Hammer of Urk'Rok Campaign

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Recaiden
Thalore
Posts: 167
Joined: Mon Jul 30, 2018 8:41 pm

Hammer of Urk'Rok Campaign

#1 Post by Recaiden »

Hello everyone.
This addon introduces what I believe to be the first addon-campaign, The Hammer of Urh'Rok. Get it here.

In this super-fast campaign (9 dungeons, 3 side areas, 1 town) you play as a bringer of doom in thrall to the demon invaders, and work to destroy Maj'Eyal.

It requires the Ashes DLC.

Have fun!

Just a dood
Halfling
Posts: 83
Joined: Wed Oct 16, 2019 2:33 am

Re: Hammer of Urk'Rok Campaign

#2 Post by Just a dood »

Hey, I really liked your campaign! I managed to finish it on insane, and I have a bug to report:
You can get the book "gems and their uses" in the sandworm lair zone, but you can't use it.

I was also confused on how to complete the walrog quest. I tried using the wand on every enemy in the dungeon I could, but it only worked on one. Used it a couple times outside the dungeon but no luck there.

Recaiden
Thalore
Posts: 167
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hammer of Urk'Rok Campaign

#3 Post by Recaiden »

Glad you like it, dood!

Version 0.5.0 is uploaded.
  • Fixed the targeting restrictions on Walrog’s Wand
  • "Gems and their Uses" should no longer drop.
  • No retreat from Fields of Hope
  • Twofold Crown is now a plot item
  • No vaults in Daikara 1st floor, but more vaults in the level. Various events adjusted in frequency.
  • Buff the final boss.
  • Fix several blank dialog options and typos.
  • Reduce amount of loot dropped by randbosses
  • There is a door in Last Hope
  • Training dummies available in town
  • The campaign now has 10 achievements to achieve!

Syovere
Cornac
Posts: 30
Joined: Mon Nov 09, 2020 1:30 am

Re: Hammer of Urk'Rok Campaign

#4 Post by Syovere »

So, campaign complete..

Some thoughts:

1. Did every single Thalore really need the ability to summon treants? because unholy - is that annoying after a while.

2. Speaking of treehuggers, that one at the end of the Invaded Fearscape. If you don't have some way to reduce healmod, that fight's a bastard. I had to duck out to the Buried Kingdom to get a few levels. Granted, my build was assuredly not optimal, but we ended up in a stalemate of mutually assured nondestruction.

3. There were a few instances of hostile demons without any apparent explanation (onilugs in Fields of Hope for example). Not sure what's up with that? Also not entirely clear on why there were a few skeletons in Last Hope.

4. Being able to poke demon statues to summon reinforcements was funny. I'm not sure if it was intended behavior, though.

5. As reported in the Discord, I had a chest in the Dark Crypt that popped out a friendly guardian.

6. Is it intended that the Fearscape can, as soon as you get there, sell stralite weapons? I had an enhanced stralite battleaxe that carried me for quite a while.

7. Though the final boss took an eternity and a half to finally die, I was never really in any danger. Granted, a con-heavy yeti berserker can be pretty goddamn durable so it could just be my build.

It's a fun campaign, though I did notice the lore entries largely seemed to disappear later. Was hoping to find more of those. I liked the ones that were there, though.

Oh, achievement bug!
Last Doombringer Standing Won the final battle without bringing an ally into the battle.
By Flint Ironstag the Kruk Yeti Berserker level 50
257th Vengeance 123rd year of Ascendancy at 03:53
Problem: I brought Kryl and recruited Walrog's help. (I also did Sassy's quest but after asking for a more useful reward she... didn't show? eh, in character.) Kryl died, though.

