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Suwako
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icon Re: The Forgotten Castle (0)  
Hi, new version, dunno if this good or not.

-I've balanced the secret rooms , they don't give you too much stats now
-I've increased the hold difficult
-The big choice in the first floor it's now easier for the south way
-I've incluyed my new citizen, a greedy man who wants money, it's to make some exact prices, and problably in the future to save space.
- Fixed some problems in goblins lands
-I've included a fast way in the third floor, to not make it annoy while in testing.

I don't know if making this hold harder it's good or not, if is too much I'll decrease it, if not great. I want some opinion about how is the hold difficult going now,bcause before it was too easy in my opinion.

That's all, changes are up to the forgotten tunnels, didn't play them, dunno if them are possible now.

Thanks for play :)

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12-15-2012 at 02:34 PM
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Nuntar
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There's no such thing as "too hard" or "too easy". It's up to you to decide what difficulty level of hold you want to create. Of course, this being the DROD forum, more difficult holds will get more praise, and then everyone will sit around pondering about why there aren't enough good-quality easy holds.

Anyway, I'm not very far into this yet; it is a difficult hold, and I'm in the middle of trying to complete JtRH, but I'll try to give this some time as well. Comments so far:

* You need a proofreader. This is best left until last, though, when everything else is finalised. I'd be happy to volunteer.
* The intro and story are good, adding a nice touch of colour.
* Ground Floor was a nice gentle start, with some good choices. I liked the trapdoor puzzle :)
* First Floor: do you need quite so many keys? E.g. 2S1E gives you a green key and immediately makes you use it. Nothing wrong with this, it just feels a bit odd. I wasn't wild about having to make an uninformed choice in 1S1E.
* Mud Chambers: the mud-cutting puzzles, where you can take less damage by choosing how to cud the mud carefully, are very good. You could avoid the scripting, if you wanted, by using trapdoors under the power-ups behind the initial mud babies and a red door. But I didn't mind it being as it is. I notice that it's possible to door-walk in 2E, which may or may not be intentional.
* In Mud Chambers 1E, I wasn't happy about the yellow door that does nothing but hide a room you're not strong enough to take advantage of yet, so you just have to look to see what's there and then restore.

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12-16-2012 at 12:52 AM
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Suwako
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icon Re: The Forgotten Castle (+1)  
Hello everyone. I should have tell something about the light rest i took from this. I felt a little lazy to start testing and editing this about november. So i started to play a lot two games, and also I've been busy with a tournament and the hold for the contest.

That passed, now i'm starting again to edit this. I ensured that in the actual version the forgotten tunnels are possible. I'm looking foward to edit the fourth floor, tar stores and the dungeon to make them like the "second set" of levels.

Working again, but I'll need a lot of work to make well-done those levels.

Nuntar, i've removed a lot of doors before one room, and i've put them after the entrance, so you'll can to see if them are good or not for you at that moment. Thanks for your suggestion :)

Thanks for play.

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02-11-2013 at 07:55 PM
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Suwako
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icon Re: The Forgotten Castle (+1)  
Hard work during the week had a new update, changes:

-Description and texts in scrolls are more understable.
-Removed cutscene of gray man at the pits.
-Teleport area is now far away from the tunnels, it's like a area now.
-The best change, i think, and it's thanks to komachi: you are now free to travel beetwen the levels in the teleports, needing only to activate them from the level, the monsters are taken, and they'll protect some little rewards.
-Balanced the tar stores, the fourth floor and the forgotten dungeon, my end stats are 1412/235/123 with 7/3/1 of keys and 1110 greckles.

That's all, I'll continue working forward the second level of the dungeon, the edit of the goblin level and of the gel level.

Because I've to think about how to build the dungeon this can last a while, be patient until then.

Thanks for play :) .

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02-16-2013 at 12:59 PM
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Suwako
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Update is nearly done, i just have to balance the last levels and a system to prevent massive farming with tar, that will be: "You'll need to be harmed with at least 30 of damage to receive the greckles". As far as i've reached, what you got it's a excess of money, hp and keys. Once I solve the three things, I'll update this.

