|Released:||September 20th, 2011|
|File Size:||1.80 MB|
New in version 4.0
Changes between version 3.0 and 4.0
Total rewrite of all scripts using notepad++ with dinkC mode. This should have removed some bugs.
Changes to the game play:
The main idea of the rewrite was to assure that player can not get stuck in the game without
realizing this. Now, failures either leads to Dink dying or that the player has to solve
more sub-quests to get further in the story. There are no dead-ends
The extra graphics in frame 50-70 (in lands/garden ) are moved to lands/grass, (~ frame 6-25)
because only up to 50 frames are allowed in a sequence. For some reason the dmod worked anyway
before in some versions of Dink, but not in all. The hard boxes of some sprites where also adjusted.
Detailed changes in game play::
1 The warp light to Niv remains open even after Dinks return to Armend.
2 The gold script for the well in Armend is improved. If Dink drops coin in the well he will get them back after getting rid of the well.
3 If Dink kills the intro seller it is possible to buy an intro box at Jarn's house.
4 The bonca hunter in Armend will give Dink a) some extra slayer claws or b) a treasure map if Dink undersell his sword to the hunter.
5 The axe is harder to get rid of in the wrong place. Hitting barrels can be done in any screen order.
6 The bonca-key script uses screen-lock to make sure Dink can not run of screen and miss the key after killing the bonca.
7 If the player blow all three bombs without destroying the three secret rocks, there is a new opportunity to get more bombs by finding and giving a bottle of wine to the towns alchemist. The procedure can be repeated indefinitely, but only one bomb at a time.
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