Conflux Walkthrough / hint book
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Hey I'm using bugfix3, but I've probably made the odd mistake here and there. 17 special items cool, but doesn't just having the a character in your party generate special events? or do you have to be carrying the specific item?
5 walkthroughs? 4 characters per party? training? only 3 guild endings?.... hmmm if you know how to exploits some bugs you could save a lot of time...
*runs and hides*
Anyway, is there any way to add more details to the maps? such as notes, like what you (Paul) had done with the red ! mark on the first level or maybe secret switchs, item locations and lock and riddle requirements.
Also, I'm away on the 20th of March for about a week and a half and then again some time in April indefinitely, but I'm not keen to start new games until a new bugfix version comes out.
5 walkthroughs? 4 characters per party? training? only 3 guild endings?.... hmmm if you know how to exploits some bugs you could save a lot of time...
*runs and hides*
Anyway, is there any way to add more details to the maps? such as notes, like what you (Paul) had done with the red ! mark on the first level or maybe secret switchs, item locations and lock and riddle requirements.
Also, I'm away on the 20th of March for about a week and a half and then again some time in April indefinitely, but I'm not keen to start new games until a new bugfix version comes out.
- Paul Stevens
- CSBwin Guru
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- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Parallax
- DMwiki contributor
- Posts: 424
- Joined: Mon Aug 28, 2006 7:56 pm
- Location: Back in New Jersey
Regarding bug exploitation, I heard of the poison bug that kills characters inside mirrors, and would love to exploit it if:
1) It drops their inventory where I can get to it.
2) It can be exploited ad nauseum so I can collect 16 items for a single run.
Otherwise, I'm not picky, another bug that would allow me to do that would be just as welcome!
1) It drops their inventory where I can get to it.
2) It can be exploited ad nauseum so I can collect 16 items for a single run.
Otherwise, I'm not picky, another bug that would allow me to do that would be just as welcome!
Hi Paul, a few things.
1. Could you add two digit references to the map grids? At the moment it just cycles from 0 to 9.
2. An easy up to down button to navigate up and down the levels? Using the maps to help you in areas such as Moria is quite cumbersome at the moment when you have go up and down so many stairs.
3. Any way you could make it so you can add notes by simply clicking on the square you wish to add notes to? It would save an awful lot of time but I don't know if it's plausible.
4. Also, on the levels page you mention Deathtrap Dungeons, Outworld and Sucked In, what are these?
1. Could you add two digit references to the map grids? At the moment it just cycles from 0 to 9.
2. An easy up to down button to navigate up and down the levels? Using the maps to help you in areas such as Moria is quite cumbersome at the moment when you have go up and down so many stairs.
3. Any way you could make it so you can add notes by simply clicking on the square you wish to add notes to? It would save an awful lot of time but I don't know if it's plausible.
4. Also, on the levels page you mention Deathtrap Dungeons, Outworld and Sucked In, what are these?
- Paul Stevens
- CSBwin Guru
- Posts: 4321
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
1. There isn't room for two digits. It is
pretty obvious whether it is 5, 15 or 25,
is it not?
Edit: I suppose I could add another
layer of border containing the first digit.
Think it is worth it?
2. Open several tabs in your browser.
That is why I made the page name start
with the level numbers....so that the names
would not be truncated when several
tabs are open and the headings get narrow.
3. Of course there is a way. But I am
not skilled at this business. Here we have
a mixture of MySQL, PHP, HTML,
JavaScript, and PHPwiki code......
none of which I have ever used before
this project. I considered it a grand
accomplishment to get to where we are.
Again, the thing to do is to have two
tabs open in the browser,
one for the map and one for the editing.
Or even two windows so you can see
them both side-by-side.
4. I did not mention these things. I think
Parallax did that work.
If anyone wants to volunteer to improve
these interfaces.....the source code is
available. All you need do is ask for the
FTP password.
pretty obvious whether it is 5, 15 or 25,
is it not?
Edit: I suppose I could add another
layer of border containing the first digit.
Think it is worth it?
2. Open several tabs in your browser.
That is why I made the page name start
with the level numbers....so that the names
would not be truncated when several
tabs are open and the headings get narrow.
3. Of course there is a way. But I am
not skilled at this business. Here we have
a mixture of MySQL, PHP, HTML,
JavaScript, and PHPwiki code......
none of which I have ever used before
this project. I considered it a grand
accomplishment to get to where we are.
Again, the thing to do is to have two
tabs open in the browser,
one for the map and one for the editing.
Or even two windows so you can see
them both side-by-side.
4. I did not mention these things. I think
Parallax did that work.
