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Caravel Forum : DROD Boards : Holds : KPVIIID2 : Return to the spire (Adventure)
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Author Name:Pilchard VIII
Submitted By:Pilchard VIII
Hold Name:KPVIIID2 : Return to the spire
Theme:Adventure
Author's Difficulty:
Number of Levels:18
Number of Rooms:141
Number of Monsters:3241
Version:DROD: Journey to Rooted Hold
High Scores:View High Scores
Hold Karma:5 (+5 / -0)
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Pilchard VIII
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icon Re: KPVIIID2 : Return to the spire (0)  
You know what, I just had a thought. So far, I've posted two holds and both of them have over 8.0 at the moment. Perhaps after KPVIII3 I should appeal for Smitemaster Selection creation. But not yet.

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[Last edited by Pilchard VIII at 07-17-2006 04:42 PM]
07-17-2006 at 04:42 PM
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Hikari
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icon Re: KPVIIID2 : Return to the spire (0)  
.......whee, a speech bug thing...
Goblin in Epilogue Entrance is apparently *supposed* to name off the private beta testers or something, but... doesn't.

Also, Pilchard's speech in 1S seems a little stilted at the end. "Who are the others?" "Anyways, I have nothing else to tell you." And Beethro just accepts that as an answer? That seems sorely out of character.

;) Gotta have the ending *proper*, you know?

Oh, and, um... thanks for publicizing my reaction the first time I was ever exposed to Fooby the Watermelon ^^;; That *hurt* at the time, dammit!

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[Last edited by Hikari at 07-19-2006 08:19 AM]
07-19-2006 at 08:08 AM
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jbluestein
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icon Re: KPVIIID2 : Return to the spire (0)  
I found two potential issues with this hold so far:

Castle: Sixth Floor, 1N1W has a trivial solution:

Click here to view the secret text


[EDIT: Whoops, I just noticed that Briareos already pointed this one out, so never mind.]

Castle: The Spire, 4N has a scripting error:

I killed the mud mothers on the left, leaving one mudbaby in the alcove, went over to the other alcove and killed the mud mothers and babies over there. I then went back to the other alcove and killed the last mudbaby, but the doors did not drop for the guards. I restored and did it the more intended way (clear left alcove completely, then clear right alcove, and the doors dropped). I'm not sure how repeatable this is, though.

Enjoyable hold so far, though!


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"Rings and knots of joy and grief, all interlaced and locking." --William Buck

[Last edited by jbluestein at 07-19-2006 04:04 PM]
07-19-2006 at 04:02 PM
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Pilchard VIII
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icon Re: KPVIIID2 : Return to the spire (0)  
All of the bugs are fixed. Unfortunately, I couldn't find the cause of the mud mother glitch.

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07-19-2006 at 04:28 PM
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Briareos
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icon Re: KPVIIID2 : Return to the spire (0)  
Pilchard VIII wrote:
All of the bugs are fixed. Unfortunately, I couldn't find the cause of the mud mother glitch.
Whoa... I nearly died when I saw over 70 high scores disappear from my Scores page and I dropped a place - then I saw it was all demos from this hold that were missing... *phew*

:D

np: The Go Find - Igloo (Miami)

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R.I.P. Robert Feldhoff (1962-2009) :(
07-19-2006 at 04:58 PM
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Pilchard VIII
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icon Re: KPVIIID2 : Return to the spire (0)  
Well, thank goodness for that.

Ps. 456. Catch my drift?

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The DROD Dragon
07-19-2006 at 05:11 PM
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jbluestein
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icon Re: KPVIIID2 : Return to the spire (0)  
Briareos wrote:
Pilchard VIII wrote:
All of the bugs are fixed. Unfortunately, I couldn't find the cause of the mud mother glitch.
Whoa... I nearly died when I saw over 70 high scores disappear from my Scores page and I dropped a place - then I saw it was all demos from this hold that were missing... *phew*

Did I miss the part where it was explained why this was a good thing? All of my high scores from this hold have vanished as well, and somehow I don't find myself saying *phew*. :~(

What gives?

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"Rings and knots of joy and grief, all interlaced and locking." --William Buck
07-19-2006 at 05:23 PM
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Briareos
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icon Re: KPVIIID2 : Return to the spire (0)  
jbluestein wrote:
Did I miss the part where it was explained why this was a good thing? All of my high scores from this hold have vanished as well, and somehow I don't find myself saying *phew*. :~(

What gives?
Well, after a hold update they're getting marked as unverified and need to be reverified - just wait a bit, and they should all get reinstated unless they're no longer possible with the updated hold...

