QUICK Campaign
Posted: Tue May 07, 2024 12:39 am
https://te4.org/games/addons/tome/campaign-quick (also available on the Steam Workshop).
A fast playing campaign that sends you on a sprint through portions of Age of Ascendancy dungeons with a pit stop after each at a central hub that contains many options for shopping as well as an NPC who will craft randarts with one ego of your choosing (once you have completed the first segment and gathered enough money).
The player is offered a reward before each dungeon, and these bonuses largely offer rewards that could be gained from optional quests in AoA.
The campaign is broken into 8 segments, with a reward before each. Speak to Zemmekys to start the quest to to progress it after each dungeon.
(start) Choose an inscription (shatter, blink, manasurge, acid wave, biting gale, healing, movement, regen, phys wild)
Segment 1: floor 2 and 3 from one of Trollmire, Norgos Lair, or Ruins of Kor'Pul (chosen randomly).
Choose an 'escort' reward (your choice of an escort tree or a couple of talents from one of the trees; tree is locked if you don't know it, unlocked if you have it locked, boosted by 0.2 if you have it unlocked). You also receive 2 generic points.
(tinkers (with Orcs), staff combat, mindstar mastery, and antimagic are available under the "lore mastery" option; if you choose antimagic you also get a free point in Resolve, as from the quest.)
Segment 2: floor 2 and 3 from one of Heart of the Gloom, the Deep Bellow, Rhaloren Camp, or Scintillating Caves (chosen randomly).
Choose a teir1 boss artifact that hasn't generated yet (or Bloodcaller). You also receive +12 to all saves.
Segment 3: the entirety of The Maze or alt Sandworm Lair (or floors 2-4 of normal Sandworm Lair) (chosen randomly).
Choose the Heart of the Sandworm Queen or the Corrupted heart. You also receive +12 stat points. Don't forget to eat the heart to get your bonuses!
Segment 4: floor 3 and 4 of Old Forest or Daikara (chosen randomly).
Choose Anti-Magic Adept (if already anti-magic, available with escort rewards), the Rune of Dissipation, or increase Stun, Silence, Disarm, or Confusion immunity by 30%.
Segment 5: floor 6,7,8 and 9 of Dreadfell + Ambush!
Choose +25% resist all, +25% all resistance penetration, or 6000 gold. You have a chance to shop after choosing the reward for this segment.
Also learn Relentless Pursuit.
Segment 6: floor 2 and 3 of Grushnak or Gorbat pride (chosen randomly).
Choose an inscription (storm shield, heroism, phys/mental wild, mirror image, rune of reflection, rune of the rift, primal infusion).
Segment 7: floor 2 and 3 of Vor or Rak'Shor pride (chosen randomly).
Choose one Alchemist final reward. Also gain all lesser alchemist rewards (equivalent). You will have a chance to shop after choosing the reward. You also receive the any command orbs you didn't get from the orcs (when you start the segment).
Segment 8: slime tunnels + floor 1, 4, 5, 6 and 9 of high peak + "the sanctum" (this is not the real sanctum so we don't have to short circuit a dozen end game quest things, but the encounter is the same). Sanctum is after floor 9, don't get caught off-guard!
Post Game: Return to Point Zero for a chance to enter the Infinite Dungeon or fight optional bosses such as Ata, Lina, and your doomed shade. A few other post game options (with DLCs) are planned, but not yet implemented.
v0.0.1
___
This is a testing build. All segments and rewards are completely and the campaign should be playable from beginning to end. However, some features I intend to add have not been implemented yet. I decided to upload the addon while I work on those things in case anyone wants to try it out, as any feedback on the XP, shop, and rewards balance especially would be greatly appreciated. Not yet available on Steam.
v0.0.2 - v0.0.4
___
The Fate Twister (randart crafter) is now in working order and the assigned zones and chosen perks will be added to the online character sheet (at the end of the Log section).
v0.0.5
___
Fixed the Fate Twister for real (fingers crossed). Added escapes to all chats with Zemmekkys, so you can back out before choosing a perk. Fixed a bug with the increased resists final perk option. Added an option to refuse each perk. Resorted segment 1 and 2 zones: (1)Trollmire, Kor'Pul, Norgos or Ritch and (2)Deep Bellow, Heart Gloom, Scint Caves or Rhal Camp.
