It could be an issue with not having enough/good enough companions or mounts in your stable, wrong stats on gear/enchantments, etc. Without knowing more about the character(s), it's mostly just a guess on my part. It could also be an issue with mob density, since you can easily trigger another group while still battling…
Since we have Drow (two versions of them even), we should be able to play as Duergar as well. Either as a separate race or by allowing dwarves to have gray skin.
My dream mod 5: Housing added to the game Getting rid of the campaign boons in favor of an actual alternate advancement system (like EQ2 for example) Lowering the AD cost to transmute item appearances (it's cosmetic, there's zero reason for the cost being this high) Ability to disable visuals on various equipment pieces…
It's obviously a Chest of Holding, a rare variety of the better known Bag of Holding. Unfortunately the magic required to create these chests is drained once opened, rendering the item useless. But yeah, to find a refugees in a chest of goods is a bit hilarious.
Yeah, Culling the Cult of the Dragon is the very definition of bad. Playing (or rather enduring) through it right now and it seriously makes some bad contest entries look like masterpieces. Unless someone desperately wants to review it (or likes to inflict pain on oneself...), I'd recommend staying away from that. -…
It worked when I redid the cave part after a longer log-out. Wow, part three was a nice twist in the story, well done. Will give part four a try tomorrow.
Just got around to try it out, solid work so far (doing part 2 at the moment). One problem I noticed in part 2: In the cave, after you crossed the bridge by using the sword, it's possible to get stuck when you spawn the three chests. As you can't get back to the platform after a relog, you can get stuck completely.
That's how I rate. Five stars is for the really outstanding quests, four for a good but not quite outstanding quest. The problem with the star ratings is that they are easily exploitable by having lots of friends/guild mates who rate a poorly done quest with five stars. This, in the end, screws everyone rather than helps…
Well, that's a part of the foundry players (admittedly a sizable part, but still). The question is, are those the players people want to create modules for or do you want to create for people who look for good storylines and lore, even though they are fewer in number? I know I'll take a one hour foundry module with good…
It improves, but not enough to be really good. The story has promise and could work out if the maps got overhauled, but as it stands the chances of getting off the review tab are pretty slim. The problems I see with that quest: 1. Some maps are needlessly large with a lot of backtracking. -> Constant enemy respawns due to…
Don't let that stop you from creating a follow-up quest or even a campaign. The players really interested in your stuff know the limitations in the foundry and will ignore those issues when rating. "Whispers of an ancient evil" is a great piece of work that actually felt like I was playing a session of PnP D&D. That is…
This week will be a tough decision for certain. Both "Rise of Ingeloakastimizlian" and "The Dragon's Prize" are extremely well done and count among the foundry modules I like best.
It's one of the best quests I've played so far. The encounters felt actually meaningful rather than just being there for the sake of combat, which is something I rarely see. It's oviously not a foundry quest for the mob grinder crew, but for people like me who love a good D&D adventure with story focus, it's amazing. I…
I'd love that, the possibilities with such a feature would be endless. Another thing I'd love to have is the ability to remove pre-placed things from the detailed maps, especially those that are copied over from the official areas. Structures like buildings being a fixed part I'm fully ok with, but things like lightsources…
Stuck at that point as well. I may be missing something obvious or the script to trigger the exit isn't firing. Edit: Resolved. After relogging, the door worked as intended.
Ah, there's a misunderstanding it seems. You're talking about actual character creation, yes, both the beard style and color can be chosen there. We were refering to the foundry, where color and style is determined by the preset chosen for a particular NPC and cannot be changed at all apparently.
That would completely suffice, I'm surprised they didn't think of it. Just like the beards that exist purely for NPCs but are unavailable for our characters...
Hm, I wonder why they did it that way. It's definitely something they should change, as not every facial hair style is available for every color in the presets.
Haven't seen such an encounter either and miss it dearly as well. In general I believe Cryptic should allow us to decide whether we want an encounter as friendly or hostile.
Not necessarily. If the item could be a purely cosmetic, classless thing, it should be possible to use it for transmutation regardless of class. As the item would be purely cosmetic, it also shouldn't be viewed as giving a "good" prize compared to a piece of random gear.
This is a really impressive piece of work. I've enjoyed my playthrough immensely and am eagerly awaiting part 2. One thing that irked me slightly was the fact that the Gilazan spoke without hissing, which to me felt odd for a lizardman.
Playing v2.8 and the problem with the unobtainable dust on easy difficulty struck. Aside from that, great quest with a lot of interesting stuff. Looking forward to being able to finish it at some point.
A lot of nice to have features for sure. 13. "Generic" triggers that allow for dialog windows to pop up. Having to rely on placed objects and NPCs for flavor text/descriptions is somewhat annoying.