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 deployed a change to that act I pylon quest (the one that awards the pylon charge) so it should work for all players.
oh and act II that black reaver cave, i must have missed a cave when i did the mercenaries triggers that move your mercenaries through caves. Ok cool I will fix this issue ASAP. I tested a medic earlier, seems to work fine. levelled 1-20, switched over to act II (in test mode) and it seemed fine, all gear was intact.
Any news on the pylon transport in Act I? I've been in games with 2-3 players and only I can transport back thru the pylon. In all the games, I was the host so maybe that affects it.
In Act II, is there a way to get the mercenaries to transport with you on the way to the Black Reaver. As soon as I cross the water and teleport, the mercs get left behind.
I think i fixed the medic. problem was actually with Act I medics, who had an ability that act II medics didn't. This ability is unaccessable anyways (it was bugged and i forgot to remove it). For some reason having this extra ability made medics from act I incompatible with medics from act II I'm guessing.
k applied the updates to Act II, the questline should continue after killing that ursodak bull (return to chal'marr), Spectre now benefits from infused swiftness in act II, and the allied faction in act II will react to hostile forces. Now i've just gotta figure out what to do with this medic....
Something odd happened yesterday where I switched from Act II to Act I with a party. Then my friend somehow got my players in his bank slot.
After killing the bull, tracker shows return to chal'marr who then loops the see merchant in nexus again.
And btw is anyone still getting that rejuv rank 6 problem? it should be fixed, it works for me but i'm still hearing about it
In Act II the infused swiftness for the spectre needs an update.
Something odd happened yesterday where I switched from Act II to Act I with a party. Then my friend somehow got my players in his bank slot.
From my last post, I figured out the dome (nexus). I killed the bull and returned to the merchant with the Exclamation but nothing happened. After killing the bull, tracker shows return to chal'marr who then loops the see merchant in nexus again.
Haha well I tried Act II to Epic fail. I ran straight to town after load and mobs followed me into the base but nothing in the base helped defend. Cannons and zealots were inactive.
Once in base, I spoke to Chal'marr, bought some sentry potions (I assume that's how we get it) and then started the phased stalker quest.
So I got to the DT and he started running to the base. I got left behind dealing with the mobs but the DT reached the base. Unfortunately some of the mobs followed him inside and killed him as he stood there. With him dead, I couldn't complete the quest.
After that, nothing could trigger. What's the circular dome on the bottom right with a survivor?
Medic is fun and fairly easy to heal with. Rejuvinate is a heal over time that can stack on the target up to 5x. Right click any friendly target to throw one stack of rejuv on them. Healy Medics (and Archons) typically stack haste, lifestealing (for the energy stealing), and a bit of Int.
For clarification, in Act II, the base is supposed to fight things for you if you bring mobs to them, it's kind of crucial to a 'base defense' event that rarely occurs depending on your current quest progression.
I'll check the teleporter in Act I tomorrow, (and probably the quest that awards the pylon charge item).
Sweet. Yeah I've been playing 2 players and rolling thru Act I. But tonight, I had 2 others on Act I and we finished over 2 hours. Haha. I tried the medic tonight and boy do I suck as support player.
This might be minor, but once we got the pylon quest fully completed in the east, I was the only one who could warp back and forth thru the pylon. The other two people had the pylon in their inventory but they couldn't get thru from town. I didn't ask them to try warping from the east back into town to see if that would fix it.
The two of them died and I warped back to town to show them the fast warp and only I got thru. We all started new Chars from start to finish so we had all the same quest items.
Edit: I forgot to ask if the photon cannons and zealots in Act II are supposed to defend the main base? When I went thru earlier, enemies chased me all the way into the compound and none of the NPCs were defending like in Act I.
k fixed all mentioned issues, some act II quest triggers may fire more often than they should but they should work. Quest pings should be yellow or red. Act II is intended to be fairly hard, and you may find yourself getting hit really hard if you're not geared. The hybrid destroyer fight is typically easier on 2 player, but I've beat him at level 45 by myself.
I'm not going to make the Hybrid Destroyer any easier until i release Act III, it should be considered a 'raid encounter' for level 40-50. When I release Act III I'll nerf his plasma blast but he won't drop as good loot as he used to, so kill him while hes hard mode while you still can.
