Unkillable Cat
LEST WE FORGET
- Joined
- May 13, 2009
- Messages
- 27,245
For a laugh I thought I'd have another look at the LoG2 modding scene, see if there's anything there worth a look. Can't say there's anything there that immediately catches my eye, but I did download and play a mod called "Isle of Dagor".
This one starts with the "castaways on the beach" trope and takes it from there, but the mod is heavily story-based, telling the story of the sole survivor of the previous lot of castaways and how he met the natives and proceeded to take control of them and the island. How do I know this? I've found over 40 pages of exposition - and my party is only Level 5. There's a LOT of reading involved here. Unfortunately the pace of the mod doesn't justify that. I played for a total of 4 hours yesterday and just barely managed to reach Level 5. Monsters are few and far between, the gameworld keeps changing from a small overland area to an even smaller underground area and back again. Each area is locked with a Round Key lock, and as I progressed further these locked doors got more common, to the point that I could see the next locked door from the position of the last one! You would think this was Tollbooth Isle.
But what made me stop playing last night (and is outright killing any interest for me to try again) are the puzzles. They start out alright (in fact the first dungeon has some damn clever puzzles for such a small area) but when I reached a small hub I quickly found a puzzle that requires me to learn to count in a foreign language, another that needs to be solved during the proper time of day, one where a lightbolt needs to be directed through an underground dungeon by meddling with levers in the middle of the dungeon (meaning time wasted with a trial and error solution) and finally there's one with a whoppin' 25 pressure plates! Most of these are end-game grade puzzles, not something you throw at players in the "opening stages" of the game.
This mod is a bust. The pace is too slow and the sequence of things is all wrong. Not recommended.
This one starts with the "castaways on the beach" trope and takes it from there, but the mod is heavily story-based, telling the story of the sole survivor of the previous lot of castaways and how he met the natives and proceeded to take control of them and the island. How do I know this? I've found over 40 pages of exposition - and my party is only Level 5. There's a LOT of reading involved here. Unfortunately the pace of the mod doesn't justify that. I played for a total of 4 hours yesterday and just barely managed to reach Level 5. Monsters are few and far between, the gameworld keeps changing from a small overland area to an even smaller underground area and back again. Each area is locked with a Round Key lock, and as I progressed further these locked doors got more common, to the point that I could see the next locked door from the position of the last one! You would think this was Tollbooth Isle.
But what made me stop playing last night (and is outright killing any interest for me to try again) are the puzzles. They start out alright (in fact the first dungeon has some damn clever puzzles for such a small area) but when I reached a small hub I quickly found a puzzle that requires me to learn to count in a foreign language, another that needs to be solved during the proper time of day, one where a lightbolt needs to be directed through an underground dungeon by meddling with levers in the middle of the dungeon (meaning time wasted with a trial and error solution) and finally there's one with a whoppin' 25 pressure plates! Most of these are end-game grade puzzles, not something you throw at players in the "opening stages" of the game.
This mod is a bust. The pace is too slow and the sequence of things is all wrong. Not recommended.