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

deratiseurderatiseur Member Posts: 365
At the location of your choice (Athkatla, Watchtower, or Amkethran), you will encounter a diamond golem who will offer you challenges. Each challenge consists of an “arena” in which you will encounter dozens of random monsters and where you must find and kill the boss to claim victory.

This is a WIP version, offering only 6 of the 12 planned arenas.

Download it at Github and on Medaifire.
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Comments

  • shevy123456shevy123456 Member Posts: 483
    \o/
  • deratiseurderatiseur Member Posts: 365
    What a useful comment ^^

    Any others? Does anyone else have any feedback from testing?
  • scheelescheele Member Posts: 83
    Hi, deratiseur.

    Looks like a really engaging mod challenge - I’m intrigued!

    Is it feasible to install this mod in the middle of my current playthrough?

    Could you please specify the average amount of experience awarded for defeating all bosses in the mod?

    "Insurmountable" how? Like this bosses made of adamantium?)) I’m interested in the minimum party level required for this challenge.

    7kc3tr02mujf.png
  • deratiseurderatiseur Member Posts: 365
    “Insurmountable” is especially true for the “final” mod. This WIP version only includes the 6 “easiest” arenas and can be completed by a level 13–15 group. Be warned: the bosses aren’t just there for show.
    XP earned from the challenge? No idea. Probably a lot (10K per boss/arena + all the monsters). But there’s an option to set the XP for monsters to zero. And other options.

    You can install the mod into a current game; the golem will appear even in areas you’ve already visited.
  • deratiseurderatiseur Member Posts: 365
    For those who have tried my mod: the arenas are presented in order of (relative) difficulty, so the boss of the 6th zone (Antimaginium) is the “most dangerous.” If you've made it that far, are you interested in the (more difficult) rest of the mod?
  • KyrosKyros Member Posts: 11
    Haven't tried the mod since no time to setup a big EET install, but this would be on my list for my next run. And I am more into Tob and epic battles than the average BG player, so if there are more areas that touch epic levels then I'd be interested to play that.
  • shevy123456shevy123456 Member Posts: 483
    > so if there are more areas that touch epic levels then I'd be interested to play that.

    I think there would be room for that. One reason I like Tactics Remix is due to the new encounters they had (that is, the old ones, but also e. g. bandit raids; not talking about balance here now, as balance is a complex topic). Having more fights that are designed somewhat, is IMO a good idea. deratiseur went for a kind of arena-mode which is fine. I think it would be cool if there would be a heroic mod designer who would build on these ideas and e. g. offer some simplified "boss-level" final encounter; or e. g. scenario based fights in stages. Which can happen in delays, meaning, the party fights Joe the evil acolyte. After Joe the evil acolyte is slain, his brother Boe, the evil magician comes up. And then last but not least Moe, the evil necromancer, all brothers, shows up and wants revenge for the slain two other brothers. Now that's contrived, I just wanted to explain the idea of "build up" design. It sounds like much work though. Would be cool if mod design could be somehow simplified. We all seem to be stuck with weidu? Does gemrb change mod design in any way?
  • deratiseurderatiseur Member Posts: 365
    I'm on vacation and I took the opportunity to finish something that's been missing for a long time: the English documentation for the mod, available for download on GitHub.

    100% of the mod is written; I'm just stuck on two technical issues. And right now I'm very busy working on L'Interplan v10.
  • SatSat Member Posts: 47
    edited April 30
    Hi Desaratiseur, I was somehow not able to install this mod even on a clean BG2EE folder (pxdrayon.spl not found). There are a lot of px_.spl files within the folders but not this one. Did I miss out something?
    Thanks for creating new mods!
    Post edited by Sat on
  • deratiseurderatiseur Member Posts: 365
    Thank you very much. It's really helpful when people report bugs :). It's been fixed—new version available.
  • SatSat Member Posts: 47
    Thanks for your fast answer, still unable to install it on a clean folder.
    ERROR: Unix.Unix_error(Unix.ENOENT, "stat", "Derats_Defis/items/pxl2dnex.pro")
  • deratiseurderatiseur Member Posts: 365
    I just tested the wip2.1 version I downloaded from GitHub on a brand-new BG2EE. It installs fine.
    No files are missing. I usually get that “Unix error” after multiple installs and reinstallations, when Weidu gets confused between the different backups.
  • SatSat Member Posts: 47
    edited May 2
    Could be. I tried installing the win version with game in English or French, but kept hitting the same error. For context, I've successfully installed several other mods, including your released mod Kalah, with no issues.
    With testing Interplan install, I'm getting a missing translation string regardless of language.
    I removed the BG2EE doc files, but how do I ensure weidu isn't getting confused by leftover backups? Probably missing something, weidu dialog box stays in English for Telim'Gar's even when I switch to French install. With another random mod, weidu is switching the language.
  • deratiseurderatiseur Member Posts: 365
    edited May 2
    Weidu updates automatically, so it's not a Weidu issue. Why the language stays in English even though you installed it in French is beyond me. To be sure, uninstall the mod, check that the backup folder in “Derats_defis” is completely deleted, open the “weidu.log” file and delete any line that says “*the challenges*,” and once it's clean, try reinstalling.

    I don’t understand the comment about Interplan—it isn’t multilingual, so “regardless of language”??

    Following your comment, I tried the latest version of Interplan 9.1.0, which I just downloaded from GitHub, on a brand-new BG2EE installation. It installs. And comments on the French forum tell me that people are using it, so they’re able to install it.
    Note: When I do mega installs to play, I install Interplan on a 150-mod mega install using BWS FR or BWS New Generation without any issues.

    “I removed the BG2EE doc files.” What doc files? What system are you installing on? Not Windows
  • SatSat Member Posts: 47
    Trying to install manually on a Steam Windows version. Before installing, deleted any files from the steamapps folder and deleted the folder located in Documents (Save, Portraits, Lua,...). DL of BG2EE from Steam and your mod - win-Derats_Defis-Wip_2 on Github.
    Extraction of your mod in the BG2 folder, launching the .exe and then the error mentioned above.
    I also just tried with Project Infinity that is maybe outdated but got exactly the same error.

    Sorry for bringing confusion with Interplan, I got this when pressing Install (manually):
    ....
    Copying and patching 1 file ...
    Copying and patching 1 file ...
    ERROR: No translation provided for @38
    Continuing despite error.
    Install Component [UNDEFINED STRING: @38]?
    nstall, or [N]ot Install or [Q]uit?
  • deratiseurderatiseur Member Posts: 365
    hr14omfsru2l.jpg

    English install. No problem. last version on Github.
  • deratiseurderatiseur Member Posts: 365
    Off Topic. Interplan. Last version on Github:

    evdeb6wodkqo.jpg

    No @38 error.
  • SatSat Member Posts: 47
    edited May 3
    he51iwmku3ti.png




    For example, your Kalah mod seems to install well (despite a small parse error):

    dg6yjmv6kszz.png





    Thanks a lot for the follow-up and long time dedicated to it. I understand that there is nothing to do on your side if you can't reproduce the error.

    Other forum visitors will maybe update us on their results. Wishing you a nice Sunday
    Post edited by Sat on
  • deratiseurderatiseur Member Posts: 365
    OK, I think I've figured it out. Try installing the new WIP 2.2. If it works, thanks again—and a huge, huge, huge thanks for reporting the bug.

  • SatSat Member Posts: 47
    edited May 3
    Thanks for the fix & magic. The mod installed successfully. Will share more game feedback in few weeks :)
    Post edited by Sat on
  • deratiseurderatiseur Member Posts: 365
    Right now, the “vegetable labyrinth” area is crashing. Take this file, rename it to .2da, and put it in the override folder to fix it.
  • SatSat Member Posts: 47
    Thanks for the update, using your new uploaded version. I did not move much as I have been facing combat crashes after few fights in first dungeon. I struggle to identify what mods are conflicting.
    One sure thing is that there is an install conflict with EEFP (OTYUGH.ITM) and your mod.
  • deratiseurderatiseur Member Posts: 365
    The Enhanced Edition Fixpack? oula !
  • SatSat Member Posts: 47
    This one.
    Will exclude EEFP for now but I haven't found what is conflicting (it looks like it is not your mod).
  • deratiseurderatiseur Member Posts: 365
    Re-corrected. Thanks for the report :)
  • SatSat Member Posts: 47
    edited May 25
    Tried the dump but got blocked inside... I killed the 3 bosses and collected 2 stones. I activated them but nothing happen after the teleportation animation popped up. Party is not transported back. Did I miss out doing something?
    Post edited by Sat on
  • SatSat Member Posts: 47
    Also, the starting teleportation is not working fot the silent crypt with desktop crashes. The other challenges seemed to start ok. I have few other mods installed but it is rather light.
  • deratiseurderatiseur Member Posts: 365
    Okay, I found the bugs: in the dump, the rune sets the pxd180 variable instead of the pxd108 variable.
    For the Silent Necropolis (you can fix this yourself; the file is in the override), in pxd160.2DA, all instances of “50” are replaced with “60”.

    But you'll have to wait for a new release; I'm working on a WIP 3 version with other less visible bug fixes and a 7th zone.
  • SatSat Member Posts: 47
    edited May 26
    Thanks for the fix. A bit more feedback and impressions.
    Tried with double enemies at not far from 2MXP in chapter 3 on insane with Tactic Remix (no spell change).

    Dump: Rather easy as enemies had vanilla script (no call for help, very sensitive to cloudkills, few enemies were blocked), saving was working, rest was possible but did not use as it was emptying the area of enemies and grouping them in one spot, did not manage to exit after finding 2 stones (but you fixed it). This is the only one that I really played.

    Vegetable labyrinth: Crashes on starting teleportation from time to time but works, no saving possible, some enemies dies in distance upon entering, my main character died at some point, but the game did not stop, did not take the time to go further.

    Maze: Appeared Insurmountable at current level particularly due to double boosted mind flayers (tactics & Telim'Gar) teleporting with umber hulks to the party upon arrival + many other enemies jumping in, also no saving possible.

    Steel Tomb: Much more approachable but again well spiced by tactics, doable if saving was possible. No boss found and did not find how to move forward after removing the regular enemies. Or I missed a stone during CRTL Y…

    Supermaginium: Did not understand few enemies attacks on this area as sometimes full health npcs got killed but did not find the reason in the text box (missing save?), the fact that spell casting is prevented by many enemies makes it tough :) Found a stone and it worked well to go back. This level, in design, was the best as it is a bit more compact. If saving was possible, it should be doable.

    Silent Necropolis: Cannot load it, you shared a fix.

    For a first trial, double enemies was a mistake. The itemization looked fine for what I found, few stuff were a bit OP (seen worse in many mods), good points that I did not find any of the crazy potions (was using low treasure value for random enemies). It was a good idea to include the balancing components.
    Will wait for a bit more polishing if you manage to do it and give it a chance in a next game.
    Thanks for creating new things to discover for BG old school players.

  • deratiseurderatiseur Member Posts: 365
    edited May 26
    For the Steel tomb, it's in the docs. you have to kill 4 royal mummies then the boss spawn at a random location.
    Thanks for the feedbak. The " Crashes on starting teleportation from time to time" is 1 monter entry wrong on 330.->delete "Troll_immortel px610343" on the pxd610.pda.
    Post edited by deratiseur on
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