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Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Fri Mar 01, 2013 6:07 pm
by SpiderFighter
mahric wrote:And knowing you a bit better, the story of the character in the mod totally suits you!
Well, besides the dieing part ofcourse, I didn't mean that

Hey. we'll all see each other in the end, hopefully
And knowing how he dies (avoiding spoiler), I'm even more honored.
Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Fri Mar 01, 2013 8:09 pm
by Numberouane
Hey guys
Could someone pm me how to go through the music puzzle? I dnt know how to do it as I m not good at all in sound and stuff...
Thanks

Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Fri Mar 01, 2013 8:31 pm
by mahric
Numberouane wrote:Hey guys
Could someone pm me how to go through the music puzzle? I dnt know how to do it as I m not good at all in sound and stuff...
Thanks

Sent you a pm
Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Fri Mar 01, 2013 8:32 pm
by Drakkan
I didnt played wine, but i will definitely try this and hope provide you with some feedback. Thanks for another mod !
Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Fri Mar 01, 2013 11:07 pm
by Dr.Disaster
Oh my gosh what a ride! Can't believe stat screen says 7:34 and 84/102 in the end
This mod ain't a plain mod, it's a massive riddle- and puzzle-focused RPG. Starting with common tasks it becomes custom pretty soon, just naturally once the enchantable wand gets introduced. Difficulty also steadily increases with some puzzle being really mind- or more precisely: ear-boggling

This plus a great story makes this mod a must-play!
The only thing i'd like to have more is light. IMO torches are pretty scarce so i saved all i could. Going from the clean to the dark wallset slows things down considerably. Using torches all the way for good progress resulted in running out of light fast. At the very end with the corrupted wallset things get even tougher. It's good to have 2+ full torches left by then. IMO the corrupted wallset is definately too dark to play without a light source.
On secret count: pretty much every room has at least one and so i was jumping pits on purpose due to this. I even got 4 more just by restarting the mod and ignoring the talking head, bringing my total to 88/102. Still i'm pretty sure i missed quite a few secrets in the first few levels because without a weapon or torch you can't trash tapestries or barrels as a mage. First weapon i got my hands on was a skeleton spear from "Advanced Proving Grounds"; don't ask how i managed that

Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Fri Mar 01, 2013 11:22 pm
by mahric
Dr.Disaster wrote:Oh my gosh what a ride! Can't believe stat screen says 7:34 and 84/102 in the end

I am glad you enjoyed the mod, even though it took longer than indicated.
Guess that was the time needed without looking for secrets everywhere.
I'll look into the light issue. There's a couple of torches in obvious places, but it might not be enough to people exploring every inch.
Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Sat Mar 02, 2013 12:17 am
by Neikun
I really like that it's a secret intensive mod. It gives you that extra playability.
Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Sat Mar 02, 2013 9:05 am
by Numberouane
I did not finish yet but the mod is really fantastic.
Congratulations!
I need more help please :
Cant figure out what is the stone killer and what to wear....
thanks

Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Sat Mar 02, 2013 10:19 am
by mahric
I really like that it's a secret intensive mod. It gives you that extra playability.
For the Wine Merchant's Basement people told me once they know the story there's hardly any reason to play it again.
I never through of people wanting to do that, but with the Awakening of Taarnab I tried to give it a try with more secrets.
And for the record: all secrets are tested, but nobody every finished the game with all secrets (not even me!). Will you be the first to do so?
I did not finish yet but the mod is really fantastic.
For a brief time I was doubting if people would like the story, settings and puzzles, since (real spoiler warning)
You don't use any weapons (except a tiny bit in the last part), and (more importantly) you don't level up and can't use the original spells.
But luckily people don't mind that at all, and the mod is downloaded pretty well (total 136 unique downloads in 36 hours)...
If everyone finishes the mod, the people that downloaded the mod put in way more hours than I put in to make it, and that's when I call a mod a success!
Thanks everyone!
Re: [MOD] Awakening of Taarnab - RELEASED
Posted: Sat Mar 02, 2013 11:31 am
by Numberouane
what about clue me in?
