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Kestin Highfin's Lost Vault (Updated to version 1.1.3)

Posted: Fri Jan 11, 2013 3:47 am
by PureQuestion
Today, I am sealing up this vault. I do this to ensure that the powerful weapons I have amassed over the years do not fall into the wrong hands. Though I can't be sure I won't return... I think the risk is too great. To whomever is reading this, let it be known that you may find things here that you did not want to. Worse still, someone else may find things here you wish they had not. This is certainly my own fear. This is the risk you undertake in opening the gate. I have many enemies. Do not attract their attention.

- Kestin Highfin


A new zone in the Far East, containing a large quantity of end game level artifacts, all exclusive to the zone. Five floors deep, and swarming with treasure and danger alike. Do you dare to brave the depths?

http://te4.org/games/addons/tome/kestin ... -vault-113

Re: Kestin Highfin's Lost Vault

Posted: Fri Jan 11, 2013 2:09 pm
by daftigod
This sounds awesome! Now I just need to make it to the East to give it a look. :P

Re: Kestin Highfin's Lost Vault

Posted: Fri Jan 11, 2013 2:14 pm
by darkgod
Quite nice!

A few suggestions:
- dont activate superload if you dont need it
- the artifacts are very nice as usual :)
- the zone however does not feel like a lost vault; I'd suggest maybe 1/2 levels of random levels to get to the real vault but then have something more carefully tought with cunning traps, lore, ... :)

Re: Kestin Highfin's Lost Vault

Posted: Fri Jan 11, 2013 3:05 pm
by PureQuestion
The idea is to have gradual rewards; however, I might do a couple "buffer" levels and then have a couple extra artifacts on the final floor, turning the reward spread from 1/1/1/1/1 to 0/0/1/1/3...

I could add traps too, perhaps ;)

Re: Kestin Highfin's Lost Vault

Posted: Fri Jan 11, 2013 7:54 pm
by Sradac
you should add traps.
and megavaults like the old forest one.

and make this a risk vs reward thing!
Make it a one time enter.

You enter this place and when leaving it seals shut forever. Progressively stronger and more deadly floors with better loot. How deep do you dive? Do you go just one more level to try and get those awesome goodies, even though it might be your doom? Or do you flee like the coward mortal you are, forever leaving behind the treasure?

Re: Kestin Highfin's Lost Vault

Posted: Sat Jan 12, 2013 1:06 am
by Sradac
Some kind of a bug with this.

When I have this addon loaded it EXTREMELY slows down my game. Like, bad. I cast flame and it takes 5 seconds of real time for it to reach the target. No other addon does this. I sad cause the vault sounds awesome :cry:

Re: Kestin Highfin's Lost Vault

Posted: Sat Jan 12, 2013 1:26 am
by HousePet
Make it so that you get to an artifact, and it looks like its the end of the dungeon.
But really, its just a decoy and there is a hidden passage to the real vault...

Re: Kestin Highfin's Lost Vault

Posted: Sat Jan 12, 2013 2:35 am
by Sradac
so no one else is experiencing extreme slowdowns when this addon is loaded? you have a serious memory leak here with this.

Im watching the tome process climb and climb and climb, and I am doing nothing. its up to 1.5gb of ram used only when this addon is loaded.

Re: Kestin Highfin's Lost Vault

Posted: Sat Jan 12, 2013 3:44 am
by PureQuestion
I can't even begin to imagine what's causing something like that. Basically everything I've added is just content. I haven't done anything that could be causing a memory leak, unless maybe it's the unneeded superload that DG mentioned (which is gone now)

Anyway, version 1.1.1 released!

http://te4.org/games/addons/tome/kestin ... vault-v111

Changelog:
- No more superfluous superload! Yay?
- No artifacts on first two floors; however, the final floor has two artifacts in the top corners.
- Final floor now much more complicated! Muhuhahahah
- Boss now has more HP
- Three new artifacts! Enjoy :)

Tell me if anything bad happens.

Re: Kestin Highfin's Lost Vault (Updated to version 1.1.2)

Posted: Sat Jan 12, 2013 4:21 pm
by PureQuestion
Version 1.1.2 released!

All it does is fix validation.

So yay, you can actually show up on the vault now.

Also I forgot to mention that in the previous version, I added a bit of lore, as well :)

Re: Kestin Highfin's Lost Vault (Updated to version 1.1.2)

Posted: Sat Jan 12, 2013 10:06 pm
by gfder
It still doesn't validate for me. Is it just me?

Also, in init.lua, you put the version of the addon instead of the version for the t-engine, it should be 1,0,0. This causes it to show up as auto-incompatible in the addon list, it's a minor thing I know.

Re: Kestin Highfin's Lost Vault (Updated to version 1.1.2)

Posted: Sat Jan 12, 2013 11:09 pm
by PureQuestion
oh, hurf

Re: Kestin Highfin's Lost Vault (Updated to version 1.1.2)

Posted: Sun Jan 13, 2013 12:49 am
by Sradac
Well, its not AS bad with the memory, but its still pretty bad. 2 screenshots below, 1 with the addon enabled showing memory usage, and 1 without it loaded.

WITH kestins loaded:

Image

Then WITHOUT it loaded:

Image

Re: Kestin Highfin's Lost Vault (Updated to version 1.1.2)

Posted: Sun Jan 13, 2013 4:57 am
by PureQuestion
I can't explain it. Maybe DG can.

Re: Kestin Highfin's Lost Vault (Updated to version 1.1.2)

Posted: Sun Jan 13, 2013 4:23 pm
by daftigod
What other addons are you using Sradac?

ToME gets a memory leak when two addons that modify the same file(s) are used at the same time. or, when you use more than 3 addons at the same time (any 3 addons). try to run kestin's by itself and see how it loads