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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Dark Sun RPG v3.4.2

Submitted by Sgt. Johnson
This bundle is marked as approved. It works and satisfies the submission rules.
[​IMG]

(5) DARK SUN RPG
V 3.4.2


===============================================


Dark Sun RPG

The Story..

The kingdom of Menasil has been in peace for hundreds of years, free of war, free of famine. Those times were bright and hopeful...

Three years ago however..

Darkness began to take its hold in nearby lands, eventually reaching into Menasil. The Dark Lord Gald'anoth commanded legions of corrupted warriors into peaceful lands, corrupting those he could, and killing those who rebelled against him.

Although...Menasil had...what you could call a touch of luck. Gald'anoth had little success at invading Menasil, though he took much of the southern lands, the north was able to defend their land and stop his armies from pressing further into Menasil.

This is where your story takes place...It all starts here, in the Sunwood Forest...will your story take you into a heroic ending, or have an untimely end...the choice is yours...


===============================================


Features

* Experience several dungeons, including bosses, loot, and other rewards.
* Level up to 55 and experience everything the map has to offer.
* Quests!
* Hireable mercenaries to accompany you in your adventure.
* A PvP system including PvP gear.
* Variety among classes as each spell has a maximum level of 20, allowing players to choose spells they more prefer for that class.
* Working Save/Load
* And more!



===============================================


V3.4.0 Fixes/Changes


= General =

* All items now show what type of item they are.
* Hemet's Insignia now restores 15% life & mana on killing an enemy, up from 5%.



===============================================


V3.4.0 Fixes/Changes


= General =

- You can no longer trigger PvP on others by putting a mercenary into the PvP zone.
- The Wolves Den has had it's max level range increased to level 20 up from 18.
- The Druid's loot for Nightblade hold has been corrected.
- You can now load as many times as you want while playing, the reason I had done this before was because players could spoof certain items, this was fixed.
- The max gold cap has been increased to 20000 from 10000.
- Repicking should now reset all of your quests that have been completed, so you can do them again.
- The quest Evil Residents can now be turned in.
- The Breaker has had his life reduced drastically.
- Several new rare creeps have been added into the map, they have a chance to spawn when killing certain enemies.
- Fixed a typo that said Super Potions required level 12 when they require level 20.
- Fixed several quest typos in Sunwood to show their proper name.
- Quest npc's now have floating text above them to show what quest(s) they are associated with.
- The quest npc for the quest Grizzly Wood's now has an exclamation mark above him.
- Water Shards for the quest Refill the Fountain now stack.
- A new repeatable quest has been added in the Rolling Hills.
- The Necromancer's Blood Golem now properly spawns with it's bonuses from Improved Blood Golem.
- Several terrain glitches were fixed.

= Classes =

- Hotkey has been fixed for Frost Nova.
- Necromancer can now summon his Blood Golem back to him by using the summoning spell again.

= Dungeons =

- The 3 Paladins in the Tomb of Fallen Crusaders have had their health reduced once more to shorten the time the dungeon should take.


===============================================


Coming Soon!

* The Druid class will be completely revamped in a later version (Likely not this one, I need feedback on how to make it better, so please post suggestions here! I'd like to keep it as a Hybrid class that can be a caster, melee, or tank.)


===============================================


Known Bugs

* None come to mind at this moment in time.


+ If you happen to discover any bugs (Which there probably will be a few since the map is new) I would appreciate it if you post them here or contact me in game (Sgt_Johnson@USWest)


===============================================


Credits

* IPeonRush: For helping me with a few things a year ago before I had given up on this due to not having a Save/Load.
* AceHart: For creating a very nice and easy to understand and implement Save/Load system.
* Cyberlemons & Shpartikus: Supporting me to get this map out finally :p
* Others I may not remember the name of, sorry if I have forgotten your names.