v0.0.6
___
Upgraded shops. Altered Point Zero map a bit (no access to any shop before the first segment). Reduced price of the Fate Twister about 60%. Spell-checked player-facing text. Added an ending message and win condition: winning the campaign now counts as a win. Cut the first floor from normal Sandworm Lair. Possibly fixed the implementation for online event zones.
v0.0.7
___
Upgraded shops some more and altered Point Zero even more. Added many more shops, items are split up much more (at least one shop for every slot, multiple for weapons and armor, split up by type). Removed the awkward land bridge to access the shops in the south of Point Zero, added a teleport bridge across the gap instead. Fixed possible soft lock in 'zone-change' vaults (e.g. bandit fortress and collapsed tower). Possibly fixed the implementation for online event zones (it didn't). Changed the order of the final 3 perks. Res pen / res / money are now offered before prides and the money value is reduced slightly and the other two rewards were bumped up 1 segment each. When you choose the alchemist reward before the finale, you will have a chance to shop after (in case you want to stick the emerald in a ring or something). You no longer receive the actual items for the lesser alchemist elixirs, you just get the equivalent bonuses. Nerfed that OP storm shield a bit. Removed Ritch Tunnels from the zone list (the zone can't spawn any rares, it seems). Aeryn will join you in the Sanctum.
v0.0.8
___
Fixed an issue with the zone/level change restriction handling that was causing it to bypass the stairs kill timer. Actually fixed the implementation for online event zones, for real. They will spawn on the same island as the Fate Twister in Point Zero. Note, the run will have to have been started in 0.0.8 and there is a known issue with online events that can sometimes occur if you are in the zone where the event portals will spawn (in the case of Quick, Point Zero). This issue may occur in Quick as well, I can't be sure, but I have confirmed that the event portal will spawn when you return to Point Zero if you are outside of the zone when the event is triggered.
v0.0.9
___
Fixed seventh perk rewards not generating. Cleared the 'hates_antimagic' field from Point Zero NPCs.
v1.0.0
___
Fixed a soft-lock state if you were killed in the ambush after Dreadfell (once the story death triggers you will just need to attempt to use the world exit and then you will be able to use your RoR to return to PZ)
Added Bill's Trunk to the early artifact perk list.
Added support for Steamtech. (This was originally a 'stretch goal' but I felt motivated to tackle it since the end result was utility for an entire meta-class rather than optional challenges)
If you are a Tinker class (or Adventurer), the Ancient Automated Teacher will appear in town at the start of the campaign (along with an AAA that sells guns and another that sells saws). They can be located in the southern shopping area.
You can now choose to learn about tinkering as a Lore Mastery option at the 'escort' perk tier (or choose to gain 2 levels Last Engineer Standing).
If you choose to learn about tinkering, tinker items will begin to appear in the world and AAT will appear in Point Zero (with his AAA buddies).
You will not be able to access them until after the dungeon, and gaining the Tinker generics will cost 500 gold and 1 cat point (the same as in AoA).
Added a end game chat with Zemekkys to learn more about the main character.
Added an end game quest with options to open the path to the Infinite Dungeon (one-way, as usual) or to challenge Lina, Ata, or the Rak'shor Cultist/Doomed Shade of yourself.
You don't get anything special for completing any challenges and once you have started a challenge you cannot return to Point Zero until the challenge mobs are dead (Lina, Ata, or both the Cultist and Shade).
v1.0.1
___
Fixed a bug in the anti magic adept reward option.
Updated the Tinker Master chat to check for knowing both talents that it teaches rather than checking for the 'create tinker' talent. If you know one but not the other (adventurer, wanderer), you can pay the money and cat point to gain the other tree and talent (plus an extra point in the talent you already). If you know both talents it can teach but do not have an APE (wanderer), the teacher will provide you with one if you ask nicely.
