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The Golden Parrot [Released!]
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linuxwolf
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PostPosted: Sat Apr 13, 2019 5:54 pm
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Atina tells me level 3 looks interesting so I continued playing. The mod definitely gets better starting at level 3 - which is where I found the cutlass. I am playing level 4 now and may finally be able to upgrade my pistol.

I don't know if I mentioned this already, but dying kicks the player out to the main menu due to removal of the lives system. Sadly this has been a source of frustration for me since I cannot quick-load to resume where I last saved.

I'm enjoying the mod again thanks to the cutlass I found in level 3 and for the treasure finally provided in level 4.
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PostPosted: Sun Apr 14, 2019 3:52 am
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Really enjoy the different approach you have to take because of the melee weapons. Enemies surrounding you like zombies reminds me a bit of Haunted House, another unique mod with a nice change of pace gameplay-wise.
fraggeur
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PostPosted: Sun Apr 14, 2019 1:00 pm
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Thanks Smile

...I haven't thought of the quick load after a death, but not sure it is a big deal.

In level 3 & 4 there are open rooms loaded with treasure, and in level 2, too but the key need to be found a secret.

In level 1, there is not much, but a simple subtle secret not far from the start can give you two chests.
linuxwolf
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PostPosted: Sun Apr 14, 2019 5:32 pm
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I don't mean to nitpick at all. As a wolf3d mod this is very well done.

The quick load thing is not a big deal. If I didn't die so much it wouldn't be a problem at all.

One of the annoying things about wolf3d melee is how precise you need to aim your knife to hit something standing right in front of you.
doomjedi
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PostPosted: Mon Apr 15, 2019 7:46 am
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Level 10 beat me. I don't see how I can handle all this. Will have to stop.

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Arno
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PostPosted: Mon Apr 15, 2019 1:29 pm
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First of all, congratulations to fraggeur for releasing this mod! It shows that a ton of effort went into it. Thumbs Up

Due to its creative theme, I decided to give it a try. Funny that it's actually possible to play as a dutch privateer. Smile
Level 1 was definitly a good start. Lots of nice artwork to look at, including civilians. The melee fights were enjoyable.
Level 2 proved to be a huge challenge, at least for me. I died literally dozens of times and had to save my game at every corner to make any progression. It really made me wish there was an option to play at a lower difficulty level, especially considering this is just the second level. Fortunately, the remark from linuxwolf about the succeeding levels motivated me to keep pushing. I'm glad to say that I managed to reach the level exit and I'm eager to start on level 3. Smile
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PostPosted: Wed Apr 17, 2019 11:31 am
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Thanks Arno! Yes maybe the difficulty is overall too high and not progressive enough...

@Linuxwolf: let me see if this can be fixed for version 1.1

@Doomjedi: ergh, I understand it can become annoying after several attempts. Let me pm you so maybe I can help without spoiling too much content.
fraggeur
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PostPosted: Fri Apr 19, 2019 1:25 pm
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Hey Linuxwolf, I was just looking at this... How would you do regarding the quick load, because we need to be able to (potentially) enter our name in the highscores?
Arno
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PostPosted: Sun Apr 21, 2019 3:48 am
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Now that I've got the cutlass, I'm having a lot of fun with the mod. Just like linuxwolf predicted. Smile
In fact, I'm passed the green door on level 4 now, and so far I've used the cutlass on every enemy. It's very satisfying to beat a whole crowd by luring them one by one around a corner. I still die from time to time, but it feels more fair now. It's also fun to explore the environments, as there is always treasure to find.
doomjedi
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PostPosted: Sun Apr 21, 2019 9:29 am
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Arno wrote:
Just like linuxwolf predicted. Smile

I was the first to predict this Smile

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Arno
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PostPosted: Sun Apr 21, 2019 11:45 am
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doomjedi wrote:
I was the first to predict this Smile

True. In fact, when I started level 3 I clearly remembered your advice to first collect the cutlass. Thumbs Up
doomjedi
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PostPosted: Mon Apr 22, 2019 10:53 am
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Love this mod, what can I say Smile

It's cool that melee weapons are the main choice in any part of the mod, despite heatscan and projectile weapons in stack.
Cutglass makes for very different gamepay tactic-wise, with fast enemy approach or smart ambush, you feel like a ninja Smile Weird for a pirate mod, but so fun.
We need to call this "Adventures of Pirate Ninja" Smile

Its power balanced well to make it effective to keep it feel a melee-mainly mod, and yet not for any situation. Every weapon has its use, and it's weapon balancing.
Level 2 is too hard IMO and fix is needed. Not all potential players have this forum to tell them things get better later on.

