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Re: [MOD] The Curse of Gothmog
Posted: Tue Jul 08, 2014 11:03 pm
by Dr.Disaster
lexdr wrote:Dr.Disaster wrote:Quick update: the Book of Wizardry works great

wait .. i see a small bug with it: the character that is turned into a mage can only reassign his collected lvl-up points; 4x (level-1).
It seems he looses all his initial skill points given by the creation process. Should be easy to correct by adding skill points based on "Champion:getRace()" and "Champion:hasTrait(“skilled”)".
Adding the exact number of previous skill points is quite complicated, and it does not have a real meaning as far as a total reconversion should not be to the same level. I first think about gaining half levels...
You need to recall that experience is now coming in on a much more regular level. This makes setting the character to the same level he was - even with a bit less experience - absolutly fine.
My ranger was more than half way to 16 when i switched him over so being reset to a fresh level 15 cost him about 40k xp - quite a price when you had 230k in total - and with the 4+3 skill points he lost he's about as effective as a level 13.
With about 20 levels less combat is really challenging now; some of the trap-encounters even have one-hit-kills potential.
No idea how things will be when i get back to Skull challenge or that other room stuffed full with all kind of critters ..
And: I've seen no snail yet on level 9. No idea what you did but it seemed to work.
Re: [MOD] The Curse of Gothmog
Posted: Tue Jul 08, 2014 11:12 pm
by lexdr
Dr.Disaster wrote:And: I've seen no snail yet on level 9. No idea what you did but it seemed to work.
Nothing !
Absolutely nothing !
Regarding the progress, I'm finishing decoration of floor 4...
It's very long to have a good placement of assets.
I hope it's worth it...
Re: [MOD] The Curse of Gothmog
Posted: Wed Jul 09, 2014 4:41 pm
by Dr.Disaster
Quick update on that room full of critters in south-west corner of floor 6:
it's do- and survivable but it took me quite a few resources!
Water comsumption is absolutly fine now and i got more food then my party is able to carry.
I re-encountered snails in the south of floor 9 but they had room to move away from the climbing spots so it took just a bit of waiting until i could get up.
Update:
Found Dragonspit (one of those new secrets?)
Please re-check it's stats. It says it requires Mace 10 to be used, but it's no mace. It's a wand with 15 charges and +7 energy.
Re: [MOD] The Curse of Gothmog
Posted: Wed Jul 09, 2014 8:56 pm
by lexdr
Dr.Disaster wrote:Quick update on that room full of critters in south-west corner of floor 6:
it's do- and survivable but it took me quite a few resources!
The key point is to move step by step.
Dr.Disaster wrote:Water comsumption is absolutly fine now and i got more food then my party is able to carry.
Good
Dr.Disaster wrote:I re-encountered snails in the south of floor 9 but they had room to move away from the climbing spots so it took just a bit of waiting until i could get up.
Understandable: a random sire-effect or a specific combination of unrelated events?!?
Dr.Disaster wrote:Update:
Found Dragonspit (one of those new secrets?)
Please re-check it's stats. It says it requires Mace 10 to be used, but it's no mace. It's a wand with 15 charges and +7 energy.
Yep, I concider it as a magic mace that has better stats that the mace of order.
I will start again decoration process... I've also some idea to introduce new secrets.

Re: [MOD] The Curse of Gothmog
Posted: Thu Jul 10, 2014 1:18 pm
by Dr.Disaster
Finished in 26:05, this time with all 62 secrets.
Reason why it took me longer was the combat; i really had to be carefull now while the last party simply walked through anything.
My characters got well into level 18 (40k short of 19) while my original mage hit level 19 by finding the very last secret. I noticed that my front row saw less and less action the further i got which explains how my converted mage managed to close the conversion-caused xp gap he had. Overall i'd say xp gains are fine now unless you want to give players the ability to max out more than one skill.
Food and water are no problem anymore, at the end i had 14 dragon steaks left and 8 waterskins without the need for water flasks.
Skull challenge got a very nice upgrade and now deserves it's name
Once the ranger and wand issues are fixed I'll give it one more whirl with a reduced party. That'll prolly be a double team, a single character might be too weak to make it.
lexdr wrote:Dr.Disaster wrote:Update:
Found Dragonspit (one of those new secrets?)
Please re-check it's stats. It says it requires Mace 10 to be used, but it's no mace. It's a wand with 15 charges and +7 energy.
Yep, I concider it as a magic mace that has better stats that the mace of order.
Sorry but you are wrong. It's stats tell it's a staff, it's description says it's a staff; even in DM it's a staff.
Re: [MOD] The Curse of Gothmog
Posted: Fri Jul 11, 2014 10:08 pm
by lexdr
Dr.Disaster wrote:Sorry but you are wrong. It's stats tell it's a staff, it's description says it's a staff; even in DM it's a staff.
Updated!
;o)
Added two new secrets.
Deco still in progress...
Re: [MOD] The Curse of Gothmog
Posted: Sat Jul 12, 2014 5:06 pm
by leewroy
Spell failure, thirst management...very good, new and clever ideas.
Should I keep playing or wait until it's really done?
Re: [MOD] The Curse of Gothmog
Posted: Sat Jul 12, 2014 6:06 pm
by Dr.Disaster
leewroy wrote:Spell failure, thirst management...very good, new and clever ideas.
Should I keep playing or wait until it's really done?
Beside the incomplete decoration and the minor issues with staves, wands and rangers v0.91 is pretty much complete.
So if none of these bug you keep going!
Re: [MOD] The Curse of Gothmog
Posted: Sat Jul 12, 2014 6:56 pm
by leewroy
Alright, thanks buddy

Re: [MOD] The Curse of Gothmog
Posted: Sat Jul 12, 2014 10:37 pm
by lexdr
Hi, version 0.92 is released.
Here is the change log:
v0.92 (2014/07/12)
- allow ranger to learn corresponding spells
- fix empty staffs bonus
- add 3 new secrets
- enhance dragon's skills and immunities
- add deco to level 7
There is no need to update unless you want to use ranger.
The next release will probably be version 1.00 with all decoration added, and probably new secrets...
