Re: [New Mod] Falagar - A Journey
Posted: Wed Jun 03, 2020 12:16 pm
I'm looking forward to v136.
Good luck with that
Good luck with that

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Thank you for the feedback, sapientCrow.sapientCrow wrote: ↑Tue Jul 14, 2020 2:59 pm Just started this MOD and it looks super interesting...
all the new items are very cool and so is the level design...
...
I really like all the new battle mechanics and stuns and different hidden aspects I am uncovering. The food issue and very much so the light seems like way too much micro management. However it is likely you designed it with light like this so in this sense can you perhaps let me know if you have a lot of buttons underwater to find? I was dropping light sources every 3 squares or so above water to inspect the walls.
Humans get a 10% exp bonus, but certain aspects such as traits can change the values. Also, don't forget there are powerful tomes in the game that alter the rate as well.sapientCrow wrote: ↑Tue Jul 14, 2020 2:59 pm I have a question as well...
Do humans gain exp at 15% rate. My Mantis which says 10% faster is behind my Human by about 5% experience now.
Getting super confused....
Where there is 3 teleport lights and 3 levers nearby with a grate that shuts on you as you enter and then opens up again on a timer...
Is there a combo that opens the pit or the other grate nearby with the poison thrower?
This is a narrow view of a very wide subject. Some players ONLY care about the puzzles; some designers too. Some prefer exploring the environments. Some prefer encountering the monsters; others prefer eliminating them. Many prefer a mix of the three.
Good mods have challenging combat and simple puzzles. Also nice quality of places, rich in details.Isaac wrote: ↑Sat Jan 09, 2021 2:30 pmThis is a narrow view of a very wide subject. Some players ONLY care about the puzzles; some designers too. Some prefer exploring the environments. Some prefer encountering the monsters; others prefer eliminating them. Many prefer a mix of the three.
I am not sure what 'combat for casuals' actually means in this sense; does it mean 'not personally challenging'? Does that imply that a designer cannot make good mods if they are not equally capable as the player at winning combat encounters?
I like maps with well crafted combat encounters, but IMO a map design must stand on its own even without the monsters—which means no combat at all— until the environment is ready to have them; monsters (for the most part) standing in the way of player progress, as opposed to being the sole path towards it.
"Good" [mod] does not exclude puzzle only mods, or mods with light [easy?] combat. To me this qualifier is like stating that the only good beverages are sugary ones, or the only good films are in color; the only good pet is a dog... These are all subjective to the individual experiencing them.