I've restarted the hold like 6 times to solve backtracking problems, there shouldn't be any of those anymore. Thanks for the patience.

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[Last edited by Suwako at 03-09-2013 01:09 AM]
03-09-2013 at 01:08 AM
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Suwako
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Update done, changes if my memory don't fail

-Corrected nearly any backtracking issue in the dungeon/pits/floors.
-Added a system to evade massive farming in tar stores (mentioned yesterday)
-Increased the difficult of the goblins land slightly.
-Added the second level of the dungeon

What I'm going to do is to think about how to remove some attack to make the gel level somewhat hard, because i reached 360 of atk before i went there.

Thanks for play, any error comment or feedback is welcome :) .

Uhh, i forgot to say. Take care in the dungeon when you move the platforms, you can be still stuck.

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[Last edited by Suwako at 03-09-2013 03:00 PM]
03-09-2013 at 01:03 PM
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Suwako
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Hi everyone, more or less this is going to the end. I've done the fifth floor, and it's quite hard compared to the second level of the dungeon and the gel level.

There are a lot of places and things you can do with the grappling hook, there isn't any mistake about the use of it. It was initially unintented, but the level without it will be problably imposible. And with it, it's more or less right.

I'm going to do the third level of the dungeon, what will be the last level.

Changelist:

-Added three teleports, for the third level of the dungeon, the fifth floor and the frozen storages, teleport area is now complete
-Balanced (I think) all levels
-Added the fifth floor.
-Some spellchecking corrected.

Any comment about the hold is welcome. Enjoy it :)

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[Last edited by Suwako at 03-24-2013 05:25 PM]
03-24-2013 at 05:25 PM
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Blondbeard
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It would be fun to return to this :) I hope I can find the time.
03-25-2013 at 05:17 AM
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Blondbeard
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Really nice to be playing this again! Two things:

Greckle men seme to freeze if you press them without the money. Then you can never "open" them.

Do you consider it a problem if the player reaches 380 ATK before reaching the frozen storage? If so you have a problem.

When fighting the goblin lord the character changes to Tendry. Very odd.

That's it for today! End stats: 1988/549/443/1/7/1/0 with Grappling Hook, Long Sword and Ormite Shield. I also have about 25000 greckles. An important advise: Perhaps you shouldn't make this hold much bigger. It get's a bit confusing when a hold grows too big (hard to navigate, even though you have done a really wonderfull job).

Edit: New day :) Are you supposed to be able to get the flippers just by paying 3000 and use the Grappling Hook (without killig any enemies)?

How are you supposed to get the invisibility potion, since you have to leave the flipper behind to get it?

I just beat the goblin boss :) So I'm at the end of the hold.

There's no way to reach the power ups in Fifth Level, 4N1W. You have to blow up the bomb to enter the area, and then there are no more power ups.

And now I reached the sixth floor. My stats: 4246 (with more laying around)/633/502/37/4/1/0, and 26416 greckles.

A few notes:
1) Great hold!
2) Please don't use aumtlich like monsters! They are a pain to plan for.
3) There are lots of yellow doors early on that essentially feels lika traps. The reward is so tiny that you can't use them without beeing worse of than you were before. And the reason for that is that early on you are constantly low on keys from time to time. It's not like you have a constant supply of keys you can trade in if you find the hold difficult.
4) Tar stuff gives lots of babies, and lots of money. Up until I could kill all tar babies for free the greckle balance was really fine. After that I never had to worry about greckles again.
5) Your english... ... I don't know what to do about that, but it really is a pity in such a wonderful hold. Also the picture on the tar shield isn't on the same level as the rest of the hold. This I think could be easily fixed. I might even ask my brother if he could do something very quickly using AE graphics.
6) The teleport area signs aren't always working as good as you would like. Sometimes it's hard to get a message out of them.
7) I have now reached the stage of the hold where a cumulation of (I think) good decissions have made it quite easy. In the beginning, and for a long time it was quite hard though.
8) Great job! Thanks for doing this!

