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Post by mammothtruk on Dec 22, 2008 17:51:17 GMT -5
sorry its been a few days since I was working on it. Lots of doings and today I started working on the boat again.
Well the "target" range of the minor mobs is around 14-16 and are really just fodder to the lv24-30 endgame bosses. The Mini-Bosses are targeted at about 18-22. The level range is not really an indicator of how hard it is. It will require a dedicated party to best the amount of mobs and the strength of the bosses. The level 24 skellie killers will be able to solo the minis and bash some horde head in but they wont be soloing any of the main bosses.
In short think team of lv30s.
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Post by mammothtruk on Jan 9, 2009 2:37:51 GMT -5
well first I want to announce my 1000th post on the forums!!!
I catch a flight on the 15th to get home. had to push it back a few days to save 100$ so it was a no brainer right?
If we are going to have the RWS tilesets on the server I might bring two of them in to be features in TotW. I believe they have a lava/hell tileset I want to use and then I will sort through them and find something I like for the other area I havent completed. Fresh tiles will make it all the more fun to build and play.
Give me 1 week after I get home to get the maps completed to spec and 1 more week to finish all the monsters/items. Finished product will be given to Lou for review, tweaking of final items, and addition to update if hes satisfied with it.
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cytoc
Full Member
Posts: 107
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Post by cytoc on Jan 9, 2009 2:39:42 GMT -5
Congratulations on your 1000 post.
May there be many more to come.
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Post by cosper123 on Jan 13, 2009 21:57:31 GMT -5
sorry its been a few days since I was working on it. Lots of doings and today I started working on the boat again. Well the "target" range of the minor mobs is around 14-16 and are really just fodder to the lv24-30 endgame bosses. The Mini-Bosses are targeted at about 18-22. The level range is not really an indicator of how hard it is. It will require a dedicated party to best the amount of mobs and the strength of the bosses. The level 24 skellie killers will be able to solo the minis and bash some horde head in but they wont be soloing any of the main bosses. In short think team of lv30s. That's awesome, keep up the good work and thanks for your efforts.
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Post by cosper123 on Jan 13, 2009 21:58:37 GMT -5
Congratulations on your 1000 post. May there be many more to come. I had to smite you for that one. You know comments like that encourages NTB to post more comments like "NEAT!" every other post.
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Post by nicethugbert on Jan 13, 2009 22:05:26 GMT -5
Congratulations on your 1000 post. May there be many more to come. I had to smite you for that one. You know comments like that encourages NTB to post more comments like "NEAT!" every other post. Ha! Ha! NEAT!
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Post by mammothtruk on Jan 25, 2009 12:09:50 GMT -5
map 3 of 4 is almost complete. I took yesterday and today to finish the floor and I have three of the 8 rooms pretty close to being done. I am trying not to overload the areas with placeables so its going to be a bit sparse when it comes to background. this is due to fps issues I want to avoid. Im going to get doors down today and get another 2 rooms completed along with finishing the other 3. I hope to get it done enough to make a xfire video and upload it for all to view and comment on. Then Im going to pull the maps out into another module import the NESS system and put the LDoA haks in and cross my fingers it works. If it does work Ill upload it to the vault/website so people can grab it and test it out offline so I can get feedback.
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Post by mammothtruk on Jan 25, 2009 18:13:20 GMT -5
I need anyone that wants to help with testing TotW to grab the latest LDoA files if you dont already have them, grab up xfire so I can send the files, and export your highest level character from LDoA so you can use them against the dungeon. I have two working areas ready for testing. The main and halls. Halls still has 7 minibosses and the final boss to be added but everything else is in. Main is complete all but the final boss as well. You will be able to walk the dungeon area and get a feel for what its going to look like. Its empty in the way of mobs right but because they all have to be created from scratch. DoT, Lien, and Aztur will be in the final version for the server but will NOT be in the test module as I want to keep something special for everyone to fight in the server GoT will be revamped with Heroic X4, prebuffing, and linking so it isnt the final version of that battle either, but I need to know if its hard enough or needs to be rebalanced. X4 heroic just adds a few extras to the monster so the base monster will need to be revamped I assume.
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Post by mammothtruk on Jan 25, 2009 18:31:32 GMT -5
scratch that xfire requirement Im uploading to mediafire.com and will post a link as soon as its done
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Post by shoujo on Jan 25, 2009 19:04:49 GMT -5
What level range are the test areas going to be for? I have a 24 with enough XP for 25 and a 25, but if need be, I can just tweak them in a test mod and make them lower or higher as need be. They're both melee caster-based (bard, bard/cleric) so I can crank out some other types if need be, like a straight arcane caster or non-caster melee.