Better now? ;)

np: Bomb The Bass vs. Lali Puna - Clearcut Original Mix (Clear Cut)

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R.I.P. Robert Feldhoff (1962-2009) :(
07-19-2006 at 05:49 PM
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Briareos
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icon Re: KPVIIID2 : Return to the spire (0)  
Pilchard VIII wrote:
Well, thank goodness for that.

Ps. 456. Catch my drift?
Well, as long as it's a drift up in rank points I'll gladly catch it... :P

np: Bomb The Bass vs. Lali Puna - Recut Herrmann & Kleine Mix (Clear Cut)

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R.I.P. Robert Feldhoff (1962-2009) :(
07-19-2006 at 05:51 PM
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jbluestein
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icon Re: KPVIIID2 : Return to the spire (0)  
Briareos wrote:
jbluestein wrote:
Did I miss the part where it was explained why this was a good thing? All of my high scores from this hold have vanished as well, and somehow I don't find myself saying *phew*. :~(

What gives?
Well, after a hold update they're getting marked as unverified and need to be reverified - just wait a bit, and they should all get reinstated unless they're no longer possible with the updated hold...

Better now? ;)

I seem to be having bad luck with demo verification lately, but I guess I should probably wait to start bitching about that. Oh wait...too late. :)



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"Rings and knots of joy and grief, all interlaced and locking." --William Buck
07-19-2006 at 07:01 PM
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jbluestein
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icon Re: KPVIIID2 : Return to the spire (0)  
Well, I mastered this hold last night. Overall, I found some of the puzzles to be quite good. I was disappointed in the secret rooms, particularly after the excellent challenge level in Pilchard's first hold.

Many puzzles were easy, some more difficult, and there were a few that took me several shots before I figured out a good strategy.

I don't really see the point of the weird cartoon stuff that peppers some of the later secret rooms, but...

I give the hold a 7 with 5 brains of difficulty.

Looking forward to the final chapter!


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"Rings and knots of joy and grief, all interlaced and locking." --William Buck
07-20-2006 at 03:38 PM
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Briareos
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jbluestein wrote:
I don't really see the point of the weird cartoon stuff that peppers some of the later secret rooms, but...
Wheee! *splort*

np: Mr. Lif - For You (Mo' Mega)

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R.I.P. Robert Feldhoff (1962-2009) :(
07-20-2006 at 04:30 PM
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Jatopian
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icon Re: KPVIIID2 : Return to the spire (0)  
Hey, before I play onward, am I supposed to encounter Eighth Floor before the Spire or did I grab the wrong hold version?

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07-22-2006 at 11:12 PM
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Briareos
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Jatopian wrote:
Hey, before I play onward, am I supposed to encounter Eighth Floor before the Spire or did I grab the wrong hold version?
Uh, not really - it goes "Seventh Floor", "The Spire", "Top Of The Tower", "Eight Floor"...

How'd you manage to do that?

np: SCSI-9 - On The Edge (The Line Of Nine)

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R.I.P. Robert Feldhoff (1962-2009) :(
07-22-2006 at 11:19 PM
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Jatopian
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icon Re: KPVIIID2 : Return to the spire (0)  
Briareos wrote:
Jatopian wrote:
Hey, before I play onward, am I supposed to encounter Eighth Floor before the Spire or did I grab the wrong hold version?
Uh, not really - it goes "Seventh Floor", "The Spire", "Top Of The Tower", "Eight Floor"...

How'd you manage to do that?
I didn't. I simply was confused by the heterodox structure of this hold.

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Make your pressure plates 3.0 style!
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07-24-2006 at 04:01 AM
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larrymurk
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icon Re: KPVIIID2 : Return to the spire (0)  
Some design issues I didn't like:
- Many rooms have you start on force arrows.
- Non-intuitive scripting was used in many rooms. For example, one room is clearly not solveable w/o scripting. It just so happens that once all the enemies are killed a yellow door magically opens and a character runs to hit another orb so Beethro can exit the room. Why not use a green door or at least have the character say he'll open the doors once the monsters are killed.
- I think there are several more rooms that could be marked uninteresting like those on the credits level.

On the brighter side this is a fun hold that provides a lot of entertainment.

