok, I'll keep my reply short: thanks for the response!

Now stuck on a puzzle "Although forged from stone, am susceptible to famine". I understand the non-English clue, but food isn't working - thought that it might be books (knowledge) but only have two spare :/

~

At some point I'll go back & comb all the maps for secrets - I've noticed that a lot of people 'completing' the mod are missing 10+ secrets :shock:


Question:

I obtained a brass key from the plant-boss area, but used it somewhere (??) that wasn't Grimwern forest - currently I have: Tomb Key, Mine Key (third one), Cube key. Is there a 2nd brass key anywhere to open up that area? (Or round key, I forget which - it's the lock behind the undead).

Re: Isle of the Deranged 2.1

Posted: Sat Jan 21, 2017 3:35 pm
by Slayer82
I've hid the secrets so well that I've only ever found them all once. I suppose you should just take your time and look around. You easily miss some if you power through the game or focus on the mission/main game.
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Although forged from stone, am susceptible to famine". I understand the non-English clue, but food isn't working - thought that it might be books (knowledge) but only have two spare.
The other language clues are the key. Look for consistencies with each clue and you'll find it's numerical. Do not use the tomes, but things that end famine.

Re: Isle of the Deranged 2.1

Posted: Sat Jan 21, 2017 3:41 pm
by Cat123
Slayer82 wrote:I've hid the secrets so well that I've only ever found them all once. I suppose you should just take your time and look around. You easily miss some if you power through the game or focus on the mission/main game.
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Although forged from stone, am susceptible to famine". I understand the non-English clue, but food isn't working - thought that it might be books (knowledge) but only have two spare.
The other language clues are the key. Look for consistencies with each clue and you'll find it's numerical. Do not use the tomes, but things that end famine.

Don't have that much food left >.< - tried x3 (French) nothing triggered. Hmm.

Last Question: SW corner Greater Grimwern Forest, there's a spiked gate. Can't figure out how to trigger this.

Re: Isle of the Deranged 2.1

Posted: Sat Jan 21, 2017 5:42 pm
by Cat123
Ok, well, that was annoying.

For search engines / people stuck: a LOT of the discussion in the early part of the thread is 100% incorrect, presumably from a much earlier build e.g. I don't think there's a turtle part in NW Deep Grimwern forest etc, also ALL of the discussion over the BRASS KEY is incorrect. Grrrr.

SPOILER: BRASS KEY LOCATION
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You have to kill Ktalack, the boss found past Nomad's Demise - South. You will face an ogre and obtain the sixth power stone when you use it for the central part of Grimwern Woodlands
Yes: also ignore all the parts about POWER STONES - you will obtain x4 late in the game, in addition to the two you find quite early on:
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The Air Sanctuary has x2, killing the fire boss / Ktalack opens up the Beach one (1 level up, spike door) / gives the key for Grimwerd Forest central part. Thus, you'll have 6, can combine 4 to get the 2nd balance stone without (potentially) locking yourself out of the 2nd Water Essence
.

Big issue with this mod - food becomes incredibly scarce later on. 35 fish caught (!!) & I've run out of food / am starving having just got x2 balance stones.

Again, like that-other-mod-I-won't-mention, there's an annoying lack of clues to buried treasures. Earlier in the thread Slayer states there's one "near the south pressure pad in Deeper Grimwern forest" - having dug up most of the area, couldn't find it. Has this been changed?

~

More questions:

Question regarding the Ktalack 3x3 floor puzzle: I've tried making an X and also the inverse with items (so, a cross without a centre part). Neither seems to work: there's no other hints in the area I could find (found the secret button with the fire elemental, nothing else in there). Found the x2 secret buttons in the trap / key room, they didn't open any of the closed off areas. There's also a secret button in Ktalack's part, opens up a nice treasure room. So, stumped with that one.

There's a hint that tells you to return to the Peaceful Pool (NW Grimwern Woodlands) after you've completed 3 other areas (presumably, getting the x3 colored stones?) - on returning, apart from a magic bridge, nothing appears to change. Also, the secret there (throw stone, pressure plate) doesn't appear to do anything at all. Also, the hint that tells you to get the watch from the water "where a single cattail is"... doesn't appear to be correct / having swum the entire map, couldn't find a watch. Unless I'm missing the obvious, this seems like old build design not effecting the (better) new one?