If anyone wants to volunteer to improve
these interfaces.....the source code is
available. All you need do is ask for the
FTP password.
- Paul Stevens
- CSBwin Guru
- Posts: 4321
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
- Paul Stevens
- CSBwin Guru
- Posts: 4321
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Wow! Thanks for all the hard work.Antman wrote:I just added a whole lot of notes on the Cellar level
I think it would be better if objects are
located (marked) by where the party will
be standing when the object is obtainable.
For example, at 02(19,21) there is a
"Long Lost Want" (Wand? What's a 'want'?).
If the item were marked at 01(18,21) then
the compas directions are more from the
party's viewpoint ('to your east' rather than
'west-facing wall') and the note could
be simpler:
Code: Select all
Long Lost Want. 5 Competition Points
the map where he must go to get the object.
And once there, it is probably obvious how to
get the object so that we need not tell which
direction he must be facing. What thinkest thou?
In any case, it is probably best to decide how
we want to do this so that we can all take
a consistent approach.
- Parallax
- DMwiki contributor
- Posts: 424
- Joined: Mon Aug 28, 2006 7:56 pm
- Location: Back in New Jersey
Deathtrap Dungeon is a real Easter egg of Conflux. Since there is no competition point associated with it, it rarely gets mentioned in this forum and few people know about it. It opens at the dungeon entrance near the Guilds. I would tell you how, but I do not know. I just looked in that area once in my game after a long time playing and there it was. I hear there is a hint on how to open it in one of the Guild masters' endings. Anyways, that extra dungeon spans several deep levels and, although it has no connection to the rest of Conflux, can be located absolutely using the window spell. I'll get to those maps eventually in the Wiki.
'Outworld' and 'Sucked In' are the names I gave two areas in the Priest ending when I was mapping. Outworld is Sucked In is There places are completely (as far as I can tell anyways) isolated from the main dungeon, but they are also large enough that they cannot be drawn on any previously located level so, much like the Altar of the Assault, I mapped them on their own level with a certain degree of confidence that, even if I end up having to shift them around a little bit in the end, I wouldn't have to redraw them on another map. They are in the the RTC format map I sent Paul a while back (did you ever receive that btw, Paul?)
The mispointing of maps is likely my fault. I was copying and pasting the same template in the levels page over and over again so I wouldn't have to retype the code. I must have forgotten to update the map index in places. Which is why it's important to have several people go over the Wiki with their experience and a critical eye.
And yes, adding notes to a map is pretty easy. Thanks Paul
Spoiler
I think in the ninja ending, but I'm not even sure of that!
'Outworld' and 'Sucked In' are the names I gave two areas in the Priest ending when I was mapping. Outworld is
Spoiler
the area beyond the first openable RA door you encounter, right before the fireball hallway, in the furnace, where you have to bring the elemental gems.
Spoiler
the area beyond the very last openable RA door in the fireball hallway, right before the winged lock. When you put a RA key in that keyhole, you get 'sucked in' an area where you battle skeletons, blue knights, golems, and a morphing wizard. Rings a bell?
The mispointing of maps is likely my fault. I was copying and pasting the same template in the levels page over and over again so I wouldn't have to retype the code. I must have forgotten to update the map index in places. Which is why it's important to have several people go over the Wiki with their experience and a critical eye.
And yes, adding notes to a map is pretty easy. Thanks Paul
- Paul Stevens
- CSBwin Guru
- Posts: 4321
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
Yes, I did. I was not sure what you wantedParallax wrote:did you ever receive that btw, Paul?
me to do with it. So I wound up doing nothing.
Edit:
If we must move a map from one level to
another, let me know and I can rename the
level in the MySQL database. Better than
1024 mouse clicks in the level editor.
- Parallax
- DMwiki contributor
- Posts: 424
- Joined: Mon Aug 28, 2006 7:56 pm
- Location: Back in New Jersey
I tend to agree with this approach. If an item is in an alcove, pointing at the wall with the alcove may be ambiguous since it is not necessarily obvious which side of the wall the alcove is on. If you point at the empty space in front you lift the ambiguity, and nobody can complain that the item was in the alcove and they spent 20 minutes searching the ground in front of it (well, they can, but I'd just laugh.) Problems arise if there is something in front of the alcove, usually a door. This will happen in the Mines with the funereal dagger btw. If you just put a note on the door that says 'funereal dagger, 1 point', it's not quite clear. In cases like this you'd probably have to be pretty explicit. If something has to be said about the door as well the note could get pretty long. For instance, in the 'sucked in' level thare is a portcullis that will only open when certain conditions are met. Right behind it is an item that gives a point in the competition, in an alcove. Expressing all this with the minimum of words is a challenge in itself.Paul Stevens wrote:I think it would be better if objects are
located (marked) by where the party will
be standing when the object is obtainable.
