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#76
AndarianTD

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A new update from The Sanctum Blog:

Sanctum 2 v4.2 Remake

"Most of the rest of the work I had planned centered around an extensive new quest sequence that I was going to add. If I skip that, then it shouldn’t take me too long to get the rest of the remake ready for release."

Modifié par AndarianTD, 16 novembre 2013 - 03:31 .


#77
MagicalMaster

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Andrian, is there a reason your blog only accepts Wordpress logins from what I can tell? Can you enable to accept things like Blogspot or even just standard Google accounts?

Also, I'm a bit unclear about the revamping -- it sounds like Chapter 1 is updated but other stuff on your site seems to claim Chapter 1 isn't actually updated? If I were interested in playing through the series, what would you suggest?

#78
AndarianTD

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MagicalMaster wrote...

Andrian, is there a reason your blog only accepts Wordpress logins from what I can tell? Can you enable to accept things like Blogspot or even just standard Google accounts?


MagicalMaster, thanks for asking. Actually, right now, it shouldn't accept logins from anyone who doesn't already have an account on the site, not even Wordpress logins. The reason is that I had to disable new account creation (see here for more information) due to the endless spam registrations I've been getting, especially in the last six months. I wish I knew a way to get around the problem, but I can't afford to spend half an hour every day checking the Stop Forum Spam site, manually sorting through the registrations, and deleting the spammers, when 98% of them are fake to begin with. I've tried turning registration back on periodically to see if the attacks are letting up, but unfortunately they're not. So for now I'm asking people who want a user account to email me directly with their desired nickname and email address, and I'll create one for them manually.

Also, I'm a bit unclear about the revamping -- it sounds like Chapter 1 is updated but other stuff on your site seems to claim Chapter 1 isn't actually updated? If I were interested in playing through the series, what would you suggest?


I'm afraid I don't have what I think is a very good solution to offer you right now. The remade version of Chapter 1 (v4.1) is complete and has been available since January. Unfortunately, due to the demands of other projects and commitments, I haven't been able to complete the remake of Chapter 2, and I'm not sure when that's going to be able to change. The remake of Chapter 1 (The Sight) is extensive, so much so that it's simply not compatible with the older (v3.4) version of Chapter 2. So the only alternatives I can suggest for now are: 
  • Play the updated version of Chapter 1 (v4.1), and then either stop there and wait for the remake of Chapter 2 (recommended), or start Chapter 2 v3.4 as a standalone game with a new character.
  • Play the old version (v3.4) of both chapters. You'll miss out on the new design and content if you try this approach, but it's the only version right now that will play seamlessly through both Chapters 1 and 2. If you want to go this approach, use the links in the download section of the Vault pages for Chapter 1 and Chapter 2. (Enabling people who want to do this is the reason why the older (v3.4) links are still on them.)
I hope that helps. If I can help you with anything else, feel free to email me, or to post here or on the Vault pages, or on my blog (after I set up an account for you).

Andarian

Modifié par AndarianTD, 08 décembre 2013 - 01:21 .


#79
Fester Pot

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You have a hidden div id tag, "HiddenDiv" wrapper before your header on your index file that is displayed if Javascript is disabled. The HiddenDiv tag has link advertisements in it, which google bots can index.

Image IPB

Essentially, you're advertising Viagra and a slew of other links, perhaps never knowing.

Right click on your home page, View Page Source. Can't miss it.

If you didn't add these, the security of your blog could very well be compromised.

EDIT: It's on all your pages actually.

I ran a site check on your domain.

http://sitecheck.suc...w.andarian.com' class='bbc_url' title='Lien externe' rel='nofollow external'>http://sitecheck.sucuri.net/results/www.andarian.com

You might want to change your theme if it wasn't from WordPress.org originally, as well as update to the latest version by manually deleting whatever files that get updated, then apply the update to fix any compromises to old versions of WordPress.

Additionally, it may have come from a Plugin, if you installed any.

WordPress Security for hidden spam.

FP!

Modifié par Fester Pot, 08 décembre 2013 - 03:54 .


