Tales of Maj'Eyal

Tales of Maj'Eyal

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Q.U.I.C.K. Campaign
   
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3.566 MB
16 May, 2024 @ 3:06pm
4 Sep, 2024 @ 3:04pm
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Q.U.I.C.K. Campaign

Description
Operation Q.U.I.C.K.: Quickly Untying "Inconvenient" Chronological Knots

Adds a fast play campaign with a Point Zero themed quest line that sends the player to a series of dungeon-portions from the standard AoA campaign. Players will adventure through ~8 reduced-size zones, starting with tier 1 dungeons and progressing all the way through to the finale at High Peak.

Between each section, the player can shop and gamble for randarts and craft rings in Point Zero, which has a large variety of sorted shops with better than usual loot. Players also get to choose a "perk" before each section, giving them access to bonuses similar to those available through escort and other quests in the AoA campaign. After completing the campaign, the character can choose to exit to the Infinite Dungeon or take on a few challenge fights, as they might in AoA.

Note on compatibility: This campaign uses many assets from the main campaign, so I highly recommend limiting the use of zone/dungeon altering addons while playing the campaign, as they have the highest chance of creating a conflict that could lead to becoming 'stuck' in the QUICK campaign.
16 Comments
Keevan  [author] 19 Sep, 2024 @ 6:13am 
@Agig I'm glad you enjoy it, thanks for your comments :)

Regarding compatibility:

Truth be told, this was somewhat of a practice campaign, which was why I used assets from the main campaign to reduce the workload. A more ideal solution would be to use entirely custom-made zones instead, so that mods which affect the main campaign would have a minimal chance of impacting the custom campaign. If I get back to ToME modding, I would be interested in using what I learned making this addon to create more of a purpose-built short campaign, with zones that are crafted with that in mind, and along with being able to choose rewards you would also be able to choose from multiple dungeons for each section of the campaign, each designed to present different challenges. In the meantime, I'll add a note to the description encouraging folks to limit the use of zone/dungeon altering addons while playing the campaign, as they have the highest chance to creating a conflict.
Agig 18 Sep, 2024 @ 1:24pm 
I am quite fond of this, thank you for making it. A welcome sight returning to TOME after a couple years.

Obvious in hindsight (I forgot it was in my mods), but if you also use a mod that shortens zones, that is likely is the culprit for why I was softlocked at Dreadfell with no staircase down.
Keevan  [author] 12 Sep, 2024 @ 9:52am 
@vestigialvisage That's unfortunate, but I haven't encountered this problem myself or had any reports of it.

It could quite likely be a conflict with another addon. I can only guarantee compatibility with the base game and DLCs. I best I can do without further information is to recommend stripping back to as few other addons as possible. Addons that make "hard" changes to portions of the main game could potentially impact compatibility, as this campaign uses many resources from the main game.
vestigialvisage 11 Sep, 2024 @ 5:12pm 
FWIW, both times I've taken a run past Dreadfell, the game has completely hung on the next jump to a dungeon.

I have an awful lot of addons installed, so it may well be a bug in one of the others or an unexpected interaction, but on the off chance other people are seeing this, I figured I'd say something.
vestigialvisage 11 Sep, 2024 @ 12:51pm 
@Keevan Excellent; thanks!
Keevan  [author] 11 Sep, 2024 @ 11:14am 
@Gokudera ElPsyCongroo Thanks for the kind words :) I have a tentative plan to add more optional post-game content along the lines of the fights currently available (such as the Hypostasis of Entropy from Cults or the temporal pocket from Orcs), but I'm on a bit of a hiatus from active development and don't have any time frame for any potential update.

@vestigialvisage Yes, it uses the same "ignore_prodigies_special_reqs" flag as the Infinite Dungeon campaign to bypass campaign-specific prodigy reqs (I have no idea why the Orcs campaign does not do this as well).
vestigialvisage 11 Sep, 2024 @ 10:40am 
Does this addon have any provisions for enabling Prodigies with in-campaign prereqs? (I'm thinking conditions like "destroyed Zigur with the Grand Corruptor" and Fallen's "the character has to have done a Bad Thing(TM)".)
Gokudera ElPsyCongroo 11 Sep, 2024 @ 10:11am 
Thank you for this great mod! Is it complete or more content planned? Would love to be able to go to character-specific starter zone, and maybe be able to access every possible zone in the random pool? Would be cool to have a chance to see some of the rarer ones
Keevan  [author] 11 Sep, 2024 @ 9:57am 
Just a quick update... I ran a couple more tests with most recent version, just be sure the last update didn't somehow break something, and I was able to return to Point Zero without issue after defeating the Cultist and the Shade. You do have to use the Rod of Recall, but the message that pops when you try to use the stairs will tell you that. Unfortunately, without more information to go on, there's is only so much I can do to try to address the issue. At the moment I'm at a loss for what I should even check. Any more information (addons in use, even character class and race) would be helpful in trying to root out the cuase.
Keevan  [author] 11 Sep, 2024 @ 9:10am 
Hm... I will look into it again, but I haven't been able to re-create this problem in testing, although I have had it reported previously. If anyone who has this issue can link a character sheet on te4.org so I can check out the other addons they are running, it's possible it could be due to a conflict