They are unfortunately not working since the latest hotfix. They were changed to SetPieces (so they can spawn randomly), and now they need to be grouped to actual work.
I will release a patch in the next few days to fix them.
They are unfortunately not working since the latest hotfix. They were changed to SetPieces (so they can spawn randomly), and now they need to be grouped to actual work.
I will release a patch in the next few days to fix them.
Patch 4
New Secret Location ā Crate
Accompanied by a short quest, which rewards a Skill Point. You can access the location somewhere after the Snowy Landscape.
Level 100 play-through
You can later on craft a Merit Token that unlocks this specific play-through.
Level 100 or 80
55 Devotion Points
50 000 000 Iron Bits
4 Attribute and Skill Points
All Factions fully unlocked
All Riftgates on Normal and Elite unlocked
As many Loot-Spheres (Blueprints) you want
Access to all relevant Uniques
Everything else stays the same.
The blueprint for the token can either be acquired by completing multiple requirements or by completing the āShard of Nebulbethā-Quest. You can not acquire it on difficulties lower than Ultimate.
The requirements are:
You get the unlock instructions after completing Ultimate once.
The Merit Token is quite expensive. Crafting it costs you 1 000 000 Iron Bits and other expensive materials. This is due to not devaluing the also expensive access to the Underground Fortress (Extension). But it does have unlimited uses, so you only have to craft it once. You could also just cheat.
Other Changes
If you have trouble completing all content, use the Nydar Mode. Feedback is always appreciated.
Patch can be played with characters created in Update 8.
The Level 100 play-through is unfortunately not working in the version I uploaded yesterday. The Main Quest bugs out as soon as you leave the Dream, should you have already completed the next objective. Thought it might work for once without testing.
Download the fixed version in the OP. It also moves the Respawnpoint slightly so it actually triggers.
You do not need to download the fixed version if you donāt intend to play this play-through.
Regarding merging my maps with the main campaign.
Seems like I can only port ~25% of my mod to the main campaign before it gets buggy and the game crashes. There must be some kind of engine limitation for regions or something.
As a reference, the main campaign must have ~1450 regions, whereas mine has ~550. So I assume the limit must be around 1600 regions per world.
25% might be 3 or 4 Rogue-Like Dungeons, not enough for me, unfortunately. Previously I planned to add 15.
Other than that, merging two worlds is quite easy. Everything carries over, even the layers, so completing the whole project would only take me a few hours. If someone figures a way out to save more regions to a world, please let me know!
LOVE YOUR WORK! Thanks for including the source files so I can peak around. Iāve built my own mod for my own enjoyment. Iād love to play my own classes with your extended campaign. To merge the mods, can I just combine the appropriate folders, and build the assets included? Some of your folders in records are named ā_foldername.ā Would I just include them in my mod the exact same way? Because some folders are named the usual way, like ācreatures.ā This is all for my own enjoyment obviously not uploading anything to pubic. Any help would be appreciated
It should work , if it is a custom file then it is no problem .
Only the original GD files that allows you to make stuff avaible in game have to be in default folders , like the class selection for example.
Make sure the version of the game you have is the same with the extracted files and if you decide to change the names of some folders remember to change dir and have in mind that some files need to be in their original location.
Tri to see what happens and good luck .
My source is a bit messy ā¦
I guess you could just drop everything inside the records-directory. Ignore the _folders (as cosminkz indicated, only the default folders are relevant). I actually did not edit that many default files, so it should work fine.
In case you need to overwrite anything, just send me a message, so I can tell ya if the file is important or not.
BUT: If you build the source anew, most archives in resources will be emptied. You can see that this is happening when building takes place. You need to manually add them again by copying them from the downloaded source. Pretty annoying, I know.
As long as you donāt close the Asset Manager, you wonāt need to do the above again when building ā only at first start. Check the file sizes to make sure everything is correct, Music.arc for example should be 163 MB.
Also keep in mind that the current source uploaded is outdated. If you can wait a few more days, I might release an updated (and cleaned up) source, accompanied with Update 9!
Thanks so much for the reply! I donāt mind waiting a few days.
Iāll have to play around with it if/when you release the new source. Issues I forsee are overlap with my .arc files.
creatures.arc : I have edited my own creatures.arc so I cant overwrite it. I unpacked your creatures.arc, looks like a bunch of ambient npcs? are they actually enemies/interactable npcs or just for scenary? I should be able to build them into my creatures.arc but its kind of painful, if they arenāt 100% needed I wonāt
textures.arc - looks like only two small PSD files. I should be able to include it in my own source file, build asset in assetmanager and to create a new textures.arc that includes my textures.
TEXT_EN.arc : are just text documents. Do I just dump those in my resources folder and rebuild so they are included with my text documents?
As I said, the source is quite a mess ā¦
Creatures.arc only contains scenery animals. Needed? Depends. For example, the dog would went missing, which actually canāt be tolerated.
Yes about the other two. Drop your files into the source-directory, then Auto-Create Asset them through the Asset Manager.
I will upload the actual source files next time, so you can build it normally. Just forget what I wrote in my last reply.
Looking forward to it! Thanks
This update looks sick! Iām going to play it tonight, super excited!
