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12th Archivist
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File: Break Out of Jail.drh (194.2 KB)
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icon Break Out Of Jail! (+2)  
The hold has been promoted to the Holds board. You can find it here.

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[Last edited by 12th Archivist at 10-19-2010 10:03 PM]
12-08-2008 at 12:05 AM
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zwetschenwasser
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:hi
To the Forums!

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12-08-2008 at 12:44 AM
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12th Archivist
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Nuntar wrote:
Level 1 stairs end the hold.
They do? Sorry about that. They are fixed now to go to the second level.

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12-08-2008 at 03:53 AM
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12th Archivist
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Okay, I've updated the hold slightly to make it easier for those with less HP*. It has been updated in the first post.

*On my run-through the hold, I exited Cell Block D with these stats:

HP: 3
ATK: 33
DEF: 31

Those stats are pretty cool, but they needed a whole lot of HP to get them (that's why the 3 HP). What are your exit level stats?

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12-08-2008 at 02:38 PM
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Blondbeard
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Level 2 stairs ends the hold. They don't go back to level 1.

[Last edited by Blondbeard at 12-08-2008 02:53 PM]
12-08-2008 at 02:53 PM
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Nuntar wrote:
This was before you changed things to "make it easier". I don't think that was necessary :(

It's this attitude of "don't make it easier, I was able to beat it comfortably" that kills holds for those of us that aren't robots. And that's all I'm saying.

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12-08-2008 at 05:15 PM
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Sillyman
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It's just that I've seen far too many holds become impossibly hard and many, many people recommend to make them harder.

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12-08-2008 at 05:37 PM
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Blondbeard
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I don't think there's anything wrong with making holds at least as hard as DROD RPG. And Tendry's Tale is definitly one of the hardest I've played. I've certanly heard the comment "Oh no! It's too hard!" about a lot of holds that was easier than Tendry's Tale.

Everyone is of course entiteled to their opinion though. I still think that some alternative ending for the optimisers, and some extra material is a really nice feature. That way everyone can enjoy your hold. A realy cool feature of Tendry's Tale.
12-08-2008 at 07:25 PM
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12th Archivist
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I can remove some things to make level two slightly harder, but there's no getting past how the level was already made to be more of a happy upgrade level then a real challenge level. I can make level three Nice N' Hard if you'd like.

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12-08-2008 at 11:49 PM
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Tim
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12th Archivist wrote:
I can remove some things to make level two slightly harder, but there's no getting past how the level was already made to be more of a happy upgrade level then a real challenge level. I can make level three Nice N' Hard if you'd like.
I haven't played the latest version yet, but I like what you did.

And as for the difficulty, my advice is that you should always go for something that you like, not because one specific person say so. And if you've playtested your hold, you should know how hard it should be at that point of the game better than anyone else.

The most important thing is that you should like the finished product. If you just listen to everyone else, it just ends up as a product that is designed by a committee.

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12-09-2008 at 01:21 AM
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Nuntar wrote:
EDIT 2: still can't complete Level 2 :? I can reach the room with the final stairs, but not with enough HP left to get a blue key. I'm going to try again another time, I think :)
Click here to view the secret text


Hope that helps. :)

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12-09-2008 at 03:03 AM
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12th Archivist
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Alright, I've updated the hold slightly to make any possible bugs to go away. Let's see the change list:

Version 1.1:
+ added, $ adjusted, * fixed, ^ identified problems
==========
+ a green door to the room with the Swordsman (letting you skip the battle, but if you do the battle, you'll get a nice reward)
+ an autosave to Cell Block D

That's all for now. This change list will be added to the first post, as well as the new hold.


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12-09-2008 at 03:37 AM
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I like what I'm seeing. No secrets (almost), and almost no hot tiles/aumtlichs. Just keep in mind that getting the goblin slayer probably costs more than it's worth (as it looks now. Maybe the next level will be warming with goblin kings, what do I know ;)). Actually you can use the blue key from level 1 to exit the second level with a whole lot of lives (or potions to pick up later), and quite many keys. My stats after picking up most of the things in level 2: 603 lives, 81 Atk, 77 Def, 2457 Gr (and there's a bit more to get), keys: 0/2/2/0.

I think this is non-optimal. It probably would have been better to go to level 3 before picking up some of the things of level 2. I didn't beat the swordsman, by the way. Felt better to wait for a higher atack power. Am I meant to need a grappling hook in order to Cellblock C 3S2E? That's how it looks right now.

[Last edited by Blondbeard at 12-09-2008 06:37 AM]
12-09-2008 at 06:33 AM
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12th Archivist
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How about this? I replace the swordsman with a soulless and remove the green door. I also add some specials behind green doors to level 3. Although, I'm not going to make the power gems harder to get because you need you need the ATK for the Cell Block C boss (which is in Cell Block B for some reason).

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12-09-2008 at 01:56 PM
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12th Archivist
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Alright, new version released, this time with some of level three. I don't have enough time to write a full change list, but I'll tell you that a few things have been added, such as the level two boss and a third of Cell Block B. I've also added the Goblin-Biter to the hold. Can you find where it is? (It's not like a big secret or anything. In fact, you're supposed to find it!)

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12-09-2008 at 04:12 PM
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12th Archivist
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All right! Some good tips here! I've got it all ringed up for the update tomorrow!

(About the answer option stuff, I was trying to make it a Yes/No question, not a multiple choice. If I add a script that checks to see if you have enough money, it always goes to the last part of the script anyway. I suppose it's possible for me to make it multiple choice, so I'll do that.)

