Path of Evil: seeking playtesters
#51
Posté 25 septembre 2010 - 11:15
#52
Posté 25 septembre 2010 - 11:51
Tanslations:
I think they are neat but do make reading the dialog a bit difficult. I would suggest removing it from the PC responses. it becomes very wordy when you have 3 or more options and either limit it to the begining intro per NPC or if you want it for all NPC lines have the drow or the common a different color. With the different colors you can read the drow if you choose but I would scan and just start reading where there wasn't gibberish.
Modifié par Shaughn78, 25 septembre 2010 - 11:51 .
#53
Posté 26 septembre 2010 - 12:49
Yes it is something you can exploit if Laisera in your party. The dead god is her sidequest. Take her and the item you found back to the temple to the god that is in al-Qasr and talk with the priest. Laisera has some choice words for him.Shaughn78 wrote...
Question about dead god? Is that something I can exploit? I didn't tell the drow because I learned the information and i hoped maybe I could do something with it. Is it the explaination of the Unknown ruins? Unable to do anything else their after learning information.
#54
Posté 26 septembre 2010 - 12:50
#55
Posté 26 septembre 2010 - 01:25
dno
#56
Posté 26 septembre 2010 - 09:52
#57
Posté 28 septembre 2010 - 02:18
Down in the ruins in the desert (Intisar?) behind the chest where you can find a piece of the crown, the water that is all around the podest suddenly stops. It looks strange with the water floating midair...
cu
#58
Posté 28 septembre 2010 - 08:12
I will check my old load games and see if I have one in the underdark for that tile screen shot.
I loved the turnip quest, and Kvas responses to the other gnome.
The dwarf keep was a great battle. The barricades where a nice touch. Just wished I could have taken a few of the orcs from the outside to soak up some of the bolts for me. Don't know if it would could issues if you made them henchmen. But the conjurer woman and necromancer halfling would deffinately appreciate it.
Posted a couple more things on the wiki.
#59
Posté 28 septembre 2010 - 08:19
I love the dwarven keep setpiece as well. Some orcs should have spawned with you in each area of the dwarven keep. Didn't happen? They are supposed to spawn and then advance along a series of waypoints. Since they are hostile to the dwarves they will attack any that get in their way.Shaughn78 wrote...
Finished putting together the update for Risen Hero and I'm back to Path of Evil.
I will check my old load games and see if I have one in the underdark for that tile screen shot.
I loved the turnip quest, and Kvas responses to the other gnome.
The dwarf keep was a great battle. The barricades where a nice touch. Just wished I could have taken a few of the orcs from the outside to soak up some of the bolts for me. Don't know if it would could issues if you made them henchmen. But the conjurer woman and necromancer halfling would deffinately appreciate it.
Posted a couple more things on the wiki.
Your current party is you, Kvas, Timoteo, Carcarin, and Mutasin?
#60
Posté 28 septembre 2010 - 10:45
Me: Yaun Ti, Rogue 3/Ranger 2/Assassin 1/Invisible Blade 3
Timoteo: Wizard 5/ Palemaster 6
Carcarin: Wizard 6/ Red Wizard 5
Tan: Ranger 5/ Fighter 5 soon to be a duel wielding scimitar Weapon Master
Kvas: Rogue 7/ Shadowdancer 4. Hide in plain sight sneak attack is devistating
Occasionally Aliva Rogue1/ Fighter2/ Wizard 8 soon to be arcane archer. She focuses on Abjuration and becomes an unhittable ranged attacker.
I think that the paty limit checks are not working. I was able to add all the companions through conversations as I found them. The cleric of Kamal didn't have a leave party option so I think I may have broke the system as well. I have been using the roster to maintain a normal party limit. I swapped Mu'tasin in for his quest.
Dwarf keep. I don't remember seeing any orcs. They are spawned in with me correct, not pre-placed. They could be getting killed before the area finishes loading as well.
Another question. Which general direction should I start looking to find this stronghold. Or am I starting to look too soon. Just got the book and the from the monk library. The adventurers were much easier this time round.
