[Relz] Kragenir's Death Quest v2.0

Post » Sat May 28, 2011 11:50 am

Kragenir's Death Quest

A large quest mod within Cyrodiil's borders


V2.0 (15/06/2010)

By Povuholo & Malchik

http://www.youtube.com/watch?v=q4i3saa4WPI
http://s18.photobucket.com/albums/b120/iamerik/Kragendirs%20death%20quest%20screenshots/




http://www.gamesas.com/index.php?/topic/1094273-relzkragenirs-death-quest-106-thread-7/page__p__15976587__fromsearch__1&#entry15976587
http://www.gamesas.com/index.php?/topic/1084614-relzkragenirs-death-quest-106-thread-6/
http://www.gamesas.com/index.php?/topic/1065416-relz-kragenirs-death-quest-thread-%235/
http://www.gamesas.com/bgsforums/index.php?showtopic=1051034
http://www.gamesas.com/bgsforums/index.php?showtopic=1036985
http://www.gamesas.com/bgsforums/index.php?showtopic=1030665&hl=
http://www.gamesas.com/bgsforums/index.php?showtopic=1022968&hl=
http://www.gamesas.com/bgsforums/index.php?showtopic=670284&hl=
(RIP)





Many years ago, Kragenir's tower had been sealed by the Knights of the Silver Nose, but as they die, the seals weaken...

Can you find the keys required to break the seals so you can face Kragenir inside the tower before he escapes? Or... Are you going to help him?

With over 100 new quests, 15+ new books and over 3000 lines of dialogue this mod will hopefully keep you entertained for many hours!

Find tons of new miscellaneous quests in cities, villages and other locations, all within Cyrodiil's borders, and visit the best dungeons Cyrodiil has to offer, now a lot more interesting than before.

Version 2.01 is available now!


Changelog:
2.01 04/07/2010:

Kragenir's Death Quest.esp:

-Fixed the problem where you'd be unable to claim your reward for the 'Killing the Queen' quest if you killed the rat queen
-In 'Off the Record' City Swimmer will now give you the note that you need to deliver.
-In the Cluttermonkey Faction quest where you have to hand over 2 sets of pants,
you'd be unable to hand over the first set if you already had the second set in your inventory. This has now been fixed.
-During Bashful's quest you can no longer accidentally get a bounty on your head for attacking a passive Marauder.
-Several hard to find quest items in dungeons have been given a subtle magic glow to make them easier to spot.
-Two quest items from the Robe of Lust quest can no longer be found before the quest is started.
-Added a missing journal entry for the Running Wild quest.
-Fixed an issue where a door in the Tension in Town quest could not be unlocked, especially when a Keychain mod was used.
-Fixes an issue with 'document treasure' pop ups for Oblivion XP users.

For those who missed the 2.0 changelog highlights:
This is a huge update.

-New quests have been added:

'Sounds of Sweetest Harmony', 'Off the record', 'Out of Control', 'A Dyeing Wish', 'Rich Pickings',
'Killing the Queen', 'Party Time', 'The Cluttermonkeys', 'Death and the Maiden', 'The Director's Cut'.

-Improvements to V1.0 quests: Almost every quest from the V1.0 release was tweaked. Much better directions, tons of fixes and other improvements.

-Enhanced Dialogue: NPCs now show varied facial expressions while they speak to you for a better dialogue experience.

-The new rumors have been tweaked in frequency and no longer appear in the Shivering Isles.

-A script was added that may help fixing the issue of disappearing NPCs.

-Countless fixes and improvements all over the place.

-A new quest information document in HTML format has been included in the download, which should be much more useful than the previously provided .txt file.

A full changelog is in the download.


Downloads
=======

http://tesnexus.com/downloads/file.php?id=26219
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5784


Details
=======

This is primarily a quest mod, and a large one at that. But there's more, like new non quest related dialogue and 'full size' books.