#80
AndarianTD

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FP, thanks! I found that exploit once before and thought I'd ripped it out. Looks like I've got some work to do it again, and some research to figure out how to stop a repeat. Thanks for the links -- they look like they'll be very helpful.

Andarian

#81
AndarianTD

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It's sorted out again now. It's the exact same thing as last time, so it was pretty straightforward to fix once I'd reminded myself. I updated to the latest WP and changed the passwords, and I'll look into some of the other suggestions in the links -- thanks again, FP.

I still don't get the reason for the spam registrations, though. They come in at a pretty prodigious clip if I re-enable account registration, but they don't appear to have done, or have the ability to do, anything malicious. They just register and sit there. Does anyone know something or have a thought about that?

Modifié par AndarianTD, 08 décembre 2013 - 01:59 .


#82
AndarianTD

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I've installed some new safeguards against spam registrations onto my site and turned user registration back on. Hopefully it'll do the trick going forward. :)

Update: My new and improved defenses have repelled three spam registrations in the last few hours, so it's looking good!

Modifié par AndarianTD, 08 décembre 2013 - 08:53 .


#83
MagicalMaster

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AndarianTD wrote...

[*]Play the updated version of Chapter 1 (v4.1), and then either stop there and wait for the remake of Chapter 2 (recommended), or start Chapter 2 v3.4 as a standalone game with a new character.


Works for me.

And hope your website improvements stick!

#84
MagicalMaster

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Er, what's the deal with the incredibly random loot at the start? Playing as a level 1 Sorcerer on Very Hard. First time I started the game and found a belt of +2 Discipline in the chest. Apparently got ambushed by a spider which appeared out of nowhere while fleeing the demon at the start and died.

Seems odd to put a monster which is level 2-3 (Very Difficult) for a level 1 character with no equipment, but whatever.

Had to start again, this time found a staff that could cast Magic Missile as a level 9 spell 10 times. Was rather surprised. Reloaded again to experiment and found even more random items, ranging from a +1 club to a +2 Discipline bracer.

For better or for worse I made sure I saved when I found that staff, but randomly acquiring that item almost feels like cheating compared to a playthrough where I might get bracers of +2 Discipline as a sorcerer. Actually concerned about whether I should continue with that save or start yet again for a weaker item...whole thing seems rather weird.

#85
MagicalMaster

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I went ahead and continued with the staff playthrough...while fleeing the demon, ran northwest across a bridge, found an exotic plant and a transition to "Forest North." Except that was just a ledge. Came back to the stream and now the demon is to the west of me so I went back east (the way I came from originally). Demon started chasing me so I went north where I found some "Challenging" mobs that I killed and then got killed by one of several "Impossible" demons.

Feels like I'm missing something here -- all I've tried to do is run away from the demon and grab stuff I see on the way but this seems to mess the sequence up or something.

#86
MagicalMaster

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Apparently I was interrupting a scripted movement sequence which was supposed to move me past that bridge? Buffed up to fight the spider and killed it using the staff...had 19 HP, that's more damage than I can do with 5 Rays of Frost. Then managed to get back on track as far as I can tell, but this has been a bit odd so far.

#87
AndarianTD

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MagicalMaster: Several things.

1) Your "loot find" at the beginning is perfectly fine. It's part of an elaborate random treasure system that scatters a selection of pre-defined special items throughout the module. Finding the staff near the beginning is a good stroke of luck, but it isn't nearly as big a deal as you may be thinking. The quality of those finds is specifically designed to even out across the course of the module; you don't need to second-guess it.

2) When your parents are killed, there is a message from your sight telling you to flee for help, along the stream bed. As you noted, there's even a little scripted push when you arrive in the next area to help get you running in the right direction. If you don't listen to your sight and instead flee in a different direction from the one in which it is guiding you, then you will be killed. That's a core part of the module experience that I try to expose the player to right away: trust your sight. It's your key asset and the heart of what's special about your character (hence the name of the module).

