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Re: [MOD] - The Butcher of Many v1.0
Posted: Thu Dec 22, 2016 8:14 pm
by zdenekhoub
Zo Kath Ra wrote:In the "Old Sewers" at
x = 6 / y = 14 / facing = 0 / elevation = -2 / level = 3
there's an invisible blocker
I can teleport past it with the console.
And I have to, because the blue gem is there.
If you want, I can upload a savegame.
Checked it again - it is not an invisible blocker, it really is beach cattail blocker on x6 y13 that kept you blocked.
This is by purpose, you must first find a weapon for underwater attack and then get the blue gem behing this cattail blockade.
Re: [MOD] - The Butcher of Many v1.0
Posted: Thu Dec 22, 2016 8:41 pm
by zdenekhoub
zimberzimber wrote:After spam clicking the entire bottom area, finally got it
Try attaching the particle to those shards, because the other particle is misleading.
A small suggestion - If I recall correctly, if you drop the iron key into the trash chute (in the dungeon area where you meet the first skeleton) you have no way of making potions, since the only mortar and pestle can be found behind that spear door. While rewarding players for finding secrets is great, punishing them for that is not. I suggest placing the mortar near the door from inside the herb room, so its inside the room, but can still be taken.
And a question - Is it actually possible to surprise Daryll and Daryll?
Both are good ideas - implementing them right now
Well you are surprising them by destroying that entry bush and attacking... when they are peacefully making their meat on the fire
Re: [MOD] - The Butcher of Many v1.0
Posted: Sat Dec 24, 2016 9:50 am
by Zo Kath Ra
zdenekhoub wrote:Zo Kath Ra wrote:In the "Old Sewers" at
x = 6 / y = 14 / facing = 0 / elevation = -2 / level = 3
there's an invisible blocker
I can teleport past it with the console.
And I have to, because the blue gem is there.
If you want, I can upload a savegame.
Checked it again - it is not an invisible blocker, it really is beach cattail blocker on x6 y13 that kept you blocked.
This is by purpose, you must first find a weapon for underwater attack and then get the blue gem behing this cattail blockade.
Thanks for clearing that up
I thought the cattails where just decoration, and wouldn't block the party.
I didn't find any underwater weapon(s) in your mod, by the way.
Are they hidden in secret areas?
And I just found a way to get past the underwater cattails w/o an underwater weapon.
Just pick up any item with the mouse cursor, and throw it at the cattails by pressing the left mouse button.
They only have around 5 hit points.
That's how I killed the underwater monsters in your mod.
I thought there were no underwater weapons anywhere, and you had to deal with underwater monsters by either dodging them or by manually throwing stuff until they finally die.
Re: [MOD] - The Butcher of Many v1.0
Posted: Sat Dec 24, 2016 5:54 pm
by zdenekhoub
Zo Kath Ra wrote:zdenekhoub wrote:Zo Kath Ra wrote:In the "Old Sewers" at
x = 6 / y = 14 / facing = 0 / elevation = -2 / level = 3
there's an invisible blocker
I can teleport past it with the console.
And I have to, because the blue gem is there.
If you want, I can upload a savegame.
Checked it again - it is not an invisible blocker, it really is beach cattail blocker on x6 y13 that kept you blocked.
This is by purpose, you must first find a weapon for underwater attack and then get the blue gem behing this cattail blockade.
Thanks for clearing that up
I thought the cattails where just decoration, and wouldn't block the party.
I didn't find any underwater weapon(s) in your mod, by the way.
Are they hidden in secret areas?
And I just found a way to get past the underwater cattails w/o an underwater weapon.
Just pick up any item with the mouse cursor, and throw it at the cattails by pressing the left mouse button.
They only have around 5 hit points.
That's how I killed the underwater monsters in your mod.
I thought there were no underwater weapons anywhere, and you had to deal with underwater monsters by either dodging them or by manually throwing stuff until they finally die.
There is a harpoon for underwater attacks in the Water shrine. After you kill Green Queen there is a secret room in her lair. Then when you take Water essence from the alcove in secret room a last a bit stronger Zarchton guard will appear from the water. In his loot is a harpoon
Re: [MOD] - The Butcher of Many - Updated to v1.1!
Posted: Sat Dec 24, 2016 11:33 pm
by zimberzimber
Feedback time -
1) You haven't moved the Mortar and Pestle to a reachable area without needing the key
2) You can get stuck in the skeleton archer chamber where you get an crossbow if you activate the teleporter that brings you there, close the secret door entrance with the secret button near it, walk into the activated teleporter.
EDIT:
Question time -
1) I've reached the earth temple, got the essence, killed the guardians. Now what? I don't know where to progress from here. There is a golden key hole, but I don't have a key that fits it.
2) "The three eyes guardian, present thy shining offering" What is it asking for? Can't find anything that gets accepted.
Also - That Vilson Orb. Very anti-climatic and I hate you for that
Re: [MOD] - The Butcher of Many - Updated to v1.1!
Posted: Sun Dec 25, 2016 3:21 am
by zdenekhoub
zimberzimber wrote:Feedback time -
1) You haven't moved the Mortar and Pestle to a reachable area without needing the key
2) You can get stuck in the skeleton archer chamber where you get an crossbow if you activate the teleporter that brings you there, close the secret door entrance with the secret button near it, walk into the activated teleporter.