[Last edited by Blondbeard at 04-01-2013 07:26 AM]
03-31-2013 at 08:10 PM
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Suwako
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Thanks for your comments, you can't even imagine how they help :)

There are 9 downloads, ok, hope you are enjoying this, and please, if you do not want to make public your comments, mp me, and I'll answer you or take note, the comments make my hold better, and like these specially

So well, for now, problems are:

1 - The powerups unreachable
2 - Big excess of yellow keys
3 - Money isn't a problem
4 - Potions can't be taken since you need the flippers to go out of where it's supposed to be
5 - Aumlitch...
6 - My english is bad :weep
7 - The messages of teleport area
8 - Flippers free

Possible solutions I'm going to do:

1 - I'll change it

2 - Both, decrease the number of yellow keys, or increase the number of yellow doors, can solve this. I'm going to think about that.
3 - I put a system where tar baby don't give you money if they do less than 20 of dmg, but only in the rooms connected to other levels. I didn't think about what happen if the player manage to reach the defense to do not receive damage while he is in the level, I'll include the script in every room of the tar level. The gel level also will have a script if player reach 380 of atk, to not receive money

4 - I'll change it

5 - If most players hate them, I will change them to standard behaviour without the ray, they are still the best enemy in the level because they cancel your defense...

6 - It's awful, although it will be the last thing to do. I'm not native and to write properly what i want to say in my language is somewhat hard. I have an idea, once the final levels are finished (1 medium and 1 extra short remain only from what you play),ask someone to check the spelling and writings in the hold

7 - I don't know (also didn't try) if there is a command to let one text floating in the screen and to make other appear without the need to wait the other to dissapear

8 - I'll change it, or the entire room.

Finally, this morning i realized about the brutal errors on the fifth floor, and some days ago about that flippers are excesivelly good in the level.

Well, I know at least that you played the hold until beta 1.0 (in part because i take a break in my build).To be honest, in this morning also, I was surprised to see how levels changed to be better, and I'm happy to see they are even more enjoyable from what i thought. And that my effort is rewarded by comments like yours.

Forgot to say my stats when i kill goblin are those, and that i got the oremite shield inmediately after to end the fifth floor partially.

5620/639/538
30/6/0
16684 greckles

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A moment last forever, an eternity passes in an instant, the time I spent here was inevitable...

[Last edited by Suwako at 04-01-2013 02:42 PM]
04-01-2013 at 02:37 PM
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Suwako
Level: Master Delver
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icon Re: The Forgotten Castle (+2)  
Suwako wrote:
1 - The powerups unreachable
2 - Big excess of yellow keys
3 - Money isn't a problem
4 - Potions can't be taken since you need the flippers to go out of where it's supposed to be
5 - Aumlitch...
6 - My english is bad :weep
7 - The messages of teleport area
8 - Flippers free

Solutions done, and so the last level.

1 - Changed
2 - Changed
3 - Is a real problem in the third dungeon level
4 - Solved
5 - Removed the ray and changed places wher they are
6 - I'm going to check slowly everything by replaying the entire hold
7 - When i reach the area, I'll search for the command
8 - Room changed

- Greckle Man and rich man now work properly
- Added a credit room
- Added flippers secrets
- Balance of yellow keys/doors
- Anti-tar farm added on every room

I'm going to test the entire hold, what I said before. And I'll do the last level monsters (deepest dungeon) depending on my stats/keys/money. Once I test everything and organize my ideas about the forgottens and where/how to say what are them, I'll upload what will problably be the pure final version of the hold.

The actual version I'm going to upload is problably the real play, but the story will be just a test. I think that actually, if you defeated the goblin lord, restoring from there, it's possible to get the two blue keys.

Some credits goes for Chaco of FTP, I extract the idea from him to do something like puzzle rooms, and some roads with just rewards to get by killing monsters or unlocking doors, in the third level of the dungeon.

Enjoy, have fun, and let feedback, public or private.