The mod was designed to be started with a low level character, who grows stronger as he advances through the quests.
Every quest can be started at level 1, but the final quest of some of the longer questlines usually can't be done until level 20 or so.

So for the best experience we recommend starting the mod with a low level character, but you won't run into any problems and quests will never be too easy if you start it at a higher level.


These are the issues we found in the original game that we meant to fix with our mod:

- The game is too short, there should be more quests. I think we solved that one.

- The game is too easy: The quests introduced in the mod will not hold the player's hand too much: There's no excessive use of quest markers.

- Too many pointless vanilla characters: Many NPCs, especially those in villages, were there just to make the places feel less empty.
They did not have any personality at all. With this mod they will, as many will be involved in quests
and the additional dialogue mod will make them a lot less generic.

- Too many pointless vanilla dungeons: There are many dungeons in Oblivion, but the ones that are not involved in quests all feel the same.
There is no unique treasure as everything is levelled. With this mod many more dungeons are involved in quests, and it's also possible to find
unique items in random dungeons.


I've categorized the different parts of the mod for a good overview.


Kragenir's Death Quest: The Main Quest

The story of the main quest is both serious and humorous. You'll find fairy tale (and other) real life references in the Main Quest,
but always with an Elder Scrolls twist and never 'too much' so they do fit in the game. And the problem at hand is no laughing matter!
The fairy tale element is the strongest at the start of the main quest, but the further you get the obscurer these references become
and I'm sure most people won't even see half of the things in the mod as a reference to something outside the game.
The first four quests for the wood elves (which is really the start of the mod proper) are intentionally simple to ease new players into the game.
Experienced players may find them rather basic. However we felt it was best to let new players in gently.
From quest 5 onwards the quests grow increasingly complex, challenging and in our opinion intriguing.
Don't be put off if at first it seems too easy.

The main quest is only half of what this mod is about in the quest area: There are tons of new 'miscellaneous' quests spread across Cyrodiil.
You won't find them all in one game, so you'll probably want to use this mod for multiple characters.

Because you might not want to do the mod's main quest a second time (Or you don't like the idea of fairy tale/real life references in the game,
which the miscellaneous barely have) you'll have the option to refuse the main quest right from the start.
As for the previously mentioned miscellaneous quests...



Miscellaneous Quests



The number of Miscellaneous quests is at least as much as that of the main quest, if not more. This is how we organised it:

-Imperial City Quests: There's a new quest for each district of the Imperial City except for the Palace, Prison and Arcane University district.
-Village Quests: There's a new quest to be started at every village, except for those in which the inhabitants are killed in a
vanilla Oblivion (Meaning the original Oblivion. No mods.) quest.
-Seven Cities quests: There are two new quests per city (at least 3 as of V2.0), except for the above mentioned Imperial City.
-The Documents Quest: Documents found in vanilla Oblivion locations (that are visited during the mod's main quest) may lead to treasures.
These documents are unrelated to the Main Quest and may be picked up at any time.

Note that there are a few miscellaneous quests that require having reached specific points in the mod's main quest of our mod to be obtained.
But most of them don't, so you won't miss out on a lot if you skip the main quest.

We have thrown in a few total surprises as well.

Examples of quests:

-There's a rumor in the game that Dro'shanji in Bravil has been hearing noises, but when the player would talk to Dro'shanji he had nothing to say about it.
Now there's a quest to help him.

-There's the skooma dealing Orum gang in Cheydinhal which didn't have any quests attached to them... Until now.

-S'drassa, a member of the Leyawiin Mages Guild, is rumored to be working on a cure for Skooma addiction. Why not help him a hand?

-Jhared Strongblade, youngest member of the Knights of the Knights of the Thorn, is usually left behind while the other Knights go out to do good.
He'd probably love to go dungeon diving with someone a few times.

-Thamriel, touched by the gods, made an alarming prophecy concerning the return of a powerful vampire to Cyrodiil.

-The Cheydinhal Countess Llathasa Indarys died when she fell from the stairs in the castle. Rumor has it that this was not an accident though, and someone intends to find out the truth.