I'd say most of the rooms were fairly easy <= 5, but there were several 7 or so difficulty ones thrown in also.
07-26-2006 at 06:58 PM
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Jason
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icon Re: KPVIIID2 : Return to the spire (0)  
Ooops. Found a bug. In the CLOD it says spinning tar baby! It's a mud baby!

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[Last edited by Jason at 08-01-2006 12:44 PM]
08-01-2006 at 12:43 PM
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Pilchard VIII
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icon Re: KPVIIID2 : Return to the spire (-1)  
Oops...

<Turns to intercom>
All beta-testers please report to my office for immediate execution.
<Turns away from intercom>

I'm gonna pick a new host of testers for KPVIIID3. But the ones I know did really well are gonna be invited.

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The DROD Dragon
08-04-2006 at 12:15 PM
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Ezlo
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icon Re: KPVIIID2 : Return to the spire (0)  
I hope I did well... :~(
08-04-2006 at 12:56 PM
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Pilchard VIII
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icon Re: KPVIIID2 : Return to the spire (0)  
Pm sent.

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08-04-2006 at 01:11 PM
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Hikari
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icon Re: KPVIIID2 : Return to the spire (0)  
o_O Does 'immediate execution' mean 'preemptively signed up for KPVIIID3'?

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08-04-2006 at 08:13 PM
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Jason
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Did I do good? I would like to test.

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08-05-2006 at 10:24 AM
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tokyokid
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icon Re: KPVIIID2 : Return to the spire (0)  
I tested too, but I only pointed out a few bugs, but I'd love to beta test KPVIIID3! :D
08-07-2006 at 06:16 PM
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Pilchard VIII
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I might release a demo soon... But only if you behave! :lol

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08-12-2006 at 06:45 PM
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maestro8
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File: K2RttsC-TS4NBug.demo (3.6 KB)
Downloaded 54 times.
License: Public Domain
icon Re: KPVIIID2 : Return to the spire (0)  
I ran into the mud mother bug, too... attached is a demo that should illustrate the problem.

Other than this, I've been cruising through the Castle... fun hold! There's a nice mix of difficulties, and a little hack'n'slash thrown in for diversion. I, too, am a little disappointed about starting rooms on force arrows, but it's nothing I can't fix with a "Restore"... the save points at the rooms' exits helps with this.

Hi ho, hi ho, it's off to smite I go!

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[Last edited by maestro8 at 10-13-2006 12:00 AM]
10-12-2006 at 07:05 PM
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Syntax
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icon Re: KPVIIID2 : Return to the spire (0)  
Finally got round to finishing the last few levels.

Absolutely beautifully written, excellent scripting and overall a great hold! Thanks for all the hard work :D
10-21-2006 at 12:02 AM
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coppro
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icon Re: KPVIIID2 : Return to the spire (0)  
Just a warning: The ending won't work so well in 3.0 when you can't strike a nonexistant orb.
10-21-2006 at 12:08 AM
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Pilchard VIII
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icon Re: KPVIIID2 : Return to the spire (0)  
Okay, thanks.

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10-21-2006 at 02:04 PM
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Doom
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icon Re: KPVIIID2 : Return to the spire (0)  
A few small things: It's possible to ignore the hint in 3N2W and go after the characters by playing with the orbs. This is just another place where you can get stuck, but not 'that' serious, since it involves an obvious unintented route, and is easy to revert by restoring without losing progress.

A small note about using modified Neather-rooms from AE with no warning: I was stuck in Castle-Sixth Floor-1N for a while because I couldn't find any more monsters to kill. I was suspecting a bug already, since characters don't count as monsters and the in-site image verified that there were no spiders in the room. It took a good while until I found out that you had used Neather, who counts as a monster, and exits the room only after you walk into a certain point.

[Last edited by Doom at 11-13-2006 11:52 AM : removed some unimportant parts]
11-12-2006 at 05:23 PM
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RoboBob3000
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icon Re: KPVIIID2 : Return to the spire (0)  
It looks like there's a bad demo sitting in the #1 spot of the epilogue, 1S.

Also, if this hold is going to be updated, I'd suggest making one more pass over for spelling mistakes. I didn't keep track as I was going through, but a re-read should be enough to spot the the handful that occurred. The word "spoilt" should be "spoiled".

Edit: Also, the end text thanks me for testing. Hmm.

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[Last edited by RoboBob3000 at 11-13-2006 04:13 AM]
11-13-2006 at 04:12 AM
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