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04-04-2013 at 08:27 PM
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Blondbeard
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Thrilled to hear that you are closeish to compleating the hold! Next time I play it I could make a video documentary (let's play) of my progress, if you would like me to (I know it's a lot of work to watch it).

[Last edited by Blondbeard at 04-05-2013 11:02 AM]
04-05-2013 at 11:00 AM
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Suwako
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Big fails, i forgot to correct them because i didn't take note, now they are solved.

1 - The goblin boss now don't dissapear and appear after, and your role is changed to Werl. But there is a problem whose way of solve it's somewhat messy, that is to do one cutscene in a different room and after left the original room just how the cutscene room is. All to evade to see tendry in 1 turn. I don't think it can be too importunate.

2 - For some unknow reason the tar will give you money always. Changed the script.

3 - Changed all descriptions, scrolls, and dialoges in the hold

4 - Added 2 empty accesories wher you need to use the VIP card and do not be annoy about return and return forever. Also corrected because the verificator dissapeared after you get the VIP card.

5 - Solved in the third level of the FD that you can get the
second blue key by free

6 - Corrected some stairs going to the wrong place

All of these exept the first are thanks to komachi, who invested a lot of time playing the hold.

Oh, and blondbeard, I think it would be better if you do the video on the final version, because I'm always fixing unintended ways to get the items and bugs.

EDIT: Everything checked and well-done, only the final boss and epilogues remain, I hope to have it end by the night.

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[Last edited by Suwako at 04-06-2013 06:15 PM]
04-06-2013 at 10:48 AM
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Suwako
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icon Re: The Forgotten Castle (+4)  
Eventually all the things goes to an end... and nearly after a year this hold is completed. Changelist:

- Changed all the descriptions and the texts.
- Added an extra room in the prison with scrolls that Komachi did in a room of the gold about his walktrought
- Fixed Forgotten dungeon level 2 entrance, because you could go to the third level with the grappling hook, same in others rooms of the place.
- Fixed Tar stores script, now they won't give you money (altough only if you have tar shield or oremite shield)
- Changed where you get the blue key in goblin lands. Now you will have to clear the tar/gel/mud room, and not the orb puzzle, so you'll need to get the blue key in the dungeon.
- I couldn't do anything with the gel level. To get 380 of ATK can be somewhat hard, but once you get it... gel level is very easy.
- Goblin lord pets now do some damage.
- Removed mirrors and added some things to make wizards annoy.
- Added the deepest dungeon, a dungeon with a "strange" enviroment and the final fight.
- Decreased Slayer Boss power
I used both potions for the final boss, that is imposible without them, specially without the invisibility.

Good luck and enjoy my hold, any comment, feedback, spellcheck or correction is welcome.

Stats in checkpoints if you want to see how did i do. I really optimized the firsts level until the pits, specially the mud one, that i restarted sometimes.

Spider
Click here to view the secret text


Mud Mother
Click here to view the secret text


Bronze shield
Click here to view the secret text


Long Sword
Click here to view the secret text


To the fourth floor
Click here to view the secret text


Tar Shield
Click here to view the secret text


Defeated guard
Click here to view the secret text


Tar Mother defeat
Click here to view the secret text


Grappling Hook
Click here to view the secret text


Protector Shadow 1 defeat
Click here to view the secret text


Oremite Shield
Click here to view the secret text


Goblin Arena beaten
Click here to view the secret text


Protector Shadow 3 defeat
Click here to view the secret text


Sixth Level unlocked
Click here to view the secret text


Final Boss defeat
Click here to view the secret text


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[Last edited by Suwako at 04-06-2013 10:41 PM]
04-06-2013 at 10:39 PM
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mrimer
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Excellent work! I'm looking forward to seeing this grand work released as soon as it's ready.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 04-07-2013 02:10 PM]
04-07-2013 at 12:01 AM
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Gordius
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Suddenly in this version I'm starting with 0 ATK (after putting down the sword in the intro), so I can't get past either of the first two roaches.
04-07-2013 at 01:10 PM
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Suwako
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Gordius wrote:
Suddenly in this version I'm starting with 0 ATK (after putting down the sword in the intro), so I can't get past either of the first two roaches.
Corrected, thanks.

