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Thanks for releasing this!
I'm looking forward to it!
^_^
Once this is all done, I can give you the mod files and you can change it to what you want or even add specific monsters in it.
I also thank you for making all these mod files available for edits and stuff!
= = =
I also agree based on my past experience with AG01 that the Level Up of foes needs to be extended with further kills otherwise the foes quickly out level the player.
I also assume that these kill numbers apply to both 1 and 3 spawn options?
My replacement mod will read the death counts of all spawners, that way it can spawn a champ.
I can also confirm from the original "AG01 Ultra Hard Mode" that it is timed, if the player couldn't kill foes [especially high health Bosses] in time then the reinforcements would have to killed to reduce the threat... or more Bosses spawned and then the player was doomed [at high level especially].
Good times with the original wacky AG01 systems... balanced it was not. XD
I assume I should test "Addon" to see if the banned list is the fix for AG01.
I should test "Replacement" without "Addon or Original" and check the new changes.
EDIT:
Any progress with this? Should we change the level increment between champ kills or boss kills? How many times are minions needed to be killed before a champ appears and how many times are champs needed to be killed before the boss can spawn? Should we continue with replacement mod or using the addon spawn fix is already good enough mod to be used for Dungeon Challenge mod by AG?
I updated the replacement mod here are the changes:
DungeonChallenge01 Conditions:
I eleminated spawns of invincible and untargetable units in this dungeon, that means no more target dummy, no more pets, no more game crash.
DungeonChallenge02 Conditions:
The giant skeleton has been changed and will make an action to kill all skeletons.
I've actually been trying to random spawn an AG01 map from the map seller using the Addon over the Original so I'll let you know when I access it.
Then I will seek to random spawn the Replacement AG01 after subbing out those two.
Mainly, I'm just trying to get some free time to test the mods.
That's good because I was just thinking of making the scrolls more accessible, now I won't have to anymore! :D
As it turns out, it's fun to take on this project, lots of ideas has came to me but I know I wouldn't have this opportunity without you giving me this task. So, just take your time and I'll wait for your blessing before publishing it.
I also feel that the new numbers and changes are beneficial for both dungeons.
= = =
I will try to remind myself in the future to inform you of all available features regarding my knowledge with these mods since I didn't realize you weren't aware of the map's vendor spawn chance.
Since I'm always answering player's questions about mods, I simply forget that modders need some of that info too. ^_^
= = =
I find that it would be much easier if the maps (in any AG01 mod) had a guaranteed spawn in some way since it can take a few vendor resets to make the maps appear in the Mapworks for sale.
I'll look into this, maybe I can increase the item chance of these maps in Mapworks.
Also, I'll rename the file names to Dungeon Challenge 01 & 02 (DC01 & DC02) to make it less confusing for me because AG01 is the code of the mod anyway. I'll post the update soon, so please redownload the file when you get the chance.
A replacement mod for Dungeon Challenge mod by Attack Gorilla. Don't use both mods at the same time.
The purpose of this mod is to have a better enemy spawning control on both dungeons and at the same time make them more tolerable and fun.
I eleminated spawns of invincible and untargetable units in this dungeon, that means no more target dummy, no more pets, no more game crash.
The giant skeleton has been changed and will make an action to kill all skeletons. The plunger to start the challenge will reappear when you defeat the Champion Mage