Elemental plains has a hint letter that tells you to "press on the walls" of the haven - I found the
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Adventurer's Hall
but there's no secrets / illusionary walls in it. There's also a lever that doesn't appear to do anything. Hmm.

Re: Isle of the Deranged 2.1

Posted: Sat Jan 21, 2017 7:47 pm
by Cat123
Annd... Just hit the secret button / trapdoor "puzzle" in the Realm of Consciousness. Have found both secrets, used my 2nd tomb key to open the path to the temple, but this isn't a puzzle.

It's illogical, unfair and totally sadistic.

Illogical - in the latter part, there's 4 buttons - 3 lower, one higher, with an open trap-door with another button there. I have pressed all buttons so far.

The cycle *should* be: Press upper, press first lower, move onto the furthest SW square of the puzzle (this is where this is): press lower button. Step back, then: Pressing the new button (1 east, 1 N) does nothing in the entire puzzle. So, let's press the other lower one (1N) / mid one cycling, leaving the pit open behind us to "cycle" it into the new one. Nope, that doesn't work.

Kinda done when you have timed trap door pits with dead ends (i.e. have to fall down even when hitting the button) that don't actually follow logical rules.


Oh, and I'm starving - food balance is waaay out there: glut early on, suddenly nothing. 36 fish fished, which is pretty much all the fish I've encountered so far.

Re: Isle of the Deranged 2.1

Posted: Sun Jan 22, 2017 1:31 am
by Slayer82
Cat. You're killing me, man.

You're writing too much. How am I supposed to actually answer any of your questions? One at a time, dude.

Before you said it was too easy. Well, if you're starving, then obviously the mod is challenging.
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There's actually too much food especially, considering that you can use teleporters to traverse later on.
Forget about the clues for buries treasure. Again, you mentioned there are too many items, so why worry about more items? Bonuses aren't necessary to completing the game and will yield more items. There are plenty of clues about treasure, too. You're not paying attention, or have misunderstood.
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Just dig wherever you see fireflies. It's pretty clearly stated on the clue on the Main Beach.
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There are six power gems. Only four need to be used, so you won't become stuck or miss the essence of water. Head toward's Nomad's Demise - North and you'll be fine.
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Yes, three items of of food that need to be placed into the altar in Nomad's Demise - Cavern. It's a hidden secret area, so don't feel that you've missed anything important.
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Last Question: SW corner Greater Grimwern Forest, there's a spiked gate. Can't figure out how to trigger this. It's a secret that you need to find in Greater Grimwern. I'm not going to tell you the location of each secret as it takes away the fun.
Again, like that-other-mod-I-won't-mention
. Then don't mention it.

Read the clues again, man. If anything the mod and the puzzles are too easy. The
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X marks the spot puzzle is self-explanatory.
You complain as if they're harder that the main campaign, but those puzzles were a lot more difficult.

The clues are spot-on. I don't have time to go through each of your issues as there are way too many of them. Other players have found them, so just keep looking. Especially the timepiece hint; just keep looking and you'll find it. Yet again, it's not imperative to the main game progress.
It's illogical, unfair and totally sadistic.
Ask the community if they think it's unfair. That's purely subjective. I'm serious - ask others if they think it's unfair.

I'm too busy to answer all of your complaints, issues, and suggestions. Enjoy the mod.
If you are struggling, then look back on older posts (although, the mod has changed a lot since 2015), or keep trying.

No, I'm not angry, but three posts in-a-row with complaints means you're either not enjoying it enough or are too frustrated at my design style. If so, then you are obviously not obligated to complete it.

I am not changing anything else about the mod. I have spent approximately a year on it, and it's complete. The next upload will fix minor issues, and then it's done.

If it's too difficult (even though earlier you spoke too soon about the difficulty), then give-up. If you can complete the main game, then my game is easy.

Alright, I really need to go. Keep trying or play something else if you're annoyed.

Have a good one.