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!
Hey you can get free mana refills by resetting your stats.
There is a fairly major glitch I have found (and I am sure you have to) where if you load up a pre existing hero you do not re aquire the objectives, so the areas where you need to go to (the east) do not open up. I also suggest you Change the gates blocking you from other areas to rocks or must and maybe if you try to go past text appears that tells you you are not ready to pass.
ok sounds good. Thanks for the feedback. I'll have some time to play test and address this issue in a few days, I have just been really busy lately.
So when you load up a pre-existing hero in Act 1 multiplayer, you'll find that you're forced to start from the very beginning, because there may be players present who are starting at level 1. Enemy mobs hp and damage scale with the amount of players present, so these are considered group quests.
Because of how multiplayer sessions work, (players can load up a high level hero in multiplayer games) it's difficult to keep the high level players from unblocking every quest barrier.
The game handles barriers and quest blockers differently on single player mode, as you can easily unblock every quest barrier & solo the game with a high level hero.
The only immediate fix to that issue i can think of is, deleting your quest items upon loading a high level hero, so that the player can execute quests in act 1.
I love this RPG, I find it so much more fun than SCU, great job!
I made some balance adjustments to the Adept class, but I'm noticing that their Act 1 damage is a little high. I'll be reducing the base damage amounts for some Adept abilities, and I'll add new talents when I get some time.
I have also been working on the Zone select screen for Act 4, but the problem is, when you select zone 2 (Aiur) and go to load a hero, it says 'all slots are empty.' I have most of the outdoor terrain done in the Aiur Zone.
I'm busy house-sitting for 2 weeks and I'll be back to work on things October. I'll poke my head in and play a game here and there until then. I'll get around to buffing Adept, bug fixing anything I find, and eventually get back to working on Act 4.
I just added some new consumable items:
These new items can only drop if there are 6 or more players present. An Act 2 vendor sells XP potions. By Act 3 you can buy int/str/agi elixirs at a vendor.
I am in the process of adding items. In particular, we'll be seeing several new types of items including:
Hey folks, I've working on Act 4 alpha and an honor points system that caps at 1500 honor per week. I have just employed some quickfixes for the Zealot Champion and Marine Commando heroes to address their low act 3 DPS.
Act 4 is currently about 34% complete with an expected release this winter. It will feature 3 different zones each about half the size of Act 3. I've been making new mobs, new bosses, and for now I'm just trying to get the 3 different zones working.
I know there are a few hotkey bugs with Marine Commando since I added Toss Grenade the other day, and I will go over Act 1 2 and 3 later.
I've done a huge QOL update for medic and Archon players - I've integrated the data editor into the targetting triggers. This also means PVP on all classes in general is going to be a lot more fun. Here's some of the changes to list:
I am finishing up adding the Arena zones to acts 1 2 and 3. Players access arena matches by showing up at the 'arena' waypoint. When there are 4 or more players in the arena, it sends out a dialog invite to all players in the game session, so that they can accept or decline to participate. If 4 or more players hit accept, the participants are ported to the arena where it randomly picks one of 2 different arena modes: FFA death match or Team death match.
At the end of the event, all participants are ported back to the base. Players can continue questing or keep doing arenas by returning to the arena waypoint.
So have recently adjusted the prices of minor and lesser potions, and all consumables (grenades, bombs etc) should now be worth some vespene when sold to the shops. The Act 1 quest chain now awards a marine mercenary to players who have completed the terran commander disguise quest.
I have a few things on my priority list: I'm trying to get ahold of some of the negative reviewers on bnet to see if i can resolve their problems. I'm working on arena zones in acts 1 2 and 3, but they won't see much use until I can integrate them into the questline or the duel system.
@TealAevitas: Go
Glad to hear you're enjoying it. I am adding some minor visual changes and stuff. Now if you could change your review on bnet that would be great. My RPG is about 6 years old and I got a lot of really bad reviews 4 years ago because I had to leave the project for some time, and a few things were left unfinished or buggy.