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fraggeur
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PostPosted: Mon Apr 22, 2019 12:05 pm
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Well heard this. I have the patch 1.1 that is almost ready with difficulty fixes for maps 2, 9, 10, 15.
Also found a mapping bug on level 5 that I fixed.

I am testing further...
fraggeur
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PostPosted: Sun May 19, 2019 12:04 pm
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The patch 1.1 is released:

https://www.moddb.com/mods/the-golden-parrot/downloads/golden-parrot-v11

The major changes are regarding the difficulty and gold balancing. It should now be more accessible.
Also some bug fixes are there for a better stability.

Some visual improvements made by Doomjedi are also enclosed in this.


There is also a new video that I posted (taking advantage of my walkthrough for testing) for those that still hesitate to download it Very Happy
https://www.moddb.com/mods/the-golden-parrot/videos/gameplay-moments#imagebox
gerolf
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PostPosted: Tue May 21, 2019 11:07 am
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I just downloaded! I hear it sounds challenging, and that is what I like! So I'll give my review upon completion!

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Sam122
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PostPosted: Fri May 31, 2019 5:45 am
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I like it I rate it 10/10

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PostPosted: Wed Jun 12, 2019 4:35 am
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Is it possible to get 100% items on each floor? I'm having troubles with finding all secrets in some levels - even if I pick up the map. Sad
fraggeur
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PostPosted: Tue Jun 18, 2019 1:58 pm
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The secrets and the kills normally yes. The treasures, I am not sure. All are accessible but in lava areas you might miss life.
In which floor are your blocked?
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PostPosted: Mon Jun 24, 2019 12:03 pm
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I think I failed to find all secrets in levels six and ten. And I got stuck in level 15 with like two or three secrets missing, but I'm too busy with my job these days anyways...
fraggeur
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PostPosted: Sat Jun 29, 2019 1:57 am
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Ok.

Level 6 you probably miss 2 secrets in the first wooden block, you can move 2 walls to close the doors to undeads but it is only tactical, it doesn't give you gold or anything.
Level 10, one secret is behind a explodable barrel, one behind a column you have to break.
Level 15 there are 2 secrets on the wings surrounding the central way where the exit is. It is in lava and hard to do the back and forth before successfully exiting the level I think. I am not sure I tested that.
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PostPosted: Sat Jun 29, 2019 1:24 pm
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It got those in lvl6... And also the two secrets in lvl10. I literally tried to push every wall and to break every single column or barrel. I spent so much time trying to get everything, its driving me mad Very Happy And I'm missing three secrets in lvl15. There are some spots on the map that look like an unopened secrets, but I can't access them, its weird... If you are aiming for 100% items, this mod is literally 30 minutes of playing and than one hour of searching for secrets.
fraggeur
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PostPosted: Mon Jul 01, 2019 8:23 am
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Getting all the secrets is challenging. As there is a total of 21 in level 15, I am not sure what's the best way to give you a hint. Most are just simple pushwalls but this map is huge.
fraggeur
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PostPosted: Mon Sep 09, 2019 1:36 pm
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Hi there, just a quick word to announce the patch 1.2 has been released, allowing to redefine controls more properly.

I am working on a sequel, with hopefully some news features, and taking in account some of the comments or desires that were expressed here.
I'll open a new topic in due time.

Thanks all for your feedback and interest.
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PostPosted: Tue Sep 10, 2019 5:52 am
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Awesome to hear there will be a sequel! Smile
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