The Fall of Maelroth v1.0

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Rubilax
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Re: The Fall of Maelroth v0.9

Post by Rubilax »

hansbleeb wrote:please turn of the spider generator in the mines!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Is it still bad? I increased the time on it but I have to play through the map with every change I make -.-
hansbleeb
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Re: The Fall of Maelroth v0.9

Post by hansbleeb »

they are comming and comming and comming.. and all the 4 champignons are starvation!1 lucky there is a healing christal nearby
hansbleeb
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Re: The Fall of Maelroth v0.9

Post by hansbleeb »

but only 4 hours....
http://www.gog.com/
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Rubilax
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Re: The Fall of Maelroth v0.9

Post by Rubilax »

When I get a chance I'll go through the map in editor mode and try to fix everything in one go. Very sorry for this issue, I didn't realize how strong spiders are.

Also is the door by the crystal in the mines hard to figure out how to open? I made a change earlier to make it a bit easier.
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Rubilax
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Re: The Fall of Maelroth v0.9

Post by Rubilax »

I just went through and playtested the map almost entirely. The only unfinished areas are the Sewers, its boss battle, another boss, the Arena (not completely done, but I'm adjusting difficulty accordingly, it's hard to get right), and the final boss. The final boss is hard. I have trouble with him because I don't prepare, otherwise you should still be met with a challenge. Please note I did not use anything from secret areas in my playthrough. If you search everywhere, you will have a relatively normal difficulty through the map.

Enjoy, hopefully this time we don't run into anything map breaking.
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Zo Kath Ra
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Re: The Fall of Maelroth v1.0

Post by Zo Kath Ra »

I'm in "The City of Maelroth" at 6/16, facing south.
Nearby, there's a wall text that says "Guard Post".

I can't walk south because an invisible obstacle (?) is blocking my path.
If this is a puzzle, I'd like a hint, please :)
If it's a bug, I can upload a savegame.

LoG 2 version 2.2.4
Not sure what version of your mod I'm playing, but the file size is 73,290 bytes.
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Zo Kath Ra
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Re: The Fall of Maelroth v1.0

Post by Zo Kath Ra »

In "The Mines", you can walk through the obstacles at 19/24 and 20/25.
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Rubilax
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Re: The Fall of Maelroth v1.0

Post by Rubilax »

Thanks for the feedback Zo Kath. These were accidental oversights, they're fixed now.
hansbleeb
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Re: The Fall of Maelroth v1.0

Post by hansbleeb »

i am playing this mod now again and i am now stuck on the same point as zo kath ra.. the guard post, there is an invisible block...
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Halluinoid
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Re: The Fall of Maelroth v1.0

Post by Halluinoid »

just uploaded this today

I was just about see the game start (from Custom Dungeon) when immediately an error came up
"Software Failure mod_assets/scripts/dungeon.lua:8644:attempt to index a nil value stack traceback"
I didn't even see the first tile
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