Horizon's Gate

Horizon's Gate

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Mummy Dust
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14. kvě. 2021 v 16.29
15. čvn. v 13.14
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Mummy Dust

V 2 kolekcích od uživatele Prominence
Prominence Mod Pack
41 položek
Prominence Simple Mod Pack (No Classes)
21 položek
Popis
MUMMY DUST
Travel to the port city of Inkarnos and brave the depths of a ruined temple that changes every time you enter.

Mummy Dust is a mod that can seamlessly integrate into any playthrough, though most of its challenges are aimed at mid to late-game parties. The temple will restore itself every week, allowing you to make as many expeditions into the darkness beneath Inkarnos as you want, with random loot and enemies awaiting you each time, along with shifting, unpredictable chambers.

Features:
  • Repeatable, Changing Dungeon
  • Port City found south of Fivili at 99S, 67W
  • New Accessories
  • New Weapon Augments
  • New Items and Objects
  • Dangerous New Enemies


Under the Hood:
Curious about the details of this mod and how it works? There are three tiers of chambers, with 5 zones created for each tier. You cannot encounter the same zone twice in one run. And should you encounter a familiar zone on later runs through the temple, it will still be different in terms of enemies and objects, some of which can change the course of a battle if used strategically. The "interlude" zones between combat chambers feature a random glyph, pulled from a loot list, which tells the game which zone to load next. After those three tiers of combat chambers, there is still one more degree of change: the final battle. The final battle room is determined by the day of the week, with enemies and a reward themed to that element. Dedicated players may want to time their temple expeditions to land on different days of the week. They can opt to collect all six of the final battle rewards in order to unlock one last gift.



Acknowledgements:
This mod would not be possible without the modding channel of the Horizon’s Gate Discord[discord.com]. Thanks to Eldiran for not only creating this fantastic game and a modding guide, but also answering countless questions and providing support in the modding process. Thanks to radiatoryang for his excellent Deepwater and Boonetown mods, in addition to the custom dialog guide he created. Thanks to rcfox for trigger/variable support. Thanks to Furdabip for the incredibly useful palette viewer[furdabip.com]. Thanks to Andy for help with the logo.



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Počet komentářů: 21
Welk 24. lis. 2023 v 8.56 
Ok thank you for the reply.
Prominence  [autor] 24. lis. 2023 v 8.47 
Perhaps. It won’t be immediate though.
Welk 22. lis. 2023 v 21.28 
Any plans to add rare crafting materials like (whistle stone, chunk of laser, ironice etc.) in this mod ?
Burden of Brine 6. čvn. 2023 v 3.27 
Huh, I think I was in too big of a rush to get close to really notice that minimum-range drawback on them. Good to know though!

And yeah, I'll have to come back later. Just came back after shopping and figured I'd make an attempt at the boss room; 2 spidests, 3 of those huge hornet creatures, a splitworm, and the mummy boss ain't something my poor team can deal with in its current state.

Something to look forward to once I am stronger with this crew! :HappyMask:
Prominence  [autor] 6. čvn. 2023 v 3.01 
The obelisks may still be a bit overtuned. They can’t hit you if you get close, but that can be incredibly fraught depending on what else spawns with them.

The mod is intended for later game parties than what you tackled it with, if that’s any consolation.
Burden of Brine 6. čvn. 2023 v 1.34 
Honestly, being pretty tough, having a long range attack, and that attack being a powerful AoE hit... Any two of those traits would be annoying, but all three?? Only reason I pulled through was because my team was well-stocked with bandages to scarf down on while approaching the obelisks as there simply wasn't possible to stand still for a turn to let the healer area heal them.

Not sure how I would've gotten through this with a standard 5 member party. And it was only the penultimate combat room too! I am hoping the boss room doesn't have two obelisks close together. Not sure if it was my team being a bit underleveled for the place or the obelisks plain being overtuned, but that fight was quite the slog to get through.

Still a great mod dungeon though, a year and then some later! :HappyMask:
Burden of Brine 6. čvn. 2023 v 1.32 
A Magic Splitworm(that thankfully died walking into the middle lane spike traps).
Two two-stacks of the itchy needle birds I forgot the name of, those were easily dispatched.
A Spidest, which on its own as a 'boss' mob isn't too bad, but...
A King Heatle, which my protagonist with a fire axe build would have to ignore as much as possible.
And then a brand new surprise I hadn't encountered before due to my long absence from the game/this mod...
Two Obelisks. Gotta say, 75~ HP statues with, what, 8-10 range aoe attacks? That felt incredibly unfair when combined with all these bossmobs.

My initial plan was to simply draw the enemies attention by the left corridor and drag them downwards, to minimize artillery attacks from the obelisks, and once all mobile enemies were dealt with I had to basically groundhog day my way up to deal with one obelisk and then groundhog day my way east to deal with the second obelisk.
Burden of Brine 6. čvn. 2023 v 1.32 
Oof, I came back to Horizon's Gate last weekend after a long absence, and I probably delved into this mod content a bit too early. My crew are around the tier 1-2 classes(counting Sailor as 0), and I admittedly have increased my landing party size to 6 instead of 5. Mix of Steel, Volskarn, and a little bit of Mythril equipment.

But I was not very confident when I entered what I believe is the second-to-last fight room, this one had the three narrow corridors with spike traps layout, and the enemy lineup was a bit intimidating.

Gonna be a multi-part message for this one, unfortunately.
Wimpypumpkin 3. srp. 2022 v 17.25 
Il give it a shot today. So far thats the only issue iv had. Everything else has worked flawlessly.
Prominence  [autor] 3. srp. 2022 v 4.56 
Yeah I just checked the port object that makes it show up on the map and it look solid. I also checked it with a new save and the port appears to work on my end. Not sure what's going on in your game. Perhaps another mod is conflicting with it?