Keywords:
dark, sun, dark sun, rpg, orpg
Contents

Dark Sun RPG v3.4.2 (Map)

Reviews
Moderator
00:56, 31st Jul 2010 ap0calypse: Approved
  1. aldwyn

    aldwyn

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    i seen next bug when i play with friend.i haved 3 codes and in solo theyre have function and loaded my hero, but it doesnt loaded when i play with him, so i musted play again from lvl 1.i do not think i created mistake, my code was correct.and when we been in PvP arena, we arent enemies.we only get att button and killing both.when i killed him i gett mark, but its on nothing if we cannot use spells.
     
  2. Sgt. Johnson

    Sgt. Johnson

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    Hmm I'll take a look at the Necro, it may not be producing 1 Food like the other heroes.

    And to disable hints type -hintsoff, I'll make sure I put that in quests.

    It's actually pretty easy.

    -D# (Destroys the item in that slot on your hero.)

    -ID# (Destroys the item in that slot in your expanded inventory.)

    -X# (Deposits the item in that slot into your expanded inventory.)

    -T# (Withdraws the item in that slot from your expanded inventory.)

    Replace # with the slot number.

    I would have used different letters for Depositing and Withdrawing but I used X and T for some reason lol, idk what I was thinking when I did that XD

    =/ I've never had an issue with a code not working, are you completely 100% sure you didn't have a small typo? I'll try testing to see if codes are having trouble loading from SP to MP whenever my friend decides to host for me again (Parents switched to Qwest and the new modem is screwing with the Wc3 Port, trying to get it fixed so I can host again)

    As for the PvP zone, it's always worked and I've never had it bug =/ again if he ever decides to host the map for me I'll check it out since it's a lil tough to test the PvP arena with no one else playing XD
     
  3. aldwyn

    aldwyn

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    i thinked we must be lvl 50above or maxed lvl, but it doesnt work anyway, my ffriend too like this map.its not like normal orpg or rpg(i still dont nkow what it really is xD)its something special here.i dont know what exactly, but i played much of this types of maps, but this is my best i played.
     
  4. Sgt. Johnson

    Sgt. Johnson

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    Ya I accidently removed part of what had to do with the PvP arena trigger so it wasn't working properly, it will be in the next fix I upload.
     
  5. CHA_Owner

    CHA_Owner

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    have you fixed the necromancer yet?

    used to it would give double exp if you played with him idk why but it was crazy when i had a full house ALL NECROMANCERS!
     
  6. xzero

    xzero

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    Paladins consecration is bugged and it only lasts about 5 seconds whereas it says 10 seconds lvl 1, and when its lvl 3 it says 20 seconds when its still 5 seconds.

    Fire mages enflame damage over time tool tip lies needs more damager per tick.

    Put the store and withdraw commands for items in questlog.

    Holy mights tooltip for paladin is wrong it says 0%.

    Hemit nessingwary's the hunter part 2 quest doesn't work because it doesn't count the kills.
     
    Last edited: Mar 10, 2009
  7. medion505

    medion505

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    Is the assasin's shadow clone meant to be better at higher levels, when i played it level 1 shadow clone was the same as level 20.
     
  8. Sgt. Johnson

    Sgt. Johnson

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    The necromancer is fixed in the next version.

    Heh that damn spell has been so much trouble its not even funny, and the tooltip is wrong it lasts the same time every level, for some reason it kept adding time.

    I'll check on it

    They are, check the Expanded Inventory quest.

    I'll check that too

    This is fixed in the next version

    Ya it is, it's most likely a tooltip bug or something.
     
  9. TheImmortalOne

    TheImmortalOne

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    Through the years I've had the privilege of testing and playing many of Sgt. Johnson's maps. As with all his maps, this RPG shows a level of uniqueness that sets it apart from the crowd. Although there may occasionally be a bug that needs fixing, Sgt. Johnson seems to quickly resolve the issues and maintain a strong level of support for Dark Sun RPG. I particularly enjoy the Hireable mercenaries and the PVP system of this map. For these reasons, I recommend that this map is approved by moderators as soon as possible.
     
  10. xzero

    xzero

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    -t3 doesn't work in at least reds inventory I've lost countless items this way plz fix it asap.

    Once you kill the breaker he doesn't give the quest reward to everyone so he doesn't spawn again if everyone has the same quest.

    Make mark of the crusader for the bonus boss infinite charges.