Modifié par Shaughn78, 28 septembre 2010 - 10:48 .
#61
Posté 28 septembre 2010 - 10:52
#62
Posté 29 septembre 2010 - 12:42
At what point do you hope a player finds the keep?
I started looking after completing Mu'satin quest as he told me the orcs would be soilders @ my keep. If finding the keep best fits the story after defeating the adventurers @ the library prehaps a hint to the general area would be helpful.
#63
Posté 29 septembre 2010 - 01:38
The book you get in Halruaa should mention a location that would now be Ekkathys as an important location. So if you had followed Tan's suggestion back in Neverwinter you could have headed straight for Halruaa, read the book, and started looking from there. You'd be maybe level 6 upon arriving in Ekkathys (and you'd probably get yourself killed trying to get the stronghold). I expect most people will do like you and explore first, and will get it after level 9. It's not given to you freely of course.Shaughn78 wrote...
Missing HAK. For stronghold. Your download package doesn't include kemo_chairanims.HAK. I've downloaded and I'm checking out the keep.
At what point do you hope a player finds the keep?
I started looking after completing Mu'satin quest as he told me the orcs would be soilders @ my keep. If finding the keep best fits the story after defeating the adventurers @ the library prehaps a hint to the general area would be helpful.
The kemo chairs hak is so you can sit on your throne (to contemplate your awesome evilness, nothing else). Unfortunately there's some kind of bug with the throne and Kemo, you wind up offset by several meters. I may remove it entirely. There are several other known bugs on the wiki for Ekkathys. The only serious one is with Tellner, and that one just forces you to go to the exit of the stronghold and then back in to trigger something properly.
Once you get the stronghold, you can take advantage of resources there to determine exactly where you need to go for the main plot if you had been struggling trying to figure out where they are. Plus you can run it just like Crossroad Keep (only with slave labor
Only a few overland map stops have sidequests, Warlock's Crypt, The abandoned Golem Works in Thay, and one other I can't remember. Mostly they're just there to give players a chance to do some random xp gathering and make the world seem more lived in. A couple of the plot spots are on the Overland Map and not in cities though.
Have you taken advantage of the option to buy any feats yet?
I should mention once you have the stronghold you can get access to what's one of the campaign's two "killer dungeons" (the stronghold related one is not a dungeon). The encounters are true to lore, but may be quite frustrating even if you survive.
Modifié par kamalpoe, 29 septembre 2010 - 01:44 .
#64
Posté 29 septembre 2010 - 03:06
I have posted a few things for the stronghold on the wiki.
Basement dungeon: You gained pure evilness points. The stun trap at the end of a narrow corridor stunned my leading character blocking all other characters from entering room, while 2 clay golems and an iron golum beat the snot out of the lead character. No one able to jump in and do melee combat, absorb some of the damage and try to help the poor and bloodied lead character. Good job!
The stong hold library. I got a 1 cleric scroll for storm of vengence. This was a little disapointing. There should be a bit more scrolls, for 15,000 gold to open the area up. Please feel free to pillage Risen Hero and steal the campaign script "rh_treasure_scroll". When placed on a usable scroll will give a random scroll based on player level. You will also need to pillage item "rh_it_ruinedpaper". Occasionally a player will only find a ruined scroll.
I have some screen shots of the bad tiles in underdark. http://www.mediafire...w7v88a0z4pwa8jd
Modifié par Shaughn78, 29 septembre 2010 - 03:24 .
#65
Posté 29 septembre 2010 - 10:45
#66
Posté 30 septembre 2010 - 02:05
Posted a few more things. I have started checking out the other areas throughout the 4 overland maps.
I have been spending a lot of time loading areas.Since there seems to be a mix of areas some very easy some very difficult. You may want to consider adding a third convo choice to the enter/leave choice. Maybe something like investigate or something and do a survival check and get back some time of difficulty report. Just an idea to cut down on load times, instead of going into area finding a number of overwhelming and impossible enemies then running away and reloading the overlandmap.