3) The object of the opening sequence is to follow your sight and run along the stream bed to find help. There are popup text messages all along that route to guide you in the direction you need to go in order to do that. If you think about the situation (you're a first level character being chased by a demon), it doesn't make sense to stop to fight or explore. Role-play what your sight is telling you and don't stop running until you've found that help (which you should do shortly).

4) The spider only spawns if you stop running to explore (by searching the skull). If you do trigger it, just go back to doing what you should have been: running for help in the only safe direction left to you at that point.

Hope that helps -- if you have any other questions, feel free to ask.

Modifié par AndarianTD, 12 décembre 2013 - 01:32 .


#88
MagicalMaster

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AndarianTD wrote...

Finding the staff near the beginning is a good stroke of luck, but it isn't nearly as big a deal as you may be thinking. The quality of those finds is specifically designed to even out across the course of the module; you don't need to second-guess it.

Fair enough.  Especially since apparently you're not expected to fight the spider at the beginning.

AndarianTD wrote...
2) When your parents are killed, there is a message from your sight telling you to flee for help, along the stream bed.

I did!  That's how I got out of the area with my home in the first place :)

Then it looked like the stream bed hit a dead end up ahead so I went across the bridge -- especially since there was something to interact with over there.

AndarianTD wrote...
3) The object of the opening sequence is to follow your sight and run along the stream bed to find help. There are popup text messages all along that route to guide you in the direction you need to go in order to do that.

Unfortunately, those don't pop up until you reach the "dead end" -- so if you don't realize you're breaking the "nudge" by resuming control you don't need another guiding message.

AndarianTD wrote...
If you think about the situation (you're a first level character being chased by a demon), it doesn't make sense to stop to fight or explore.

Believe it or not, most games don't make a ton of sense at times -- and in most cases, if you don't stop to grab an item on your route, either there's no inherent plot reason to return or sometimes you CANNOT return, meaning you grab it or you lose it.

Sanctum isn't immune from some of these issues as well -- for example, the appearance of the thing with the plot important poison (trying to avoid "spoilers" beyond the first few minutes).  My character's actions at that point made no sense and were completely the opposite of what I had done prior to that.

Now, I can accept the cutscene because I know it's a game...but that means that people expect other game "tropes" to hold true.

*** SPOILERS UNTIL THE END OF THE POST ***
*** SPOILERS UNTIL THE END OF THE POST ***
*** SPOILERS UNTIL THE END OF THE POST ***



Highlight to read (more easily).  Edit: or not, apparently it refuses to actually make the text a different color.

I'm playing a sorcerer starting at level 1 fresh on Very Hard.  I noticed the book does not allow you to change it to Very Hard or Very Easy, just Hard or Easy -- any particular reason?  I don't even know what changes based on the difficulty, so it's not like I can tell.

Also, since it is on Very Hard and a common issue with the hardest difficulty is sometimes it...makes certain things not work well, I thought you might be interested in hearing about a few specific combat related issues I found...

First, some of the oozes at the very beginning of the caves.  I wound up having to separate the groups, especially since some of them were flinging acid bolts multiple times that did over half of my health!  This seems particularly silly for a level 3 character with very few options for tactics/equipment/spells at that point -- especially a sorcerer who's still level 3 and thus has no level 2 spells yet.  Those first few packs were the hardest encounters so far in the module.

Second, the vermin in the "meeting room."  Not only did I have to pull a few (usually got 2-3) back at a time, I had to abuse doorways and the bad AI to avoid having too many attacking my companion (since I was basically useless against mobs of that power at my level as a mage -- woo-hoo buff but).  Might want to tone these down slightly and/or make slightly less of them and/or spread them out more.

Finally, the vermin filled cabinet.  First time, walked up, they spawned, got crit for 36 damage when I had 28 health.  Second time, took multiple hits and also died instantly.  Third time, blew up the cabinet from range...and bugs STILL somehow spawned out of it.  Fourth time, said "screw it" and pulled out my familiar to give me invisibility so I could trigger the spawn without getting instantly killed.

Also, was I supposed to run from the Soul-Drinker instead of killing it?