In the Quick campaign, creatures that normally drop ingredients will drop one extra ingredient, chosen at random. This is just to help out Tinkers, since the alchemist quest does not exist.
v1.0.2
___
Fixed temp zone transition gating
A fast playing campaign that sends you on a sprint through portions of Age of Ascendancy dungeons with a pit stop after each at a central hub that contains many options for shopping as well as an NPC who will craft randarts with one ego of your choosing (once you have completed the first segment and gathered enough money).
The player is offered a reward before each dungeon, and these bonuses largely offer rewards that could be gained from optional quests in AoA.
The campaign is broken into 8 segments, with a reward before each. Speak to Zemmekys to start the quest to to progress it after each dungeon.
(start) Choose an inscription (shatter, blink, manasurge, acid wave, biting gale, healing, movement, regen, phys wild)
Segment 1: floor 2 and 3 from one of Trollmire, Norgos Lair, or Ruins of Kor'Pul (chosen randomly).
Choose an 'escort' reward (your choice of an escort tree or a couple of talents from one of the trees; tree is locked if you don't know it, unlocked if you have it locked, boosted by 0.2 if you have it unlocked). You also receive 2 generic points.
(tinkers (with Orcs), staff combat, mindstar mastery, and antimagic are available under the "lore mastery" option; if you choose antimagic you also get a free point in Resolve, as from the quest.)
Segment 2: floor 2 and 3 from one of Heart of the Gloom, the Deep Bellow, Rhaloren Camp, or Scintillating Caves (chosen randomly).
Choose a teir1 boss artifact that hasn't generated yet (or Bloodcaller). You also receive +12 to all saves.
Segment 3: the entirety of The Maze or alt Sandworm Lair (or floors 2-4 of normal Sandworm Lair) (chosen randomly).
Choose the Heart of the Sandworm Queen or the Corrupted heart. You also receive +12 stat points. Don't forget to eat the heart to get your bonuses!
Segment 4: floor 3 and 4 of Old Forest or Daikara (chosen randomly).
Choose Anti-Magic Adept (if already anti-magic, available with escort rewards), the Rune of Dissipation, or increase Stun, Silence, Disarm, or Confusion immunity by 30%.
Segment 5: floor 6,7,8 and 9 of Dreadfell + Ambush!
Choose +25% resist all, +25% all resistance penetration, or 6000 gold. You have a chance to shop after choosing the reward for this segment.
Also learn Relentless Pursuit.
Segment 6: floor 2 and 3 of Grushnak or Gorbat pride (chosen randomly).
Choose an inscription (storm shield, heroism, phys/mental wild, mirror image, rune of reflection, rune of the rift, primal infusion).
Segment 7: floor 2 and 3 of Vor or Rak'Shor pride (chosen randomly).
Choose one Alchemist final reward. Also gain all lesser alchemist rewards (equivalent). You will have a chance to shop after choosing the reward. You also receive the any command orbs you didn't get from the orcs (when you start the segment).
Segment 8: slime tunnels + floor 1, 4, 5, 6 and 9 of high peak + "the sanctum" (this is not the real sanctum so we don't have to short circuit a dozen end game quest things, but the encounter is the same). Sanctum is after floor 9, don't get caught off-guard!
Post Game: Return to Point Zero for a chance to enter the Infinite Dungeon or fight optional bosses such as Ata, Lina, and your doomed shade. A few other post game options (with DLCs) are planned, but not yet implemented.
v0.0.1
___
This is a testing build. All segments and rewards are completely and the campaign should be playable from beginning to end. However, some features I intend to add have not been implemented yet. I decided to upload the addon while I work on those things in case anyone wants to try it out, as any feedback on the XP, shop, and rewards balance especially would be greatly appreciated. Not yet available on Steam.
v0.0.2 - v0.0.4
___
The Fate Twister (randart crafter) is now in working order and the assigned zones and chosen perks will be added to the online character sheet (at the end of the Log section).
v0.0.5
___
Fixed the Fate Twister for real (fingers crossed). Added escapes to all chats with Zemmekkys, so you can back out before choosing a perk. Fixed a bug with the increased resists final perk option. Added an option to refuse each perk. Resorted segment 1 and 2 zones: (1)Trollmire, Kor'Pul, Norgos or Ritch and (2)Deep Bellow, Heart Gloom, Scint Caves or Rhal Camp.