    Purify the hills part 3 wont return quest.

    Mutilate has no cooldown at lvls 17-20 ( UBER AS FUCK ) This spell deals 400% str with lvl 20 and the dps is uber as fuck even better then the mages.

    Earth's blessing doesn't work when i click the citizen when i finish the quest.
     
    Last edited: Mar 12, 2009
  11. Sgt. Johnson

    Sgt. Johnson

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    Hmm never seen that before, I'll check it out

    Creeps like the Breaker, Blackfang, ect. count for every player when they are killed regardless of their level and such, there shouldn't be any issue with this but I'll make sure the trigger isn't bugging up.

    These are fixed in the upcoming version, though there have been issues with Earth Blessing still not working, I'll check it out some more today. As for mutilate it was nerfed down to 10% Str bonus damage for each level of Warriors rage (Down from 20%.) and I'll fix the cooldown.

    --------------------------------------

    I'm still looking for some feedback on the Druid class btw everyone, I'm really looking for ways to improve the class and make it a lil more versatile/playable.
     
  12. .BakALa

    .BakALa

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    I found a bug about Necromancer

    After you and your golem defeated the dungeon boss.then you collect the loot your golem wont get teleport.and you wont be able to summon your golem untill the timer expire. kinda gay ._.

    I suggest dungeon item should have better stats. if not, whats the point of doing dungeon ? :/

    EDIT : There is some item typo. eg : - Firestrike dagger gives 5 agi instead of 11.

    - Razortalon gives 16 armors instead of 16 agi
     
    Last edited: Mar 13, 2009
  13. xzero

    xzero

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    You should make harder difficulties for dungeons and something to add more content.
     
    Last edited: Mar 13, 2009
  14. xzero

    xzero

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    What server are you on and what account name?

    Paladins holy light doesn't damage undead STILL they really need this as this is their DPS for undead please fix since paladins are the anti-undead.

    The secret minibosses item Blessing of the crusader's revive you part doesn't work.

    Increasing the max level soon? I really wan't all my abilities to be max >>

    Remove the casting time of warriors fury ( the bloodlust ) as it interrupts the str bonus damage of Mutilate a lot with tons of ppl atking u.

    Make better anti-singleplayer that sees bots.

    Make ice mages frost armor self casting since u cant use it on allies nerf the freeze time for bosses since i can freeze bosses for 6 seconds ( L O L ) make it 3 (half) seconds on heroes ( FOR PVP as it is overpowered in PVP A LOT ) and all bosses and make Frostbolt reduce movement speed / attack speed maybe since frost mages are suppose to slow people with frost bolts. The frost armor doesn't seem to work at all too!
    I still get rended and poisoned from mobs and it says "protects from special abilities and magic". - Edit only special abilities don't get blocked magic gets blocked.

    Maybe give that rare kobold a purpose?

    For some odd reason when I was a frost mage theres a ton of " you completed " things when you finish a dungeon but I really just got the exp from 1 of em.

    Food can get pretty overpowered seeing as it has no cooldown and people can stun then use it infinite times, give it a cd maybe?

    Increase the max level range for all instances.

    Retreat should work on the assassin since its like Vanish in WoW.

    Reduce the time by half from bone prison atleast on bosses and heroes on the necromancer too since its 8 seconds even worse then frost nova.

    Paladins taunt has the same cooldown as consecrate.

    Consecrate also doesn't last 10 seconds it lasts about 5 or less but shows for 10 seconds the damage part should be every second too as it is very low damage.

    Most of the time necroes summons wont be able to summon or go inside instances.

    Rare epic items that have very low chance to enter the loot for the insanely hard dungeons such as the last dungeon and the lvl 50 mountain giant dungeon and the tomb dungeon.

    The tomb dungeon doesn't open the doors after u die and theres some one stuck in the beginning bc the doors closed on them so my group got fucked over once and we had to reload to exit it.

    Make every spell cost more mana seeing as how spells cost nothing and pally never runs out of mana so he can constantly heal himself.

    The skeletons in the tomb are called "Skeletens" or something else fix this typo.

