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Nuntar
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icon Re: RPG Hold Anonymous: 2 (0)  
Okay, it's 1am now so tomorrow (or technically today) I'll update those rooms and draw up a new level map.

Chaco has informed me he's too busy at present to join in the next level, so to make up the numbers I will assign myself some rooms (in addition to the start and end rooms that I do on every level). I'll build mine before looking at any of yours, so as to keep in with the spirit of the game.

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10-13-2009 at 01:01 AM
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Nuntar
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Level 7!

The attached hold also contains The Stew Boy's alterations to Level 6.

We're down to five participants, so you have three rooms each in this level. Again remember that the player will have Flippers.

Room assignations:

Jeff_Ray: 1W, 1S3W, 2S2W
The Stew Boy: 1N1W, 1S1W, 3S4W
Dex Stewart: 2W, 1N3W, 2S4W
hyperme: 1S2W, 1S4W, 3W
Nuntar: 1N2W, 2S3W, 3S3W

Other rules for this level:

* Multiplier is still x3. Remember this when placing power-ups.
* Style for this level is Deep Spaces. Please don't change the style or the weather settings. The level is moderately dark, though less dark than the Sewers, so please do try to make some use of wall lights.
* Requirements for beating this level will be a boss and two blue keys -- one to reach the southern half of the level, the other to reach the boss.
* Expected starting stats are hard to assign, since the player now has access to the altar and thus choice of increasing ATK or DEF. Expect that the best players may cross the 330 ATK threshold in this level; thus enemies that are one-shot kills at 330 may still be used, but should be used with caution. The player should now able to fight Pirates.

Deadline for this round is Tuesday 20 October, 2:15pm GMT. Good luck!

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10-13-2009 at 02:17 PM
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The Stew Boy
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icon Re: RPG Hold Anonymous: 2 (0)  
I've finally managed to reach level 7! I'm quite proud of myself because I've managed to not use the Elixir this time - I usually use it around level 4-5.
My stats are:
Click here to view the secret text

I've left a lot of items untouched in L6 (not to mention L5...) because it's been too tough to get at them, but I'll see what I can get now.

Edit: Alternate stats:
Click here to view the secret text

Whoever's got the starting room for L7, please put some health in there to start with, as opposed to making the player fight 50 Pirates at once or something. (Which I wouldn't put it past some of you to do... :angry )

Edit 2: If I decide to use the Elixir here and waste as much HP as possible, I can get the following:
Click here to view the secret text


[Last edited by The Stew Boy at 10-14-2009 09:08 AM]
10-14-2009 at 08:39 AM
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Nuntar
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Thank you so much for those stats! That will be a great help.

Whoever's got the starting room for L7, please put some health in there to start with, as opposed to making the player fight 50 Pirates at once or something. (Which I wouldn't put it past some of you to do... :angry )

You get a 600HP boost in the last room of Level 6.

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10-14-2009 at 01:41 PM
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The Stew Boy
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Which I've already used up in backtracking level 6 and level 5.

Edit: Even better stats!
Click here to view the secret text

This means I can finally one-shot fegundoes! Unfortunately the only good rewards I can get from one-shotting fegundoes, I've already obtained through much-more-than-one-shotting fegundoes, in order to get these stats. :(
Getting close to 330 ATK though, esp since I will very soon be able to use the power square back in L6 for +6 ATK - unless there's a similar thing in L7 that is cheaper.

[Last edited by The Stew Boy at 10-16-2009 12:20 AM]
10-14-2009 at 10:06 PM
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Jeff_Ray...
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I'm attempting a playthrough of the hold, but Level 3 has me quite stuck. Stats upon entering:

Click here to view the secret text


Is that good enough?

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10-19-2009 at 08:10 PM
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The Stew Boy
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icon Re: RPG Hold Anonymous: 2 (0)  
Well, the route I usually take goes west, through a couple lava tiles, and through a Soulless's sword, so you'd have to have enough stats for that, so probably 155 is not enough HP. Make sure you pick up the short sword at the beginning and get as much stuff as you can from one-shotting monsters back in L2/L1. If you don't have a blue key to get the short sword, and you don't have enough stats for one of remaining blue keys in L2, you should probably restart.

[Last edited by The Stew Boy at 10-19-2009 10:40 PM]
10-19-2009 at 10:38 PM
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Nuntar
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The Stew Boy wrote:
Well, the route I usually take goes west, through a couple lava tiles, and through a Soulless's sword, so you'd have to have enough stats for that, so probably 155 is not enough HP.
It's just enough, since at 57 DEF a Soulless does 123 damage.

