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'm aware of the issue with heroes being frozen after traveling through a town portal. Just save and reload your hero to fix it. I also noticed that heros are loading with their stuff next to them instead of in their inventory. Some terrain isn't registering properly and makes some objects look 'raised up.' Particularly the Zerg start point, and teleporters. I will fix these issues soon. These issues all popped up overnight with the coming of the 1.5 patch.
I'm doing blizzard arcade icons & descriptions. Possible screenshots too for the 1.5 update. Act 1 will be alot simpler for beginners. I haven't actually played it since 1.5 yet.
I'd really like to work on this more, I just haven't had time. I kind of ran into a dead end when I hit the behaviors/buffs limit per unit (512 behaviors approx). I would really like to beat this limitation like how I did with bosses with a couple million health. I would also really like to reduce the bank file size even more to make for smoother multiplayer loading. Through 0.83-0.94c bank files were between 57kb and 100kb! Now they're only 8-11kb and it stores some mercenary data.
I'll try to do a new patch with new talents soon. I don't think Act 4 is going to work because the act 4 gear is bugged.
Tal'darim are a splintered faction of protoss fanatics. Some remained on worlds such as Monlyth after they had been mostly abandoned centuries ago, some Tal'darim are protoss stranded on Aiur after its evacuation.
The Tal'darim once worshipped Ulrezaj, and they would often imprison those who choose to embrace the ways of the Dark Templar. Some great lore on the Tal'darim at the starcraft wiki http://starcraft.wikia.com/wiki/Tal'darim
I coulda swore the Tal'Darim are the good guys there the dudes that protect the artifacts right? This makes them seem so evil, which there not they might seem it in the campagin but thats just the perspective. Or i could be totally wrong and thinking of something else.
act 3 is not working for you? I'll convert the 0.98d version of act 3 for you, see if that works. I'll have it posted in a few hours.
act III eu ? spent my lonely nights here and now i cant play last chapter :(
After briefly playing diablo 3 I may be working on a new project.
@TalDarimDestroyers: Go absolutely. everyone be sure to check out the Diablo III open beta! woot!
Hey Sharicasmi!
I'm back =).
I hope you missed me?
@Ghoststalker88: Go
not sure what you mean, my rpg has been out for 14 months, items have been equippable for about 9 months. Try the 0.97 version.
act 1enGB
act 2 enGB
act 3 enGB
Problem on the EU version for Act 1 is that I don't see any Inventory. You just have the 3 bags, but u can't equip something like an armor or helmet, Everything else seems to work fine ;) Its a nice map, I like it. But I would like to make use of my items for sure ;) Otherwise the hybrid destroyer seems to be very hard if u try to kill him alone :P Probably someone can upload the very new version with everything working? That would be very nice!
@colper89: Go
Shadows of the Tal'darim requires 3 gig of ram to run properly, the text can only be read by users with an enUS or enGB starcraft 2 installation. (although I've heard of people playing it on SEA servers)
Okey, this looks good. Now I cannot make this work. Seems like there is a problem loading the map. Or the download is cutting down parts of the map, The screen goes bonkers when I load it up.
The problem with act 4 is not a limitation on number of behaviors allowed on a unit, or amount of +damage, +armor, or +life/shields, so I'm having a hard time figuring out why the high level act 4 gear is so buggy. I will not finish Act 4 until I fix this stuff.
Still working to fix the bug that occurs when a player gets more than 21,500 health. The fix for this requires me to reset all +life/shields talents, stats, and gears to 1/10th of their original + life/shields amount.
The 0.98d version of acts 1/2/3/4 that I'm working on will have this fixed. Starting with no more life/shields display next to your behavior bar (on the bottom of the screen).
Keep up the good work Sharicasmi =P
I hope you didnt forget about me ;3, I didnt forget about you.
Act 4 progress - 42% complete
Items: 88% (Act 4 items are satisfactory...for now).
Mobs: 92% (13/13 non-boss unit, & scaling data completed. I just added 2 more types of mobs).
Import Data: 93% I just need to adjust the thumbnail image, and add a waypoint map :D
Bosses: 28%, (9/11 bosses Unit, Actor & Scaling data completed. The first 3 boss fights are finished, the rest of the bosses are in rough draft form. It definitely feels like there needs to be more bosses than what there currently is)
Terrain: 25% The first outdoor zone is complete. The indoor zones and caves are done, but the cave teleport triggers only half done. 100% of Act 4 has been mapped but some places will be subject to design changes. Waypoint system isn't done yet.
Quests 3% I've begun deleting some of the act 3 quests from act 4. These quests have to be impossible to solo. A healer is required, and there are 3 zones in act 4.
Act 4 progress - 36% complete
Items: 88% (Act 4 items are satisfactory...for now).
Mobs: 80% (11/11 non-boss unit, & scaling data completed, I'm not exactly happy with the variety of mobs so I may add more if it feels like it needs it).
Import Data: 93% I just need to adjust the thumbnail image, and add a waypoint map :D
Bosses: 25%, (9/11 bosses Unit, Actor & Scaling data completed. All fights are in rough draft form. I will be fine tuning their difficulty levels as I add new mechanics)
Terrain: 17% The first outdoor zone is complete. The indoor zones and caves are done, but no triggers to hook them up yet. Waypoint system isn't done yet.
Quests 2% I've begun deleting some of the act 3 quests from act 4. These quests have to be impossible to solo. A healer is required, and there are 3 zones in act 4.