EDIT:
Question time -
1) I've reached the earth temple, got the essence, killed the guardians. Now what? I don't know where to progress from here. There is a golden key hole, but I don't have a key that fits it.
2) "The three eyes guardian, present thy shining offering" What is it asking for? Can't find anything that gets accepted.
Also - That Vilson Orb. Very anti-climatic and I hate you for that
Feedback:
1) No I rather put a second mortar in the mod, into a sack in mage hold. Problem was that after putting mortar behind the doors Elobi loosed her explanation why she doesn't have a mortar on a big quest such as this (she broked hers somewhere in a journey to the Keep). Floortrigger was coliding with other objects and moving more things around was not good. Besides mortar in Illustrious Thobi's sack with recipes for potions make a good sense.
2) That is a new bug to fix in next version thanks!
Questions:
1) That key hole in ruins doesn't work anymore. But if you have later on the Master key and use it on it, you will hear by sound that the old gate is stuck and broken. Just a detail nothing more
Have you been in Path of the Dead? Here you will find the Master key for final level.
2) You will present three shining gems and get a Wizard's Virge.
That Vilson Orb is just a side joke - have you read a note from Edmund Black Adder the I? That was a character played by Rowan Atkinson and it was a very funny series called Black Adder. In this note (you may find it in the cemetery after killing his corpse rising from the grave) he says something about his friend, Mister B. knows location of some big treasure in a burried chest. Well and in the comedy series his friend - Boldric was a veeeeery ... well not being smart type of person
he always came with some "splendid" idea which ended as a disaster etc.
So I was reffering to this two characters here - and if Baldric knows about some treasure, it must be something exactly like the Vilson orb.. because he is not the smartest and luckiest persons around and his biggest life wish in the series was to have the biggest turnip in the world.
Re: [MOD] - The Butcher of Many - Updated to v1.1!
Posted: Sun Dec 25, 2016 3:37 am
by zimberzimber
zdenekhoub wrote:
1) No I rather put a second mortar in the mod, into a sack in mage hold. Problem was that after putting mortar behind the doors Elobi loosed her explanation why she doesn't have a mortar on a big quest such as this (she broked hers somewhere in a journey to the Keep). Floortrigger was coliding with other objects and moving more things around was not good. Besides mortar in Illustrious Thobi's sack with recipes for potions make a good sense.
Yeah I found that later. Better like that in my opinion as well.
zdenekhoub wrote:
Have you been in Path of the Dead? Here you will find the Master key for final level.
Nope, no idea where that is.
Only place that seems to be unexplored is that brotherhood area, but I can't access it because I'm missing an ornate key.
zdenekhoub wrote:
2) You will present three shining gems and get a Wizard's Virge.
I got two gems, missing one.
zdenekhoub wrote:
That Vilson Orb is just a side joke - have you read a note from Edmund Black Adder the I? That was a character played by Rowan Atkinson and it was a very funny series called Black Adder. In this note (you may find it in the cemetery after killing his corpse rising from the grave) he says something about his friend, Mister B. knows location of some big treasure in a burried chest. Well and in the comedy series his friend - Boldric was a veeeeery ... well not being smart type of person
he always came with some "splendid" idea which ended as a disaster etc.
So I was reffering to this two characters here - and if Baldric knows about some treasure, it must be something exactly like the Vilson orb.. because he is not the smartest and luckiest persons around and his biggest life wish in the series was to have the biggest turnip in the world.
I figured, but it was still pretty anti-climatic
Re: [MOD] - The Butcher of Many - Updated to v1.1!
Posted: Sun Dec 25, 2016 3:52 am
by zdenekhoub
zimberzimber wrote:
Have you been in Path of the Dead? Here you will find the Master key for final level.
Nope, no idea where that is.
Only place that seems to be unexplored is that brotherhood area, but I can't access it because I'm missing an ornate key.
The key lies right on the altar with the statue. The Path of the Dead can be reached from Ancient Crypts - there are two key holes you must open and then a trapdoor opens to a Path of the Dead.
zimberzimber wrote:
2) You will present three shining gems and get a Wizard's Virge.
I got two gems, missing one.
The last gem is in the Path of the Dead level
Re: [MOD] - The Butcher of Many - Updated to v1.1!
Posted: Sun Dec 25, 2016 4:05 am
by zimberzimber
To get the key on the altar, I first have to pass the door that blocks the way to it, which requires an ornate key, which is found in a secret related to the forge.
Why do I have to find secrets to advance? This isn't the smartest decision in my opinion...
Re: [MOD] - The Butcher of Many - Updated to v1.1!
Posted: Sun Dec 25, 2016 5:04 am
by zdenekhoub
zimberzimber wrote:To get the key on the altar, I first have to pass the door that blocks the way to it, which requires an ornate key, which is found in a secret related to the forge.
Why do I have to find secrets to advance? This isn't the smartest decision in my opinion...
Well its not too bad to have to find a secret to advance if that is not too often..
It is about getting to an inner sanctum of the order. They would surely put these two keys you need to get there in a safe place or in a hand of commander etc. Here you have one key hidden in the secret room in the forge (and that room being guarded by the captain Sylas) and the second key guarded by badass ogre torturer, Tyrant Mogh. It has logic right?