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Re: [MOD] Forbidden Halls

Posted: Wed Nov 28, 2012 12:16 am
by Adrageron
xhantos wrote:Do you have counts of maximum secrets achievable when a Level is finished? (When a secret area on a level is accessible from another level only, that secret should not be included in original levels secret count)
Yes. I have 2 different counts - secrets, that you can find after level is completed (they may be located at another levels) and number of secrets, located at each level.

Re: [MOD] Forbidden Halls

Posted: Wed Nov 28, 2012 12:19 am
by xhantos
Adrageron wrote:Yes. I have 2 different counts - secrets, that you can find after level is completed (they may be located at another levels) and number of secrets, located at each level.
Great! I don't think it will be a cheating-level spoiler if you share the counts.

Re: [MOD] Forbidden Halls

Posted: Wed Nov 28, 2012 12:29 am
by Adrageron
Added them to this post, close to your report. Will update after your progress.

Re: [MOD] Forbidden Halls

Posted: Wed Nov 28, 2012 12:40 am
by xhantos
Adrageron wrote:Added them to this post, close to your report. Will update after your progress.
Thanks again. Now should I go back to find my missing secrets, or continue at Level3... I can revisit those levels, but not the test on L4 and L5.

I will also post maps, so that anyone can see which ones I missed.

Re: [MOD] Forbidden Halls

Posted: Wed Nov 28, 2012 1:00 am
by flatline
this is a huge dungeon! Liking it so far!
It seems I might have found a bug and a solution:
SpoilerShow
At the elemental chambers, in the frost chamber, the receptor won't accept frost bolt. I can't activate the red light in the room. I have tried both my own frost bolt and the one on the scroll, nothing works. Tried Ice shards too. However, if a different hero uses the frost bolt spell, it works. The problem is that if I have a mage that uses frost bolt, and he has 24 skill points in Ica Magic, he fires "greater frost bolt" and not "frost bolt", even with the scroll. So a mage with greater fireball probably has the same problem in the fire room. I guess you could fix it by letting the receptors check for the greater versions too.

Re: [MOD] Forbidden Halls

Posted: Wed Nov 28, 2012 1:18 am
by Adrageron
flatline wrote:It seems I might have found a bug.
SpoilerShow
At the elemental chambers, in the frost chamber, the receptor won't accept frost bolt. I can't activate the red light in the room. I have tried both my own frost bolt and the one on the scroll, nothing works. Tried Ice shards too.
Thanks for bugreport, but I can't reproduce it.
SpoilerShow
Checked it 2 times before publishing mod and just now - all works fine (with frostbolt). Are you sure, that you in Water Chamber, not in the Air? (they have similar lighting). All other lights are activated?
upd
flatline wrote:
SpoilerShow
However, if a different hero uses the frost bolt spell, it works. The problem is that if I have a mage that uses frost bolt, and he has 24 skill points in Ica Magic, he fires "greater frost bolt" and not "frost bolt", even with the scroll. So a mage with greater fireball probably has the same problem in the fire room. I guess you could fix it by letting the receptors check for the greater versions too.
Ah, thank you! I will fix it right away. Are you used premade party or your mage grows from lvl 1 apprentice? :)

Re: [MOD] Forbidden Halls

Posted: Wed Nov 28, 2012 3:42 am
by flatline
Adrageron wrote:
flatline wrote:It seems I might have found a bug.
SpoilerShow
At the elemental chambers, in the frost chamber, the receptor won't accept frost bolt. I can't activate the red light in the room. I have tried both my own frost bolt and the one on the scroll, nothing works. Tried Ice shards too.
Thanks for bugreport, but I can't reproduce it.
SpoilerShow
Checked it 2 times before publishing mod and just now - all works fine (with frostbolt). Are you sure, that you in Water Chamber, not in the Air? (they have similar lighting). All other lights are activated?
upd
flatline wrote:
SpoilerShow
However, if a different hero uses the frost bolt spell, it works. The problem is that if I have a mage that uses frost bolt, and he has 24 skill points in Ica Magic, he fires "greater frost bolt" and not "frost bolt", even with the scroll. So a mage with greater fireball probably has the same problem in the fire room. I guess you could fix it by letting the receptors check for the greater versions too.
Ah, thank you! I will fix it right away. Are you used premade party or your mage grows from lvl 1 apprentice? :)
Playing on hard with a custom new party, starting from scratch.
2 human fighters, one is unarmed with heavy armor, other has sword and uses evasion gear. Skilled/Fistfighter and Skilled/Aggressive. Both have maxed Dexterity and the rest in Strength.
1 Minotaur Rogue, max Strength and the rest in Vitality. Throwing weapons, headhunter, skilled.
1 Human mage, Ice Magic & Spellcraft. Skilled/+2Wisdom.

Think I've managed to find all secrets so far, except perhaps one.

Re: [MOD] Forbidden Halls

Posted: Thu Nov 29, 2012 8:24 pm
by vismut
I've found a note in my bag... About ingredients and secret chamber? but i don't remember where i take it...
where is this chamber?
UPDATE: thanks for teleport) found

Re: [MOD] Forbidden Halls

Posted: Thu Nov 29, 2012 9:01 pm
by Numberouane
As promised, Im now starting playing for true :)

Re: [MOD] Forbidden Halls

Posted: Thu Nov 29, 2012 11:25 pm
by Karski
Hey guys, if you find some trials a little too hard, here is something you can do to make your life a lot easier. ;) Remember the funny square-shaped, unnamed puzzle in NE part of Necropolis where you have stone heads spitting poison on you repeatedly? Well, you were promised a reward for your trouble, and sure enough you've got one! The last lever that resets the puzzle only seems to give you a paltry 150 xp bonus, but surprise surprise, you can keep pulling it at 150 xp apiece. What do you know. After a couple of hundreds of pulls, your party of slaves should be good to go to face pretty much any diabolic trap the dungeon designer may have had in mind. :twisted: