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[Mod][Wip] Telim'Gar's Insurmountable Challenges

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  • SatSat Member Posts: 49
    One more short question : ) The no saving is on purpose for the 5 other challenges?
  • deratiseurderatiseur Member Posts: 374
    Yes, that's right for all the challenges.
    The “no save and no sleep” issue isn't caused by the monsters (I tested it with challenges where I killed all the monsters), but by the challenge conditions that state “each round, effect X is applied to the player.” To allow saving, I'd need to add an “easy” option: “no area effects.” Something to consider for the upcoming WIP3.
  • deratiseurderatiseur Member Posts: 374
    I've tested it: the monsters AND the area debuff prevent you from sleeping or saving. But you can still go to the Pocket Plane, or use mods like Planar Sphere Teleporter or Rod of Refuge.
  • deratiseurderatiseur Member Posts: 374
    Okay, it's done: in the upcoming WIP3, there will be a new option that adds items for saving and sleeping during challenges. (And yes, you can even save while facing a monster.)
  • deratiseurderatiseur Member Posts: 374
    edited June 5
    Here is the WIP 3. What's new:
    - Various fixes (the portals in the Maze are working now!)
    - Two new challenges (one heavily inspired by the board game *Space Crusade* and its expansion: *Mission Dreadnought*)
    - A new option to save/sleep during challenges (2 items to collect, one in the Dump and one in the Forge)
    - The options “multiply monsters” and “monsters drop random treasure” can now be changed during the game.
    Post edited by deratiseur on
  • SatSat Member Posts: 49
    Thanks for the update! My saving/resting question was more general. I was trying to understand the reasoning. Tactics Remix changes the difficulty: for example, all the mage monsters in Steel Tomb now pre-buff and pop golems, which burns spell slots fast. Will try with 3Mxp and the picture will be different.
  • deratiseurderatiseur Member Posts: 374
    That’s the whole point of my mod: spellcasters use vanilla scripts. So yes, they can be boosted by Tactics or SCS (though Tactics “cheats”—normally, illithids don’t teleport).
  • deratiseurderatiseur Member Posts: 374
    edited June 5

    :)
  • SatSat Member Posts: 49
    edited June 14
    Was giving another shot this morning and got stuck in front of an Antimagic Quasi Elemental on the Antimaginium level. They need +3 weapons to get hit but are immune to magical weapons so +5 wapons or non magical ones are not hitting. Immune to magic, elemental damages are also not doing anything. Not a particularly dangerous enemy (furious version) but was not able to remove it. Could be a change done by TR.
  • deratiseurderatiseur Member Posts: 374
    OK, sorry, it's another bug. The creature is immune to all magical weapons (like the Magic Golem), but it also wears the IMMUNE2.ITM ring, which makes it immune to non-magical weapons. (Like all elementals—on which it is based.)
    I’ll post a hotfix. I won’t wait for the next version, because the next version is v1, and that’s going to take months.

    Thanks to you and everyone who reports bugs—this mod is so huge that I’d have a hard time finding everything on my own. You’re really helping the project move forward :)
  • deratiseurderatiseur Member Posts: 374
    The final challenges for my module are in the workshop. They’ll be out in a month or two. But I’m posting a little spoiler here to whet your appetite: one of the monsters from the final arena. Do you recognize it?
    rjmz2zr8u7jr.png
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