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10-19-2009 at 11:04 PM
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The Stew Boy
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Okay, I stand corrected. Still, the small amount of HP that you're left with wouldn't be enough to get past the Goblin on the oremites, unless there's some route I haven't thought of.
10-20-2009 at 03:05 AM
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Nuntar
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One submission to go -- deadline approaching! Let's see if for once we can actually have the level completed in time. (Whether it is or not, I have to go into town on urgent business, so I may not be able to release the compiled level today. We'll see.)

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10-20-2009 at 12:22 PM
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Dex Stewart
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I'll have to say that this time it was me who didn't finish on time. I made a note to finish the last room today and post it (I'm on vacation, so I could have done it before 3 PM), but I completely forgot. So, I have one room to go and it's coming quickly.
10-20-2009 at 07:05 PM
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Nuntar
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Here is the complete Level 7. I've done quite a bit of editing on this one before releasing it, so please read what follows carefully. I apologise in advance if any of you feel I've overstepped the bounds of my role; all the changes I've made have been with the intention of making the hold flow more harmoniously. Naturally, if you would prefer me to reverse any particular changes, or change the room in a different way, I will be happy to do so.

* REALLY IMPORTANT!!! This level contains an Altar. In its script, the variable "alter" (so spelt) is not set, the intention being that the number of times the Level 6 altar is used affects the cost of the present altar as well (as on Tendry's Tale). However, this has the unfortunate consequence that if the Level 7 altar is visited without ever using the Level 6 altar, its cost will be zero and you can get infinite stats. To prevent this, I moved the initial setting of the variable to the opening room of Level 1. (I also changed the starting cost to 1024, from 1000, to fit in more integer multipications by 3/2.) However, if you continue playing from a save made in the earlier version, you will be able to get infinite stats. All I can say is, don't take advantage of this, because it won't be possible in the version that goes to the Holds board. Don't worry, you don't need to start replaying the hold from the beginning.

* A secret room was submitted containing the Lucky Blade in exchange for a rather small sum of money. Since this would be a non-choice (giving up money to get more money) and would make the Lucky Blade room in Level 6 pointless, I have omitted it.

* The design of room 1W did not fit in well with its being the first room the player reaches. It gave the player two large potions for free, and three of the exits were blocked by Pirates and Wubbas on oremites. I removed the potions, but since the designer chose to put the Pirates and Wubbas there, I have kept them for now; however, I removed a green door from 1N1W and added it to 1W so that the Wubba still serves a purpose (I mean, having a Wubba rather than simply a wall serves a purpose, namely that if the player can destroy it, he does not need to open this door).

[* The Stew Boy has revised 1N1W to take into account how 1W turned out.]

* Dex Stewart submitted a room 1S4W, instead of the room he was actually assigned, 2S4W. I have moved his room to 2S4W and altered the room boundaries to match each other in the most harmonious way I could.

* I also made an incorrect room, 2S2W instead of 3S3W. With apologies to Jeff_Ray, I moved his room and not mine to 3S3W; I chose his room because it would be easier to adapt his to the boundary arrangement of 3S3W and because mine was built with the specific intention of being east of 2S3W (also my room). I flipped Jeff's room about a diagonal axis to fit it better with the room boundary.

* Room 1W contains an Adder that can be killed to receive a Hook. I don't know whether it was Jeff's intention that the player get the Hook during this level or by backtracking during play of the next. Because I'm not yet sure whether there will be a next level, I decided to make the Hook accessible during this level by adding a speed potion to the room, together with a trapdoor preventing the speed potion being taken out of the room (unless a pickaxe is used).

* Because it's late and that was a lot of editing and explaining, I've left the boss room unpolished -- it just contains the boss and nothing else. Let me know if you beat him and what your stats are.

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[Last edited by Nuntar at 10-21-2009 09:09 AM]
10-21-2009 at 01:13 AM
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The Stew Boy
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icon Re: RPG Hold Anonymous: 2 (0)  
Nuntar wrote:

* The southeastern corner of 1N1W contained two open doors and two pressure plates that opened these doors. Since I couldn't see what purpose this arrangement served, I removed them.
I meant those plates to close the doors, not open them.
* Since 1N1W is now most easily approached from the southeast, I removed some potions there, and also removed a Swordsman whose sword was not blocking the player and could therefore be killed for no damage.
The point of that passage was that for the cost of a green key, one could get through to those bonuses without having to take damage by the Swordsman.

