"Imagination is a limit far more formidable than technology.Technology is a key far less potent than imagination. Imagination AND technology working in tandem - are free from all limits, except one: imagination." ~HexenStar

Report RSS Legend 9, Full Version progress, update 8: Shadow Wood

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Full focus on the finalization of the current release, so that i won't have to go back to the previously completed elements. Shadow Wood had to undergo some changes as well. Upon testing, certain sections of it seemed like a chore, both the original segments that i chose to keep in the past, and some of the extensions carried over from the prototype version 8.33. Deleted both, and restructured those segments of the level to fit the version 9 aesthetics. There is a certain degree of streamlining here as well: no need to do any of those "platforming" nonsense bits or the so-called "traps". The only traps that exist - are combat-based. The focus is on fighting only, and there is more of it, rest assured. And sight-seeing during your slaying rampage :-) of course.

Encountered additional bug with the story scripting. Fortunately, was able to resolve it in a few hours. There is a chance i might temporarily remove the story graphics from hub 1, - until i can find a better way to present them, cause currently it is a little bit too sluggish. I am considering many options here, but it depends: not as much on what i can do, but what Doomsday can afford.

The new enemies make me proud. Each is a unique killing machine built to frustrate the "click-click-click one-shot" players, and those who don't defend or counterattack. These enemies demand immediate attention on the battlefield and an aggressive yet calculated approach. Otherwise, they just destroy you. Plain and simple.

Last but not least, Moddb is not in my timezone. So there is likely to be around 12 hour mod launch difference or possibly more, such as if i finish everything and will have to depart to work or something like that. Don't worry. Just come back in a day/half a day.

And yeah, Templar DLC weapons don't crash. So good news here.

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Ront1980
Ront1980 - - 198 comments

I will go with templar then

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hexenstar Author
hexenstar - - 205 comments

Well, you'll have more than enough time to try them all. As even the characters with the weapons that cause a crash - don't crash right away, which is the most bizarre thing in itself. Sometimes, you can spend a good 3/4 of an hour - and nothing happens. Other times, it only takes a single heavy battle where you rapid-fire the Elvenwand/Lightning Spell respectively for an extended time - and it's a nasty trip back to desktop...

The current version of the Templar DLC can be used with Legend9, but it has a few lesser issues. I will be releasing the updated version of that DLC in a day or two after the main mod. So if you intend on playing the Templar campaign first, i would recommend to wait a couple of days for the more polished version.

The Templar has a different story, which is tailored only to him.
Although, since this version of Legend9 is limited to 2 hubs, so it's going to be a cliffhanger for him or the main cast, regardless ;-)

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