Books & Dialogue


We didn't stop at quests. Aside from the books, letters and dialogue added for quest purposes, there's also the following:

-15 unique 'full size' books. These can be bought in the different book stores of Cyrodiil, or found in some houses.

-100 new rumours added to NPC's for more rumour variety. These are not voiced (but they are lipsynched).
There's the option to disable them should you want to.

-Rural Line Additions: Mostly for all those boring NPC's at wilderness settlements/villages with only a rumour topic.
A lot of npc's who don't have anything else to say than the regular rumours topic will get 3 new topics:
, , and .
There's a unique line for each NPC used, so you won't have everyone in Water's Edge for example saying exactly the same thing about it.
Each will also get an unique rumour that is specifically for them.

So it is something like the less generic NPC's project from morrowind, on a smaller scale. This comes in an optional .esp.


(In)compatibility
===============


Check the compatibility folder for compatibility patches.


-Servant of the Dawn is incompatible with KDQ's main quest, because it kills off the people in Blankenmarch. If you're not doing KDQ's main quest (or you already have finished it, before starting the Servant of the Dawn quests) you'll be fine.

-Open Cities and Better Cities are already compatible without patches.

-Challenging Thievery has a small conflict with the 'Clerical Dalliance' quest (Chorrol miscellaneous quest).
For some reason Challenging Thievery deletes the vanilla NPC Ariela Doran, which is used during this quest, making it impossible for the player to finish it.

-Heart of the Dead has been confirmed compatible.

-Lore Dialogue 300 Updated is compatible with the Rural Line Additions add-on, and I recommend using both.



About compatibility with overhaul mods:


The mod was designed with the idea that the player starts as a lower level character, who levels up as he goes through the quests.
The 'problem' with overhaul mods like OOO or FCOM is that they remove the levelled creatures, and instead place creatures in dungeons by hand.
This means that the difficulty of a dungeon is different in every dungeon, while our mod assumes it stays the same.

The problem is that in a very early stage of our mod's main quest where you are assumed to be of a low level, you may have to enter a dungeon
that was made a challenge for level 20 characters by overhaul mods.

This is not a technical incompatibility, but it is something to keep in mind if you were going to start the mod's main quest with a fresh character.


Licensing/Legal
===============

You must contact me and obtain my permission before re-packaging or redistributing any part of
this mod. If I do not respond within 3 weeks, feel free to do whatever you like with this mod, as long as you give credit where credit is due and include the mod's unmodified readme.

===============

More info in the readme.


And of course we'll end this thread like it is always done, with the diary of one of the Knights of The Silver Nose, which you'll obtain at the beginning of the main quest!
Larrion's Diary
Introduction

I grow old. I am more than ever aware of my mortality. In my youth and maturity I did many heroic deeds but who will remember them when I have gone? They should be remembered, not just for myself but for the brave companions who together made up the Knightly Order of the Silver Nose.

This will be a memorial to all of them.


It all began some forty years ago. We were little more than a disorganised rabble of layabouts who used to hang around the inns of the Imperial City and jeer at the citizens. Sometimes we'd do a little work but mostly we scrounged what we could and scavenged the sewers.

Who knows what we would have gone on to become without the arrival of the Aripotah, the mage who was to become our inspiration and founder of the order.

I remember his arrival as if it were yesterday.

Agilius Pranko had just placed a chamber pot on the top of the White Gold Tower when the mage appeared, walking purposefully towards us. I don't know what it was that made us look at him twice - surely not the spectacles? Perhaps it was the oddly shaped nose. Of course we did not know then that the nose was attached to the spectacles and came off with them.

Still, this part of our history is less than heroic as we elected to give him a drubbing for looking so ridiculously studious. When we knocked off the spectacles we saw the silver nose. It made him altogether more interesting. So we dusted him down, put his fractured arm in a splint and took him to The King and Queen for a jug of ale.

