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Early MMXII Information
Posted: Mon Sep 24, 2012 12:32 pm
by George_K
The brick in the theatre has been fixed. Prettier graphics. Different key bindings. Most item codes seem to be ok, but of course the save editor 1.56 doesn't function. Can't find the hex location for experience, and other hex locations in the save is shifted a few bites. Anyone looked into experience hex location in the save? I have a Cataclysm spell but it requires lvl 40.
Also, the Urgoth can climb to the top of Lake Lohr tower. Aside from a few new spells and weapons, the gameplay is pretty much the same.
Try that source for the game, you might be surprised. Anyhow, another release is scheduled for friday 28th.
: A quick note on experience. seems it can't be altered because leveling up is done everytime you defeat a quest boss character
Posted: Mon Sep 24, 2012 6:34 pm
by BuckGB
Wait... is Dungeon Lords MMXII on sale somewhere? I have not seen a release announcement whatsoever yet.
Posted: Mon Sep 24, 2012 6:49 pm
by BuckGB
Whoa, I see it's up on Green Man Gaming... thanks for the tip! I'm surprised that Nordic Games didn't even let us know it was coming.
Posted: Mon Sep 24, 2012 7:50 pm
by Claudius
Is this a totally new adventure or a enhancement of the original? The way you said 'the theatre' made me wonder if it was the same game enhanced.
Can I buy it on green man gaming if I am in the USA?
Posted: Tue Sep 25, 2012 1:14 am
by swcarter
It looks like an enhanced version of the original. Hopefully the second time is the charm. I just purchased the game from Green Man Gaming even though I'm in the U.S. It only cost me $12 and seems worth the risk.
SWC
Posted: Tue Sep 25, 2012 3:35 am
by swcarter
Well, I downloaded the game, but when I try to install it, it reports a bunch of corrupted files. I ignored the first three errors but then I aborted the install after that. So maybe it's not such a good deal after all. Did anybody else have any problems? Is this common with Green Man Gaming? I've never used them before.
UPDATE: Well, apparently GMG made available the wrong version of the game. So don't rush out and buy it until they've fixed the problem. ([url='http://forum.nordicgames.at/showthread.php?177196-Dungeon-Loard-XXMII-corrupted-source-file-install-problem']Source[/url].)
SWC
Posted: Tue Sep 25, 2012 9:27 am
by Claudius
Please post screenshots if you get it going
Posted: Tue Sep 25, 2012 10:21 am
by chamr
I've found a "Let's Play" vid series for it. It's in German, tho...
[media=youtube]i9qvAdTaHkU[/media]
Posted: Tue Sep 25, 2012 1:07 pm
by Claudius
Was that zaur dual wielding a throwing knife at the same time as a dagger? Thanks for posting, did you get it to work on your computer?
Posted: Tue Sep 25, 2012 2:04 pm
by swcarter
Update: Well, after complaining to GMG, they gave me a refund, so now I'll need to look for it elsewhere.
SWC
Posted: Tue Sep 25, 2012 5:33 pm
by chamr
Claudius wrote:Was that zaur dual wielding a throwing knife at the same time as a dagger? Thanks for posting, did you get it to work on your computer?
I think he's dual wielding daggers and weapon switching to the throwing knife.
I haven't purchased it yet. Too jammed for time right now...
Posted: Tue Sep 25, 2012 6:14 pm
by Claudius
It's odd that he has dual wield in the sewers? Is that a change in the character building process or is it a character modified for the trailer?
Posted: Tue Sep 25, 2012 6:27 pm
by chamr
Good question. Perhaps it's available to the Rogue class earlier on in this version?
Posted: Wed Sep 26, 2012 11:53 am
by George_K
chamr wrote:Good question. Perhaps it's available to the Rogue class earlier on in this version?
I am playing Urgoth and found out regardless of character, only a rogue can duel wield. So I opened the save with hex editor and changed adept to rogue. In dl1.5 I could duel wield with demonblade of charrus and blade relic of night, but that won't work in mmxii. I settled for demonblade of charrus and bronze kris blade
Posted: Wed Sep 26, 2012 12:17 pm
by Claudius
I am glad they 'threw rogue a bone' by giving them a combat skill. Rogue/fighter was always a bad mix in dl1.5 because there wasn't a place to dump xp into. Well relatively. An adept or mage could just keep pumping casting. Especially mage as they have more spells that scale to level. Sooo I mention rogue fighter because rogue/hatomodo or marauder was a bad combo in any case.
Posted: Thu Sep 27, 2012 7:30 am
by George_K
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Posted: Thu Sep 27, 2012 5:18 pm
by CraigBee
George, How do classes work? The same as CE, or do you acquire the additional classes differently?
Posted: Thu Sep 27, 2012 5:31 pm
by George_K
About the same I think, depends who you talk to in Fargrove and accept their quest. And still what reward you choose after a particular quest elsewhere.
Posted: Fri Sep 28, 2012 1:09 am
by swcarter
My understanding is that the class relationships have changed a bit, which is why they had to add some new classes (druid, assassin). But I'm not far enough along to test it out yet.
So far I've seen that the invalid slot error problem still exists, so you'll have to run the game as administrator if you want to save and load games.
SWC
Posted: Fri Sep 28, 2012 5:47 am
by George_K
There are many more skills than in the original game. There is a fixed amount of skill slots, far less than the total skills. No single character can have that many according to your class during normal game play. However, you can hex edit the save and give any character all skills, but no more than the available slots. Since there's a limited amount of skill spaces, here's what happens when you give all skills and the game accepts them. Also skills will overlap one another.
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