*** SPOILERS END ***
*** SPOILERS END ***
*** SPOILERS END ***

Modifié par MagicalMaster, 12 décembre 2013 - 10:55 .


#89
MagicalMaster

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Also, I can't seem to find an option to tell your companion to NOT heal themselves (or anyone). They keep trying to cast Cure Minor Wounds on themselves while getting attacked by mobs doing 5+ damage each per hit and it just makes things worse. Or even Cure Light Wounds, same deal. Spellcasting set as "off" on tactics but they still heal.

Also also -- why is the Sight based on Lore?  When trying to cure a certain person was in a bad condition.  I had a choice between Appraise and Lore and figured I'd go Appraise (and use Identify if I needed to identify anything) -- which seemed doubly a good choice because my companion can also identify stuff easily with their high Lore.

Except then there was a Sight/Lore check -- failed it initially.  Cast Identify and tried again -- succeeded.  Then tried to use the item and got told I didn't know how to use the item when my character had just said "Hey, I bet I can use this item!"  Then cast Identify again (since it expired during the conversation) and magically it worked.  I don't know how the Sight check is calculated but I specifically made a character with 14 int, 10 wis (avoided a wisdom penalty), and high charisma (19 at the moment) but apparently that isn't even enough with 6 total modifier between the stats -- meaning a fighter with 14 Int/14 Wis/14 Cha would also apparently fail these checks, which seems a bit ridiculous.

These mechanical issues are seeming very odd and getting in the way of what is otherwise a very enjoyable module.  I'm seriously considering deleveling and releveling my character to drop Appraise for Lore -- this would have been nice to know AHEAD of time.  Or is this the "one situation where a high lore rating is crucial to continuing the game?" mentioned in the ReadMe?  If so, I seriously have to ask what the point of it is.

Modifié par MagicalMaster, 12 décembre 2013 - 11:21 .


#90
MagicalMaster

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Maybe I'm just oblivious, but given the fluid to the people suffering from the condition doesn't seem to do anything...they still seem to be "sick," telling me they feel sick, and having their stats go down. Am I missing something? Haven't rested since giving it to them either.

#91
AndarianTD

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MagicalMaster: There's a lot here to respond to, some of which I'll have to get to later. But here are some comments for now.

MagicalMaster wrote...

Also, I can't seem to find an option to tell your companion to NOT heal themselves (or anyone). They keep trying to cast Cure Minor Wounds on themselves while getting attacked by mobs doing 5+ damage each per hit and it just makes things worse. Or even Cure Light Wounds, same deal. Spellcasting set as "off" on tactics but they still heal.


That's a "feature" of the Module Builder's Henchman Kit, which the Sanctum AI is based on. I tend to agree with your assessment, but I haven't been able to find a way to do what you're suggesting, despite spending a fair amount of time trying. If you know how, please tell me and I'll add it into the next update. :)

Also also -- why is the Sight based on Lore?  When trying to cure a certain person was in a bad condition.  I had a choice between Appraise and Lore and figured I'd go Appraise (and use Identify if I needed to identify anything) -- which seemed doubly a good choice because my companion can also identify stuff easily with their high Lore.


Just to clarify: The Sight isn't "based on Lore" per se. The particular thing you're trying to do in that scene is, though. What you're trying to do is to combine your own knowledge with hints from your talent to figure out how to perform a very difficult feat of magic. I suppose I could have based the check partly on Spellcraft or Use Magical Devices, but I thought that using Lore would be clearer and easier.

Except then there was a Sight/Lore check -- failed it initially.  Cast Identify and tried again -- succeeded.  Then tried to use the item and got told I didn't know how to use the item when my character had just said "Hey, I bet I can use this item!"  Then cast Identify again (since it expired during the conversation) and magically it worked.


It failed the first time because you took too long between casting and working through to the necessary point in the conversation. Identify has a very short duration, and I know from playtesting that you have to rush if you try to use it there. That's one of the reasons I gave you another item that may have forgotten you had, which makes handling that scene a lot easier. (Hint: It was a gift from Len.)

