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!
-==Act III Progress Update==-
your hero carries over from act III to act II (or act I). so yes, you can bring your level 75 hero with act III gear to act I.
If we try the map in alpha phase, how does that affect our current hero saves? Will it boost since 50-80 material and save items?
Good work btw but you already know haha.
Act III progress update
I'm going to take my time on this, look for me in 'Looking for Custom games' channel if you want to try the latest version of act III. I'm still in the progress of balancing the mobs for use in act III, and I want it to be HARD.
k new dps meter is now also implemented in Act II
The new dps meter is implemented in Act I. I just have to put it in Act II and Act III, then I'll continue working on act III.
The DPS meter seems to be broken at the moment. I'm developing a dialog based damage meter that should hopefully be cooler than the old one.
Working on balancing the mobs for Act III. So far, the average level 50 act III mob has 28k health (per player) and the average level 70 mob has 50k health (per player). I'm also trying to make it so they hit hard enough that they're impossible to kill for anyone under level 45 or without act II gear. Every 10 levels the content needs to ramp up and become more challenging, to match the potential power of the heroes.
Expect a level 70 act III geared hero to have 14k health.
Now that you mentioned the lifestealing... I did mess with the stats since you said there was a buff. I increased from 2 to 4 and by the time I noticed the problem I reset again to 0 thinking this had something to do with the leech pattern working against me.
There was a similar issue awhile ago on my marauder where I was losing my own HP per attack until I added the life leech to 2. This was several updates ago and never crossed my mind as an issue.
Also just realized I should've saved the replay.
I'll keep an eye out. It may have something to do with the recent lifestealing buffs. It might even be a side effect of lifestealing since 1.3.
and btw i've checked over all the gear in act I, I don't see anything that would indicate shield ignore on this gear. :/ I'll keep trying to recreate this issue
I've noticed through checking out the gear, that some of this stuff has increased 'damage dealt minimal' this is only supposed to apply to damage dealt by the hero, not taken, and it shouldn't have anything to do with shield ignore. This (and energy regen and haste) seems to be the only difference between the high level gear and the low level gear apparently
In Act I, I went to the second to last hybrid and died 2 times in a row at lvl 28. I never struggled that much before so I knew something was wrong.
I didn't pay attention to the HP and Shield depletion until Act II where the mobs are tougher and I started clinging to life after a couple of battles. The stalker was the unit I confirmed something was wrong with the roach. I loaded up my marauder at that point and went back to it.
@Sharicasmi: Go
You're right. I removed my original post because I loaded up Act I and II to try and recreate that glitch but it's gone. However, I swapped out two gears since the glitch: Medium Ruthless chest to Heavy Ruthless Chest, heavy Fearless Shoulders to shoulders of the Omen.
Glitch happened in a game of 2 starting in Act I and going into Act II. It felt like I had no armor/shield bonus and the dmg to my HP was significantly higher than the shields but they were both affected at the same time against the protoss.
OP: Roach: The HP and Shield depletes at the same time when being attacked. I literally had 75% shields remaining and my character died from HP depleting first In Act I and II. I've compared with spectre and marauder (who deplete shields first) on the same enemy type. With 2500 shields and 1500 hp, i wondered why I died when the overall green bar was 60-70%. Can you look into this?
ok I'll check it out, do you remember what you were fighting, or what kind of gear you were wearing at the time? I've seen this on rare occasions but I was never able to figure out why this happens.
It's probably just a mob with a 'shield ignore' factor that I'm not aware of, I'll try to re-create this issue to gather more data. Shield penetration is completely imbalanced and should not exist on any mobs or characters.
In Act II,
When you're in a vehicle and press F2 to select your hero, the game glitches where you can't move and you can't exit despite hitting F2 or F3. Can't click vehicle. I haven't tried it for Act I.
Edit: Just confirmed with Act I that it works.
Lifestealing has been buffed again. It should now be worth mixing with other stats if you find yourself lacking defensive qualities.
Al'rek quest pings the wrong location. (Stranded agent). -does he do anything against the hybrid even though he says he'll assist in battle? I see him there.
Phased Stalker doesn't trigger the broken scanner fix in 1 playthru. I got him to fix the scanner after I reloaded the map.
Can you add infused swiftness as an upgrade for the Roach in Act II? His range is short so could use a little speed. Getting around was slow for an agility hero but the same could be said with the ghost
5k life/shield balance is hard to cut since I have decent gear already (omen/phase/ruthless). I've hit over 10k when attacking mobs with aoe. I guess my issue is attacking bosses or single targets like stalkers/immortals where I'm spamming psi storm with attack/feedback but only dealing 500-800 DPS. That's where I tested psi storm dps alone and it was 125-250.
I dropped the HT for now and started the roach. There was also a glitch in the inventory from Act I. I had the tracker beacon that wouldn't go away and it triggered the stranded Marines quests but froze at the hatchery. It must have occurred between a couple of tweaks/updates. Problem is gone after the roach.
Bugs: Act II - Phased Stalker doesn't trigger the broken scanner fix in 1 playthru. I got him to fix the scanner after I reloaded the map.
Al'rek quest pings the wrong location. (Stranded agent). -does he do anything against the hybrid even though he says he'll assist in battle? I see him there.
Suggestion: Can you add infused swiftness as an upgrade for the Roach in Act II? His range is short so could use a little speed. Getting around was slow for an agility hero but the same could be said with the ghost. It's funny when starting up the roach and adding haste. He's gimping in hyper speed.
Right now I'm at ~ 4200 life/shield on the HT vs 9200 on my spectre
it sounds like you're missing a few peices of gear, because honestly, high templar is one of the best classes in act II. I've seen psi storm + vortex do 16k dps on vast aoes. Just get more gear
High Templar Telekinesis can't target massive. Anyway to fix this ability? Most of the bosses are massive and it's the only stun ability for the HT.
I'm not sure if the vortex stops spellcasting. I tried it on the Hybrid and he still got me with prism.
As for the psi storm, attacking with feedback on auto hurts the storm. Sometimes you hit the button but there's a 3 second cast delay for feedback. It really sucks when you have mobs and feedback kicks in. I deactivate it because casting prevents movement too. For single targets it's good.
I thought there would be an upgrade for psi storm in Act II to increase the tick. I didn't even see a HP/Shield upgrade. Right now I'm at ~ 4200 life/shield on the HT vs 9200 on my spectre.
Edit: After your edit, the HT can't take the front lines so having that stun effect would be great for defense as well as stacking the psi storm. The cooldown prevents spamming that ability. Vortex description says stuns enemies but it doesn't do that.
As you can see, I like the HT. Give him some loving! :)
The ursodak bull quest seems to be fixed, and Chal'marr will now give the High Templar Al'rek quest. I just need to fix the quest after that (explore the Frozen Caverns), and the rest should work.
Your stats distrubution sounds fine on your high templar, maybe try to find better gear with more damage? your psi storm should be ticking for more than your auto attacks (and twice as often). You should have 2 stacks of psi storm on your enemy, AND be using feedback/auto attacks in between.
oh and telekenisis was intended to 'not work against bosses' due to the cheesyness of its stun effect, however several bosses are so complex, a stun is your only defense. I'm still not quite sure where to stand on this issue
and yea it would be a really good idea to buff the health on the kill field generator and the holographic turret. I'd like to do this through upgrades.