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~Scott Manley

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[Last edited by 12th Archivist at 12-10-2008 04:57 AM]
12-10-2008 at 04:56 AM
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12th Archivist
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Okay, the hold is updated (Patch 1.3) and I have fixed all the bugs that Nuntar described. If there is any other problem you see with this, please share it. (Both the update list and updated hold will be added to the first post)

Version 1.3:
+ added, $ adjusted, * fixed, ^ identified problems
==========
+ much more of the third level (completed the first alternate road, started on the second one)
$ additional health potions stashed around to make the boss battle slightly easier
* Goblin Merchant's speech has been updated to be in direct English
* The bug involving negative greckles

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12-10-2008 at 05:27 AM
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Kwakstur
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A small bug in your hold:

An NPC on top of motherless tarstuff acts like a mother, lending its stats to the tar. So if an invisible NPC, which can't be damaged, is on top of tar, the tar can't be damaged.

The NPC controlling the speech in Cell Block C 2S 3E can make uncuttable mud if you go north around the mud mother and kill it from above.

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[Last edited by Kwakstur at 12-10-2008 08:38 PM]
12-10-2008 at 08:34 PM
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12th Archivist
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Bug fixed. See first post for new hold and new changes. (I'm starting up 1.4)

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12-10-2008 at 11:49 PM
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Monkey
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Kwakstur wrote:
An NPC on top of motherless tarstuff acts like a mother
really?

SWEET! :w00t

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12-11-2008 at 12:01 AM
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Yeah, I thought that was a trick, so that you got rid of the tar before killing the mother.

Also, are you still working on B? I find I can't get all the way around. Maybe it's my stats but I've tried.
12-11-2008 at 12:50 AM
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Yeah, I'm still working on B. I'd tell how to get places, but I need to get somewhere pretty soon.

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12-11-2008 at 01:00 AM
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Nuntar wrote:
Got as far as I can with the new version.

Stats: HP 508, ATK 144, DEF 94, keys 1/1/2, score 1104.

I got the Longsword immediately and so didn't have to bother with Goblin-Biter. I'm not sure you should give it away as easily as that; maybe have to fight a Goblin King to get it to make Goblin-Biter really worthwhile. Or swap the two swords round so that the Longsword is the difficult one to reach.
Yes, I agree that the longsword was too easy to reach. I didn't have time to update or even change the hold last night, so I just had to hope that nothing bad were to happen.

I'll update the hold in a few.

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12-11-2008 at 01:56 PM
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Yeah, I was wondering about that myself. I didn't know if it was a red herring like in Tendry's Tale though.

I really enjoy the fact that you need to increase skills in order to accomplish certain things within the same area. It's kind of like other RPGs that I like in that sense, you have to go on a quest that requires you to return to the same places when you reach different levels. I find not a lot of the holds for RPG are taking advantage of that yet. Keep up the good work!

Also, in Cell Block D 1N1W I know the point is to kill the WW first and come back later and kill the eyes later, but I find it pretty easy to kill the one eye in the way first. Consider turning it around or replacing it with a more difficult monster to make you go the other way.

[Last edited by deftriver at 12-13-2008 09:46 PM]
12-13-2008 at 02:55 AM
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The hold has been updated in the first post.

Version 1.5:
+ added, $ adjusted, * fixed, ^ identified problems
==========
+ More of Cell Block B
+ Cell Block A and Imperial Defense levels
$ Reversed the direction of the evil eye in Cell Block D 1N1W
* Goblin Merchant script
* Longsword and Goblin Biter switched (Longsword now is really hard to get)

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[Last edited by 12th Archivist at 12-15-2008 12:27 AM]
12-15-2008 at 12:26 AM
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12th Archivist
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The signpost will be fixed in the next update. The goblin merchant will need to have some looking into.

Cell Block B is unfinished but you can go to different parts of B by heading back to C and checking out any missed staircases. A is currently unreachable, and won't be seen in some time.

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12-15-2008 at 02:54 AM
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12th Archivist
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Good idea. I'll update this now.

EDIT: Updated

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~Scott Manley

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[Last edited by 12th Archivist at 12-15-2008 03:52 AM]
12-15-2008 at 03:51 AM
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12th Archivist
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The hold has been officially updated to be powerfully pro-enhancing puzzled particles more-so. Here's the patch list:

Version 1.6:
+ added, $ adjusted, * fixed, ^ identified problems
==========

+ Rest of B is completed
+ B boss fight
^ Signpost
^ Goblin Merchant

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~Scott Manley

Check out the DROD Wikia project here!
12-15-2008 at 05:33 PM
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12th Archivist
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The hold has been updated slightly. Here's the patch notes:

Version 1.61:
+ added, $ adjusted, * fixed, ^ identified problems
==========
* Goblin Merchant should work better
$ Signpost character has been deleted (I'll work on the problem later)

____________________________
It was going well until it exploded.
~Scott Manley

Check out the DROD Wikia project here!

[Last edited by 12th Archivist at 12-15-2008 05:48 PM]
12-15-2008 at 05:48 PM
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deftriver
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Did I say anything about a gel baby? I was thinking something like a roach queen or spider. But It's just because it seems like the intent is to get people to go the other way, but that isn't likely to happen with the current set up. It's all up to the architect.

Nuntar wrote:
deftriver wrote:
Also, in Cell Block D 1N1W I know the point is to kill the WW first and come back later and kill the eyes later, but I find it pretty easy to kill the one eye in the way first. Consider turning it around or replacing it with a more difficult monster to make you go the other way.
No, the point is to offer you a choice between these two possibilities. As the spitemaster said here, "a choice between a gel baby and a roach is not a choice if you cannot defeat a gel baby". Making one of the choices obviously correct -- which is what the way you worded your post implies you want 12th Archivist to do -- would be utterly wrong.

(I still kill the eye on my first pass through the room even with it facing the correct way.)
12-15-2008 at 10:10 PM
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