[BETA][WIP] Ward of Akavir

Post » Fri May 13, 2011 4:31 pm

what level and type of char were you using?
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Johanna Van Drunick
 
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Post » Fri May 13, 2011 5:30 am

This is much harder than the last release, I could barely make it to the inside of the fort with the companions.



Really? I found it basically the same, though tbqh my character is a rediculously overpowered level 41 battle mage, though I still had some trouble with Grurn, so I haven't killed him yet, but I didn't have any of my a "a lord's men" followers with me, so I decided after I got hit with one good burn from him to recall out and come back later with some of my well outfitted soldiers.
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xx_Jess_xx
 
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Post » Fri May 13, 2011 8:53 pm

I was using a somewhat new lvl 21 barbarian since my other characters have completed the beta or the original Firemoth. He doesn't have much for artifacts, so I'm getting better equipped along with the companions next time. Last time I played the beta with a character about the same, we made it well into the fort before getting into trouble. Right around the dock and crossing the bridge are the hardest parts outside, where my companions get killed fast. Is there a way to remove the quest from a charcater that's already did it so they can play through it again?
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Dylan Markese
 
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Post » Fri May 13, 2011 10:04 am

This is much harder than the last release, I could barely make it to the inside of the fort with the companions.


Hmm, I didn't really change too much in the way of difficulty, though I did rearrange the skeleton placement so that the skeleton captains are in the middle of their parties. I suppose this effectively made the skeleton guards tougher, since their attack prowess is enhanced while under the captain's influence. This just makes killing those skeletons with glowing red eyes a priority! ^_^

I'm still trying to tweak the spellcasting, I think I've found a good medium though.

Really? I found it basically the same, though tbqh my character is a rediculously overpowered level 41 battle mage, though I still had some trouble with Grurn, so I haven't killed him yet, but I didn't have any of my a "a lord's men" followers with me, so I decided after I got hit with one good burn from him to recall out and come back later with some of my well outfitted soldiers.


I thought recall and intervention was disabled in the Tomb...at least the spells anyways. For the most part, Grurn is an all-or-nothing encounter. ^_^
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Frank Firefly
 
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Post » Fri May 13, 2011 12:06 pm

Is there a way to remove the quest from a charcater that's already did it so they can play through it again?


I'm not that familiar with savegame editing, but maybe Wryemash can remove the plug-in data?
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Stephy Beck
 
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Post » Fri May 13, 2011 7:44 am

I thought recall and intervention was disabled in the Tomb...at least the spells anyways. For the most part, Grurn is an all-or-nothing encounter. ^_^



Well technically, I didn't recall so much as quit the game back to before entering the tomb, I save before I enter any door, so I am prepared for anything that may take place from difficult battles to ctd's........I guess I should have clarified. Either way, great job on this Quorn, I like it, and it provides plenty sufficient challenge for higher lvl characters.
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RObert loVes MOmmy
 
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Post » Fri May 13, 2011 7:21 pm

I got the archer some area effect arrows, and now she really takes care of most of the skeletons! But she also kills the other companions. Can the other ones use bows and arrows too?
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sam smith
 
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Post » Fri May 13, 2011 11:00 am

Well technically, I didn't recall so much as quit the game back to before entering the tomb, I save before I enter any door, so I am prepared for anything that may take place from difficult battles to ctd's........I guess I should have clarified. Either way, great job on this Quorn, I like it, and it provides plenty sufficient challenge for higher lvl characters.


^_^

I was thinking that you may have used a teleport script instead.

I got the archer some area effect arrows, and now she really takes care of most of the skeletons! But she also kills the other companions. Can the other ones use bows and arrows too?


Area effects are usually dangerous with companion AI, since the AI can't gauge if allies will be affected too. However, they can use it to good effect if the player uses some tactics, like telling the melee companions to stay back, for instance.

If you speak with the mercenaries about 'specialty', they will tell you about their skills, two of the mercenaries can use marksman to varying effectiveness. ^_^

---

I got a few reports of issues, like the dock gates doubling and such, so I'll fix that once and for all. I also need to do something with the
Spoiler
Skull of Grurn
too, since I haven't given it all that much thought since it was implemented. I'll also add some of the extra dialogue from the expanded project that still applies.