    Earth's blessing buff from the quest only works on red I think bc my archer friend turned it in and got no buff.

    The map is very easy with a healer maybe you should make it harder with nerfing heals or making dungeons even harder for healers + tanks.

    Upgrade minitau's trinket item since the first dungeon has a better one.

    You can store items then pick them up with another loaded character.

    Reduce the lumber cost of PVP items because 100 kills is a lil too much make it 50 or something.

    THE LIST GROWS!
     
    Last edited: Mar 14, 2009
  15. ZzRicK

    ZzRicK

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    everytime i save and reload the quests say that u have to be level 3? or somethin when im like level 28 that needs fixing
     
  16. LgIsHere

    LgIsHere

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    A bug found

    Hey!
    Nice RPG but i found one bug.

    I saved my character with my rifleman there and when i loaded my character, i can buy an extra rifleman and than my rifleman appears. Which means i have 2 riflemen. Please fix this bug because the riflemen are imbalanced when having more than 1.
    Thanks :thumbs_up:
     
  17. Sgt. Johnson

    Sgt. Johnson

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    USWest / Sgt_Johnson

    lol thought I fixed that, must not have

    55 is going to be the max level for quite some time, the reason you can't have all your abilities maxxed is to add some variety, players can max out the skills they like or prefer the most, and some skills are better for certain situations

    Fury is a passive skill, a dummy unit casts it on the Warrior, idk if that would have the effect of stopping the bonus damage from Mutilate though, I'll test it.

    Clarify a little please

    I'd probably need to make it a dummy spell to get that to be self casting since Anti-Magic Shell (the base spell for Frozen Shell) can't normally be auto cast.

    Yes certain caster classes seem to be way to overpowered in certain cases, such as the Frost Mage's <Flash Freeze> and the Necromancer's <Bone Prison> can make certain things rather easy to solo and can make bosses extremely easy. Atm the last two dungeons can still be difficult without a FM or Necro, and impossible without a healer more than likely. I haven't gotten to test Gald'anoth since I last messed around with him though.

    It's rather difficult at this point to change certain things because so much of the map is already done, and since the bosses are normal units. I can try and get that changed so the Bosses are heroes but it will take quite some time to change that around because of so much stuff that involves the bosses in triggers and such.

    lol I plan on decreasing the XP rate considerably in the future because of how fast players can still level, when I do this I'll add alot more quests that include every enemy I've missed.

    I can actually explain this, Frost Nova spawns Dummy Units at all the enemies that are hit, sometimes these don't despawn instantly however do after a few seconds. If you clear a boss right after Frost Nova the trigger picks all units in the area for the rewards trigger. It displays that completion text and creates an item for the picked units, this was my own stupidity that caused that bug lol. It's nothing real serious it just causes alot of spam.

    I reason its not fixed is because of again how many triggers it exists in. It will be fixed in the next major fixed version.

    I'll stick a cooldown on it.

    In my opinion the level ranges work great, the dungeon creeps are designed for players from the min and max of the range, increasing the max level range would just decrease the difficulty for players if they had someone higher. For example the max level range for the Wolves Den is 8-18, most classes can pull of solo'ing the Wolves Den at 18 with decent gear. Now if I increased that to 20 or 22, it would just make it alot easier.

    Eh I might as well lol

    Oooh! Idea! I can try and get a system going for the Entangling Roots-Type spells that gives a chance whenever a unit is rooted and gets attacked that the roots will break, this would balance root spells a bit more and definately make it a bit more difficult for the necromancer to solo stuff that shouldn't be solo'd.

    =/ Don't see a huge issue in this, or is there something I'm missing.

    Hmm.. this damn spell is really beginning to annoy me with it's constant bugs lol.

    The Blood Golem along with Mercenaries cannot enter dungeons. This is for several reasons.

    - Dungeons are balanced to for heros only, throwing mercs into this would suddenly throw off the balance.
    - I would need to implement some complex triggers to make sure you couldn't take a strong high level merc into a dungeon, since the level range triggers block any normal units from entering and only allow certain level heroes in.

