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Fate of the Fallen
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4.286 MB
Oct 22, 2012 @ 9:38pm
Mar 31, 2013 @ 10:29am
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Description
Choose your Fate. There are many paths, much adventure, and just maybe you will survive. Don't forget to like. Recommended for parties level 5 and up. But you can see if you are really good with a starting party. Plenty of endgame content as well for parties over 13.

Version 2.2
Dungeon: 16 Levels deep
Difficulty: Hard


Notes about this version:


Much Thanks to Ridiculli. Many bugs fixed.

There are now 2 ways to beat the game. I have added a few basic scripts for some secret areas. I have added levels 13-16. Last boss fight 1 has been made a little easeier and a alot less crowded.

Fate of the Fallen 2 in production.
88 Comments
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koyangi Jun 11 @ 5:17am 
lvl2 where there are many torchholders and some (think 5) everlasting torches lay arround. I hear a birdie, but can´t find. Also no hint about the torches. A solution would be find. btw is there a walkthrough somewhere. Would be more convinient instead of asking here.
the lone ranger Jan 16 @ 10:21am 
i hope still that the begginin isnt hard
Sench Apr 28, 2013 @ 9:15am 
Yeah, I would like to retract part of my earlier comment since I only later realized the deal with switch-spawns. A good idea actually, if a bit annoying to get around, but the problem is that there is no warning. By the time you realize the pressure plates spawn monsters, it is usually too late to do anything (since other floors had plenty of them from the start), and if you don't have an earlier save (like myself)...

In any case, this is a great dungeon! I'm gonna try the updated version soon.
gorkon Apr 26, 2013 @ 2:40pm 
I sorta agree with Sench that Level 13 and 14 are broken. I remember them as totally swarmed with monsters. My save games from there are called "Fate Grinding", because gameplay was reduced to kill monster groups, retreat & heal, kill monster groups, retreat & heal, ... for hours (seriously). Maybe challenging, yeah, but also quite annoying. Also ran into the mosquito spawn and totally hated it. I already hate those little buggers when there are one or two of them...and here comes an endless flood...
Things got a bit easier after picking up some goodies from lvl 16, so I finally finished the game.

Over all, the mod was enjoyable, but had some flaws - monster density is to high in some levels, and the nonlinearity can cause you to get stuck.
Praefectus Stellarus  [author] Apr 26, 2013 @ 12:40pm 
As for level 13 the spawns are only triggered by the pressure plates, there is no idle spawn. Though you need to touch 8 unique pressure plates to make it to level 14, after that avoid them as much as possible.

Also, I tend to give extra keys so people don't have to go back 8 levels to find ones they missed. I also tend to give more potions than most level designers here. As a result, I tend to make the challenges a bit harder, like on level 11. Speaking of those mosquito spawns, be careful what levers you flip, The mosquitos only begin to spawn as a result of a lever being switched at (25,19). Though I agree, I will change the timer on them so as to not punish players. As for the swords, thanks for the feedback. I will add a few.
Praefectus Stellarus  [author] Apr 26, 2013 @ 12:40pm 
Sench, There are at least 4 places to use a gold key. 1.) in the very first level. 2.) In east winds one. 3.) On level 7. 4.) As part of a multi-level secret at level 10. You would still have to have had all of the golden items in addition to open the secret though. Ornate keys are used on level 14 and 16.
Sench Apr 13, 2013 @ 1:12pm 
Okay, my sort of review:
1. Level 13 is broken as hell, you can easily end up surrounded by rows of monsters.
Similarly, the mosquito spawn on level 11 is a bit ridiculous (where there are efreeti behind bars). They literally fill it up within a few minutes.
2. Secondly, not sure if it's a bug or not, but hunting arrows (45 damage) turn into basic arrows after one use.
3. Also, seeing as how quite a few custom (and ridiculously powerful) weapons were added, I was quite sad to find no sword better than the dismantler; I did find several awesome axes I couldn't use. I would suggest adding at least custom one sword, bow/crossbow and something for a mage by level 13.
4. By the time I got to level 9, I had 7 gold and 2 ornate keys I didn't know where to use. Could be just me, but I explored all levels thoroughly and found no keyholes for them.
gorkon Apr 5, 2013 @ 12:11pm 
Dammit...the door was open all the time.Now I'm feeling stupid. ^^ Must have gotten the pattern on a previous visit. (I simply put items on all plates, maybe you don't back-check that?)
Anyway, I've identified a secret button on your image, so I can continue for now. Thanks. :)
Praefectus Stellarus  [author] Apr 4, 2013 @ 5:00pm 
Okay, I will just link to an image that has the correct pattern on it. You can tell if you got it correct if the door opens allowing the receptor to recieve the blob.

https://docs.google.com/file/d/0B12ZVcp_VQ_xbzRoR0YtTVVWZFU/edit?usp=sharing
gorkon Apr 4, 2013 @ 10:32am 
Well, I tried several wave patterns now. All four square combinations i can think of, plus some wider waves. To no avail. Sooo...
1. Where does the wave start? (Which corner?)
2. What is supposed to happen when the correct wave is set?
3. Where does it happen? (Do i get any kind of feedback where I stand?)