Hey! Unfortunately I did not find a way to add (and compile) the source files the normal way.
Iām using a few TQ assets like the Snow Textures or Scenery Animals. These assets canāt be compiled through the Asset Manager. Throws something like 1300 errors should you try.
This annoyed me, so I removed them from the source and wrote a short batch file to copy the finished .arc archives to the resources-directory every time I build my mod for the first time.
I also donāt think you can easily rebuild the archives even if I added the files. So lets do it with the Archivetool.
You can read this tutorial about the Archivetool here, but it doesnāt cover what you actually need to do.
Therefore a short tutorial from me instead.
Create a folder somewhere and drop all you need into it (to avoid messing up). That would be:
Now open a Command Prompt. Use the CD command to change the directory to your newly created folder. For example:
CD "C:\New Folder"
You can type Archivetool for a list of available commands. Use -add to add your files to the archive.
Command might look like this:
Archivetool Creatures.arc -add Animation.anm "C:\New Folder" 0
Archivetool Music.arc -add Songtitle.ogg "C:\New Folder" 0
Archivetool TerrainTextures.arc -add Texture.tex "C:\New Folder" 7
Or if you want to add a directory/folder with eventually multiple files:
Archivetool Creatures.arc -add Foldername "C:\New Folder" 0
Check if you did everything right with this command:
Archivetool Creatures.arc -extract "C:\New Folder"
Afterwards drop the updated .arc archives into the resources-directory of Nydiamar. You need to readd them every time you build Nydiamar for the first time (after opening the Asset Manager).
I will release the update with an updated source probably tomorrow.
Thanks for the update and the explanations! I appreciate it. Iāll have to play around with it to add my own source files
Update 9: Dreaming ā¦
New Location ā A Nightmare
How about another dream? You have a 35% chance to trigger a nightmare when sleeping on Your Mattress (after completing the main quest objective).
You will play through 4 different environments with varying twists to them.
Bloody Massacre
Has a very high monster density and is overall a bit fucked up.
Darkness
Lies in full darkness. Monsters scale 50 Levels above the player. A buff called Courage increases the players Health and Damage drastically, but it will only last you 45 seconds. You can renew it at differently located lecterns, but only once on each one. Hurry to find the exit.
Catacombs
Requires you to activate four different levers to unlock the exit. You will only encounter Skeletal Golems. Many of them.
Abandoned House
Covered in spikes and many chests. While the chests do look very worthy, they actually contain nothing, except one, which drops the key for the exit.
The area can only be accessed if the player is Level 40 or higher.
New Quest ā A Young Girl and Her Heirloom
You may encounter a Young Girl and her friend Papenbard in front of the Entrance of the Catacombs. Helping her out yields you great rewards, including a Skill Point.
Changes to Existing Content
Feedback or discussion appreciated. Especially since Iām running out of ideas.
If you have not played since the release of Update 8, then check out the various patches.
ā Update can be played with characters created in Update 8 ā
Hello I love the mod, this new update is amazing! I have a few points of feedback though
the devotion dungeons are amazing, but I wish we didnāt have to go through super tedious and hard to find areas like the tomb and sanctuary to actually unlock them.
Iāve had to scour the internet to find a reddit comment explaining that I have to activate a random torch to unlock a secret passage in the tomb (which was already so difficult to navigate through). I donāt think hard to find places like this are a bad thing if itās optional, but weāre basically forced to go through this for devotion points . Same thing with sanctuary, Iām still yet to find the devotion sphere for sanctuary and Iām about to give up haha
I LOVED the adventerous cavern dungeon!!! That was a lot of fun, I love how all the choices are permanent even after death.
The devotion dungeon from the ashes is really annoying, I usually kill waves within 20 seconds or so, and have to wait 100 more seconds for the next to spawn
keep up the good work.
edit: also, loot spheres are amazing, I have so much fun collecting them and popping a bunch at once, and I love how there are so many different kinds!
Great feedback!
I will think about something, maybe add a Notification or Lore Note about the Torch Lever. Or making the walls transparent.
I might add for each Devotion Sphere a Notification if you are near one, for example āYou are close to a divine revelationā.
Yeah, itās quite hard to balance this dungeon, especially since Iām only using one character build for testing. But this one is supposed to be incredibly hard, considering itās the last one and rewards 6 Devotion Points without requiring any offerings. I might even say itās currently the hardest part of the mod and probably canāt be brute forced. Consider using the Nydar Mode to get through it for now!
Tho, I think I will reduce the downtime in the beginning and add a few seconds to the last few waves, so the player experiences the expected difficulty sooner but doesnāt get too easily overwhelmed.
Great to hear about the rest, the Adventurous Cavern took me a really long time (and motivation to actually finish it), so I appreciate that you mentioned it.
Awesome dude, I made another video on the mod I hope it gets many more people to try this out, https://www.youtube.com/watch?v=GYVTL6sfU2Y
Perfect video for new players to get an idea about the mod! Thank you a lot, very much appreciated. Added to the OP!
After seeing this video i am much intrigued to try this mod. Should i just download ver 9 or older version then patch?
Download the newest version (update 9) from the Opening Post, all patches are already included.