He told us the story of the nose; how he'd lost his own because he kept sniffing some strange substance. I can't remember what it was called but it sounded like it ought to have been some perfectly harmless soft drink. We offered him some skooma and moon sugar. He claimed never to have heard of them but when we explained what they were he said he was clean now and would never touch the stuff again. I thought he had to be rather mad at that point because he hadn't touched them at all, so how could he never touch them again? Anyway, then I got even more confused, perhaps because we hadn't stopped at one jug of ale. I recall that the wretched schoolgirl swot Herminia Cinna turned up.

Aripotah muttered darkly about Herminia certainly being a Cinna, which we all knew anyway. Apparently she had introduced him to some heroine or other and this was what ultimately led to the loss of his nose. I can't say I understood half of what he was talking about. And yet the subject of heroism having been raised...

And that's when it was set up. The Knightly Order of the Silver Nose - an underage wizard and a score of drunken wastrels!

Ah - but what it was to become....

The diary goes on to describe the deeds of derring and do that the knights dared and did. None of it mentions seals. Eventually you find the reference.


I do not know what the evil was but we have done as Aripotah commanded and left him alone to face it. This was no act of cowardice. We begged and pleaded with him not to be so foolhardy but he would not be swayed. Using our individual tokens we forged three great seals. After he had gone inside the tower to face whatever lay within, we sealed the doors forever.

Three of us were entrusted to carry the keys to unseal the doors and told to secure them beyond reach. However, no protection could be regarded as completely sure and, as Aripotah pointed out, they could be lost or destroyed. To reforge any one of them we would need the seven tokens. Each knight was to be responsible for his own token. The exception was Aripotah himself. As he was going into the tower to face the unknown his token was needed outside. It was entrusted to me.

At the mage's request we then divided our forces into three groups comprising the seal makers and travelled to distant parts of Cyrodiil to secure the seals so no one could gain access to the tower until Aripotah called us together again.

I took the five members of my team north. The leader of the second team, Dummus Annox, went to the south and the third seal was taken east by Lemmy Attem. We were never to speak of how we secured our respective seals.

And so we waited and waited for a call that never came. At first we tried to maintain the three teams as they had been, forces to combat the evils of the world. But without the founder and guiding light the teams fragmented. And as the numbers grew smaller, the losses in the battles we tried to fight increased. Now old age and infirmity are slowly claiming the few of us who remain.

By chance I was passing the fateful tower earlier in the year and noticed that the seals were cracking. It seems they do not last forever but only for as long as we remain alive. If the seals break, whatever evil has been locked within for so long will be unleashed on an unsuspecting and unprotected world. We must act.

Of my own team only the Nord Bonehead the Brainless remains alive. He has retired into a religious community far in the north and taken a new name but I can leave him in peace. I know where our key is. If anything should happen to me read the entry on the last page of this diary.

Dummus has died but I know at least two of his team still live. Ventus Verbosus is at Pell's Gate and Querulus Mona at Blankenmarch. The former was the more reliable as I recall so I will visit him first. Of Lemmy and his team I know nothing. I only hope one of those I can contact has news. Whoever is left must accompany me to the tower with the keys and deal with whatever remains within forever.

I will send word to Ventus of my impending arrival when I am a little nearer.



You turn to look at the inscription at the back of the book.

We hid our seal in a cave. The cave is just north of a village on the red ring road where it sounds as if the drink is very good.

Enjoy. For those who have played with V1.06, I hope this update was worth the wait! :foodndrink:
User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Sat May 28, 2011 10:18 pm

Feck yeah!

Thanks for the release. :D
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Sat May 28, 2011 10:22 am

Feck yeah!

Thanks for the release. :D



Congrats on the release! :celebration:

I'm looking forward to trying this out very soon! :)
User avatar
Bee Baby
 
Posts: 3450
Joined: Sun Jun 18, 2006 4:47 am

Post » Sat May 28, 2011 1:10 pm

Hoo Haw! Obvious question: I am currently playing with 1.06. Can/should I start over when I install 2.0?
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Sat May 28, 2011 10:15 am

YYYYEEEESSSSSSSS!

