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Tom Proudfoot's Games
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1  Tom Proudfoot's Games / Nahlakh / Re: Started a gameplay series on Nahlakh... on: August 07, 2018, 09:25:54 am
Finally won it, after all these years.
179 in-game days.

The most difficult part? Healing up right after entering the demon world, because the priests would fail their spells and fall unconscious and die (they had 20STR and 25HP on arrival)
2  Tom Proudfoot's Games / Nahlakh / Re: Started a gameplay series on Nahlakh... on: August 03, 2018, 05:13:32 pm
It is strange. I have just now more or less finished pre-demon world Nahlakh in ~174 in-game days.
I 'savestated' just after the skeletal dragon / archlich fight (won on 1st try <3) in the ice

Yet, when I look at the monsters listed in the hintbook, I feel like I
have missed some content, even though I am fairly certain that I have
explored all the islands and all of their accessible non-water squares.

I can't remember meeting the following enemies that appear in it:
a swordmaster
a guard
a Royal Knight
a Black Knight
a colossus
an ice snake
killer kelp
a triton
a triton archer
a triton warrior
a triton shaman

not sure about these, don't ring a bell but can't say for sure:
a vampire, might have accompanied specters/shadows at some point maybe?
a skeletal trog - I'd imagine them to be at trogs, but I can't remember

I feel like there might even be 3 areas that I have missed entirely?

Some sort of human fortress with those knights?

Some kind of faerie tree?

Some underwater area that has the tritons in it? The only underwater
area I remember encountering was a a few rooms' long subarea in Lord
Dralkha's mad castle on the desert island?

Obviously I did not try 'E'ntering every terrain tile on the outworld
map, nor trying to walk into water squares there: rivers, lakes, coasts.
At least without an obvious enough a hint. In kobold cave there were a
few tiles of shallow water, but there were only a few tombs there.

I also feel like I may have gotten an extra(?) key from some boss that
was not included among the keyholder block, although I amassed a
total of 13 keys during my gameplay series, so not sure if that was the
case or how the code-side keeps track of keys? Does it prevent them from
exceeding 13, or did I miscalculate somewhere? Ah, I seem to have commented
on it in the post above this one.

Any hints related to me missing areas of interest are appreciated. Even
generic ones, like 'look for tritons on desert island NW corner' or something
along those lines, or 'to find faeries you have to enter a tree-tile on the
first island somewhere' etc.
3  Tom Proudfoot's Games / Nahlakh / Nahlakh re-review in Pelit-magazine in Oct 2017 on: November 11, 2017, 04:11:28 pm
Oh wow, I don't even subscribe to that magazine. I just happened to stumble across it earlier tonight at a birthday party. Apparently, one Aleksi Kuutio (I think I remember the name right) wrote a one page re-review of Nahlakh in the Finnish Pelit-magazine October issue 2017. It is on page 17, although I cannot really link it here (nor do I have the magazine at hand)...? Naturally, the re-review is in Finnish, so not sure how helpful this tidbit will be.

But really, I started the gameplay series of the game on 2nd Sep 2017 (separate thread here), so this is actually quite spooky should it be a coincidence of timing. Because if it is... then what are the actual odds of that happening, or is this world we live in somehow running on flawed laws of randomness/probability... a case of Baader-Meinhof phenomenon?

Also, scorpioking is mean :C
4  Tom Proudfoot's Games / Nahlakh / Re: Started a gameplay series on Nahlakh... on: October 26, 2017, 03:43:09 pm
Thank you!

On a related note, in upcoming episode 74 (will be uploaded on Nov 14th, I think), I found the third Nahlakh key so far... but the thing is, that it dropped from the lizardman chief, which is not mentioned in the hintbook as being one of the 13 keyholders. That has me quite puzzled. Now, the hintbook is not perfect when it comes to explaining things accurately, but are there actually more than 13 keyholders then?

As for its code-side implementation, I am guessing that getting one of the keys just increases the key integer by one, and the Nahlakh gate just check that you have it as 13 or higher?

Anyways, Nedly island done, by episode 76!
5  Tom Proudfoot's Games / Nahlakh / Started a gameplay series on Nahlakh... on: September 02, 2017, 06:15:25 pm
I've often marvelled how there is so little Nahlakh content on Youtube.

While the game is old nowadays, it still has that something special about it. Maybe it is partly due to nostalgia, or maybe there was just the right kind of mixture of every little thing about it, including the charmingly brave artstyle of ever more and more fatter dragons the older they were meant to be. Ah, limitations of... what... 16x16 pixel icons? <3

I don't know! \/:D\/

But I first encountered the game when I didn't even speak a word of English, mainly due to Pelit-magazine doing that piece about it. I've come back to it about once a decade, but I never really completed it. Not even close. Even with cheated character data.