Edit: You want the feedback posted here or prefer PMs to avoid spoilers?
Also cancel the level question, I see it's been mentioned earlier on in the thread.
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Post by mammothtruk on Jan 25, 2009 19:04:55 GMT -5
TotW moduleExtended Rod of Fast Buffingalright special instructions here so read carefully. go to the nwvault and download the extended rod of buffing erf. open up the module and import the erf. save the module and close it. oepn up nw2, go into mp, start new server, select approach, password the server, start playing. the next version I upload will have the rod included. Be a day or two before I get enough done to warrant uploading a new version Test with LDoA characters. To do this go into the server and export your characters. export all characters you want to test with.
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Post by shoujo on Jan 25, 2009 19:12:19 GMT -5
Is there a particular reason why this has to be tested online instead of in single player?
Edit: Deleted link. Good thing you posted, I grabbed the wrong one :oops:
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Post by mammothtruk on Jan 25, 2009 19:18:35 GMT -5
yes thanks for asking.
In SP the rod of buffing isnt allowed to use local vars on items as explained to me by Lou when it came up. So to have it work as intended you have to play it in MP mode.
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Post by mammothtruk on Jan 25, 2009 19:53:08 GMT -5
small snag in the testing. MP found out that Kaedrin's scripts arent imported into the module. So to fix this you can import them just like the fast buff rod. I will be uploading a new version tonight before I go to bed with a complete fix for these issues.
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Post by shoujo on Jan 25, 2009 20:33:07 GMT -5
Ok, just tested with my bard 9/cleric 1/canaith lyricist 6/stormlord 9 and the place was a cakewalk. Was going to test with my bard 7/cleric 1/RDD 10/swiftblade 6, but given the numbers I saw on my initial playthrough, didn't see a need.
Minions Weapon Masters - These guys need to ditch whirlwind. Their AB (+10?) is so pathetically low that they're only going to hit on a 20 anyway, so they need to focus on attacks/round.
Bards - They're not using any weapons and as far as I can tell, they're not using armor either. Spells I saw were mirror image (good), curse of impending blades (also good), and lesser dispel (ehhhh). IMO, mirror image and bard inspirations need to be added to the fast buffing script. By the time they're done using both, they're dead or their allies are dead. The weapon masters also don't have enough AB to really benefit from the bard buffs because they still need a 20 to hit.
Archers - Didn't notice anything special except a lot of running.
At first I was whacking them, but after realizing they're no threat, I just went ahead and ignored them since they don't have the stats to be a threat. I had about a dozen on me at one point, but they still didn't even manage to break through my 160 HP premo. IMO, there needs to be an increase in AB or some direct damage spells here to make them a threat.
Regulars? Samurai, Timekeeper - Nothing special other than the name.
Mini-bosses Guardian of Time - 44 AB and a bunch of elemental DR. I curse songed (-4 AC, -2 AB) it, song of heroismed myself (+4 AC for 56 AC) and went at it. Nothing memorable except for the AB and the fact that it was the only critter that lasted more than 3 rounds.
Doorkeeper - Used silence.
Acolyte, Reverend, Cardinals - Average lifespan of about 2 rounds. Noticed one cast destruction, greater dispel, and a few casting mage armor and shield after being hit with my mord spear.
They died so quick, I'm not sure if these guys should even be called mini-bosses, but I assume they are since they had unique names. Are the heroic templates being applied already?
Visuals Overall I'd say the areas are very plain. Not that I mind, but somebody who cares about that sort of thing probably would.
Initial area - Very gray. The indoor pool was a nice touch, but that's the only thing that sticks out there. The samurai zone with the different colored lights didn't really register. Probably the least interesting layout and the plainest area. Area with timekeepers - There was something jutting out of the ground, a pool of blood or burning rock that looked pretty nice. Even though the tileset used was the same as the initial area, the layout was a lot more interesting than the initial area. Had a stage that screamed boss fight. Could probably use a few more placeables there at least. Only one I noticed was that big ass tome.
Empty area - Prettiest of the three that I saw, probably due to the varied tilesets (combo of red brick, indoor lake, and regular gray stone tiles). There's also a place northeastish on a hill of sorts that looks like an outdoor place of worship that was well done. It probably had more placeables than the other two zones combined, so it had a bit of an advantage lol
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