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  #1  
Old December 24th, 2004, 06:30 PM

ace joh ace joh is offline
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Default Re: Christmas module (v 1.05 released)

Yeah, good idea to release it as a seperate module, we can always use more . Although you'd have to figure out a new story...

Donwload link in the sig doesn't work, but the attachment certainly does.

Also, in case you haven't seen yet, DOWW2 alpha is released
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  #2  
Old December 24th, 2004, 07:04 PM
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Default Re: Christmas module (v 1.05 released)

Quote:
ace joh said:
Yeah, good idea to release it as a seperate module, we can always use more . Although you'd have to figure out a new story...

Well, the storyline off the christmas module itself obviously wasn't much work, I should be able to come up with something of simillar quality without much problems .

Can't wait to play the DOWW2 module .

edit: Hmm I guess the teleport trick would be possible, but it seems quite hard to pull of, anyone who manages to do it probably had to work harder for it than someone who took the official route . the same trick would probably also work for passing locked doors in the other modules.
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  #3  
Old December 24th, 2004, 06:33 PM
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Default Re: Christmas module (v 1.05 released)

The download link in my sig doesn't seem to work, I'll try to repair that, the link at the top of the first post (the one named "attachment" and the same one that used to link to the download of the first Version) should work.

Ace Joh: About Santa being close to the entrance: that's a random thing. both the second entrance and santa's position are randomly chosen, you got lucky, but they can be very far apart (I'm still frustrated from having to explore the entire level while playtesting, only to find him in the Last possible location)
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  #4  
Old December 24th, 2004, 06:52 PM

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Default Re: Christmas module (v 1.05 released)

Ah, the price of randomness

Hmm, one Last thing, I have found a scroll of teleportation in one of the chests in the ice lake terrain (but only after crossong the ice cave)... I suppose if you would find it before entering the cave (if at all possible?) you could skip it? Don't think it's a big problem though, I can't seem to choose the destination, and the odds are pretty slim.
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Old December 27th, 2004, 11:00 PM

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Default Re: Christmas module (v 1.05 released)

Cool Mod thanks again for spending your time making it. I had a bLast playing thru it the first time.

I'm currently replaying the game with a Paladin. I think I'm in a spot where I can't win. On the area with all the ice I have 10-15 winter wolves and other things casting some type of ice spells on me from a distance which stick and cause major damage.

Since I don't have any type of magic bolts I have to take them on hand to hand. I can't do enough damage to kill even one of them before the stacking on the ice spells gets me.

I trid using bows and such but again they don't do enough damage. Once I got 2-5 ice spells on me it's over because even as I'm moving away they continue to do damage.

I believe that there is no way to win the module with my current character. I don't see any other maps where I could level my character. She is currently lvl 5 and doesn't have enough HP to cut it.

If you end up making any more changes to the module you might want to change it so they don't all cast the ice spells as much. Maybe dropping items that have cold resists could also work if you like the monsters the way they are now.

I should have played a Mage.
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Old December 28th, 2004, 06:50 AM
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Default Re: Christmas module (v 1.05 released)

I haven't playtested the module much, but now you mention it, I might have been overly generous with dangerous spellcasting monsters on the icelake map.. especially the winter wolfs can be quite deadly.. certainly if you encounter them in the numbers you describe, which I haven't so far.

what difficulty are you playing?

Anyhow your character is in big trouble.. have you tried just outrunning the wolves, so you can get out of spellcasting range? (first stock up on healing potions in town)

I'll make the winter wolves less dangerous in next Versions of this (or other) modules.
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  #7  
Old December 28th, 2004, 10:35 AM

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Default Re: Christmas module (v 1.05 released)

Yeah, those beasts were a pain, even on average difficulty. I just made sure I had lots of healing potions, and use them while killing them as fast as I could. (once the spell has been cast there's still time before damage is done). Don't know if that'd still work on higher difficulties, as I already got killed on the town map when trying master difficulty )
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