In any case, it is probably best to decide how
we want to do this so that we can all take
a consistent approach.
So I guess what I'm trying to say is: In general, I agree with your assessment, Paul, but we should keep some flexibility in our process. Ultimately, my criterion for the map is maximum readability (unlike for this post... Oh well.)
Paul: I don't know if I said it, but my laptop has been showing signs of dying for some time, and although I have a backup of that map I feel better knowing somebody else does as well. Also, if someone ever wants to port Conflux to RTC they can have it as a staritng point. It should save them several hours, and might even save their sanity if they realize the scope of the work and give up before it's too late.
Funnily the reason I haven't posted much conflux III stuff, aswell as lack of free time co-inciding with inclination, is because I was trying to play through, and the DD you must do first before enterign the dungeon proper
I'm not sure if we want to leave the way to get to it as the last great spoiler (until I post the wiki entry) or should I just post it in spoiler tags now?
I'm not sure if we want to leave the way to get to it as the last great spoiler (until I post the wiki entry) or should I just post it in spoiler tags now?
OK I'll do that with the item locations from now on, and fix the others later when I can be bothered.
At the moment I'm slowly getting all the character specials, found a few interesting ones already...water of death? I won't add them in for a while though.
This deathtrap dungeon stuff has me interested as well, I've started doing the guild endings for the first time, but I need to find the Darc Greaves to continue Halk's ending.
At the moment I'm slowly getting all the character specials, found a few interesting ones already...water of death? I won't add them in for a while though.
This deathtrap dungeon stuff has me interested as well, I've started doing the guild endings for the first time, but I need to find the Darc Greaves to continue Halk's ending.
- Parallax
- DMwiki contributor
- Posts: 424
- Joined: Mon Aug 28, 2006 7:56 pm
- Location: Back in New Jersey
Vanishing level update:
I took a look at the Wiki last night and I understand what happened now: The very deep levels have changed radically between Competition and Bugfix3. I guess all that new Hell stuff had to be put somewhere, and that's where it ended up. As a consequence, my map is inaccurate at these depths. I guess I'll have to re-run a mapping party, but I'm not going to bother until the next release. In the meantime, Antman is the official authority on deep dungeon dwelling.
I took a look at the Wiki last night and I understand what happened now: The very deep levels have changed radically between Competition and Bugfix3. I guess all that new Hell stuff had to be put somewhere, and that's where it ended up. As a consequence, my map is inaccurate at these depths. I guess I'll have to re-run a mapping party, but I'm not going to bother until the next release. In the meantime, Antman is the official authority on deep dungeon dwelling.
I don't think I'm the official authority on anything to do with Conflux, you on the other hand sir, seem to know every single thing about the dungeon! I don't think I've seen you ask a single question or not have the answer to someones else's question.Parallax wrote: In the meantime, Antman is the official authority on deep dungeon dwelling.
What's that sword you mentioned in the Hell Unleashed level? I never found no sword.
- Parallax
- DMwiki contributor
- Posts: 424
- Joined: Mon Aug 28, 2006 7:56 pm
- Location: Back in New Jersey
Hahaha! No, and I'm glad I don't. I have just spent a lot of time exploring it, but I don't know nearly everything.Antman wrote:you on the other hand sir, seem to know every single thing about the dungeon!
I didn't ask many questions because I only started playing Conflux recently, so I had many threads to read about it, and they ansered almost all of my questions. Most of the questions that get posted these days are repeats of questions that have been asked many, many times before. Since this is a nice community and we try to keep the "read the goddamn thread, doofus" replies to a minimum, I try to overlook the fact that a 10-second search would provide hints and answers on almost any topic. Also, when I don't know the answer to a question, I don't advertise it.I don't think I've seen you ask a single question or not have the answer to someones else's question.
I won't use spoilers on this since it's not valid anymore. Back in Competition, the lowest instance of Hell was mostly a long, sinuous hallway with no monsters and an alcove at the end. In the alcove was a unique, fireball-throwing sword. It was nice, but since you could just show up and grab it, it was somewhat anticlimactic. I wonder if that sword will reappear in a future release, as the reward for some quest in Hell. Only time will tell (I'm pretty sure Zyx won't! )What's that sword you mentioned in the Hell Unleashed level? I never found no sword.
- Paul Stevens
- CSBwin Guru
- Posts: 4321
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I wanted to suggest a second row around the maps, indicatingPaul Stevens wrote:1. There isn't room for two digits. It is
pretty obvious whether it is 5, 15 or 25,
is it not?
