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Re: (WIP) Nest of Faryulmon

Posted: Thu Oct 04, 2012 5:03 am
by HaunterV
Altered the difficulty curve of the overall beginning of the dungeon.

Fixed the possibility of getting stuck in the guard room.

Should be at least 20 minutes of playtime to be had.

Re: (WIP) Nest of Faryulmon

Posted: Thu Oct 04, 2012 3:34 pm
by zeltak
After all the the boasting I have to bow humbly, this dungeon has defeated me. I can't get past the two ornamental doors. Dungeon is starting to look good though (all the, what.. 3 or 4 rooms I've seen..). I really love those gobelins in the doorway.

Re: (WIP) Nest of Faryulmon

Posted: Thu Oct 04, 2012 7:45 pm
by HaunterV
zeltak wrote:After all the the boasting I have to bow humbly, this dungeon has defeated me. I can't get past the two ornamental doors. Dungeon is starting to look good though (all the, what.. 3 or 4 rooms I've seen..). I really love those gobelins in the doorway.
it is openable.
I've removed the slimes.

If you are playing the most recent version:

Heavy spoilers
SpoilerShow
The one door with the two lanterns one to either side of the door in a 1x1 hallway has a secret button beind the one that is heavily obscured by the ivy behind teh torch
SpoilerShow
You need to put torches in the holder right in front of the door and in the north holder in the second room, the one with the gobelin on the right leading to the gobelin hidden alcoves
SpoilerShow
there is a torch holder that only needs the torch in it once to open the door, after that you can recover the torch.

SpoilerShow
The door at the end of the hallway with the throbbing lights is also opened elsewhere as in it's almost the 'mid-game' of that dungeon.
SpoilerShow
The door in the room opened up by taking the torch from the alcove is opened by a button deeper in the dungeon

Re: (WIP) Nest of Faryulmon

Posted: Thu Oct 04, 2012 7:47 pm
by HaunterV
Spoilers:
SpoilerShow
There is a button that will get you killed if you aren't ready for what it unleashes.
There are a few red herring buttons leading to dead ends in the dungeon.

Re: (WIP) Nest of Faryulmon

Posted: Thu Oct 04, 2012 8:21 pm
by Filipsan
I tried it and i must admit, i was only able to open first doors :(

I guess without any hints, this dungeon is unplayable for me

Re: (WIP) Nest of Faryulmon

Posted: Thu Oct 04, 2012 8:34 pm
by HaunterV
Filipsan wrote:I tried it and i must admit, i was only able to open first doors :(

I guess without any hints, this dungeon is unplayable for me

Torch puzzles! the first door to the south needs a torch to be put in one holder in the room after it. the ornamental door behind that needs at least one torch in the holder in front of the door and one other torch holder along the north wall.

posted some spoilers to get through the first doors. in the above post.

Re: (WIP) Nest of Faryulmon (Updated to version .64)

Posted: Fri Oct 05, 2012 6:31 am
by HaunterV
Ok so I have evened out the combat difficulty curve a bit more. I may be a touch too easy now until i come up with an alternative solution for lighting my statues. and fix a clipping glitching visual error im getting as well.

Added some flasks for potion crafting. If someone would provide a bit of advice on what ingredients to hide around the dungeon, that'd be cool.

Re: (WIP) Nest of Faryulmon (Updated to version .64)

Posted: Fri Oct 05, 2012 11:46 am
by zeltak
The spider and the snail never posed any threat :roll: Haven't had time to test this out more. Those two ornamental doors were very threatening to me.

Re: (WIP) Nest of Faryulmon (Updated to version .64)

Posted: Fri Oct 05, 2012 1:54 pm
by HaunterV
zeltak wrote:The spider and the snail never posed any threat :roll: Haven't had time to test this out more. Those two ornamental doors were very threatening to me.
I think i need to add some "you hear a rumble far off" style texts when you are working on puzzles that trigger doors on the other side of the dungeon.

Re: (WIP) Nest of Faryulmon (Updated to version 0.6.5)

Posted: Sat Oct 06, 2012 9:41 am
by HaunterV
Updated again;
began working on leaving hints via note
swapped around some teleporter destinations
made ogres visible to encourage caution
split gauntlet into two parts to reduce stress.