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With regard to your comment on the final battle, your suggestion was how I originally intended the fight to play out. However, due to the limitations of the Dungeon Maker, I could not get this to work at the time. I will have another long think about it and see if I can find a work-around so that I can implement this intended ending.
4. Yeah, the final battle was pretty anticlimactic. After we defeated the shards, that shoulda just removed the lich's protection, so we have to fight the powerful undead - not have him just die!
All in all a great adventure and I hope you're writing more of them.
I played 6-man with UB. There were no problems. All the teleporters worked fine, though usually needing to use the pause trick. Actually if you just made sure to leave one open space on the other side of each teleporter, the party could run "through" it rather than just into it, and the teleporter would activate.
1. Having the party captured and lose all their stuff, and having to gradually gear back up. It was a fun twist in the plot and new goal. I didn't appreciate having my wiz lose her spell book tho, but otherwise it was well done.
2. Extensive use of teleporters to avoid loading screens. Other campaigns use this too of course, but I can't recall seeing it done *in* a town to bounce between shops without loading new maps.
There are 3 sorak groups with wizards and none had the chance to attack my group. The boss didn't make it through the river because I was curious and sent a single hero through it to attack and quickly retreat. The very first sorak group was easy, all other groups provided zero challenge. Not low, but zero. If six wizards are too many helpers, remove some.
I know we cannot use those fire prot rings but they are just ridiculous. Whatever, not a critical issue.
An idea: In the final battle maybe the boss shouldn't die quickly after the guards but he might lose 10-20 HP every turn and fight. He could curse the party, I mean text lines. Like I will die but you will come with me blah blah.
I have also made a workaround to address the issue you had in the Emperor's Palace. I had forgotten about true seeing.
I have had some differing comments on the difficulty levels: using the correct tactics makes some of the fights a lot easier. The Sorraks encounter was designed so that the casters stayed on the other side of the river, allowing the party to divide and conquer. The encounter would have overwhelmed a four man party without that constraint. Having said that, there does seem to be a consensus that the last three or four maps (after crossing the river in the Sorrak lands) should have been more challenging. Play balancing gets more and more difficult as you get further into a campaign. I will endeavour to do more end-game play testing in my next game.
When selling loot, the vendors offered the default percentage rates of purchase price. As you stated, this probably resulted in the party becoming overly rich. I will consider the world economy more carefully in my next campaign.