v0.0.6
___
Upgraded shops. Altered Point Zero map a bit (no access to any shop before the first segment). Reduced price of the Fate Twister about 60%. Spell-checked player-facing text. Added an ending message and win condition: winning the campaign now counts as a win. Cut the first floor from normal Sandworm Lair. Possibly fixed the implementation for online event zones.
v0.0.7
___
Upgraded shops some more and altered Point Zero even more. Added many more shops, items are split up much more (at least one shop for every slot, multiple for weapons and armor, split up by type). Removed the awkward land bridge to access the shops in the south of Point Zero, added a teleport bridge across the gap instead. Fixed possible soft lock in 'zone-change' vaults (e.g. bandit fortress and collapsed tower). Possibly fixed the implementation for online event zones (it didn't). Changed the order of the final 3 perks. Res pen / res / money are now offered before prides and the money value is reduced slightly and the other two rewards were bumped up 1 segment each. When you choose the alchemist reward before the finale, you will have a chance to shop after (in case you want to stick the emerald in a ring or something). You no longer receive the actual items for the lesser alchemist elixirs, you just get the equivalent bonuses. Nerfed that OP storm shield a bit. Removed Ritch Tunnels from the zone list (the zone can't spawn any rares, it seems). Aeryn will join you in the Sanctum.
v0.0.8
___
Fixed an issue with the zone/level change restriction handling that was causing it to bypass the stairs kill timer. Actually fixed the implementation for online event zones, for real. They will spawn on the same island as the Fate Twister in Point Zero. Note, the run will have to have been started in 0.0.8 and there is a known issue with online events that can sometimes occur if you are in the zone where the event portals will spawn (in the case of Quick, Point Zero). This issue may occur in Quick as well, I can't be sure, but I have confirmed that the event portal will spawn when you return to Point Zero if you are outside of the zone when the event is triggered.
v0.0.9
___
Fixed seventh perk rewards not generating. Cleared the 'hates_antimagic' field from Point Zero NPCs.
v1.0.0
___
Fixed a soft-lock state if you were killed in the ambush after Dreadfell (once the story death triggers you will just need to attempt to use the world exit and then you will be able to use your RoR to return to PZ)
Added Bill's Trunk to the early artifact perk list.
Added support for Steamtech. (This was originally a 'stretch goal' but I felt motivated to tackle it since the end result was utility for an entire meta-class rather than optional challenges)
If you are a Tinker class (or Adventurer), the Ancient Automated Teacher will appear in town at the start of the campaign (along with an AAA that sells guns and another that sells saws). They can be located in the southern shopping area.
You can now choose to learn about tinkering as a Lore Mastery option at the 'escort' perk tier (or choose to gain 2 levels Last Engineer Standing).
If you choose to learn about tinkering, tinker items will begin to appear in the world and AAT will appear in Point Zero (with his AAA buddies).
You will not be able to access them until after the dungeon, and gaining the Tinker generics will cost 500 gold and 1 cat point (the same as in AoA).
Added a end game chat with Zemekkys to learn more about the main character.
Added an end game quest with options to open the path to the Infinite Dungeon (one-way, as usual) or to challenge Lina, Ata, or the Rak'shor Cultist/Doomed Shade of yourself.
You don't get anything special for completing any challenges and once you have started a challenge you cannot return to Point Zero until the challenge mobs are dead (Lina, Ata, or both the Cultist and Shade).
v1.0.1
___
Fixed a bug in the anti magic adept reward option.
Updated the Tinker Master chat to check for knowing both talents that it teaches rather than checking for the 'create tinker' talent. If you know one but not the other (adventurer, wanderer), you can pay the money and cat point to gain the other tree and talent (plus an extra point in the talent you already). If you know both talents it can teach but do not have an APE (wanderer), the teacher will provide you with one if you ask nicely.
In the Quick campaign, creatures that normally drop ingredients will drop one extra ingredient, chosen at random. This is just to help out Tinkers, since the alchemist quest does not exist.
v1.0.2
___
Fixed temp zone transition gating