I don't know how the Sight check is calculated but I specifically made a character with 14 int, 10 wis (avoided a wisdom penalty), and high charisma (19 at the moment) but apparently that isn't even enough with 6 total modifier between the stats -- meaning a fighter with 14 Int/14 Wis/14 Cha would also apparently fail these checks, which seems a bit ridiculous.


Not if he used the above item, which was my intent. The details of how that check is done are explained in the Hint file if you want to check them out. In this case, that +6 is being added to your Lore skill, along with any other bonuses, and compared to a DC of 20.

These mechanical issues are seeming very odd and getting in the way of what is otherwise a very enjoyable module.  I'm seriously considering deleveling and releveling my character to drop Appraise for Lore -- this would have been nice to know AHEAD of time.  Or is this the "one situation where a high lore rating is crucial to continuing the game?" mentioned in the ReadMe?  If so, I seriously have to ask what the point of it is.


Yes, it is (that "one situation"). The item you may have forgotten to use, however, gets you most of the way there by itself. What's the point? Primarily, it's a thinking puzzle: "How can I massively boost my talent and Lore skills to accomplish this?" The premise behind it is the idea that wielding the complex magic necessary to perform that particular feat isn't something you should expect to be able to figure out easily. That's especially given the fact that at this point in the story, your talent is weak and unreliable.

Under normal circumstances, you should have what you need to restore Orion right when you find him. You can, however, go on from there and come back to try to help him later. The module takes that into account, and there's even a conversation with Robin shortly after you leave him that suggests traveling to the Earthen City to try to find or buy something there to boost your Lore.

MagicalMaster wrote...

Maybe I'm just oblivious, but given the fluid to the people suffering from the condition doesn't seem to do anything...they still seem to be "sick," telling me they feel sick, and having their stats go down. Am I missing something? Haven't rested since giving it to them either.


Orion's dialogue tells you that Handol's Journal can help you track the progress of their symptoms. Use it on anyone who is poisoned (Use Unique Power: Target a Companion) to see how many days they have left. Use the fluid on them and try it again. Also, check their stats before and after. The fewer days they have left, the lower their stats will sink; if they have more days left, they won't sink as far.

Modifié par AndarianTD, 13 décembre 2013 - 06:21 .


#92
MagicalMaster

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Do you mind discussing this here or would you prefer to keep it in PMs and use this thread for official updates and such?

Edit: and I hadn't forgotten about the book, just forgot the bonus from the spell you're talking about.  I knew it was substantially less than the other spell we've been discussing but I didn't realize it was pretty close at low level.  Difference of 20 points at level 40 but only 4 at level 8.

Modifié par MagicalMaster, 13 décembre 2013 - 06:02 .


#93
AndarianTD

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MagicalMaster wrote...

Do you mind discussing this here or would you prefer to keep it in PMs and use this thread for official updates and such?


I'm comfortable with whatever you prefer. I don't mind fielding questions and feedback on the thread.

#94
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I'd prefer here if you seriously have no objections in the hope it could possibly help someone else in the future -- would you mind if I brought the PM stuff here as well to consolidate it?

#95
AndarianTD

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MagicalMaster wrote...

I'd prefer here if you seriously have no objections in the hope it could possibly help someone else in the future -- would you mind if I brought the PM stuff here as well to consolidate it?


Sure. Here's the gist of it (summarized):

MagicalMaster wrote...

"I can't access the trapped/locked bookcase in the laboratory. Examining it claims I'll be able to do it safely. It can't be disarmed, the pillar next to it apparently has no interaction, and none of the keys work on it."


When you examined the bookcase, the description said "Your talent, however, tells you that you will be able to unlock it safely, and retrieve what is in it with no difficulty." There's no trick to it; just right click on the bookcase, and select
"Unlock" from the radial menu. That will unlock the bookcase and disarm the trap.

MagicalMaster wrote...

"I don't know how to make the antidote or alchemy set."