Hey, sorry i wasn't there to see your messages at the time but thanks for trying to cantact me
I believe the issue was that i had already played a few of the quests a long time ago, and so when i came back to the game my hero must have been corrupted or something.
I figured i'd try making a new hero and see if that fixed the problem, which i'm glad to say it did! Now i'm on act III and enjoying the carnage my hero brings!
Thanks again for trying to help me out, and I'm looking forward to seeing what you have planned for us in act IV :)
@TealAevitas: Go
Hi there Teal. I've been trying to get ahold of you on Bnet. So basically, one of the first opening quests seems to have been broken for (apparently) 2 weeks, specifically the Terran commander disguise quest. I finally got back online and spent some time fixing this yesterday. I have been really busy this summer and I haven't had much time to play and update the RPG for about 2 months.
So long story short, the quest chain froze up after killing the distruption field generator. You have 2 options being level 26:
About the other things, like the Giant ultralisk boss (omegalisk) the Destroyer, and the Queen; In Act 1, I had issues with high level players just walking in and ONE SHOTTING the last boss in the first 5 minutes of the game, because they're so high level from playing act 2 or 3... Not very cool if you're with 3 new players wondering "what's going on? What heroes are good?"
I made many of the bosses 'invulnurable' until they are unlocked by the quest chain, to prevent veteran heroes from ruining the experience for lower level players. Talk to the Hybrid in the Terran base to unlock your quest progress.
I applied a whole bunch of fixes yesterday and really took some time to test acts 1 and 2. Thanks for the feedback and I will definitely try get ahold of you on US bnet when I get some time.
Hey, sorry if this is not the right place to post questions / issues, but i really need some help. I've started playing the first act and have been really enjoying it so far, but i've hit a dead end.
I dont know how to start quests, and when i do accidently start one, i can't continue the objectives.
I've tried standing in all the rings/ markers around the spawn or clicking on all the characters/ buildings but nothing has happened. After about 45-60 minutes a quest randomly starts and asks me to desguise myself as a marine commander to talk to the marines at their crashed ship. After i step into the green ring, they say to get the armory working, but thats the end of it (no other objectives are listed and i cant seam to do anything to progress)
Another example is that i can use a special ops drop ship to fly into the temple in the desert and kill the giant ultralisk (Omegalisk?) which then gives me an objective to "return to Chal'Marr". When i head back to him, there's a question mark above his head but i cannot do anything to get his attention (tried clicking on him, walking up to him, running him over, etc).
So then i thought that i could just find the destroyer and kill him to move on to the next act (assuming i would have minimal issues with a newer map) but both he and the Queen are "invulnerable units".
So far i've just been leveling up and collecting minerals/ gear, but at level 26 it seams like i can no longer gain xp from killing enemies around the map.
If you have any info that could help me please let me know. I love playing RPG games and i can see a lot of time and effort has been put into making this series, so i am very much looking forward to carrying on through the story. Thanks
I briefly took a look over the mineral gain triggers in Act 1 and I guess I'll be revisiting these triggers because they don't look right at all. Thanks soulwielder for pointing that out to me. I am working on new mineral gain triggers for act 1 based on these damage ratio's.
@soulwielder: Go
I changed how mineral gain works in acts 1 2 and 3. You'll still get bonus minerals and vespene when quests are completed. Mineral/vespene gain is based on your damage and healing dealt, and then it factors in your hero level.
In Act 1: Level 1 heroes gain more minerals per damage than a level 20 hero would, because they deal SO MUCH less damage/healing than level 20's. By level 23, players stop gaining extra minerals from damage dealt/healed in Act 1.
In Act 2: the limits are set up for levels 20-51. Lower level characters get a generous amount of minerals and vespene per damage dealt/healed. By level 51 you stop gaining minerals from damaging/healing in act 2.
Act 3 is set up for levels 48-80. You stop getting minerals from kills at level 85.
Hi, and thank you for these awesome maps!
Facing an issue here, I am not gaining minerals from killing monsters. Is this intended or an issue I face alone? When I tested older versions I get minerals just fine. It is now impossible to pass queen in act one :(
I've been too busy to post updates. Act 4 is only 16% developed.