Recaiden
Thalore
Posts: 167
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hammer of Urk'Rok Campaign

#5 Post by Recaiden »

v0.5.2
  • Fix kryl-feijan achievement check
  • Lowered the level of items sold in Town to to dwarven-steel
  • Give Nessilla 1 extra treant
  • Lore notes in the Caravan
  • Caravan will no longer disappear early.
  • Possible fix for hostile demons (demons in vaults should still be enemies)
  • Glowing chests no longer appear in the Crypt, but are more likely in the Buried Kingdom
  • Derth signposts look like signposts

Engineer Goose
Posts: 4
Joined: Thu Sep 23, 2021 9:23 pm

Re: Hammer of Urk'Rok Campaign

#6 Post by Engineer Goose »

Am absolutely loving this campaign so far. Has revitalized my love of Tome. Have played nonstop the past two days! The flavor is awesome, and the length and speed of progression is very satisfying (the length and repetition of tome's campaign is imo the biggest problem with the game by far). I play on insane roguelike and this feels perfect.

Farthest I've made it is Derth - got dogpiled by Urkis and a goonsquad of rares as soon as I entered. How does that work? Does everyone aggro on you immediately, or did I get unlucky there so many enemies close to the entrance?

Will provide more feedback once I complete a run.

Moasseman
Wyrmic
Posts: 246
Joined: Thu Sep 26, 2019 4:32 pm

Re: Hammer of Urk'Rok Campaign

#7 Post by Moasseman »

On character creation, campaign description says "peices" instead of "pieces"

One of the Water imp tablets in Nur says "irrupting" instead of "erupting"

Discarded journal entry in Human trade caravan encounter floor 1 says "[dogs keep] sniffing at the air" while more natural way would be "sniffing the air"

Discarded journal entry in ^ floor 2 says "4 days in, One of the porters disappeared this morning" which sounds very awkward and has unnecessary capitalization. Suggest "4 days in, one of the porters disappeared in the morning"

Forge giant smith in Fearscape dialogue option "Requesition" is spelled "Requisition"

Moasseman
Wyrmic
Posts: 246
Joined: Thu Sep 26, 2019 4:32 pm

Re: Hammer of Urk'Rok Campaign

#8 Post by Moasseman »

https://te4.org/characters/153418/tome/ ... bc997f4f0d

Having beaten the campaign, my thoughts are as follows:

Cons:

It is incredibly easy, at least on insane. You're drowened in such a ridiculous amount of loot it feels like I spent more time looking at the loot rather than killing stuff.

Experience gain is kinda silly. Twice during the game, I hit "rest" and gained 2 levels.

It has 2 water dungeons, 1 of which is mandatory(?). Why?

Thalore as primary antagonist is kinda ass since every fight you're surrounded by 12 treants.

I don't really know what the last boss does? The add died in few turns and while the boss had like 110 spellsave and thus I couldn't actually debuff him, he just kept hugging Kryl while I slowly pinged him down

Pros:

The last zone (LH fields) was really fun. Entering the zone and getting gangbanged by 2+ randbosses and 5+ rares actually felt remotely threatening, unlike everything else. I'm kinda interested in how classes that are not as suited for a war of attrition as CoE is handle the place.

The escort-replace system is nice. Guaranteed early unlocked access to an escort cat makes planning way nicer. (Except I pressed "Look away" in SWL instead of taking the points cause I was hoping for an achievement or different bonus :()

Engineer Goose
Posts: 4
Joined: Thu Sep 23, 2021 9:23 pm

Re: Hammer of Urk'Rok Campaign

#9 Post by Engineer Goose »

Too easy? I can't even get out of the first area with gunslinger - hit a roadblock of 4+ rares two runs in a row, hadn't rolled any better steamguns than I started with, and got bodied. The mandatory water level is a little iffy, but I haven't decided if it's bad or not - it can be rough for tanky low-dps characters when you don't roll any water breathing items. So far I've died like six times on different chars and only made it to derth once. I find the challenge level very satisfying on insane roguelike.

I agree that the amount of loot can feel very cumbersome - but at the same time, of course, you need a lot of loot for balance related reasons. I think the best possible solution would be to modify drop rates so that only the top 50% of loots drop, then cut drop rates by 50%. Something like that. So you get better loot, but not as much, and don't have to squint at loot screens for so long. Don't know if that would be possible though.

Congratz, Moasse!