You won't get this information until you read the books from the locked bookshelf (Use Unique Power: Self). Be sure to check your journal after reading them; you should find all the detail you need there to complete the poison cure. From a quick read of the rest of your questions, I think all of them will be resolved once you have the books from the bookshelf.

"I believe the only thing "living" in the entire complex is the Undead Wizard who, as far as I can tell, we're NOT supposed to fight (generally it's best to avoid level 20+ wizards at level 7)."


He's there as an extra challenge if you want to try taking him on, but you don't have to. He only appears on the "Very Hard" setting, and he can be defeated with a little strategy and help from some of the more advanced weapons you can find once you've cleared the ruins and possibly the nearby caverns. I'd wait until at least level 8 before trying it, though.

There's a locked door with a trap. I try to open it. I get a message saying that opening the door with the key has disarmed the trap. Then the trap hits me anyway. I'm guessing that's not supposed to happen?"


That's because you're trying to open it (by clicking on it). When you do that in NWN, the trap will be triggered in the
process. I suspect that's why the "unlock" option on the radial menu is there in the first place: so that you can unlock something safely, without necessarily trying to open it and risk triggering any traps that may be on it.

If you click on a locked door or container and it takes a key that you're carrying, then the engine will also try to unlock and open it. But if it's trapped, then the trap will block opening it, and for a container, it will block unlocking it as well. If the trap is persistent (not one-shot), then it will continue to block it until the trap is disarmed. To avoid this complexity, just use unlock from the radial menu; it just tries to trigger the unlock event by itself. If you have the key it will be used, and otherwise you'll try to pick it.

This probably also explains why you were having trouble opening Len's bookcase. I scripted the bookcase to disarm the trap when the unlock event occurred. But if you were clicking on it (trying to open it), rather than unlocking it (by using the radial menu), the trap would block the unlock event. To get past that, use the radial menu.

Modifié par AndarianTD, 13 décembre 2013 - 06:26 .


#96
MagicalMaster

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Quick tip I learned -- when you copy something on these forums, open up Notepad and paste it there. Then copy it from Notepad and paste it here. Avoids the line breaks there. Writing a longer response to the actual stuff mentioned.

Edit: naturally, you've already fixed it by the time I posted.

Modifié par MagicalMaster, 13 décembre 2013 - 06:19 .


#97
AndarianTD

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MagicalMaster wrote...

Quick tip I learned -- when you copy something on these forums, open up Notepad and paste it there. Then copy it from Notepad and paste it here. Avoids the line breaks there. Writing a longer response to the actual stuff mentioned.


Good tip. I'll keep that in mind from now on.

That's as much as I have time for right now, though. I'll try to get back to the forums again by the end of the weekend.

#98
MagicalMaster

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AndarianTD wrote...

I tend to agree with your assessment, but I haven't been able to find a way to do what you're suggesting, despite spending a fair amount of time trying. If you know how, please tell me and I'll add it into the next update. :)

I have a few ideas...I was just fiddling with the offensive spellcasting AI for something and I think the healing code was in the same region.

AndarianTD wrote...

I suppose I could have based the check partly on Spellcraft or Use Magical Devices, but I thought that using Lore would be clearer and easier.

Or the highest of the three?  I figured I had magical knowledged covered with Spellcraft, personally.

AndarianTD wrote...

It failed the first time because you took too long between casting and working through to the necessary point in the conversation.

Not what I meant.  I mean that, story-wise, I literally just figured out how to do it...but then I apparently forgot.  I get that Identify faded.  But I figured you'd use a local int or something to mark that I made the first check and thus I could use the item freely.

AndarianTD wrote...

Orion's dialogue tells you that Handol's Journal can help you track the progress of their symptoms. Use it on anyone who is poisoned (Use Unique Power: Target a Companion) to see how many days they have left. Use the fluid on them and try it again. Also, check their stats before and after. The fewer days they have left, the lower their stats will sink; if they have more days left, they won't sink as far.


Ah.  Interesting.  I take it "days" means "rest periods?"  Seems weird that I can simply force it down their throat repeatedly and add multiple days of life in less than a minute, though.

