[Custom dungeon] Tauroggs Lair [RTC] [DMDM a.k.a Mindstone]

Custom dungeons for RTC
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Ameena
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Post by Ameena »

Downloaded it...will start playing shortly and give feedback either when I log off the computer tonight or when I finish it or something :).
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Post by Ameena »

Hmm...I loaded up Taurogg's Lair and it started me with the Ali'Bn or whatever his name was (Lo Master Wizard but no other skills) in a corridor with two teleports...if I take the one to the right I'm in a corridor with a closed door and some stairs up and there's some conversation and the game ends. If I take the one straight ahead I fall down about ten pits and die in front of a wall inscribed with "You hath been betrayed". And if I explore down the corridor it's a dead end and when I go back to the start I run into a Demon. I think something's wrong that I find the game end so early lol.
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Post by Trantor »

I have experienced the exact same thing as Ameena. What are we doing wrongly?
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Ameena
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Post by Ameena »

It seems to me like maybe you didn't change the import position to the start of your dungeon when you were testing it, and so the game starts at the end of the dungeon. That's all I can think of...
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Post by beowuuf »

The fact you start at level 35 with a test_character shows that too : ) You can edit the start position back to normal with RTC
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Post by Ameena »

Probably best to let DMDM sort that out and reupload it so other people don't have the same problem - I dunno where the start of the dungeon could be anyway, and I don't want to see stuff I shouldn't by opening it in the editor.
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Post by Mindstone »

Oh blast it! I thought i finally nailed it. the problem is I made changes to playtest at the last minute (a gold keyeater keyhole) and saved it, but I obviously forgot to revert it back so that it you start at the beginning again.

Ill update it so you actually start at the beginning with a proper character in a bit.
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Post by Mindstone »

Done its done! This time you actually start at the beginning!!!!!

http://dmweb.free.fr/Forum/download.php?7,106/HISS.RTC

Next time I think I should be more organised. I have 3 HISS.RTC's on my computer, all different versions, it was insanity! But finally I can get this thing up properly. Huzzah! Thanks you lot for the feedback. :D
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Post by PaulH »

Good work, I'll certainly be having a look now! I couldn't possibly comment on an older version hehe...
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Post by copperman »

groovey, will look at this later
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Ameena
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Post by Ameena »

Hmm I seem to be stuck...I've got to a bit with a door with demons behind it and a cross key lock which is jammed. Maybe I missed something earlier but I did go some way back to check and couldn't find anything I seemed to have missed. Plus so far in this dungeon it hasn't been necessary to do any huge backtracking in order to continue. All that was in the area apart from that door was an orange gem in an alcove, some skeletons, errmm the Dragon Shield, and the Cross of Neta thingy. But none of that is any help in getting further.
I can't see what I've missed but it's probably something really obvious...maybe I can bug whoever you got to playtest it to give me a hint ;). But nah, I'll figure it out at some point. Anyway, it's good enough so far :).
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Post by Mindstone »

When one path is blocked, seek another path, grasshoppah.
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Post by Ameena »

I did but I couldn't find one...hmm it must be quite a way back then...I'll have a look later.
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Post by Des »

Been playing (the fixed version) for the last couple of hours. Very enjoyable so far and no restricted runes - hooray! Al and Ork have been poffing off spells just as nature (or FTL?) intended :D
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Post by Mindstone »

Ameena, did you get the orange gem?
You use it to open the double black doors a while back.

Hhhmmm, I wonder if any of you were tempted by the Black Knight......
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Post by Ameena »

Ohh is there another orange gem door...okay I'll search back some way and find it then, thanks :).
And no, I didn't take the Black Knight - various scrolls and inscriptions made it quite clear that Rezzing him is a bad idea ;).
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Post by Ameena »

Woo I finished it :). Although it did seem to finish rather abruptly...and I got those two swords, the "Darkroc Blade" (Inquisitor graphic) and the Ant'Aar thingy sword but had no chance to use them as it was right at the end of the game. I know I missed some stuff out earlier on 'cause that bit where you have tun run past about five dragons who are then set loose I kind of ran manically after dying twice and on the third try running into a Spell Vine afterwards and legging it away as fast as I could. So I missed whatever was down the corridor opposite one of those dragons, plus anything else in the area immediately after it apart from the door leading to a corridor with some scrolls in alcoves talking about Taurogg.
Anyway, it was a good dungeon, though the end bit seemed rather rushed...I pull a lever with "Darkrod Access, pull and die" and am transported to a door I can't get through, a lock which grants me a cool sword, the biff splat, two Fire Elementals and a Demon later, I pass another set of unopenable black doors and oh! The end of the game.
Was fun anyway :). So does anything bad happen if you take the Black Knight? Do you get blown up bu fifty zillion fireballs if he's in your team or something...
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Post by Mindstone »

If you choose the black knight he betrays you, and you fall down a vast pit to your bone-crackling doom.
Oh and I hate the ending as well, only Im at odds to do anything about, on account of my laziness :-(

Anyway, Im planning a new dungeon, where you play a Detective type of character. Will include Lasblasta's and other high-tech weaponary to purge mummies and oitu's!!!!
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Post by RicochetRita »

A quick question on this one:
Did you tweak the starting characters' Fighter Skills to progress very slowly? Or are the creatures' point values extremely reduced?

