Shadows of the Tal'Darim
Shadows of the Tal'Darim is a 3-part 1-10 player RPG for Starcraft 2.
Shadows of the Tal'darim 1.09 features:
- 15 Unique heros
- A hero save system that holds 5 heroes per player
- Content that adjusts difficulty based on how many players are present (Mobs and bosses have +100% life per player)
- Content that drops more loot when there are more players present.
- A Unique Stat-point spending system that allows you to customize your character, and re-spend these stat points freely at any time.
- A talent system that can unlock new abilities or improve existing abilities.
- Diablo style followers that get stronger as you get stronger, and level as you level.
- Over 240 pieces of gear including helms, shoulder, chest, bracer, gloves, boots, rings, shields, trinkets and relics!
- Drive 1 of 4 different types of vehicles!
- A waypoint system similar to Diablo.
- A PVP Arena where 4 or more players can have arena battles and compete for XP and Vespene!
- Released Dec 28, 2010. Updates every week.
Visit the Shadows of the Tal'Darim Forums
- Act I Level 1-25 content
The Protoss and the Tal'darim were fighting above restored Haven. Shortly after the Terran colonists sent up a battlecruiser from the surface, a sub-space Vortex opens up above the planet, engulfing several vessels. Trapped and stranded 85 years in the past, our heroes grow tired of waiting for reinforcements
The Tal'Darim have set up fortifications, while they gather enough materials to launch an assault on Aiur (and through their madness, destabilize time itself!)
- Act II Level 23-50 content
After nearly defeating the Destroyer, our heroes head South in pursuit. Chal'marr and his band of Templars have taken over a nearby Tal'darim outpost. This outpost will serve as a temporary sanctuary for Chal'marr's survivors while they investigate the Tal'darims recent expansion into the region.
- Act III Level 45-80 content.
Near the end of Act 2, one of the Destroyers Dark Archons had mysteriously appeared and stole a powerful crystal artifact that the Destroyer was excavating. The Destroyer was enraged. The Tal'darim Archon opened a time rift and escaped to the present.
With the timelines restored, our heroes return through the temporal vortex, but they pick up a Tal'darim warp trail that leads straight to Korhal! Chal'marr's survivors (on General Larrens Battlecruiser) follow the warp trail to an experimental research facility on Korhal, which is still mostly in ruins after the last Zerg attack.. The Ta'darim Archon (known as Nezzax the Consuming) is harnessing the powers of the crystal to amplify his ability to control human minds!
I cannot seem to find how to spend my stat points with this new UI. There aren't any plus buttons for me to add stat points to my character.
EDIT: Didn't see the stats button on the characters bottom right.
with my ancient video card I can only load act 1 and 2 right now (and it crashes often). I'm getting a new video card tomorrow . I've split up act 2 victory triggers into 4 parts, which should improve loading into act 3. I'll get to work on a third backup bank and some new loading tools.
Error occurred after killing Act III end boss and remaking a game. 2 players.
In both act II and III, I was player 2 and had the host pick up the items after the end boss and save immediately. Both of us have empty slots in the inventory. I want to say 3/4 games don't save properly.
As for the teleporter beacon error in Act I, the host was lvl 19 while I joined and created a new character. I spoke to Chal' marr to get the stone zealot quest and went from there. I ignored the scientist and terran survivors. Not sure if the sequence of quest completed had anything to do with it.
In Act III, in a 2 player game with the same quest line, I didn't receive a blue access card even though we completed all the quests together. I haven't tried going thru solo to see if that fixes it. Lvl 80 character and no blue card to fast warp.
I'll work on redesigning the victory triggers for acts 2 and 3. I assume you were playing in a multiplayer game, where things can sometimes be buggy for players 2 3 4 and 5. This is yet another situation where a trigger simply got too long because of 'pick each player in active players' reward/save triggers. I'll just break these up into smaller triggers or functions.
This is precisely why I removed so much bagspace, because the bank files get too big from all these items, and then doesn't load correctly sometimes. If you could provide more information on which act, how many players were present, I would be better able to pinpoint the cause of this problem. Because I don't have much to go on.
I'm guessing you were player 3 or 4, because theres a trigger that automatically gives everyone a teleporter beacon when you enter a zone by the stone zealots cave. If its not working for players 3-5 then I need to fix it. EDIT: after checking this out, it seems that this trigger was broken
In the meantime use town rifts if you want to get back to town. They should work in all acts.
The 1.1.3 SC 2 client started bugging the questline on the original version of the quest, so I had to change the cashin events. It still doesn't properly turn on 'the broken scanner cashin' when you rescue that dark templar (but the rewards are dropped as intended, and the questline continues from Chal'marr).
edit
I'll be back to work on this project on the 12th and I'll likely have a patched version on the 15th
End boss battle in Act II and III don't save properly. doing loot raids, I try to pick up everything and save manually before victory splash only to remake a game and not keep any of the pieces. Upon remaking another game after a raid, a host lost half his inventory and equipped gear including his warp beacon.
One item has an error. I think it's the Plate Phase Helm. Name comes up generic in inventory with something like helm item/name/.
I also messed up the quest line on a new character in Act I. I went straight for the stone zealot and never received the warp beacon thru the scientist. I couldn't warp back to town in all 3 acts. Kinda funny but annoying at the same time.
Did you remove the scanner quest in Act II? I can't get that to trigger.
ok. cool thanks for the input. Having some issues with my video card atm, I'll get to working on this again when I can. I'll try to address as many of these issues as possible and forge a 'to do' list.