AndarianTD wrote...

There's no trick to it; just right click on the bookcase, and select "Unlock" from the radial menu. That will unlock the bookcase and disarm the trap.

I would argue that is very, very much a trick given the next section.

AndarianTD wrote...

That's because you're trying to open it (by clicking on it). When you do that in NWN, the trap will be triggered in the
process. I suspect that's why the "unlock" option on the radial menu is there in the first place: so that you can unlock something safely, without necessarily trying to open it and risk triggering any traps that may be on it.

I'm not sure if you've ever played a rogue, but that's how you use open lock ;)

I can safely say that in every NWN campaign module and PW I have played on I have NEVER once NOT simply left clicked on something to unlock/open it UNLESS I was a rogue using the Open Lock skill.

AndarianTD wrote...

He's there as an extra challenge if you want to try taking him on, but you don't have to. He only appears on the "Very Hard" setting, and he can be defeated with a little strategy and help from some of the more advanced weapons you can find once you've cleared the ruins and possibly the nearby caverns. I'd wait until at least level 8 before trying it, though.

I killed him as soon as the poison was cured -- that was honestly a bigger deal than anything else.

Other stuff not covered yet:

1, those three particular spawn points I mentioned earlier

2, Len's alchemy set refuses to work on some herbs for some reason.  Poison cure plant?  Use the alchemy set on it.  Another poison cure plant?  Use the alchemy set on it.  Another poison cure plant?  Nope, won't work.  Hmm.  How about...this medicinal herb?  Sure, alchemy set works.  How about this other medicinal herb?  Nope, won't work.  I *think* might have only worked on herbs I found in the lab itself or something but I'm not sure.

3, the dying system seems a bit buggy.  I'm still not sure how it works -- and I've literally had situations where I "died," a companion healed me, I got up, and then I died again.  I've also had situations where a henchmen went down, got up, went down, got up...this repeated like five times and I was awarded 29 XP each time for killing him.

4, the beastmen only accepted one changed ownbear eggs, leaving me with two more modified eggs.

5. something seems very messed up with the persuade.  I was level 8 and had 12 persuade.  Orion was level 7 and had 11 persuade.  Yet he made every persuade check and I failed every one (during the delaying tactic, for example).  I had both more raw persuade and equal level based persuade.  What was the deal with that?

6, there was at least one other thing I can't recall at the moment and will have to try to remember later

7, I hate you for making me stay up way, way too late finishing the module.  It's a form of loathing, really.

#99
AndarianTD

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A few more points for now:

MagicalMaster wrote...

I mean that, story-wise, I literally just figured out how to do it... but then I apparently forgot.


But you didn't "just figure out how to do it." As with any other skill usage, the "figuring out" happens when you actually try to perform the task. All the dialogue is doing is telling you is that given your current skill level, that you can figure it out, when you make the attempt.

I get that Identify faded.  But I figured you'd use a local int or something to mark that I made the first check and thus I could use the item freely.

I'm not sure I understand why you would expect it to would work differently from any other skill use. If you want to identify an item or pick a lock or disarm a trap, for example, then you need the skill boost to be active at the time that you attempt the task. The same applies here.

I take it "days" means "rest periods?"

No, it actually means "days" in this case. The only thing in the module that I can think of offhand that's dependent on "rest periods" is how long food takes to spoil.

Seems weird that I can simply force it down their throat repeatedly and add multiple days of life in less than a minute, though.

Again, I don't see why. Leaving that aside, though, it's mainly a gameplay convenience to the player. The alternative would have been to force you to keep track of their status more or less constantly, and when to keep dosing them. This way, you can give them a few belts of the fluid if you want, and then play uninterrupted for a while and come back to check on their status later.

Len's alchemy set refuses to work on some herbs for some reason.  Poison cure plant?  Use the alchemy set on it.  Another poison cure plant?  Use the alchemy set on it.  Another poison cure plant?  Nope, won't work.  Hmm.  How about...this medicinal herb?  Sure, alchemy set works.  How about this other medicinal herb?  Nope, won't work.  I *think* might have only worked on herbs I found in the lab itself or something but I'm not sure.

