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#441 |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,873
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The WHDLoad version 1.3 (20.05.2020) done by JOTD has...
- added trainer: no damage for the party You can always make a single boot HDF and use it with uae4arm if that's what you use to emulate... |
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#442 |
Registered User
Join Date: Jun 2020
Location: Germany
Posts: 371
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Yeah I know about the WHDLoad trainer and I have also found hacked saves on http://dmweb.free.fr/ but that's just to much. And like I said, it is great to map WASD to on screen buttons. I'm not sure but as far as I remember only CSB had cursor controls back then. So that might do the trick but I prefer this version now.
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#443 |
Registered User
Join Date: Jun 2020
Location: Germany
Posts: 371
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I finally had some time to actually play the original Dungeon Master with this version and I was wondering if the alternative ending is unavailable in it. According to the Dungeon Master Encyclopaedia http://dmweb.free.fr/?q=node/89 you can throw the firestaff over a pressure plate to avoid the paths leading upstairs being blocked. But I tired it and the paths are blocked. The Skeleton Stairway and the other hallway from the room with Lord Chaos. So I assume there must be a different trigger.
I've also seen that the War Cry - Priest Level "Bug" was removed. I always thought that it existed because of the the hidden Priest skill Influence. Which, I believe, can also be raised with the Horn of Fear. That's why it made sense to me that you can get Priest XP from the War Cry. Edit: Well, I just looked at the Readme file and apparently it was fixed to get the firestaff back to the entrance. Which is sad. Edit 2: Walking back to the entrance with an incomplete firestaff triggers the alternative ending. Yay Last edited by EctoOne; 14 February 2022 at 07:51. |
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#444 | ||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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You have to understand that the war cry is nothing magical - you're just shouting at monsters - and shouldn't bring in magical abilities. It's not for nothing this action simply does not exist anymore in DM2. Quote:
If you have the complete firestaff you're supposed to know Librasulus isn't what he pretended to be so this part wouldn't work anymore (i think this is the reason why they did this). I reckon having an area that's permanently blocked can be frustrating, so if this is annoying you, you can play the "dm1 altered" custom dungeon instead. It behaves the same until really late in the game. It's not exactly an alternative ending, it's just a nice and fun way to lose. Much like what happens if you throw the wrong object at the ful ya pit in csb. |
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#445 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,830
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Does it really matter? It's only useful to get some starting mana for mana-less characters, and it's not like these characters are the best. Characters with high wisdom are arguably the best (mana regen + stat potion stacking). Especially Chani is pretty ridiculous.
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#446 | |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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#447 | ||||
Registered User
Join Date: Jun 2020
Location: Germany
Posts: 371
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Edit: Oh, I forgot. I've finished creating the installer/launcher for your files. I can upload it if you're interested. Last edited by EctoOne; 14 February 2022 at 21:59. |
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#448 | |||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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It ended up giving priest skill only because all similar actions are of magical nature and use that skill. When i started playing i didn't even know it was possible to get mana this way ![]() Quote:
Actually, you can not see that part if you come back with the complete staff... Only object ID of incomplete staff is checked (internally they are two different objects). Quote:
A good place to store your items is the dragon room. I don't need it, but i do not see a problem in you uploading it either, so feel free. |
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#449 | ||||
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Join Date: Jun 2020
Location: Germany
Posts: 371
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But since you mentioned storing items in the dragon room, I can see that being an issue when the paths are blocked. I stored my stuff on the Skeleton Stairway which is blocked after getting the complete staff. Hmm, might have been bad if I would have left anything important there. But then again, you don't need anything to beat the game. It might be bad for new players who want to train for CSB though and do not have a backup save before getting the full staff. Maybe they should have added a warning about that point of no return. I actually thought about it and would like to add an extra step beforehand. Currently any save file in the game folder will be overwritten if a save for the launched dungeon exists. This only happens if the game wasn't properly ended by using the quit option, but I will add another check/requester to make it a bit more secure. Should be a quick one to add, I will look at it later. |
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#450 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,962
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I remember using a magic box to give non-magic characters magical abilities. I kind of liked being able to do that. You can hardcore roleplay and simply not do it of course, that's the freedom of choice.
