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Re: [Mod] The Elder of Murwynd Woods - release version 1.04

Posted: Wed Sep 03, 2014 6:19 pm
by Skuggasveinn
mpuppetier wrote:Great mod!
But i can't go on..
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How can i open the door to go into the keep? I had tried all offensive spell against the "face tree"... but nothing happened
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it has to be a "powerfull" magic spell. Lightning bolt, frostbolt, poisonbolt or firebolt will do.
If you don't have a character in your party that can cast these spells then there is a lightning rod hidden in the ruins of Lythrin, and there is a fireblade and a venom dagger in the hunters cabin,

Re: [Mod] The Elder of Murwynd Woods - release version 1.04

Posted: Wed Sep 03, 2014 7:48 pm
by mpuppetier
Skuggasveinn wrote:
mpuppetier wrote:Great mod!
But i can't go on..
SpoilerShow
How can i open the door to go into the keep? I had tried all offensive spell against the "face tree"... but nothing happened
SpoilerShow
it has to be a "powerfull" magic spell. Lightning bolt, frostbolt, poisonbolt or firebolt will do.
If you don't have a character in your party that can cast these spells then there is a lightning rod hidden in the ruins of Lythrin, and there is a fireblade and a venom dagger in the hunters cabin,
Thank you !!!
You have done a superb job. I realy enjoy it!

Re: [Mod] The Elder of Murwynd Woods - release version 1.04

Posted: Wed Sep 03, 2014 9:07 pm
by mpuppetier
Stuck again... ok i'm a lamer player :-)
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How can i get to the throne room? I had tried a lot of combinations in the archimage room:
one teleport me outside the keep, another in a secret chamber with a bridge... Have i miss something?

Re: [Mod] The Elder of Murwynd Woods - release version 1.04

Posted: Wed Sep 03, 2014 11:55 pm
by Skuggasveinn
mpuppetier wrote:Stuck again... ok i'm a lamer player :-)
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How can i get to the throne room? I had tried a lot of combinations in the archimage room:
one teleport me outside the keep, another in a secret chamber with a bridge... Have i miss something?
It goes like this
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There is a note that explains the power of the orbs, that green is the more powerfull, then blue and last red.
The further away you want to teleport the more power you need, and the throne room is just around the corner, so you just need minimal amount of power or red, red, red. so maybe you are missing a red orb. one is given to you by the Willow in the swamp (you need to take it from its trunk) , one is in the east side of the forest guarded by a spider, the last one is in the archmage library
Hope that helps you along.

Skuggasveinn.

Re: [Mod] The Elder of Murwynd Woods - release version 1.04

Posted: Thu Sep 04, 2014 3:07 am
by Skuggasveinn
Version 1.05 is up on the Nexus (Steam is giving me some problems, it will be up there as soon as I can)
Thanks so much for all your kind words and criticism on the mod, knowing that most people are enjoying it makes
all the time that went into making it worth it

Fixes for 1.05 are as follow.
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Reported by eLPuSHeR
"The description for the poison shield potion actually reads "Poison sheild potion"
Fixed

Reported by maneus
At the beginning on the boat there is no "waterflowing" sound to hear. The sound plays only on the right side of the boat.
Will have to stay that way since I'm using doors to trigger sounds (playSoundAt doesn't survive level change or loading), can't place a invisible door on the other side of the boat.

By opening the door of the house you can hear the button sound. Maybe it would better to let the hidden button play a "door open" sound via Isaacs Custom button sound script? (Just an idea by myself)
The door is a lever, changed the default sound of the lever to "empty" so it doesn't get heard, this had the side effect that all levers now need to trigger the lever sound, that was done.

By taking the clear orb from the tree trunk you can hear the hidden pit open. But there is no mechanical pit there but rather wooden roots. So I would open the pit immediately and let play a sound like broken wood. This would be more realistic in my eyes.
again, changed the pit sound to "empty" and created a wooded sound, all pits in the mod now need to trigger the pit sound manually - that was done

At the ruin entry the night sky with the stars are not everywhere above. Only there where the party can walk. So there are a few black squares the player can see from the ruins entry through the woods.
fixed

By destroying the breakable wall inside the ruin there is a "hit_wood" particle effect. But stones make dust, so a "hit_dust" effect would be better.
particle effect changed to dust

The entry with the destroyed door in front of the pit with the cloak is overlapped by pillars.
fixed

Reported by Zo Kath Ra
Alcove near the Adrian Wall doesn't return Items placed into it
fixed

Reported by Dr.Disaster
The Scroll of Remove Petrification can't be added to the notebook
Fixed

Reported and fixed by Isaac
You can see that passage behind the breakable walls on the mini map
The map will not give away any more the breakable walls, the passage doesn't show up on the mini map until they are broken
Skuggasveinn.

Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Posted: Sun Sep 07, 2014 5:16 pm
by leewroy
Just finished the module (1.04), it was amazing!

Ended with 7 skulls, 4 people and just 8 secrets. I guess I´l play it again wiy]th the 1.05, mainly to see if I get more secrets ;)

I could finish it without any help, but the thing that almost got me stuck was
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lower the bridge. Guess I missed some tip to do it, and found the solution by pure luck, when I cast a lightning bolt against that tree ;)


The only negative thing about this module is that it's too short...other than that was a terrific job, my congratulations and thanks :)

Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Posted: Sun Sep 07, 2014 6:32 pm
by Isaac
leewroy wrote:I could finish it without any help, but the thing that almost got me stuck was
SpoilerShow
lower the bridge. Guess I missed some tip to do it, and found the solution by pure luck, when I cast a lightning bolt against that tree ;)
There is a note in-game, detailing the solution.

*But it's also a direct copy of a puzzle in the official game.
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The Mage Entrance.

Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Posted: Mon Sep 08, 2014 1:17 pm
by leewroy
Isaac wrote:
leewroy wrote:I could finish it without any help, but the thing that almost got me stuck was
SpoilerShow
lower the bridge. Guess I missed some tip to do it, and found the solution by pure luck, when I cast a lightning bolt against that tree ;)
There is a note in-game, detailing the solution.

*But it's also a direct copy of a puzzle in the official game.
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The Mage Entrance.
That's it. I'm sure missed that note. Just remembered that
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solved by my self the dragon statues puzzle, cause I found the note later.

Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Posted: Mon Sep 08, 2014 5:52 pm
by Banaora
Hi guys,

I'm stuck
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I freed the prisoner and he joined my party, but now I don't know where to go. The stairs to the level below are still flooded, though I pressed the water pump button. I've got several blue orbs, a green one, a green gem and two blue gems. Used the two blue gems at a demon head to discover a secret but couldn't find out anything else.
What am I missing?

Re: [Mod] The Elder of Murwynd Woods - release version 1.05

Posted: Mon Sep 08, 2014 6:44 pm
by Isaac
Banaora wrote:Hi guys,

I'm stuck
SpoilerShow
I freed the prisoner and he joined my party, but now I don't know where to go. The stairs to the level below are still flooded, though I pressed the water pump button. I've got several blue orbs, a green one, a green gem and two blue gems. Used the two blue gems at a demon head to discover a secret but couldn't find out anything else.
What am I missing?
SpoilerShow
The water pump sounds damaged does it not?