Recaiden
Thalore
Posts: 167
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hammer of Urk'Rok Campaign

#10 Post by Recaiden »

The game was intended to give you as many items as in AoA, but faster, so as to have the same overall number of options.
That didn't turn out so well.

v0.6.0
  • Enemies give 4% less XP
  • Rare+ enemies drop 55% less loot
  • Normal enemies drop 47% less loot (except in zone 1)
  • Thus, forge giant items are cheaper
  • Several typos fixed (thanks Moasseman)
  • 'Irrupt' is a real word though and it's staying in.
  • Thalore (other than the boss) in the Siege don’t summon treants.
  • Option to fight an even harder Fields of Hope without defeating the boss of Buried Kingdom
  • Buffs to the final bosses.
  • Buried Kingdom has 5 smaller floors instead of 3 large ones.
  • You get something from the 4th option in the Buried Kingdom.
  • Adds minibosses who can show up in the Buried Kingdom.

Moasseman
Wyrmic
Posts: 246
Joined: Thu Sep 26, 2019 4:32 pm

Re: Hammer of Urk'Rok Campaign

#11 Post by Moasseman »

Recaiden wrote: Wed Sep 29, 2021 1:20 am[*]'Irrupt' is a real word though and it's staying in.
Irrupt is a real word but is the opposite of erupt; irrupt into something, erupt from something. Due to the lore being played through "you" as the water imp, stuff would have erupted from crackes into your zone

Mr Frog
Thalore
Posts: 139
Joined: Wed Mar 25, 2020 4:28 am

Re: Hammer of Urk'Rok Campaign

#12 Post by Mr Frog »

recaiden you did it, you successfully got moa to play an addon

Moasseman
Wyrmic
Posts: 246
Joined: Thu Sep 26, 2019 4:32 pm

Re: Hammer of Urk'Rok Campaign

#13 Post by Moasseman »

I played Cath's Shaman and done testing for other addons which I dunno if can be named yet >: (

Moasseman
Wyrmic
Posts: 246
Joined: Thu Sep 26, 2019 4:32 pm

Re: Hammer of Urk'Rok Campaign

#14 Post by Moasseman »

https://te4.org/characters/153418/tome/ ... 58465eb622

InsaneRL Doomelf WO

Died once in Thalore counterattack cause a brawler grappled and I didn't realize if I teleport only 1 tile away, the grapple doesn't break cause the dude is right there again >: (

I'm liking the changes. There was still a lot of loot but it wasn't an overbearing amount. Just wish the fixed uniques in Buried Kingdom would drop non-vendor quality loot (what's with that fad in AoA too? comeon don't make me die 10 times to a gunsnake and then make it drop 2 greens)

Speaking of Buried Kingdom, the shadowblade temp stalker unique had very low weapon damage on my run at least (like, 51 50 mainhand/offhand) which made him, not really anything to care about. Lankster is nice tho. Still not quite sure what the boss of Buried Kingdom does, he seems to mostly be a check for "can you pay attention to the enemy activating Webs of Fate" as I haven't noticed any other talents being fired (except initial Echoes of the Void + the phase 2 skeleton summoning). Also thanks for the "something" from the 4th option :D

Last boss, again, not quite sure what he's supposed to do or how he's supposed to be threatening? He seems to deal a minuscule amount of damage (like, 150 sheet weapon damage) and as soon as the Herald's Firestorm was done for, I just bumped the rest of the fight agianst the necromancer guard + King himself

Ps. Is the "even more difficult Fields of Hope" actually different or is it just "more difficult" cause you're lacking the loot/rewards of BK?

Moasseman
Wyrmic
Posts: 246
Joined: Thu Sep 26, 2019 4:32 pm

Re: Hammer of Urk'Rok Campaign

#15 Post by Moasseman »

Lake of Nur lacks floor numbers

The merchant becomes available suuuper early, or at least it feels like it. Getting 2-3 T5 randarts at lvl 25-30 (on insane) is pretty large part of what makes the rest of the zones pre-Hope feel really lackluster. Maybe just me tho

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