Edit: I suppose I could add another
layer of border containing the first digit.
Think it is worth it?
10 20 and 30. Then I read Antman' s post!
Code: Select all
1 2 3 4
0123456789012345678901234567890123456789012
at least for me, it takes a while to realise what the higher
numbers represent...So, I second Antman.
I also vote for an additional row (out of convenience).
maybe also in csbuild???
- - - - - - - - - - - - - - - - - - - - - - - - - -
Added some unique items to the wiki..anything I forgot?
I guess, it is not 100% accurate in the place it is now..
There are items that are no guild member items..
but you get the idea
How should we structure the basic item page?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
encyclopaedia style? w/o pics
(i.e. head, torso, leg, feet, misc, weapons, armor)
codex style?
sort it like you feel;dynamic
(seen it with champion stats, they got sorted
by highest str, hp, fighter level)
sort by level
like, in The Sewers you will find:
. . .
in The Crypt you will find:
or
sort by availability
items which are always reachable, no matter what party.
(ideally, e.g. fastest way to get an axe should be obvious)
items you can miss and that need some sort of trigger.
Powertowers(leif) /Hell Plate(halk) and so on..
(how do I get x? What choices are there)
opinions?
- Paul Stevens
- CSBwin Guru
- Posts: 4321
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
What I thought would work well is always
to have a kind of 'Index' page for each subject
and links to the details. Your 'UniqueItems' page
works great as an index. Then each items
name can become a link to a detailed description
of the item, its uses, history, geneaology, etc,
etc, etc.
The ConfluxLevels page is the index to the levels.
Each level then points to a map, notes, and we
should add the level name itself as a link to
a detailed description, which would include a
list of the interesting items, monsters, etc found
there with each such item/monster again linking
to the same detailed description.
If we want to have a page for each ending
or party configuration or something then it
would work the same way....an index of the
various possibilities and a page for each with
links to the maps, items, monsters associated
with it.
I guess my vision is of LOTS of pages with LOTS
of links with each page more-or-less describing
one thing and being small enough to more-or-less
fit in a single screen. And as little as possible
of duplication of information. I guess it might
be compared to 'highly-factored' FORTH code
which tends to make a subroutine or function
for every detail that needs to be accomplished.
(If you need to add three numbers you define
a function called 'ADD3' instead of doing '+ +').
It certainly does not have to be this way. And
even if we decide to do it this way there
are going to be lots of exceptions. Perhaps
the people actually doing the work can make
the decision by simply getting something started
in the way that they choose. Those of us
just watching can like what we get!
to have a kind of 'Index' page for each subject
and links to the details. Your 'UniqueItems' page
works great as an index. Then each items
name can become a link to a detailed description
of the item, its uses, history, geneaology, etc,
etc, etc.
The ConfluxLevels page is the index to the levels.
Each level then points to a map, notes, and we
should add the level name itself as a link to
a detailed description, which would include a
list of the interesting items, monsters, etc found
there with each such item/monster again linking
to the same detailed description.
If we want to have a page for each ending
or party configuration or something then it
would work the same way....an index of the
various possibilities and a page for each with
links to the maps, items, monsters associated
with it.
I guess my vision is of LOTS of pages with LOTS
of links with each page more-or-less describing
one thing and being small enough to more-or-less
fit in a single screen. And as little as possible
of duplication of information. I guess it might
be compared to 'highly-factored' FORTH code
which tends to make a subroutine or function
for every detail that needs to be accomplished.
(If you need to add three numbers you define
a function called 'ADD3' instead of doing '+ +').
It certainly does not have to be this way. And
even if we decide to do it this way there
are going to be lots of exceptions. Perhaps
the people actually doing the work can make
the decision by simply getting something started
in the way that they choose. Those of us
just watching can like what we get!
- Paul Stevens
- CSBwin Guru
- Posts: 4321
- Joined: Sun Apr 08, 2001 6:00 pm
- Location: Madison, Wisconsin, USA
I noticed good that we have it now
well, I have a question concerning an area you can
reach via the mines level. It is a lock (iron key) that
leads you to an area much like the furtrader does,
elevating downwards about 5 or 6 levels, but there
are riddles. I searched through the existing maps,
but there is no such area anywhere!
I do not know on which level to put it.. I have 2
solutions already out of.
well, I have a question concerning an area you can
reach via the mines level. It is a lock (iron key) that
leads you to an area much like the furtrader does,
elevating downwards about 5 or 6 levels, but there
are riddles. I searched through the existing maps,
but there is no such area anywhere!
I do not know on which level to put it.. I have 2
solutions already out of
Spoiler
8