Fraps would not record it properly, which might have contributed towards it remaining mostly untouched by old game enthusiasts when it comes to showcasing gems from ye olden times... but now that I've become more familiar with OBS as a recording tool, I felt like finally giving it a try. To try and record an attempt of playing it. A gameplay of failure, potentially - well, to be honest: likely, as in my last play attempt I only completed the first island and then got fed up with super-parrying birdmen before having my hard drive crash on me and losing my save game files on that attempt. Thus, basically a blind attempt from that point onwards. It has been over 20 years since I've been to the third island, I think...

It always seemed like such a difficult and challenging game. At times even unfairly so! Yet, now that I have recorded 4 hours of it and using mage strength, shocking weapons and priest armor with minmaxed party, it seems oddly enough fairly doable so far? Well, the whipbats will probably still wipe the dungeon floor with my guys should I get to their place eventually.

My first recording attempt did result in a humiliating failure, as my recording had stopped by the time I left character creation and entered Nedly, and I only noticed it after having cleared the catacombs under the town. Oh, well. It could had been worse.

Anyways, the first two parts are up. I'll try to maintain uploading schedule of one per day.
This links to the 1st video:
6  Tom Proudfoot's Games / Natuk / Any chance of getting Natuk on Steam/GOG? on: March 11, 2015, 03:31:40 am
I dropped by and, uh... was wondering.

The world of gaming has become increasingly immaterial, so I was wondering if there would be any merit, or if it would even be possible, to try and get Natuk (the full version) onto Steam or GOG?

I mean, I was very surprised to see that at least Nahlakh had become more immortalized (for now) at
7  Not Tom Proudfoot's Games / Everything Else / Re: EUO (Enhanced Ultima Online) on: December 12, 2009, 12:28:52 pm
At least in the newbie tutorial zone (made a new char on NG server and there actually was a tutorial this time, unlike a few years ago) the red bar monsters in there did not move, so... yeah, tutorial stuff, I'd say.
8  Not Tom Proudfoot's Games / Everything Else / Re: EUO (Enhanced Ultima Online) on: December 11, 2009, 11:01:48 am
Also the monsters do not move at all. You can apparently walk circles around them as much as you want and they will do nothing until you attack one(and then only the one attacked will fight you).

That's odd. Did they have a grey health bar? Those are neutral, or someone has pacified them with taming skill. I'm not sure if they have tuned the Nordhaven jail (or maybe some newcomer friendly stuff has been implemented), but they were definitely aggro (red health bar) when I played it previous time.
9  Not Tom Proudfoot's Games / Everything Else / Re: EUO (Enhanced Ultima Online) on: December 10, 2009, 03:42:30 pm
I rather like(d) EUO.

Too bad the community is ~hard to get into, and had at least one asshole who kept killing the monsters I tried to tame on purpose, even after I told him to stop it. (This was several months ago, maybe even last year?)

But yeah, definitely give it a try. It's sort of fun, until you choke on your food.
10  Tom Proudfoot's Games / Nahlakh / A question about a feature... on: August 25, 2009, 03:54:07 am
Possible spoiler in a question for help. Adjusted font size to 1 for the parts that might ruin the surprise for other players who haven't yet found this feature. So just copy&paste this to notepad or open in a reply to read it properly.

Two times a demon (nesokh and a green-blooded whipbat) has attacked one my characters with the effect of '<name> feels ill...'

Then, the character becomes a demon himself/herself and dies a few rounds later, but before that will try to kill my other party members.

Is there some trick to turn them back before they die or is unavoidable death? Create rock/tree and gravel balls help a lot to keep the monsters at bay, but at least those whipbats are up close and personal before my spellcasters have time to act :)
11  Tom Proudfoot's Games / Nahlakh / Re: Spell difficulty? on: August 25, 2009, 01:44:36 am
You can download the hint book/Information book HERE.
Thank you!
12  Tom Proudfoot's Games / Nahlakh / Re: Spell difficulty? on: August 24, 2009, 02:28:15 pm
I wonder if anything else is missing from the list :)

Cannot seem to find 'mass cure' from the list either. Will edit this post afterwards to include the words when I find it from the game, since I don't remember its syllables. :P
13  Tom Proudfoot's Games / Nahlakh / Re: Spell difficulty? on: August 20, 2009, 12:49:07 pm
I noticed that the stickied spell list is incomplete, as in, missing at least one spell - or I have a gray B in my status, which might not surprise me.

Anyway, if I'm right, it is missing ZNG, which was called... anti-magic in the game? That brighten/darken magic spell for Magic casters? Difficulty levels seems to be around that of a ball spell, since my mages can cast it succesfully from time to time.

I wonder if anything else is missing from the list :)

Just (re-)started Nahlakh, btw. Seems to runs well with DOSBox 0.73.
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