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The oddest thing is that this seems to be so incredibly easy to fix (I may be wrong though): just have the monster drop gold or spawners drop gold every minute or so, that players can auto-pickup by just running around the arenas without interrupting the ongoing fight...
Why anyone would go to this much trouble to build this masterpiece and not go a step further to make it make sense as part of a video game is beyond me?
Those are hidden features, not bugs! XD
But in seriousness, those bugs cannot be avoided, all generated maps from item are automatically recognized as an access from Mapworks. I just did not prefer to share that trick officially due to negligence or simply I just had many on my hand during those days.
Thanks for the share and for playing with the mod!
1. After dying it is possible to select "resurrect at the dungeon entrance" option and continue the challenge without any penalty exept for the resurrection.
2. After dying and selecting the town resurrect option you are teleported to the mapworks, and the mapworks option is added to all town portals - this skips a big part of the game's progression.
Except these few bugs this mod is great.
Is this a request? So far these 4 are the only dungeon challenges available. They may not be varied and flavorful but these 4 provide scenarios so that you'll be able level up quickly.
A flat map with semi-transparent damaging walls sounds fun too! :)
Imagine a dungeon where the Player has to decide whether to pass through damage walls to gain a better position or stay, heal and fight the foes within that "room".
Can the "Aggressive Safe Zone" be used to create a dungeon that harms Player and Foe?
Just curious.
- Fixed Dungeon Challenge Result's limit to 100 kills and 100 minutes (stats adjusted to max 99999)
- Fixed "Dungeon Level has increased" messages
- Champion of Champions Challenge's Safe Zone is now aggressive, when activated, any enemy who enters will be obliterated!
I wanted to make the result have a bit of unique look but due to my lack of time in modding nowadays, the generic message box look will suffice.
Thanks for the latest update!
- Introducing Dungeon Challenge's Result!
- - The moment you enter a dungeon challenge, your time and your kills are monitored
- - Exiting the dungeon challenge, a message box will prompt you with the result
- Fixed Champion of Champions challenge, to avoid an instance where no enemy is being spawned
- Improved outer field ambiance (water/fog) in dungeons
The original dungeon challenge easily became my go to place for my mod testings, its hard to be not drawn by its potential and convenience. So, to the great AG, I hope you can humble my remod with your presence and thank you for your contributions, from TL1 to TL2!
- Band of Bandits challege will now spawn less minions and they will only get 2 levels higher than yours.
- Bandit with shield will only spawn once every area activation
P.S. Where are these ideas when I'm at the workshop discussion preparing this mod?? :P
Also btw I tried the other ones too. Very cool! I never actually played them way back then. Some kind of timer stat or wave counter could be a nice touch so you can compare with others? Just a thought.
Mob can easily be toned down, what else?
- applied the stuff that I've forgot to change in the initial upload (i.e. map descriptions and dungeon 4's affix)
@*Yuki*
Thank you for sharing your personal view. I did considered that approach as well as having in mind those who would want to begin their leveling and training at the earliest stage of their modded game. Also, thank you for the tips in recycling existing dungeons/cities to be remade as new mapwork maps.
@steffire3
Thanks.