You may need to start the Arena part over from the beginning if you have an older save ... or just get 6.0.0 and play that.
The fact is, loading from older save does not help either. But I will surely try 6.0.0. That's a good new year present.. Thanx!
Have a druid Warp Wood. Easiest method IMO. Makes you wonder why Mr. Druid Apprentice couldn't open the chest himself.
Because the chest mod was written before the Warp Wood spell was added. That's a great use for the spell though ... the solution should be publicized for all who complain about the chest.
I was thinking - the giants in AoH should have the heads added, for those who don't want to go look for *that one giant* for Brother Smyth's quest... I mean, they ARE hill giants like any other, so shouldn't we be able to harvest heads from them? -------------- Wow, that's interesting about "Warp Wood", never thought of that.
I am having some issues with this fix also. In my saves I have already opened the chest and gotten the Book of Heroes item. Obviously, I used the book and ran into the bug where the Master of the Arena does not spawn after the first encounter. After the fix, when I load up my game and try to use the Book of Heroes, it says that the item isn't usable. Is there any quick way to fix this, or should I just restart the game in 6.0?
Hello, registered to report some bugs with the arena in NC 6.0.0. I've tried the third stage about five times now and every time the it fails. First I thought it was because I saved during the fight (that seemed to break the game in the big moathouse fight) but later I tried without saving. First of, the second wave of undeads sometimes spawn when I have killed only one of the mages (guess that's not intended right?) and secondly I have only been able to spawn the third wave one time. ..though when writing this I get why this is happening: My Evil Cleric casts rebuke undead and is able to command the mages That would explain why it breaks. It would be great if some important undead figures where immune to this because with improved turning they don't stand a chance. I commanded the Liches in the Welkwood and Emridy Meadows too and it's quite boring way to beat those bosses. Anyway thanks for a great mod
There are only two spawns of undead, made up of three squads, led by blue caster, red caster, and black caster. Blue and red spawn when the battle starts. Black spawns when either blue or red has been killed. If you command blue and/or red and don't kill them, black will never spawn. Saving during battles is never a good idea, particularly when there's lots of magical effects at work, like with AoH 3.
Hmm, I was sure I got a third spawn (after killing the black mage and the giants) one time but I must be wrong. But I have killed the black mages group a few times now and not gotten any hints of completion. Killing the mages and the other undead while they are commanded doesn't trigger the next wave though, I did that every time. Are you supposed to kill both the red and the blue mage before the black spawns? Because that happened a few times too. And any chance you would consider making undead bosses immune or highly resistant to turn undead?
I'm no hardcore D&D player so I don't know about the rules, but it just seems like a terrible anticlimax to end an epic fight this way. Ok sure, the same thing goes with fear and sleep spells too but a lich or other boss shouldn't be commanded that easily IMO.
Well, clerics are the Achilles heel of the undead, and that is how it is meant to be. If you want a boss that cannot be turned, don't make it undead. Undead also have a bunch of advantages, like not being affected by their Stinking Cloud. Real liches, btw, would actually be much more difficult to turn because they would have more hit dice and some turn resistance, but those are just some skeleton wizards (a lich should be rather difficult to keep as gladiator!). And Mathel is basically a zombie with an attitude and delusions of grandeur.
I'm having issues after the 2nd AoH fight. I can talk to the arena master to leave once the fight is over, but then TOEE crashes/hangs/stalls and won't recover. I was able to go back to Hommlet once, but then had a crash when resting at the inn. I'm not sure if it's related. I'm running 6.0.0. Has anyone else seen this?