Yeah I load up on lesser potions in Act I. but after buying a piece of armor, I couldn't afford the higher potions in Act II. Last boss pretty much did 80% dmg in one blast.
Act I is looking really good. Is there any way to change the color of the map marker? With Fog of war, the black quest market on the map is hard to see. Maybe a yellow, red or green?
Hmm, may be an issue with completing quests out of sequence, and quest objectives have apparently caused some other issues in act II. Chal'marr should be giving you a 4 part quest chain after doing the stalkers quest (which is apparently broken since recently). I'll try to add requirements to the 'boss dies' loot triggers, so they don't tell you to go see Chal'marr after every boss you kill.
The potions in Act I are pretty much what I want them to be at, so players can still afford mercenaries. They drop fairly steadily based on how many players are present, and they heal for so little, (from the perspective of a higher level) that they should be ridiculously cheap and accessible.
Yeah I figure the marauder and ultralisk would benefit at higher levels.
A quick run thru of Act II: I could only trigger one quest... In the Phased Stalker quest to find stranded zealot, upon escorting him back to base nothing happens. If you go talk to the Phased Stalker it triggers the same quest again. Quest tracker changes from escort to find the zealot again.
Did you add any ping markers on the map? The only one that triggered was the stranded zealot. I had to go out and find the black reaver.
I think there may be a second quest with the Phased Stalker or zealot? There's an exclamation mark over his head but nothing happens.
Chal'Marr: Kill the Black Reaver - I found him without any notification markers and took him out. Then it triggered "Return to Chal'marr" but nothing happens.
Frost and Fire Hybrid - after taking out both, the quest tracker "Return to Chal'marr" appears but nothing happens.
The Templar - After finishing him, I have 4 quest trackers across the screen with Return to Chal'marr.
The shops are great. Have you considered the pricing of potions compared to act I? I think it's on the cheaper side for lesser pots at 5 gas and pretty expensive for the greater pots. Maybe 10 gas for lesser.
Seeker missile (marauder) doesn't quite hit for enough between levels 1-5, considering it's life cost. It works great once you get like 10 strength. really.
Also note that the 'Reforge ground weapons' works differently for strength classes, each rank gives the hero 10% haste on their auto attacks, instead of just being a flat damage bonus like the other classes. Since the strength classes all have an aoe effect attached to their auto attacks (cleave and glaive thrower), this is much more valuable at higher levels.
I was going thru the different classes and checking out their talents. I haven't started Act II because I'm still testing which hero I like best. So I've noticed a couple of things.
Spectre: Infused swift doesn't affect move speed like it does with the other heroes.
High Templar: Psi Storm research shows level 2 at the beginning and after 1 upgrade it sits at level 3. Talent won't go away and consumes minerals when trying to upgrade.
Medic: Improved Rejuvenate upgrades from level 1 and 2 with 14 and 17 shields healed per tick. At level 3 it jumps to 32 shields (from 3 ticks to 12) and displays level 6 at the top. Talent also doesn't disappear and consumes minerals.
Edit: From testing today, I think the tank classes of Ultralisk and Marauder seem to have rather weak DPS. After the full melee upgrade and 2 strength points they are hovering around 37.5 DPS while range and spellcasters are 40 or higher. Have you considered buffing them a little? The DT has the highest dps but it's also melee and suffers like the tank classes when being attacked by swarms. For the two tanks, maybe an extra point of damage per strength or upping armor from .4 to .5. What do you think?
yep, there were a few acquire quest triggers that weren't properly executing, just applied a fix. Both quests should now work properly (but i had to remove quest tracking on those quests).
k checking it
I started a new character < lvl 10 for the terran quest and nothing came about. The exclamation was over the marine's head.
first issue is probably because you may be too high level to accept that quest to take out the nearby hatchery. it's a level 3-10 quest. the second issue is strange. I have no idea what causes random things to become broken from one version to another, and i end up redesigning things completly. I'll definitely look into that high templar quest.
After another run, I've noticed some things.
In Act I:
-Stranded Terran soldiers used to have a secondary objective after rescuing the commander like defending a swarm or taking out the hatchery nearby. I can't get this to trigger.
-The High Templar quest no longer triggers the invading swarm.