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In preparation for doing some Quest prototyping I did some regression testing and fixed a bad link in the Early Exploration - No Room table. I made some more bug fixes where end hall story templates were not linked to end hall table entries. This should be live now.
Let me know if you find any problems with the tables or links.
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Now that I created two levels in actual play, I've increased the chances of floor features and added another 20 entries to the table as well as increasing the chance of ceiling features. I also did a pass over the module's Book text and updated it slightly - hopefully making it clearer. I also added some placeholder text for the upcoming quest system.
Quest Locations now appear, they are meant to be used with the upcoming Quest system which I plan to start play testing in my next Let's Play series. For now you can just ignore them or use your own system.
The changes should be live by now.
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I've uploaded a small update. I've fixed a few typos and decreased the odds of a door being locked.
The changes should be live now.
Also, I am planning on increasing the price of the RD1 module(s) by $1 when I finish implementing the Quest system. I'm currently play testing quests in my "Let's Play Solo!" series and I expect to finish iterating over them within a month or so.
So you can save a buck if you Buy Now! And that is my hard core sales pitch. :) Happy gaming and let me know if you spot any typos or have any questions about the module.
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I've just released another update that is live now. The boss room tile's stairs were counter clockwise instead of clockwise to match the starting tile of the next level down. Truly a cosmetic bug, but now fixed! :D I also fixed a logic error in one of the tables.
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I've released a new update, that should be live now. I have updated the End Stairs Down tile to have clockwise stairs instead of counterclockwise.
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I've released a new update that should be live now. The Door and End Boss Room Templates have been corrected to allow the chance of "stuck" doors. I fixed a table description typo and corrected link text in the story templates. I also tweaked the chance of "exotic" floor surfaces decreasing the chance of them appearing to 1/6th from 1/4th.
I had to re-install Windows and while this module as it exists was backed up, the development campaign for quests which which will eventually be added to this item will need to be recreated. This means the quests probably won't be play tested and ready for another month or so. That is when I'm planning on increasing the price of this item by $1.
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I've released a new version that fixes a bad range in the RD Floor Surface table and fixes some typos in the RD Floor Feature table. The fixes should be live now.
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Just when you think you've got it all down, "To err is human, to forgive, divine". as Alexander Pope said.
I uploaded an old tile assets file last time when I uploaded the table and template changes for the last update. I've now (hopefully) uploaded the most recent files. The update should be live now.
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Hi Griogre, thanks for having done these!
I was looking for a way to play Ker Nethalas in FGU when I stumbled upon your pack. Are you aware of this (excellent!) solo dungeon crawler?
I know Alex, the author of the game, is always looking for creative people to help get some spotlight on his game and as you've been putting in tons of work on your set here, you should consider making a Ker Nethalas pack, if you are interested at all.
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You're welcome on the tiles. :)
I hadn't heard of Ker Nethalas until you mentioned it - I just took a look at it on DriveThru and it looks interesting. I've wish listed it and will take a longer look at it when I get some time.