I have attached a slightly modified 1N1W.

[Last edited by The Stew Boy at 10-21-2009 03:35 AM]
10-21-2009 at 03:26 AM
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Nuntar
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Excellent -- that room will work fine with how the rest of the level has turned out. (Just checking, you are aware that opening the greckle gate will mean the hot tile hurts you twice?)

I've attached the hold containing this revised room to my above post so as not to separate it from the important details.

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10-21-2009 at 09:03 AM
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The Stew Boy
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Yes, I am. That's why I put the greckle gate there - losing 30 GR will hardly hurt the player at this stage.

Edit: On playing a bit into L7, then revisiting the altar in L6, after one turn of being in the room with the altar, I got the message "Current Cost: 3375 greckles. What is your order?" with the options 'Yes' and 'No'. Clicking on either one automatically orders +6 ATK and takes away 3375 Greckles. Did I do something wrong? :(

Edit 2: Stats for end boss:
Click here to view the secret text

I've left a few areas unexplored though, so I'll try and improve on these stats.

Edit: More stats:
Click here to view the secret text



[Last edited by The Stew Boy at 10-21-2009 10:36 AM]
10-21-2009 at 09:27 AM
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I've revised my room with the adder. You now get 4 of each gem and a large potion for beating it. Also, the green has been replaced with a blue one, the key made blue and put on a extention of the door, and the goodies changed to 2 of each gem. The costs of this are roughly:

7/8 of HP for 1 blue key, 2 ATK, 2DEF
3/4 of Hp for 2 ATK, 2 DEF
1 blue for 2ATK, 2DEF

These are based on what you do with the door. The adder moght need to be replaced with something better if the boost is two high.

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10-21-2009 at 10:59 AM
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Nuntar
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There's a huge problem with the new version of that room: as there is no briar, if you have 330 ATK you can simply kill the aumtlich and take the key and powerups without taking any damage at all. (Even if this is fixed, I don't like giving a blue key for percentage damage, since it's quite easy to arrange for the damage to be very low.)

The adder is fine -- even with Stew Boy's final stats he does over 2000 damage.

The other room that I think needs fixing is 1S4W -- the reward is far too great for the very small amount of damage required.

I'm not sure what is causing the bug The Stew Boy reports with the altar script, and would be grateful if someone could pinpoint it for me.

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10-21-2009 at 02:11 PM
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hyperme
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icon Re: RPG Hold Anonymous: 2 (0)  
Okay, I made fixings. The blue stuff was replaced by green stuff and briar roots replaced the rocks. Also, in 1S4W, I added a brain, and a swordsman needs going through.

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10-21-2009 at 02:37 PM
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Nuntar
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icon Re: RPG Hold Anonymous: 2 (0)  
Okay. 1S4W should be fine now. Sorry to keep interfering, but as well as updating 3W with your fixes I've reduced the gems to one of each -- that seems to me to be about right for either the green key option or the HP option. (Even though you have to lose 15/16 now, the fact is that if you're committed to losing 3/4 anyway the difference between those two is not great.)

I removed the pressure plate under the adder, since it now serves no purpose -- if you kill the adder, the briar growth prevents you getting the power-ups anyway. (And that's as it should be, since killing the adder gives you its own stash.)

Would be interested to see how The Stew Boy gets on with the revised version of the level -- I will probably have to reduce the boss's stats somewhat.

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[Last edited by Nuntar at 10-21-2009 04:56 PM]
10-21-2009 at 04:50 PM
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The Stew Boy
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icon Re: RPG Hold Anonymous: 2 (0)  
Okay, my best stats so far are:
Click here to view the secret text

Of course, once the hold gets updated, I'll have to redo most of it because most of my saves have already explored the boss room and won't work after this. :(
10-22-2009 at 03:43 AM
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Nuntar
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*confused*

I don't remember there being a Knight Shield in the hold so far?

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10-22-2009 at 12:27 PM
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The Stew Boy
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There's one back in L5.
10-22-2009 at 09:37 PM
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Nuntar
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I'd forgotten. Does that alter things too radically? Was it too easy to reach? How soon after getting the other shield were you able to obtain it?

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10-23-2009 at 06:38 PM
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The Stew Boy
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I don't think I got it until after I could one-shot all the aliens in the room (except for pirates) - though the main reason for that was that I only remembered it at that time. Possibly I might have gone for it earlier (though I didn't get enough keys for quite a while), but I haven't tried it.
10-23-2009 at 08:47 PM
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Nuntar
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Well, I'm wondering whether I should make it harder to reach -- for instance, requiring a blue key like most of the other sword/shield upgrades do -- but seven yellow keys is also quite a lot to have to give up in one go. What do you think I should do?

