Dungeons and Dragons: Rise of Warduke

Complete Dungeons & Dragons: NEW RELEASE! 0.1.0

No permission to download
Project is completed.
thanks Count Monte! Upvoted your game on the link you provided.

Might i ask if there is someway to play it by co-op online?

By any means, be it hamachi or others...

Thanks! I keep on playing, this game is perfect!
 
Dumb questions, but what are the default spells for cleric and paladin? I take paladin's is heal minor wounds or similar... can he cast it on other players or just himself?. I guess the cleric has the same spell... but what is the second one? I can't make out what he says when he casts it, and have no clue what the effect is.
 
Count Monte said:
I like the D & D cartoon(in my country it is called "Caverna do Dragão" something like Dragon's Cave translated).I'm fan of  Presto and Erick ...
Unfortunately the cartoon do not have a final episode.
I didn't know Paladin and Warduke were from the cartoon too. :)

Kelek also appeared the cartoon episode "Valley of the Unicorns" - he was after unicorns so we put a quest in our game where he's trying to capture a unicorn.  If you look in his room, you'll also see a unicorn head mounted to the wall:P
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There were some illustrated books and recordings that are rare and hard to find, we incorporated them as sidequests in the game:[/quote]

Cool!! All these easter eggs!You're genious, Count Monte!
 
Aldenf said:
Dumb questions, but what are the default spells for cleric and paladin? I take paladin's is heal minor wounds or similar... can he cast it on other players or just himself?. I guess the cleric has the same spell... but what is the second one? I can't make out what he says when he casts it, and have no clue what the effect is.

Healing spells including cure poison works on other player too, but the other player must be close enough
For cure poison, have you noticed that certain enemy's attack gradually depletes your HP? that's poison attack. To stop this, you need to use cure poison spell OR drink antidotes
 
Congratulations Count Monte and Bloodbane!
Excellent work, really inspiring.
Mods like this are what give us strength to go ahead and dream of our own high quality finished project.
Thanks to both of you!
 
Bloodbane said:
Aldenf said:
Dumb questions, but what are the default spells for cleric and paladin? I take paladin's is heal minor wounds or similar... can he cast it on other players or just himself?. I guess the cleric has the same spell... but what is the second one? I can't make out what he says when he casts it, and have no clue what the effect is.

Healing spells including cure poison works on other player too, but the other player must be close enough
For cure poison, have you noticed that certain enemy's attack gradually depletes your HP? that's poison attack. To stop this, you need to use cure poison spell OR drink antidotes
I love the fact that you can do that! Unfortunately, I don't think I ever used Cure Poison or Antidotes... by the time I notice I'm taking ongoing damage, I don't have enough time to cycle through the spells/items list to cast/use them*. Maybe if we had a visual reminder (like an icon on the HUD or over the Player's head) or something more annoying (like the character flashing green) we would be more concerned to heal the poison.

* By the way, are we supposed to have that many Lives? I thought it was a playtest thing, but now it's released and we still start with 999. Not a problem: the game is fun! But it makes my "die to heal poison" tactics almost valid, since there's no drawback.
 
Thanks everyone for the kind words, very happy to hear you are enjoying the game.

We have too many spells/items to have an item wheel, I wish there was a faster way to scroll through your inventory but this method works once you get used to it.  For example, if you know you're in an area with poison spewing slimes - keep that cure poison spell at the ready.  The same goes for if you're in an undead area, keep your holy water or dispel undead spells equipped and ready to use. 

Erf, I struggled with the decision about how many lives to give the player.  When I did my last playtest, I ended up using over 100 lives so I knew that 100 would not be enough.  If the game took an hour or two to beat then it would make sense to limit lives.
But this game takes days to get through, including the unlocked "evil" quest, and it wouldn't be fair to have players run out of lives after playing that long.  Not to mention that we left the world "open" after you beat all the story quests, with activites you can return to like Endless dungeons, the Hippodrome arena, and jousting.  So you'd want to have extra lives so you can keep enjoying all the equipment and spells you've unlocked during the course of the game.
I agree that it takes some of the caution and fear away, and since you don't have to feed quarters into the game to continue that motivation is gone too.  But I couldn't find a more elegant solution right now, other than to let people experience the game fully.  You can always edit the file yourself to give less lives if you want the challenge.  Be sure to stock up on lots of healing potions if you do!
 