Let me know any feeback. ^_^
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Beast Attire
 
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Post » Fri May 13, 2011 5:06 am

New version released: http://www.sendspace.com/file/v8027p

This update adds warping to the followers, which should help when the followers run off after combat, or get stuck. Scripting is improved, and the expedition had some minor balance adjustments. Some improvements to the overall quest and implemented some extra dialogue.
Spoiler:
Spoiler
One can now rescue the survivor at Firemoth by bringing the survivor to Seyda Neen. This will result in an increased reputation bonus. Currently this only works by bringing the survivor back by boat, not by walking back.


Let me know any feedback!
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Tiffany Holmes
 
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Post » Fri May 13, 2011 3:42 pm

A couple things I want feedback on:
*Make sure that the follower warping is worthwhile, it should fix how the mercenaries sometimes ran off after combat.
*
Spoiler
Check out the hidden doors in the fort. They are now scripted, which either requires the player to have sufficient security skill to open, or for the player to know the way to open it, like finding a note.

*
Spoiler
Return the survivor to Seyda Neen, make sure it works as intended. Also report to Sellus Gravius afterwards.

*
Spoiler
Return the Ward of Akavir, and wait roughly 8 days and ask 'latest rumors' to any Legion member. They should tell you to report back to Sellus Gravius.

*
Spoiler
Bringing the ledger to Sellus Gravius.

*Also, any issues encountered.

Thanks! ^_^
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Kat Ives
 
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Post » Fri May 13, 2011 3:12 pm

A bump for anyone missing the release yesterday. ^_^
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Nicholas
 
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Post » Fri May 13, 2011 5:40 pm

the only critique i have for the hidden doors is that mages can't open the doors with spells. on one hand, it makes sense, on the other, why couldn't a mage get through?
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Bek Rideout
 
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Post » Fri May 13, 2011 12:09 pm

I like this mod, but I'm going crazy because of all the enemies! Seriously, it's ridiculous how many there are in a small area. Take the Firemoth Dungeon or the Great Hall (Granted, I guess that it was supposed to be hard fight). That's my only real complaint, though now I wonder how I'm possibly going to keep the Khajiit survivor alive. I already lost all three of my team-mates and I had given them all healing potions. I Even checked their corpses afterwards and found that there were still a few potions left.
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yessenia hermosillo
 
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Post » Fri May 13, 2011 12:44 pm

Is there a download mirror for this project?
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Spencey!
 
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Post » Fri May 13, 2011 8:27 am

So, has this fallen into limbo?
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Dean Ashcroft
 
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Post » Fri May 13, 2011 1:24 pm

Well, quorn has been around recently, so hopefully it will get a full release. It is part of my default initial install as it is, but more people should have access to it.
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Jake Easom
 
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Post » Fri May 13, 2011 4:36 pm

I'll re-up the last release soon. As for further progress, it got weighed down by scope creep.

However, I think I have a better idea of what to do with this now.
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Carlos Vazquez
 
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Post » Fri May 13, 2011 3:29 pm

I'll take that as good news and keep my thumbs pressed for you.
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Trista Jim
 
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Post » Fri May 13, 2011 3:46 pm

anyone have a working link?
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Hairul Hafis
 
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Post » Fri May 13, 2011 2:51 pm

This sounds very interesting. I would really like to see this made available again. Firemoth was one of my favorite mods.
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Eibe Novy
 
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Post » Fri May 13, 2011 6:27 pm

Here ya go...

Matilija posted it at the end of this topic...

http://www.gamesas.com/index.php?/topic/1161836-req-seige-at-firemoth-better-companions/
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James Rhead
 
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Post » Fri May 13, 2011 7:19 am

Here ya go...

Matilija posted it at the end of this topic...

http://www.gamesas.com/index.php?/topic/1161836-req-seige-at-firemoth-better-companions/


Thank you so much I really appreciate it.
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Cathrine Jack
 
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