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Author Topic: Knights & Dragons: Final Cut  (Read 13526 times)

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Offline Expio

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Re: Knights & Dragons: Final Cut
« Reply #30 on: December 09, 2010, 04:27:29 pm »
Pretty good mod. I love it!

But... when you can play with the thief? When I die, I only can continue with the original character.

Offline Expio

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Re: Knights & Dragons: Final Cut
« Reply #31 on: December 11, 2010, 04:30:02 pm »
BEST

PAK

EVER!!!!!!!!!!!!!!!!!!!!!!!!!!!

I want the second part to yesterday!!!!!!!!!!!!!!!!    :'(

Offline Nec5

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Re: Knights & Dragons: Final Cut
« Reply #32 on: December 21, 2010, 01:50:44 am »
Odd. The game always hangs on the opening load screen at midway.  
Edit: Nevermind. It just takes a long time to load and you can't hit a key.
« Last Edit: December 22, 2010, 12:08:52 am by Nec5 »

Offline zamuel

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Re: Knights & Dragons: Final Cut
« Reply #33 on: December 24, 2010, 08:19:32 pm »
Yeah... Cleric is sort of broken.  Got to do multiplayer Monday with some friends and you're potentially immortal with a Cleric on the team.  Even more so if you have a Cleric, Wizard, Dwarf team.  It gets to the point where the only thing that can kill you is time over and stage glitches.  While the characters are fun, the main mode is too easy.  I'd suggest tweaking what spawns for teams so there's a little bit more difficulty.  I'd also suggest slowing down the speed of mana regeneration so there's a bit more penalty to spamming magic.

I was able to confirm that NPC Lancelot's flip kick does way too much damage since it killed the blue dragon when it was at half life.

The Knights of the Round mode seemed about fine in difficulty.  Then again, lacking a Cleric + Wizard combo meant enemies could actually get in some damage.  One of my friends was wondering if you would be adding in any form of XP system since he had played the original D&D arcade games.
FOLH Progress
Primary game: Done!
Extra mode: Done!

Street Team: Reign of the Iron Dragon - http://lavalit.com:8080/index.php/topic,6240.0.html

Offline Pierwolf

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    • Pierwolf's Magic chamber of abstract theories about relativity of Karma and metempsychosis
Re: Knights & Dragons: Final Cut
« Reply #34 on: April 29, 2011, 03:04:55 pm »
UPDATE:

- fixed bug in hellhounds that make the engine crash when they're hit with fire attacks.
- fixed some bugs here and there.

tested with the last openbor version actually (3342).

new download link:
http://www.megaupload.com/?d=14HPZQRT

update in the first page too.
My current project:

Knights & Dragons: The Endless Quest - COMPLETE!

Offline Expio

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Re: Knights & Dragons: Final Cut
« Reply #35 on: April 29, 2011, 07:24:15 pm »
Thanks. I played this pak over and over and I wating the second part anxiously.

I recoment a hard mode. I can finish the game with one credit (like the old arcades  :nervous: )

Offline Kyojinmaru

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Re: Knights & Dragons: Final Cut
« Reply #36 on: April 29, 2011, 09:51:53 pm »
Why is the PAK now nearly 100 mb bigger?

Offline MatMan

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Re: Knights & Dragons: Final Cut
« Reply #37 on: December 17, 2011, 06:30:19 pm »
MixMaster features update to a great game (with a small surprise)....

You need to download the attached file and the original game and then read the read me in the zip file. In short it will create a new pak file from the original.

Get the latest here.....
http://lavalit.com:8080/index.php/topic,5538.msg86482.html#msg86482
« Last Edit: December 23, 2011, 01:48:57 am by MatMan »

Offline Nozomi

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  • I'll back with beats of rage mod.
Re: Knights & Dragons: Final Cut
« Reply #38 on: December 17, 2011, 06:43:49 pm »
You seems little addicted of put system like 1.jpg in other creator's mods....Matman.... >:(
« Last Edit: December 17, 2011, 06:47:25 pm by Nozomi »

Offline MatMan

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Re: Knights & Dragons: Final Cut
« Reply #39 on: December 17, 2011, 08:10:50 pm »
Quote
You seems little addicted of put system like 1.jpg in other creator's mods....Matman.... >:(
If you don't like it, don't download it  :doh!:

Fixes a crash bug.
« Last Edit: December 23, 2011, 01:49:13 am by MatMan »

Offline Bloodbane

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Re: Knights & Dragons: Final Cut
« Reply #40 on: December 18, 2011, 11:09:08 pm »
 Hmm... Matman, are your scripts portable? I get the impression that it is cause it seems you can port them so easy to other mods like this.

 Anyways, aside of difficulty control, what else you added? :)
OpenBoR Manual

Basic OpenBoR Tutorials

OpenBoR Tricks & Tutorials

"The more often enemies attack, the more open they are to counter attacks"

Offline MatMan

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Re: Knights & Dragons: Final Cut
« Reply #41 on: December 18, 2011, 11:13:03 pm »
The scripts are Totally portable, planned it so that it can be easily used (Most commands anyway) used within openBorStats.

Here the update list...
Updates include (2011-12)...
Added Transparency.
Added Difficulty Selector.
..This effects things like aggression, health, speed etc with all enemies.
..Can only be changed on the first stage and only lasts about 30secs.
..Gets Saved and loaded automatically.
Changes to Playable Characters
..All players first attack can be sped up by holding Forward. (Kinda like the original games)
Added Trailzzzzzzzzzzzzzz.
Tested compatibility with latest openBor Build (v3 3609).

The fast attack is the big difference though, for me it made the game totally re-playable.

Offline Die_In_Fire

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Re: Knights & Dragons: Final Cut
« Reply #42 on: December 18, 2011, 11:17:11 pm »
the difficulty only lasts 30 secs??

MatMan, what other scripts do you have to be portables? that forward attacks sounds like a great change, not sure what "transparency" does tough...

Offline MatMan

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Re: Knights & Dragons: Final Cut
« Reply #43 on: December 18, 2011, 11:30:25 pm »
The lamps to set the difficulty only lasts 30sec then they disappear but the difficulty setting remains. This is the method I'm using until I figure out how to create a menu system to set it.

Offline ZarkonR

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Re: Knights & Dragons: Final Cut
« Reply #44 on: February 05, 2012, 08:00:35 am »
Megaupload shuted down. Please, upload somewhere! I want to play it so much! I am a big Dungeon and Dragons fan!!

 



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