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04-07-2013 at 01:59 PM
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Suwako
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mrimer wrote:
Excellent work! I'm looking forward to seeing this grand work released as soon as it's ready.
Me also!

But always there are an error, the grappling hook is really problematic when is good used, I've fixed a lot of unintended ways to get the things in the last level. I'll edit this list whenever I or someone find a bug.

I'll note here the errors I've fixed, so if someone find some, to not repeat them.

FD 7S 3E - Fixed that you can get the 5atk/def gems and the life by paying less keys than expected.
FD 8S 3E - Fixed where you can get the 5atk/def gems in the arrows without doing the road.
FD 8S - Changed the way you can get the rewards of the brained monsters
FD 7S 4W - Fixed where you could go to the third shadow room and get blue key/life without kill the boss.
FD 7S 4W - Changed where you didn't need to drop all the trapdoors to get to the north plate.
4th floor - 2W, now you'll need to use a green key if you want to take what is inside the walls

That's all for now.

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[Last edited by Suwako at 04-09-2013 05:20 PM]
04-09-2013 at 12:47 PM
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Gordius
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I think there are two problems with the scripting on the tar shield:

First, if your sword blocks the man from leaving, the game freezes. I don't know how to solve it, but I know this is a fairly common problem, so presumably there's something that can be done.

Second, getting the tar shield eliminates the greckles for tar, even if it doesn't push you to the 110 DEF threshold (I aimed for 83 going in so I'd have 108 with the shield). This is fine if that's the intended behavior, and it could actually make more sense story-wise (nothing else stops giving greckles once it gets too easy, but the tar is responding to the shield, not to your overall defense).

In the grander scheme, I've always found this hold to be great through the Forgotten Tunnels and then come screeching to a halt. Only with your score points (and associated ordering) did I discover that the problem was that I didn't realize there was a long sword to be gotten. The hold is essentially unprogressable if you don't get the LS when it becomes available, so making it a secret (and a well hidden one, at least for me) is unkind. A path that leads into the LS room but doesn't connect would at least tell players that there was something they needed to be looking for.
04-09-2013 at 04:41 PM
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Blondbeard
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I would agree with Gordius about the long sword. Please tell me when a video of me playing the hold would be relevant (this does not mean a video will be made exactly then. That depends on how much time I have).
04-09-2013 at 05:08 PM
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Suwako
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Gordius wrote:
I think there are two problems with the scripting on the tar shield:

First, if your sword blocks the man from leaving, the game freezes. I don't know how to solve it, but I know this is a fairly common problem, so presumably there's something that can be done.

Second, getting the tar shield eliminates the greckles for tar, even if it doesn't push you to the 110 DEF threshold (I aimed for 83 going in so I'd have 108 with the shield). This is fine if that's the intended behavior, and it could actually make more sense story-wise (nothing else stops giving greckles once it gets too easy, but the tar is responding to the shield, not to your overall defense).

In the grander scheme, I've always found this hold to be great through the Forgotten Tunnels and then come screeching to a halt. Only with your score points (and associated ordering) did I discover that the problem was that I didn't realize there was a long sword to be gotten. The hold is essentially unprogressable if you don't get the LS when it becomes available, so making it a secret (and a well hidden one, at least for me) is unkind. A path that leads into the LS room but doesn't connect would at least tell players that there was something they needed to be looking for.
First is solved, thanks.

And about the other, I tried to make a script depending of your defense, but the game only count your real defense, not the yours+shield. So i figured that it would be stupid to don't take the shield when you can.

But now, I realized that not everyone get with the same defense at the shield... So I'll notify that if you get the shield, tar won't give you greckles.

Second... well, I've restored the game from where i got the longsword in the tunnels, restarted the room and passed the tunnels, I managed to get to the long sword in the fourth floor with a lot of life. I've made a lot easier the room of the longsword in the fourth floor.

Altough, If as i saw there are two people( and problably more who don't comment) who want a hint or something about the secret, so be. I've put some break walls to notice there is something hidden.

