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The new version of my Dungeon scenario features some new heroes, a complete sounds directory, a bit of new art, and some new quests and events to thwart your heroes. It runs under Fantastic Worlds.
I am seeking reliable, speedy playtesters to search for bugs and suggest improvements. I have already implemented most of the suggestions from the various reviews of version 2.0, and much more.
Ideas for new events/quests you'd like to see are also welcomed (here in this thread).
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mrtemba
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Bloomington, IN, USA
Jan 1970 time: 05:13
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ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME ME
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Well, William, I'm thinking about doing a sequel in ToT, but it would be pretty far down my priority list.
My next scenario project after version 3.0 of Dungeon will be to finish "Heaven and Hell" in ToT. After that, I want to return to my Martin Luther King scenario and try to get it ready.
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I fixed all of the FP/HP 0 bugs I think, and I also removed armageddon because of the problem with global warming (it creates lots of buildings everywhere). I replaced it with the firestorm spell. Essentially all the problems noted by the reviewers have been fixed, and some that weren't spotted.
This is not a for-review scenario yet. I'm just seeking people to test it out and look for problems, make suggestions, and so on. It'll probably go up for official review in December, after the playtesting period is over.
I'll add you to the playtester list.
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Well, Miner, hopefully soon I'll be thanking you for your helpful comments! Expect it some time this weekend. It's huge, so I may set up a download link and just email the secret URL.
As for pollution, you can turn it off but nukes still produce it. That means you can get a lot of global warming if you start casting loads of Armageddons.
I'm trying to decide now how to use airbases. I thought of two ideas:
a) "Wizard Towers" that extend the range of your wizards by allowing spells to be shuttled to them; add a house rule that spells can't be used to strike unless launched from a wizard.
b) Treasure Chests. Two units - chest (has defense of 2-3 for the "trap"), and treasure (has defense of 1). On an airbase square, you could kill the chest and it would leave the gold unit visible Both units would have a move of 0, so they could be stacked and the chest would always be on top (I think). I'd just make the airbase a transparent thing so you can't see it, and it would have no real effect except on spells. The reason you need the airbase here is that it functions like a fortress, preventing units from all dying after an attack. If I don't do this, I may make a "treasure civilization" that is allied with the monsters. It would have cities that look like treasure chests, and units that look like gold. Killing their units (which are always in cities) would result in a gold bonus.
Any opinions?
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mrtemba
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Bloomington, IN, USA
Jan 1970 time: 05:13
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i don't think barbarians are appropriate for the treasure, an extra civ would be better because you could then set it allied to all the monsters, know what i'm sayin? or if all the monsters are allied just make them monster units.
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Yeah, I think I'm going to use the extra civ ("chinese") for the treasure and captives. The only units they can build are treasures. They need to be allied with the monsters to avoid the monsters killing all the treasures, as Temba noted.
Alright, then, airbases are wizard towers. I think the wizards need some kind of help to make them useful adventurers anyway. Right now it's simply too hard to get your spells in play. I end up relying exclusively on fighter units.
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I ended up having to redo the scenario layout from scratch (and made one mistake that would be super time-consuming to fix, but hopefully no one will notice it too much). I also had less time this weekend to work on it than I'd hoped.
It should be sent out some time tomorrow. I have a few minor graphics things to do and a few more events to quietly add in to the scenario, but the civilizations are all set up properly now and "know" the right amount about different areas.
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