Congratulations. You've just made a LOT of people happy at once. Six months... wow, you guys know how to create a buzz. Steve Jobs would do no better... :P

Time to play now :celebration:
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Sun May 29, 2011 1:02 am

Can't wait to try this out. I only installed the last version yesterday. :D And that was the first time I've installed any version. I haven't played a single one, at all. I know, I know - my priorities are all over the place. :blush:

Looks great, anyway. :thumbsup:
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Sat May 28, 2011 5:18 pm

Congrats on the release! :celebration:

I'm looking forward to trying this out very soon! :)

And I'm looking forward to Vilja.


Re-uploaded the file to remove the old to-do list at the bottom of the changelog. :D
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Sat May 28, 2011 11:18 pm

Congrats!

I've been looking forward to this release.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Sun May 29, 2011 12:16 am

Awesome - congrats! :celebration:

Since I am starting a new game and having tried this one yet, this is perfect timing... any particular level you should be at before trying this? Is it okay for beginning chars?

On that note - you mentioned OOO and Frans, etc., but what about T.I.E.? Do you know if that messes up your quest leveling scheme for KDQ? And again, in this regard, what level PC would you recommend?

Cheers! :foodndrink:
User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Sat May 28, 2011 4:39 pm

No wait, I just uploaded the same file with the same changelog again. Gotta love packaging confusion. :P

Fixing that now... Doesn't really matter though, besides the little bonus section to the changelog file the mod is fine.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Sat May 28, 2011 3:05 pm

Awesome and congrats on the release. :goodjob: I've been looking forward to this ever since I heard about it.
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Sat May 28, 2011 11:07 am

Awesome - congrats! :celebration:

Since I am starting a new game and having tried this one yet, this is perfect timing... any particular level you should be at before trying this? Is it okay for beginning chars?

On that note - you mentioned OOO and Frans, etc., but what about T.I.E.? Do you know if that messes up your quest leveling scheme for KDQ? And again, in this regard, what level PC would you recommend?

Cheers! :foodndrink:

Well it goes for overhauls in general that deal with level scaling that there are some potential issues. KDQ assumes there is still enemy level scaling and sometimes picks interesting/unique looking dungeons for early quests in the mod's main quest or in otherwise seemingly easy quests. It does not take into account that overhauls might find these interesting dungeons good choices for extra tough enemies, which makes doing the quest at a low level difficult.

It's something to look out for, but not a very big issue IMO.

It is recommended to start KDQ from a low level. The main quest won't pop up until level 3 now, but all the others are available at any time by talking to the right people. Some with multiple steps have an increasing level requirement as you go. 'Baby Sitting' is one of those, and is definitely one of those quests we intended for players to start at lower levels, and then come back to at higher levels for the later steps. It can be started by talking to
Spoiler
Dervera Romalen in the Cheydinhal Newlands Lodge.


But it's not like quests suddenly become easy if you do them at a higher level though.
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Sat May 28, 2011 6:58 pm

I feel as though I may be a bit of a badger, but is there any chance of future releases being a bit more BAIN friendly? I don't mind re-organising/compressing the mod, but it would be great if a more friendly structure was adopted. I'm currently reorganising it as:

Kragenirs_Death_Quest_2_0-26219.7z
- 01 Core (just a renamed Data folder)
-- Contents of Data folder
- 02 Compatibility Patches (just added the 02 to sort nicer)
-- Contents of Compatibility Patches folder
- Dialogue Installation (IMPORTANT INSTALLATION STEP).txt
- KDQ Quest Information.html
- Kragenir's Death Quest Changelog.txt
- Kragenir's Death Quest README.txt

You can put the text files and html files in a Docs/ folder for neatness, but BAIN puts them in the Docs folder anyway.

