Quester is a fully scaled randomly generated adventure system. Select one of 8 different start locations each in of the 8 different modules to start your adventure. Quester has hundreds of base areas and over 80 possible quests.
update March 23, 2011 some fixes and limited scaling for random encounters in OverQuest
You do not have to upload all of the modules in order to try this out, but you do need the campaign directory and starting module Chooser.mod from Quester.zip in addition to whichever module you decide to download to try out. Download all of them in order to play the full game.
Quester is now in campaign format to take advantage of the party editor feature and so you start in a tiny module called Chooser where you select your starting location. Access to the party editor can be found in the Pubs and Inns.
Based on feedback in the forums, I included documentation and debugging tools to help those that want to modify Quester in order to add their own quests. For that purpose ZBOX is just an extra area with items to give you access to the debugging features and is NOT a part of game play.
This is a SoZ style overland map module. Characters will be raised to a minimum leve just like in SoZ.
The update includes limited scaling for the random overland encounters.
THIS IS REQUIRED! Includes: Starting module Chooser, Campaign to put in your Campaign directory, Text documentation, module ZBox for access to debugging tools.
Good graphics sure, but a ridiculous deathtrap module. What a waste of time--precisely why I get tired of playing some of these submissions. No way out and no way to survive. The second level of the catacombs was comical as enemies start running in from every room. When a writer traps you unrealistically in his dungeon for your slaughter I have to vote as low as possible. It's petty.
Posted by PaulBlay at on10/03/10
Please fix. :-)
Posted by mitchellmckain at on11/01/09
soon... may be ready to upload an update soon. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by mitchellmckain at on11/01/09
FYI: I have done most of the work to incorporate the SoZ innovations into Quester and may be ready to upload an update. To incorportate the Party Editor, Quester will be in campaign format and you will choose the starting location in an initial area. There will be a new overland map module with many of the other features of SoZ including the Adventurer's guild which I am working on right now. I have just finishing revamping the scaling system so that should be greatly improved. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by darant at on10/26/10
Your lack of proper, standard area transitions is a fatal flaw.
Posted by SusaPhone at 2010-01-0609:08:07
I got it working. Thank you. A few critiques: Too much wilderness. Not enough enemies. My first level players are always getting killed (using Tony's Companion AI and Reeron's Increased Challenge modules. Don't know if that makes a difference.) Also, the enemies don't drop enough loot. Thank you.
Posted by mitchellmckain at on11/01/09
I have the 1.23 patch and I am having no problems. What problems are you having? _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by SusaPhone at 2009-12-3019:50:53
Hello, Would it be possible for you to make this 1.23 compliant? It does not seem to work with the 1.23 patch. Thank you.
Posted by mitchellmckain at on11/01/09
UncleGerhardt, thanks for the feedback. On the too hard monster issue, I would be interested in hearing details like your parties level breakdown, difficulty level and what you encountered and where. Some locked doors have no keys. These dead ends are necessary because these are places where quests can add on a new area. On the quest descriptions problems, details would be fantastic because this is an author's blind spot. What makes sense to me may not make sense to others. But yes giving directions on a randomly generated map is a difficult proposition. Most of the work on these quests is hunting for the target area. Anyway its something for me to think about. Quester was designed for use with Tony's AI so that is not the issue. I need details on the inability to return fire, like area name, though I am doubtful that this is fixable. _________________________ See my simulator of relativity in nearby planetar, stellar and galactic space at Link
Posted by UncleGerhardt at 2009-11-1216:06:19
Sooner or later I stumble always either upon a far to strong monster or a locked door wich forces me to backtrack a horrible long way :( Is it possible to use "named" keys ? i.e. with a "Right-Click-Description" like "The door is locked, it has a spade-symbol above the keyhole." and a map-note with the Name "Door of Spades", so later when I find the "Key of Spades" it would be easier to remember/find ? I'm already fed up with numbered keys ^^. The Quest-Descriptions are sometimes very strange and obscure - certainly because of the random Nature of the modules - but some basic directions would be nice - like "She wanted to go somewhere south of the Woods" or "He lives in a hermitage at the Base of the Mounain" so that I know at least that I don't need to break into every house of the Village to search for my Quest-Goals ? It might be my use of Tony K's AI but sometimes I find some Enemies i.e. Barbarian Ghosts in some Pits that can happily shoot Arrows at me, while I can't get to them and I can't even return fire, because my Character can't get into a Shooting-Angle. I hope this ramblings make sense, english isn't my first language ;)
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone