Skip to content

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

2»

Comments

  • SatSat Member Posts: 49
    One more short question : ) The no saving is on purpose for the 5 other challenges?
  • deratiseurderatiseur Member Posts: 383
    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: 383
    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: 383
    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: 383
    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: 383
    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: 383
    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: 383
    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: 383
    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
  • megrimlockmegrimlock Member Posts: 117
    Well I mean if you're letting me fight a tarrasque then I'm definitely installing this.
  • shevy123456shevy123456 Member Posts: 519
    Looks a bit starved. Tarrasque may need gnomes as food source soon.
  • deratiseurderatiseur Member Posts: 383
    Based on this topic, which is better: a skinny Tarrasque or no Tarrasque at all?
  • deratiseurderatiseur Member Posts: 383
    Okay, the Great Wyrm's tomb and Liptizn's game room are done :) Just three more areas to go, and I'll be able to post v1 ;)
  • shevy123456shevy123456 Member Posts: 519
    edited July 16
    > a skinny Tarrasque or no Tarrasque at all?

    A Tarrasque was "kind of" a default "dungeons and dragons" monster in that my old pen and paper
    group kind of expected to run into one eventually. Along with dragons or so. So from this point of
    view it's always great to see that the "good old monsters" are around. I think morpheus added
    those small mind parasite flayer thingies in one of his mod; I vaguely remembering that they sucked
    the brain (or something like that) - pretty nice to see lore is being considered. I am not that familiar
    any more with Forgotten Realms lore though.

    Now more to on topic - I gave that mod a try. My party was quite strong, +8 million XP for each (I
    always remove the XP cap because I dislike artificial caps like that). My biggest surprise was that
    I could not save during the challenge, that is, in the dungeons itself. I could go to the pocket plane,
    and rest there, but this is just cumbersome really. It requires more manual steps than are necessary
    IMO.

    I did not test all challenges, I think I tested 4 or so. For instance in the last one I tested I had like
    5 adamantite golems, 20 skeletons and some 40 other enemies or whatever, all aggregated like
    it would be an undead party. At that point I decided that this mod is too hard. Also, in the very first
    challenge in another dungeon, I killed all but the antimagic wyverns but then in the very next area,
    they killed my party quite easily. I did not know I could rest in the pocket plane before giving that a
    try, but I also fatigued mentally with the challenges. With good planning I think all is doable, but it
    is kind of hard; also with other changes or upgrades e. g. tactics remix settings. I am kind of in the
    target area of fights should be a challenge but the gameplay should not necessarily be only about
    min-maxing to the teeth. (Also, in the last challenge I had that problem of enemies teleporting right
    into the group again while they were running away from the army of undead. I really think this
    mass-group-teleport-in is a design issue. I had that the other day with the duality odd quest, though
    that one appears to have been created some +20 years ago or so, and probably nobody back then
    considered this a design problem.)

    By the way, I also ran into a strange bug. In another challenge the golems and salamanders
    killed the party, but the main character kind of had 5 hitpoints left, but I was unable to
    find him; the other party members were all gone (petrified I think; also very annoying
    all those basilisks with petrification gaze), save for Aura. When I would hit "1" to select
    the main character, nothing appears to have changed. Not sure what happened there,
    the main character seemed dead but also not. I was not watching the screen when it
    happened, so I am not sure what was the problem here.
Sign In or Register to comment.