    Necromancers can however summon a Blood Golem inside an instance, after entering just use the summoning spell and you'll have your Blood Golem inside with you. And it's actually my fault you can't resummon the Blood Golem, I used the Water Elemental spell for it and which has no limit in how many units it can summon so I had to set the trigger to not allow any other Blood Golems to be summoned unless the original one dies.

    I'll switch it to Feral Spirit soon so that I can take away that trigger.

    I plan on adding these soon but I want to try and get all possible bugs fixed.

    What doors are you talking about? Do you mean Vaeluon's Manor? I had those doors properly resetting if your group died, are they bugging again?

    I've been meaning to increase the base mana of each spell a bit more but haven't gotten around to doing it yet.

    I'll fix the typo asap

    It seems that for some reason the trigger for it refuses to work properly no matter what I try I'm probably going to need to rethink a new reward.

    The last 2 dungeons are near-impossible/impossible without a healer, and it's can be a lil hectic at times as the healer *cough* Healing during Dur'kolik *cough*

    Eh it has it's uses, I thought 5% life/mana from kills worked pretty well and was balanced, what would you suggest?

    Damn that expanded inventory lol, I'll fix it, though it shouldn't be to much of a problem with the last version since if you save or load a character it disables repicking.

    I want it to be difficult to get the PvP items thats why I thought 100 total kills was a good number.

    How in the world you pulled that off I don't understand, 1 hero supplies 1 food, mercs cost 1 food, if you repicked you would have lost that 1 food and would have been 1/0 food. When you picked a new hero it should have gone to 1/1 food again. How you managed to get 2 is beyond me.




    I'll try to get these fixed, though I can't give an ETA on how long it will take, some of this will take some time ><
     
  18. xzero

    xzero

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    Sorry accidentally said "cooldown" for paladins taunt has the same cooldown as his consecrate, I meant to say hot key.
    Never mind about the anti-cheating thing not working well, it works I just never tried using a cheat.
    Hemet's Insignia should give armor and damage since its a giant minotaur, on use it should give you attack speed along with that movement speed.

    Clerics Life ability didn't give me back all my mana when I used it on myself.
     
    Last edited: Mar 14, 2009
  19. Sgt. Johnson

    Sgt. Johnson

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    I'll fix that

    He's more reffered to as a beast, if you notice the name of the Feat of Strength for killing him is called <The Most Dangerous Game> and the reward is <Hemet's Insignia> reffering to Hemet Nessingwary, the "Greatest" hunter ever. It's his insignia your rewarded with, it has no actual connection to Minotau the Ancient really. Thats why it doesn't give armor and such.

    And I was going to give it a active use ability of attack & movement speed but it seems those AoE buff spells don't include an attack speed buff, or I missed it.

    That would kind of break the ability..

    It drains all of the Cleric's mana to heal the target ally to 100% life.

    It's a life saving ability, meant for if a player is extremely low on life and needs an instant heal or he/she will die. It's a last resort type spell. Making it so you could use it on yourself with no penalty would break it a little bit.. And it would definately make it tougher to kill a Cleric in PvP because they could pop an instant heal on themselves when they're low on life and instantly go back to 100%.
     
  20. Sgt. Johnson

    Sgt. Johnson

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    Version 3.3.1 Released

    ===============================================


    V3.3.1 Fixes/Changes

    = General =

    * Increased the gold cost of Armor slightly, weapons remain the same.
    * All Rooting spells now have a chance to break when the rooted unit is attacked.
    * Food/Water now has a 30 second cooldown to stop players from spam using them.
    * Blessing of the Crusader now has an active use ability that increases the attack damage of nearby allied units by 40% for 30 seconds.
    * Hemet's Insignia now has an active use ability that increases the movement speed of nearby allies by 20% for 30 seconds.

    = Classes =

    * The Paladin's Holy Light now properly can be casted on enemy undead units.
    * The Assassain's Quick Retreat has been changed to Vanish, and can now be cast on the Assassain.

    = Dungeons =

    * Damage dealt by dungeon creeps and bosses has been greatly increased.
    * Loot distribution after clearing a dungeon has been optimized slightly, and no longer will show multiple messages and such.