EDIT: All you actually need to do is move everything so that it's in the first level of the archive (no opening the archive, then opening another folder to get to the data folder and the rest). Then it'll install just fine with BAIN.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Sat May 28, 2011 2:21 pm

Allright! I'll forget my troubles with Oblivion and start playing this!

Thank you!
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Sat May 28, 2011 2:39 pm

Dear Messrs. Povuholo and Malchik

Please allow me to extend my heartiest congratulations on the release of your most excellent modification to the Oblivion computer game.

I have the honour to remain, sirs, your obedient servant,

S'lider
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Sat May 28, 2011 11:01 pm

I very much second the BAIN suggestion.

It is not far from being BAIN ready, but does have that (to me) weird Morrowind style packaging. hopefully the esp was cleaned too.

I guess I'm confused by the release on the heels of the two reports of amulets causing lingering effects. Were those addressed as well?

thanks
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Sat May 28, 2011 5:48 pm

Yahoo! Congrats on the release!
User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Sat May 28, 2011 10:20 am

I very much second the BAIN suggestion.

It is not far from being BAIN ready, but does have that (to me) weird Morrowind style packaging. hopefully the esp was cleaned too.

I guess I'm confused by the release on the heals of the two reports of amulets causing lingering effects. Were those addressed as well?

thanks

Yes the problem with the amulets was fixed, and the mod was cleaned.

And I'll definitely consider the BAIN structure.
User avatar
OnlyDumazzapplyhere
 
Posts: 3445
Joined: Wed Jan 24, 2007 12:43 am

Post » Sat May 28, 2011 6:37 pm

Yay!

I just hope a certain ghost won't visit me again. The last save I made should be clean, but I thought that the last time as well, when suddenly the main quest simply decided to start from the beginning once again. (I'm 100% certain that this is my fault, mind you, I'm not blaming you for anything.)

Can't wait to try out the new quests, together with Integration's quests they make playing the game so much fun. :)
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Sat May 28, 2011 1:38 pm

Woohoo!

gtm
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Sat May 28, 2011 7:13 pm

<3 you Pov! Thanks for the release!
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Sat May 28, 2011 9:47 pm

Yay! Clean saved without issue, though I'd only done a couple of side quests. Have an issue though. When walking up west past Weye Oblivion XP goes nuts and starts dishing out XP like it's candy, spamming it's message box with "Found a new document treasure". Unistalled this version of KDQ and it's fine again. Any possible fix for this? Couldn't see anything I could change in TES4Edit.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Sat May 28, 2011 9:15 pm

To quote myself on seeing this thread: "EEEEEEEEEE!"

Thank you for the release, and congrats! Now go take a well-deserved break. :celebration:
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Sat May 28, 2011 12:42 pm

Yay! Clean saved without issue, though I'd only done a couple of side quests. Have an issue though. When walking up west past Weye Oblivion XP goes nuts and starts dishing out XP like it's candy, spamming it's message box with "Found a new document treasure". Unistalled this version of KDQ and it's fine again. Any possible fix for this? Couldn't see anything I could change in TES4Edit.

The document treasure is related to the overhaul of the Documents quest. The quest is no longer journal entry based, so instead of getting a journal entry for finding each letter, you get a short pop up every time you find the 'treasure' that the document leads to.

It should only do that pop up once though, and hand out experience only once, and only when you've unlocked the chest... I'll look into it. I think Malchik mentioned unexpected pop ups related to the documents quest but I was pretty sure that was related to him updating the mod mid-save where he had unlocked those chests before the scripts were added...

So it could be an error in the script, I'll look into it tomorrow.


Months and months of testing and then someone reports a potential game unbalancing bug in the first hours after release... No surprise there.

User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Sat May 28, 2011 1:18 pm

Have been anticipating this release - finally here!

My hearfelt gratitude to povuholo and Malchik.

I also ask for BAIN-friendly packaging. Once you go BAIN, there is no looking back!
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Next

Return to IV - Oblivion