And Level 7 seems to have gone much more smoothly than previous ones, making me feel a bit more optimistic again. Shall we give the next level a try? Who's up for it?

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10-24-2009 at 11:54 AM
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I would be prepared to make some rooms for an extra level.
10-24-2009 at 01:00 PM
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I could make rooms for another level.

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10-24-2009 at 04:39 PM
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I'm up for that challenge. :)

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Click here to find out my LPs' progress, and find out what I plan to tackle next!

Currently playing:
Click here to view the secret text


My Holds:
-Completed:
Click here to view the secret text

-Work in Progress:
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10-24-2009 at 07:08 PM
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The Stew Boy
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Nuntar wrote:
Well, I'm wondering whether I should make it harder to reach -- for instance, requiring a blue key like most of the other sword/shield upgrades do?
There's no way I'll be able to get another spare blue key. :(
I think 7 yellow keys is fine, because yellow keys aren't particularly abundant or anything.

Anyway, I'm up for another level.
10-25-2009 at 11:06 PM
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Nuntar
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icon Re: RPG Hold Anonymous: 2 (0)  
Well, your stats at the foot of the last page say you have a spare blue key, but okay, I won't change it.

I've given Asha a proper boss room and made him Face Target (since he has a weapon, this gives him an extra hit, making him a bit tougher). His stats are unchanged, but I would guess he can still be beaten and the level completed if you keep your HP high enough and don't get quite as much ATK/DEF. I hope he can be beaten even if you don't get the Knight Shield. To make it easier, I've resurrected the secret room 7:1S, now with a large potion as the contents.

Which brings me on to...

Level 8!

This is definitively the last level -- well, the last collaborative level. There will be one more level that I'll build myself, in which I'll wrap up the story and reward the player for the number of unused accessories.

I thought we should go out with a bang, so for this level you each have five rooms (and I'm giving you two weeks).

The level is somewhat less open-plan than previous ones, with several pairs of adjacent rooms having no access to each other. Let's see how you get on with that.

And finally, the most important difference from previous levels: to enter Level 8, the player must strike an orb that doubles all monsters' stats. (Yes, there is a scroll warning of this.) You can test the effect of this by pressing F4 to set variables and changing MonsterHPMult, MonsterATKMult and MonsterDEFMult to 200. However, I can tell you straight off that, working from The Stew Boy's end of Level 7 stats:

* Rattlesnakes do ~200 damage without the Knight Shield, zero if you obtain it
* Goblin King, Red Guard, Mimic do a small amount of damage
* Gel baby, Fegundo do medium damage
* Aumtlich, Waterskipper, Seep do large damage even with the Knight Shield, but damage is halved at the next ATK thresholds (430 for Aumtlich, 440 for Waterskippers, 460 for Seep)
* Rock Giants do immense damage
* Pirates initially do immense damage since your ATK is only just greater than their DEF, but their damage will decrease considerably as the player starts getting more ATK
* Gel Mothers, Adders and Serpents are invincible unless the player gets far greater ATK or a Wyrmsmiter

Level 8 can be accessed without hitting the stat-doubling orb using the Warp Token, but then you can't backtrack and you have to leave behind every other accessory (even the Flippers) so you can only get the worst ending. So don't worry about this possibility.

Room assignations:

Jeff_Ray: All 1N rooms
The Stew Boy: All 2N rooms
Dex Stewart: All 2S rooms
hyperme: All 1S rooms
Nuntar: All neither N nor S rooms

Other rules for this level:

* Multiplier is now x5. Remember this when placing power-ups.
* Style for this level is Jutt's Basalt. As with the earlier Sandstone level, it doesn't matter if you don't have the style (though I highly recommend getting it), I will make sure the level is stylistically consistent when I compile it.
* Requirements for beating this level -- since it's the last -- will be a boss and the exact number of blue keys there end up being (unless some rooms offer a place to use a blue key for other reasons).
* Expected starting stats are 425/325 (without Knight Shield) or 425/375 (with Knight Shield). Since the Knight Shield requires seven yellow keys, expect that not all players will be able to get it before starting this level.

Deadline for this level is Tuesday 10 November, 17:30 GMT. Good luck!

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10-27-2009 at 05:26 PM
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