Re: [MOD] The CHAOS Key
Posted: Fri Mar 15, 2013 1:48 am
Finally! It took me 25:28 to finish with the LoG default party, recovering 20/22 treasures and an unknown secret count on the way.
One thing can be said safely: people who dislike spiders should NOT - under no circumstances - play this mod
This mod features A LOT
of combat! It's even so much at times it appears unbalanced if not unfair. These spots (i.e. level 8) are prolly the reason why many players here suggest to start with a well-leveled party. Well i started right after mod release, just paused about a week for the LoG Master Quest beta. A large chunk of gainable experience comes during the final battle. My party killed everything in the dungeon (no experience hunting) and had about 210k experience (that's level 15, half way to level 16) when it opened the door to the final battle area and when they finally entered Dark Soul's room they were well into level 16 at 280k!
Puzzles are ok, not too hard IMO. When i got stuck it was mostly my fault underestimating the confusing map and it could have been avoided so easily. All i had to do was walk down (or up) any new found stair so the next unexplored area would show up on the map
oh well so i had to travel several times to discover the stair not taken ..
Food is plenty yet reagents are rare in the upper 10 levels of the dungeon so healing the party means either rest or back to a crystal. Also throwing weapons don't seem to be that many around: found 1(!) rock, 12 throwing knifes, 8 shuriken, 5 poison darts and 4 throwing hammers. Without these throwing hammers Yennica Whitefeather would be been really useless at times because i made her a thrower. And too bad I did not have any gold coins left (but plenty of copper and silver coins) after unlocking the final weapon store behind the emerald door. Yet the viking sword seems to be on par with Dismantler so nevermind.
Questions:
- does the skull wallset have buttons at all??
- do those ghost skeletons give no experience on purpose or design? Having to battle thru them several times for naught ain't very cool.
- is it possible that those ice uggardians are coded wrong or bad? While fire and water uggardians cast their attacks at the end of the attack animation the ice uggardians cast their frostbolt at the beginning. This makes it almost impossible to evade the frostbolt when the party is close/beside the elemental.
- is the mummy supposed to be such a low-end monster? While they show up pretty late it's amazing how easy they are dispatched and how few experience (90) they give.
- all the high-lvl user-made weapons (mace of order, viking sword, thunder bow) have no skill requirement. Is this on purpose or a design bug?
Ah, almost forgot: those leapfroging lizards are funny .. as long as you stay away from their front
One thing can be said safely: people who dislike spiders should NOT - under no circumstances - play this mod

This mod features A LOT

Puzzles are ok, not too hard IMO. When i got stuck it was mostly my fault underestimating the confusing map and it could have been avoided so easily. All i had to do was walk down (or up) any new found stair so the next unexplored area would show up on the map

Food is plenty yet reagents are rare in the upper 10 levels of the dungeon so healing the party means either rest or back to a crystal. Also throwing weapons don't seem to be that many around: found 1(!) rock, 12 throwing knifes, 8 shuriken, 5 poison darts and 4 throwing hammers. Without these throwing hammers Yennica Whitefeather would be been really useless at times because i made her a thrower. And too bad I did not have any gold coins left (but plenty of copper and silver coins) after unlocking the final weapon store behind the emerald door. Yet the viking sword seems to be on par with Dismantler so nevermind.
Questions:
- does the skull wallset have buttons at all??
- do those ghost skeletons give no experience on purpose or design? Having to battle thru them several times for naught ain't very cool.
- is it possible that those ice uggardians are coded wrong or bad? While fire and water uggardians cast their attacks at the end of the attack animation the ice uggardians cast their frostbolt at the beginning. This makes it almost impossible to evade the frostbolt when the party is close/beside the elemental.
- is the mummy supposed to be such a low-end monster? While they show up pretty late it's amazing how easy they are dispatched and how few experience (90) they give.
- all the high-lvl user-made weapons (mace of order, viking sword, thunder bow) have no skill requirement. Is this on purpose or a design bug?
Ah, almost forgot: those leapfroging lizards are funny .. as long as you stay away from their front