I really interesting and detailed game.

I can't seem to find the next stage after the 1st  and I've spoken to lots people at the taverns.

I'd personally prefer a arcade mode.  Is there anyway to turn of the random encounters?

Great game.
 
The first quest you should see on the world map is the "Find missing caravan".  After you do that, just nearby you'll see "Defend Fort Belvor".
The only way to avoid random encounters is to find the flying carpet.
You'll notice that some areas (near Chendl) you won't get attacked much, but when you go near Iuz lands the random encounters are more frequent.  When you start out, most of the quests are closer to Chendl, you don't need to wander the whole world... yet.
 
Yeah, at first I thought the game hated me: it seemed every monster and its brother were out to get me! I couldn't move one pixel and BAM!! Random Encounter.  :P
Later, it doesn't bother you so much... and by the time you get the flying carpet, you might actually choose to walk your way through the map.  ;D

About the number of Lives, I see what you mean - and I didn't feel my experience was diminished because of infinite lives, so I'm sure 999 is not that bad (though I always cheat, so I may not be a good judge for this). But if you leave it "infinite", then you could move the numbers away from the screen, since it covers part of the HUD.

Another option would be to reset the number of Lives every time you rest at an inn. I'm sure scripts can do that quite easily (for Bloodbane, at least ;) ). Then you just have to figure out how many lives do you need to complete a single stage.

You could also increase the maximum number of Lives whenever you get one of those Vitality Potions. And maybe keep the extra lives you get from high scores as well. :)

Ok, that script is getting a bit complicated now... ;D
 
Hello!

i wanted to ask, is there a way to play this game online, using hamachi or something?

And i've got a few game related questions :

How do i see the treasure map? I've got a boat but i can´t seem to find the treasure

Hippodrome medium and advanced difficulty are locked, is this normal?

And the last : is there something like a wiki? because i've got some items i can´t even recognize what they are, i keep going, should i sell this or try to trade this?

Is there something like a proper way of playing? Like, should i use the same class the entire game or should i use and equip two or more classes?

Thanks! I´m loving the game!
 
We haven't made a way to play this online, if anyone can figure out how to do that - please do!  I am not familiar with hamachi etc.

The treasure map leads to an uncharted island - so there is no marker for it.  You have to sail around that area until you find it.  When you hired the captain, you could see the map and roughly where the red X is.

The medium and advanced Hippodrome will unlock as you progress through the main story quest.

There's no wiki right now.  If you go to Willip and talk to Pierwolf, you'll see the items you need to trade for flying carpet etc (wyvern scales, troll fat, ectoplasm).  Anything that he isn't offering for trade, you can sell (like demon scales) for gold.

There's no proper way to play.  Some classes are easier than others.  I do like using the cleric for undead areas, and so on.  Try switching around at the inn until you find what you like.

Glad you're having fun!
 
I just have one simple request, if at all possible. The game took an hour to extract because of all the picture files. Now I know for sure that Marvel First Alliance 2 was able to pack all those files and folders into one single pak file. Is it possible to do the same with this game?

Edit: I'm packing it myself. So far, so good.

Second Edit: Mod packed and everything running fine. 297mb. 
 
Count Monte said:
The treasure map leads to an uncharted island - so there is no marker for it.  You have to sail around that area until you find it.  When you hired the captain, you could see the map and roughly where the red X is.
Yeah, I had a problem finding that. I expected a quest marker to appear, and there was... on the other lake - but that was the flying castle. I didn't know the world map very well, so it would have been nice to be able to check the treasure map to see the X again, after you pay the ship's captain.
 
Maybe it could be updated so something visually appears when you are in range.  It could be a basic colored circle for the image, with 'alpha 5' setting so the map get's tinted in the quest area. 
 
The hidden island is a sidequest, so it's okay to make it tough to find.  I do agree it would be nice to access the map whenever you want.    But the whole idea of this particular sidequest was to have a hard to find invisible marker.
Btw, you can also find it while on the flying carpet.  A lot of times you'll go over the water as a shortcut and to avoid random encounters, and end up finding the island purely by chance.
 
Count Monte said:
Btw, you can also find it while on the flying carpet.  A lot of times you'll go over the water as a shortcut and to avoid random encounters, and end up finding the island purely by chance.
That was me. :)
 
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