Horizon's Gate

Horizon's Gate

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Queen Phoenix
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File Size
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19.275 MB
17 Oct, 2024 @ 8:16am
30 Jul @ 6:02am
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Queen Phoenix

In 2 collections by Prominence
Prominence Mod Pack
42 items
Prominence Simple Mod Pack (No Classes)
21 items
Description
QUEEN PHOENIX
Deep beneath the Pyremount, a Queen Phoenix has risen and threatens to engulf the land in flames. Venture into the smoldering caverns with a crew of up to eight warriors to attempt to quell this fiery uprising.

Queen Phoenix is a repeatable combat mod that allows you to take a larger than normal crew into battle against a host of flaming foes. Prove your worth to Karina in the Pyremount Outpost before descending into the caves below the Pyremount. Upgrade your gear and outfit your crew with new offerings from Kyra. Then face off against multiple new enemy types including phoenixes, hatchlings, and more!

The combat in Queen Phoenix is intended for late game parties, so Karina won’t even let you face the phoenixes until you have at least 1,500 combat fame. The regenerative powers of the phoenixes make them formidable opponents, but you can counter them with careful use of dispels. Additionally, you’ll be up against a lot of status effects. Prepare accordingly! Minstrels, Zealots, and Confessors with their teamwide cures are likely to come in handy. The Inquisitor is also well suited to this particular area, due to their unique ability to grant immunity to elemental damage combined with a ranged dispel.

Features:
  • New Repeatable Combat Zone down the second river to the west of Northpoint at 118N 36W
  • New Upgrade Rewards: boosts to HP and MP but only if your HP/MP is under 50
  • New Gear
  • New Enemies


Acknowledgements:

My Other Mods:
Check out my collection!
20 Comments
Prominence  [author] 29 May @ 12:49pm 
Thank you for playing, and thank you for leaving feedback, RobotParty!

Difficulty is definitely a problem in my mods. As I added more content, players would be stronger and stronger due to the added sources of XP. So I would make harder encounters, and it led to a cycle. I’m also not the best at implementing scaling encounters. It’s complicated, requiring triggers to add or remove enemies depending on various criteria.
RobotParty 29 May @ 11:41am 
Love the modpack but I have to either shamefully lower the difficulty or try and figure out how to get through the fights. It's taking forever to build up substitute classes (e.g. people to help deal with the pheonix fight specficially, undead fight, etc.) but it might just be my own motivation to grind it all out! Love the modpack though, all your mods are awesome! I hope you continue! 2/2 P.S. I can delete if needed, just wanted to put out a friendly comment :)
RobotParty 29 May @ 11:41am 
Heya! Finishing off my playthrough of your modpack with this mod and wanted to put out a review if it matters at all! I love this modpack and all the work you put into it all! The amount of added classes is fantastic, and gives a ton of class combos! The added content adds so much playtime to the base game it's mindblowing! I did have one problem though, and it's solely my problem, I'm terrible at turn-based strategy-focused games and I was able to do *most* of the modpack but certain fights like the last Abbey fight, the Pheonix fight, the mummy funny enough(despite going through the vampires with no major problems), and that secret boss fight in the glacial tomb. 1/2
Prominence  [author] 1 Feb @ 5:25pm 
Something similar happened with Lifeblood. I've removed the offending autosaves (new saves only, I'm afraid). It's probably best to just load the autosave from entering the interstitial area (forge zone).
Kalamata 1 Feb @ 4:20pm 
Tried it again after getting to where I left off. It worked when I won. I think I know what occurred: The first time I did this I had to reload a save, and when I tried to enter it again it said to wait next week, and it assumed I had completed it when I did not, and when I went to leave it assumed I didn't enter in the first place, lowering the total to what it thinks it should be.
Prominence  [author] 1 Feb @ 2:44pm 
Also, Kalamata, to fix this in your current save, you can open the console with shift ~, type (without "") "setGlobalVar partySizeMod #" and replace # with the amount you want to add to it. If you're truly at zero, try 5. Then press enter.
Prominence  [author] 1 Feb @ 2:42pm 
Kalamata, I'm not sure why that would happen. Could you reload an earlier save, like right after winning, and see if it occurs again? The way I've got the crew size changes set up is through triggers. When you go into the area with the anvil, your crew size increases by +3. The trigger that takes you up and out only fires if you have 5 or fewer crew. This trigger also lowers your max crew by -3.
Kalamata 1 Feb @ 2:23pm 
I appear to have gotten a rather nasty bug: When exiting the cavern, my party size gets reduced to 3, and seems to be based on how many party members are in there, case in point I actually left solo and went to *zero* crew size. I still have active crew beyond it but I cannot add anyone else in, only reduce. Maybe the amount of opponents in the cave caused something to break?
Prominence  [author] 10 Dec, 2024 @ 4:53pm 
The error should be resolved. When copying over some monster files from Forgotten, I forgot (lol) to change a few ID's. Thanks to Furdabip, I have rectified my mistake.
787 Redliner 8 Dec, 2024 @ 4:59pm 
I was getting the same error, but i fixed it by putting this mod down at the bottom