Good point I'll try to trim the players inventory more often to reduce this occurrence. It's difficult to have lots of 'trim players inventory' in every quest trigger because the execution thread will take too long, and we see broken cinematics in 3-5 player games. Definitely on my 'to do' list
ehh thats odd. It seems I have no way to fix this until blizzard implements 'unit picks up item.' I don't know how an 8 slot bag snuck in that build, but It won't do anything. Any idea how you found it?
You must have had some really old saves. We sorta went from warcraft 3 style inventory to diablo 2 style inventory so some of your old gear might be missing. (bag 2 is now an equipment dialog)
Destroying the hatchery at the end awards vespene and minerals (and drops an equippable item for each player present). Chal'marr will also immediatly tell you to go kill the stone zealot if you haven't already. Your friend shouldn't have 2 act 2 keys going into act 2 I'll have to do something about that. It autotrims your inventory when you load into act 2, that trigger might be getting too long to execute for some people. I'll autotrim inventory at the end of each act instead of during hero load.
By the time your hero gets to level 50-80, my 'calculate hero experience' function starts to take a long time to generate an experience bar/dialog for you. If a function or trigger gets too long, it misses a few things (your minerals). There's things I can do to work around this and I'll see what I can do.
Wow damn I really need to fix these issues. I had the Hydra merc working great last month. Not terribly surprised about that bug with the new marine and firebat mercs though.
Yeah I'll be more likely to fix the science vessel and make it attackable as ground and air. Players shouldn't have to worry about any distinction between land/air targets.
And btw thanks for playing and coming up with these fixes. I take all ingame issues seriously (some more than others). I've just been busy playing Warcraft 3 actually.
Last time I logged in was a couple months ago but I finally hopped back on to try Act III for the first time. I've noticed some changes and improvements. With one less inventory, quest items not being properly removed reduces space. Items picked up in a full bag disappear... or where do they go? Also there is an 8 slot bag in there. What does that do?
I introduced your map to a new friend and we played all 3 Acts. I came across a couple of problems:
All my gear from my 3 lvl 51 saves have been wiped.
Act I: Disguise figurine quest item stays in the inventory. Helping the marines destroy the hatchery doesn't end the quest. My friend also had two Act II keys that weren't removed going into Act II.
Act II: After defeating the destroyer, you have a brief moment to grab the loot but it doesn't save. Tried twice reloading and going into Act III. The item doesn't save before the game victory. This also applies to Act III.
Act III:
I use Tosh. Upon loading Act III for the first time, my minerals and base stats were wiped. Skills needed to be purchased again. Starting Act III with 0 minerals and missing skills was tough.
Hydra mercs don't follow or do anything. Also, if you already have a marine or firebat merc, purchasing another still drains resources.
Roach only has ground attack. The science vessel is air. Not a big deal but should all heroes attack air and ground? Also Roach could use a speed upgrade skill. It's 1.6 Move speed in Act II and III.
@ehhhhh0004: Go
You must have at least 3gig of ram or else this map won't load.
Hi, i downloaded the maps, and ran act 1 via "open with" the stacraft 2 launcher, the mad finished loading and once in game nothing happens, its all shroud and nothing really happens, i could type in "tooktheredpill" to see/scan through the map but i couldnt play it, what should i do?
I'll be abandoning the idea of getting trinkets working for now, to get the game looking (and feeling) more polished in the areas of tooltips and button descriptions.
I'll also be adding a few new help commands, that inform the users that their shared XP radius is unlimited, and that they can respec their stat points for free through their stats menu.
still workin on new rings and trinkets! Having difficulty making the 'on use' effect trinkets, and I may have to switch them to 'proc per minute.' the trinket lineup is going to look like
Trinkets should be considered extremely rare until act 3. I believe trinkets 2, 3 and 6 will be the high end act 3 trinkets.
There will also be 17 new rings coming soon.
working on new rings, trinkets, and boots for the next major update.
The Online Gear compendium is now updated with the new items!
I'm doing a bit of work on the old 4kingdom DOTA map I made (making it playable for pvp and leveling), then I'm going to work on an 'atlaslootSC' for it.
@PeterDLai: Go
ok I'll check it out. I recently syncronized all the unit/ability/behavior/button data between all 3 acts. I thought I fixed all the bosses, but apparently i forgot to test act2 last boss since the update!
My friends and I seemed to beat Act II but it doesn't do anything after we killed the Destroyer.
Did we kill him too fast? We seemed to take him out really fast and he didn't get a chance to do many of his special abilities (except that charged up psionic blast thing). Was he supposed to do something with the statues and whatnot? We killed him before he was able to take advantage of anything...
Update has been applied. Inventory system has been redesigned, and new boots/gloves/ring class items have been implemented! These new items drop off of bosses, and some of them can be found at the new vendors in act 2 & 3.
I seem to be having problems uploading the new version, it seems my internet is not fast enough to upload the file within the 2minute time limit. 20mbps download and go figure, 0.45 mbps upload speed... Blizzard needs to remove this 2minute time limit restriction for uploading maps, each act is between 8.6 mb to 10.1 mb compressed.
check your download/upload speed at http://www.speedtest.net/. If you can pull 2mbps upload speed, you can post up to 20mb maps on battle.net
@Sharicasmi: Go
And the answer is.... A! Thanks for the help. On to Act II. There seem to be some inconsistancies in some of the skill descriptions between Act II and Act I, specifically in the area of DoT stacking, but that might be my imagination. I will have to look to see for sure.
@dshor: Go I'm still very concerned about any functionality issues, let me assure you that I take any bugs quite seriously. If you're still having trouble on the pylon quest, most likely one of the 3 following problems are occurring.
I just came across this, it's amazing. Greate job!
The only issue I have is that in Act I, when I am doing the recover pylon quest, I can't get it to end. I save the guy from the trap and meet him back by the teleporter and nothing happens.
Did I do something wrong, or is this a bug?