It is one of those aspects of game development that I really respect: don't try to make things possible, rather try to not make things impossible. If you want to turn a club wielding Neanderthal into Saruman... be my guest. |
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#451 |
Registered User
Join Date: Jun 2020
Location: Germany
Posts: 371
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Well it is not impossible to gain mana. There are items which give certain skill boosts. For example, you can give Halk the Moonstone amulet from Chani and start training from there. But you need to find such an item if you want to go solo. In Dungeon Master I believe the first item which has gives enough mana is the teowand on the third or fourth level. Which is good enough to spend time at the screamer room. But I'm not sure if that is an option for the custom dungeons.
That actually reminds me. Meynaf, is there anything to keep in mind for Therons Quest? I was looking at it yesterday in the encyclopedia and it says that reincarnation is not available in the original game. And that the characters actually loose their progress after finishing a level. Since you have combined them into one dungeon, I can see some issues with balancing and stuff. |
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#452 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,830
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#453 | ||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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Well, a belief will never turn a weenie into a good fighter either
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Of course if you want to bug abuse the game by wearing all bonus items right before going to CSB, then it's a different story ![]() Quote:
At least i played it from start to end and it was ok. |
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#454 | ||
Registered User
Join Date: Jun 2020
Location: Germany
Posts: 371
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Oh another question. Somewhere in this thread there was some discussion about rechargeable items. And it sounded like that it is somehow possible. It was pretty vague and I can't remember if it was dungeon specific or a general thing. So is it all thing or would it be possible to add it somehow? And since you have asked for suggestions for new spells. How about enabling creating the Ful Bomb? The reason why it was removed/never included is pretty dumb. http://dmweb.free.fr/?q=node/85 Also how about making versions of the potion spells which don't require empty flask? Like an instant healing spell for example. Of course those should have a high requirement. I'm not sure on what the difficulty is based on, but if it can be based on levels it probably should be at least a level 2 (Um) master priest maybe even higher. For the spells it would probably be enough to swap the ROS rune for something else or just add one for health/stamina. Attached is a version of the installer/launcher. I had to fix something else but I think it should work fine now. |
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#455 | ||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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Right. Sorry if you counted on it, but a bug is a bug, and abusing them is a way of cheating. Ok, i did this a lot in the past myself
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Anyhow, new spells are for custom dungeons only - in order to not imbalance the game. Quote:
If you're master priest then you're already fully equipped and close enough to the end of the game. It wouldn't be useful. Else it makes normal spell obsolete and i don't want to do that. But who knows, new spells might already exist in current version and it's just that they're not public knowledge... |
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#456 | |||
Registered User
Join Date: Jun 2020
Location: Germany
Posts: 371
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Understandable, I just hate potions. Well, time to try some combinations... |
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#457 | |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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I haven't said that
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#458 | |
Registered User
Join Date: Jun 2020
Location: Germany
Posts: 371
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Hmpf, one side you remove stuff that people are used to and on the other side there "might" the be new stuff. And both things aren't documented well and for the players to discover. And it isn't even clear if something is exclusive to a specific dungeon or a general change. Awesome...
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![]() OK, one more thing though. Would it be possible to change the text in the hint oracle screen from "Return to system" (or whatever is called) to "Return to game"? I'm always hesitant to click on it. It might not look great with the icon but I think a confusing icon would be better than a confusing text. |
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#459 | |||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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And yes i might add new stuff without directly documenting it. As perhaps spells weren't documented in the original game either and you had to "find" them ![]() Quote:
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You can safely click on it. And in doubt, you can always save the game before ![]() |
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#460 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,830
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