Going to upload new version hold, you will notice better of the changes.

Blondbeard, whenever you want, do it, and I'll watch your videos.

____________________________
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[Last edited by Suwako at 04-09-2013 05:28 PM]
04-09-2013 at 05:25 PM
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Chaco
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Suwako wrote:
I tried to make a script depending of your defense, but the game only count your real defense, not the yours+shield. So i figured that it would be stupid to don't take the shield when you can.

But now, I realized that not everyone get with the same defense at the shield... So I'll notify that if you get the shield, tar won't give you greckles.

I haven't looked at the most recent version of the hold, so I don't know the exact situation with regards to the player's defense and tar baby's attack. But I can tell you that one of the pre-included variables in DROD: RPG is _ShieldDEF (or something similar) which should always contain the player's current shield defense. This might help if you try to make a new script that observes the player's total defense.

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04-09-2013 at 08:50 PM
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Gordius
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As I can now move into areas I'd never seen before, I'm enjoying the post-Tunnels areas a lot, even though I clearly didn't handle Goblin Lands efficiently and will need to restore back a ways. I did discover breakable walls in Goblin Lands 1N1W that lead to a non-existent room (1N). That feels like a good place for a secret room, since it ends up being a hole in the map, but I suspect you just forgot about it.
04-09-2013 at 08:59 PM
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Suwako
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I've thought right now about a good way to evade in all ways that if you get to 110 of DEF exactly, tar don't give you greckles. I'll need some time for this.

That way is removed, I was thinking about to put something there, but i forgot what, so nevermind.

Glad you are enjoying the hold :) .

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[Last edited by Suwako at 04-09-2013 09:49 PM]
04-09-2013 at 09:49 PM
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Suwako
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I'm waiting to see if someone have to say something more about the hold. I'm going to ask to Blondbeard, and if he is busy to some volunteer about to check the spell in the hold.

If there isn't any more comments, I will upload the hold officially once the check is complete. The script of the anti-tar farm will be left as it is now.

I'll upload the version 2.0 I had, I don't know if I changed something or not, If i did I suppose they are only some unintended ways with the grappling hook.

____________________________
A moment last forever, an eternity passes in an instant, the time I spent here was inevitable...

[Last edited by Suwako at 04-25-2013 08:45 PM]
04-25-2013 at 08:40 PM
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Blondbeard
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Why do I still get greckles from tar babies, even after getting the tar shield? That makes it difficult to play on like intended, if I'm not supposed to get any greckles.

[Last edited by Blondbeard at 04-27-2013 02:24 PM]
04-27-2013 at 02:23 PM
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Suwako
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I dont know, maybe because you visited some room with the old script and it cause the error :/ .
It work fine with me

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04-27-2013 at 06:14 PM
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Blondbeard
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Oh, man! Did I do all those videos for nothing :?

I'll try to redownload, and play through the whole thing (not right now). If you want I can upload some videos. They are probably quite boring, and you probably know most of it. They might not sound as apreacitive as I am about your hold either :)
04-27-2013 at 06:33 PM
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Suwako
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Sorry for the messy of that :( .

Err, to make it easier and less annoy, last time i saw your videos you stopped on the forgotten tunnels( i think), it can be a good idea to just start the recording on the fourth floor or tar stores, more or lesss. The most videos i saw weren't boring, only a few of them.

I can't know how you appreciate the hold, and you can't know how I apreciate your help either :) .

____________________________
A moment last forever, an eternity passes in an instant, the time I spent here was inevitable...

[Last edited by Suwako at 04-27-2013 08:30 PM]
04-27-2013 at 08:29 PM
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Blondbeard
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I played in the beta 1.9. Do you think that might be the reason for the error?

Edit: Oh, no! The Beta 2.0 has a major error concerning the tar shield. It seems you have left a test version, without a wall protecting the shield, and a black door that is dropped, that isn't supposed to be.

[Last edited by Blondbeard at 04-27-2013 10:58 PM]
04-27-2013 at 10:52 PM
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