Single player only, though multiplayer won't break anything since there are no plots right now
See documentation before playing!
Tricks & Traps
Hack & Slash
Any class taken through A Taste of Evil: A Prelude should work fine here
No DM Required
Single or Multiplayer
Max Character Level
Max # Players
Min # Players
Min Character Level
This is the next chapter in the A Taste of Evil Saga. Right now, it is a combat-only beta. This means there is almost no dialog or plot. Just areas laid out for combat. I have posted this to the web in order to get some feedback about balancing the combat. THIS IS NOT THE FINAL VERSION! Please read the documentation.
To the author: If you have ANY respect for your fans then please let us know if you have given up or if you are still working on this module. If you need help with the factions let us know. I bet someone will be able to help. I may be able to help. I think this series has a lot of potential. Don't give up.
I sent an e-mail to the author a few weeks ago. No response. Very rude to just ignore fans of your work. I guess I should use ex-fan now instead of fan. I hate people who are too rude to answer simple questions. For anyone interested in the module series it seems it has been canceled.
Posted by Anonymous ( ..xxx.xxx ) at 2004-06-02 17:22:00
looking forward to this mod, is it still being worked on?
Posted by Anonymous ( ..xxx.xxx ) at 2004-05-28 09:37:00
Well, it's coming along slowly. Right now, I am re-working my 12 different factions. Somehow they are not quite reacting properly to one another, and I have to fix this before I can continue writing dialog. Otherwise, I have NPCs dead before I can talk to them and test their dialog options!
The module requires Hordes 1.62 to play; however, as I just now realized, the upload dialogs for the vault only gave me the option to tag it as Hordes 1.61. When I do my next update, I will see if I can change that field to say 1.62. So, until then, just ignore what it says and know that you should have Hordes 1.62 installed to play.
Ummm... Yeah, it should be. I will fix that goof when I do an update. :)
Just a side note. In my own testing, I seem to be having some problems with encounters being a bit too difficult, given power of the players. Considering that I go into encounters knowing what to expect, maybe I should tone them down a bit?