Both Ali & Ork seem to be stuck at the Neophyte Fighter level. I've found the insta-Screamer room & trained them until my fingers were sore, but neither gained any Fighter skills (their Ninja, Priest, & Wizard skills advanced, up to Adept, tho).

So, as a test I ran them both into the walls repeatedly to see if they could gain levels & about 200 "Ooh!'s" later they each attained Novice (probably at a terrible price to their final scores).

I can't remember ever having such a difficult time advancing.

Edit: more info
I think I've found a clue to this one: it may be the weapon.

I trained a lot more on the screamers, using Carlon's Sabre, and after a very long time Al improbably gained a Ninja level (which is odd, because I thought that the "Slash" attack I'd been using was supposed to increase his Fighter skill).

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Post by RicochetRita »

Okay, it's definitely the weapon. A liberated Antman Club proved that it's possible to gain Fighter skills at the normal rate.

Soooo, is this "Slash Attack that increases Ninja Skills" an RTC bug? Or did DMDM throw in a really customized weapon?

Not sure if this should be reported as a Bug or not...

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Post by beowuuf »

Slash is a ninja attack (it's a high level attack on the dagger) so whether it's a big the xp you get or not, don't know!
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Post by RicochetRita »

So, RTC varies from the DM & CSB actions chart. That was the conclusion I was arriving at.

Last night while training, I unexpectedly gained a Ninja skill from a weapon's "Jab" attack, which is also listed as increasing one of the hidden Fighter skills.

Fortunately, "Bash" still works as expected. The second character, Orklock, really needs a strength gain--poor guy starts out in the teens & can hardly lift his armor! :wink:

-R³
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Post by DraconicMajesty »

Download link appears to be broken. Bit of a shame, as "50 levels" sounded interesting...
Beat: DM, CSB, EOB, EOB2, EOB3, Black Crypt, Captive, Hired Guns...
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RicochetRita
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Post by RicochetRita »

Try this link, it's from the Custom Dungeons page.

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Post by RicochetRita »

Not sure if this is intentional, but three spots away from the door to "Abeeth's Abode" (level 31-ish, by my map), there is a portcullis (button door) sharing a space with a pit. The effect makes the door look like it's 'floating' or something.

I didn't have the characters climb down, but I did drop a rock, to make sure the pit was real. Since there's an obvious way around, I'm guessing the portcullis shouldn't be there?

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Post by Mindstone »

That my dear RichochetRita is the perfect example of an author TRYING to original for no apparent reason!

I thought a door above a pit would be cool............... :oops:

"Soooo, is this "Slash Attack that increases Ninja Skills" an RTC bug? Or did DMDM throw in a really customized weapon? "

Im not far thinking enough to add customised things! I just randomly do things on a whim and "feel it" rather then "plan it"

Anyway thanks for your interest!
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RicochetRita
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Post by RicochetRita »

Well, I've finished this one. I have to agree with the previous posters, the ending was, ...um, unexpected, but I can see how there had been more levels planned.

There were many "point of no return" spots built into this one, and even with the help of saving before stepping, I'm still not sure I visited everywhere. For example, did both teleporters by the two gold-key armories lead to the same place? Well, eventually, they *had* to...

And there were a number of non-reachable areas, mainly due to invisible teleporters--these were long hallways & such. At first I spent time trying to find another way into them, but after encountering more & more, I decided that they were just there for effect & the true path was thru the 'porter.

I noticed several rooms which were visible, but not reachable (usually through unopenable doors), like the demons beyond the "broken lock"--easy enough to gas them through the door, but no way to enter & explore the room, afterwards. And there were others of this type.

Also, several of the keys didn't disappear into their locks when used. I think I still had two keys (one was turquoise) at game's end.

I never did figure out what those five levers did (the ones placed along the corridoor in one of the last levels), but admittedly, I didn't try all 32 possible combinations... And the part about creating the great weapon with flame to defeat Tourogg. I exchanged the one "special" torch for another, but never found a use for this second one.


Regardless, it was fun, tho!

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Post by DraconicMajesty »

Thanks for the link, RicochetRita. Sorry I didn't respond earlier, but I've been distracted lately. Downloaded the dungeon - I'll give it a go later.

*UPDATE* Did I miss something? All I got was several flights of stairs, some gear in an alcove, a portcullis, a button that didn't work and a lever that was the same. Is my copy of RTC out of date, perhaps (0.43)?
Beat: DM, CSB, EOB, EOB2, EOB3, Black Crypt, Captive, Hired Guns...
...show-off.
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RicochetRita
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Post by RicochetRita »

DraconicMajesty wrote:*UPDATE* Did I miss something? All I got was several flights of stairs, some gear in an alcove, a portcullis, a button that didn't work and a lever that was the same. Is my copy of RTC out of date, perhaps (0.43)?
I used 0.43 also. Here's a hint:
In this dungeon, buttons & switches aren't operated by hand.

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Re: Taurogg's Lair (RTC)

Post by ragge »

Thanks alot for Taurogg dungeon, i really really liked it, completed in 4 hours 27 min, bet its abit slow but some parts in the game made me think :)
Picked up the dark knight as character, was funny in the end, maybe i didint complete it? maybe i just died, hmm maybe i should replay this again withoutblack knight..
Anyhow thanks again.
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