That's not right. Did you read the description on Len's Alchemy Set?

"This is Len's Alchemy Set. It is obviously designed for a special preparatory process, but only a limited amount of the preparatory elements remain [emphasis added]...

Use Unique Power Self: Examine the set to determine whether you know how to use it, and if so what items you can still prepare [emphasis added]. (NOTE: This information will appear in the message window.)


If you do this, it tells you exactly how much of the preparatory elements remain in the set -- that is, how many more times you can still use it on each type of medicinal plant. For example:

Remaining preparatory elements:
  Prepare Poison Cure: 2
  Prepare Healing: 0
  Prepare Restoration: 1


the beastmen only accepted one changed ownbear eggs, leaving me with two more modified eggs.

Interesting catch -- thanks! I've never heard that one before. Thinking about it, it would have to have happened because you placed the eggs in the chamber for transformation one at a time, then, rather than all at once as expected. The chamber only creates one set of transfigured eggs regardless of how many owlbear eggs you put in; it just adjusts the amount of XP you get. I'll check the scripting there and make sure it handles that situation in the next update.

Modifié par AndarianTD, 14 décembre 2013 - 06:23 .


#100
MagicalMaster

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I remembered one of the things I had forgotten, at least...

When you ask a companion what they think of you, you get a X out of Y indication.  Is that all of the possibilities within the module or the total scale for them for all modules combined?  I think I ended with 10/14 for Robin, for example -- does that mean I missed things or that I'm about 75% of the way to the maximum "approval" or whatever for her?

Also, regarding the Lore check...the idea of only having a few points in a skill is pretty anathema to most people -- you either fully invest in lore (or another skill) or you don't bother.  So if you have a DC of 20 and expect everyone to have 4 base ranks...why not just make the DC 16?

AndarianTD wrote...

But you didn't "just figure out how to do it." As with any other skill usage, the "figuring out" happens when you actually try to perform the task. All the dialogue is doing is telling you is that given your current skill level, that you can figure it out, when you make the attempt.

Exact words are " And you sense and understand the gem's magic well enough to use it."  That's different from "You suspect you'll be able to figure out exactly how to use the gem when you try."

AndarianTD wrote...

No, it actually means "days" in this case. The only thing in the module that I can think of offhand that's dependent on "rest periods" is how long food takes to spoil.

So 48 minutes per day at 2 minute per hour?

AndarianTD wrote...

Again, I don't see why. Leaving that aside, though, it's mainly a gameplay convenience to the player. The alternative would have been to force you to keep track of their status more or less constantly, and when to keep dosing them.

Because he says "No, the monster had a gland that secreted a potion that delayed the poison's effects. It was a vile fluid that it made me drink daily when I got close to dying."  Made me think the presence of the fluid in a person would minimize the impact of the poison while active -- and thus "stacking" it all at once would not help.  There's a reason that if you're sick with something you take medicine every day or every few hours versus all at once.

In this particular case, given that I thought "days" meant "rests," I thought it was something you needed to apply each time you rested.

AndarianTD wrote...

That's not right. Did you read the description on Len's Alchemy Set?

If you do this, it tells you exactly how much of the preparatory elements remain in the set -- that is, how many more times you can still use it on each type of medicinal plant.

I did read it, but I thought the message it mentioned was saying whether I could use it or not and the charges on the alchemy set indicated how many uses it had.  What is the point of the 4 charges on the set, then?

AndarianTD wrote...

Interesting catch -- thanks! I've never heard that one before. Thinking about it, it would have to have happened because you placed the eggs in the chamber for transformation one at a time, then, rather than all at once as expected.

Well, I quite literally didn't want to put all of my eggs in one basket.  For all I knew there was only a 50% chance of it working (or possibly I still had to do something else entirely) so I didn't want to risk all of the eggs at once -- wanted to make sure it actually worked first.

Modifié par MagicalMaster, 15 décembre 2013 - 01:59 .