#67
Posté 30 septembre 2010 - 02:31
You posted a bug regarding Tellner on the wiki. Did you do the quest for his relic? He's not supposed to be able to be gotten at the stronghold unless you do, and the bug made it seem like you either didn't and he showed up (a bug), or I wasn't clear in Tellner's conversation at the stronghold. Also, did you get food for the illithid to get one of them to show up? Finally, have you found the Tortured King, the "hidden companion"?
Since you have the stronghold, there's a good chance you now know exactly where the plot items you're looking for are by now, as there are several ways to find out using the stronghold's resources.
Appearing in the stronghold module inside the stronghold is definitely a bug btw. You are supposed to appear in the city first, and have to figure out how to get into the stronghold, you can get the journal for the stronghold easily enough, but like many things in Path of Evil, how to go about getting in is not directly told to you.
As you can see, I've done a fairly decent job keeping up with the bug reports, so I'll probably try and roll the fixes up into a new version for other people this weekend. Won't help you Shaughn78, because you've been in every module except possibly the endgame module, but several people had said they'd be interested in testing things out and have not replied any further. Bad people, bad. I will have you rounded up and beaten with a fish!
#68
Posté 30 septembre 2010 - 03:28
Haven't found the tortured king, but will look.
Sia has disapeared and I can't find her. Upgraded the 3 interiors now she is gone.
Should my non-party companions be spawning in the stronghold? I may have broke that with my rooster tweek.
#69
Posté 30 septembre 2010 - 07:09
With the Tellnor thing. I went to Murran and he is also there. And greets me lets me know if i ever need a supply. I am wondering if some int or journal checks are working since I went stright into the stronghold on the area transition instead of the town. Most people in the town recognize that I'm in the strong hold. But I see to have a few issues like with the guard capt.
Question with Bree. I go into flagon. The mind flayers attack me as soon as I walk in. After the battle there is no loot or advancement of the quest. I have two locked doors. 1 to basement with DC of 99 and no message that it needs a certain key. And a 2nd that is locked but can be picked and open but has no transition. Adventurer appears to be only person I can talk to and flagon only building I can go into. Did I miss something in the town?
Edit:
Mindflayers very easy. Most were killed in first round of battle and the rest fell shortly there after. If they took out entire town should be alittle tougher.
Modifié par Shaughn78, 30 septembre 2010 - 07:42 .
#70
Posté 30 septembre 2010 - 08:11
The mindflayers in Bree are not supposed to be hostile. They have a quest. The reason they are so easy is that they are supposed to be starving. They came to the surface for a raid but got stuck in Bree during a battle with adventurers. What is supposed to happen is that one will agree to work with you at your stronghold if you provide them with food... I suspect you'll enjoy what recruiting a mindflayer for your stronghold allows.
If you want to experience the mindflayer quests, you'll need to go into the poe_murann module and add a creature and give it the bree_malinhion conversation. You may as well do that in the Murann docks since that's where the food supply is.
I was fixing the Ekkathys guard captain earlier today
http://dl.dropbox.co...uardcaptain.DLG
#71
Posté 30 septembre 2010 - 08:27
#72
Posté 30 septembre 2010 - 08:27
No but that's a good idea. His unusual background certainly colors his thinking. It's too late for you with his sidequest, which involves finding out more about his background. Ask him about Sirocco in al-Qasr for some particularly choice wordsShaughn78 wrote...
Picked up the tortured king. Very nice. Does he have a custom creature hide for some immunities and other thing that may be unique to him?
#73
Posté 30 septembre 2010 - 08:40
Oh, in that case you're screwed. The Tortured King automatically attacks them if he's in the party. Some companions will automatically do that sometimes It tends to happen if you meet people that they have reason to hate and I viewed them as thinking it would be something they thought they could get away with. So a companion that for example hated gnomes might automatically attack a lone gnome in the middle of nowhere that would not otherwise be hostile to you, but if you went to a gnome city they companion would hold themselves in check. It's on purpose, they're not randomly psychotic.Shaughn78 wrote...
Going through things it was because of the Tortured King. He attacks the mind flayers.
Anyway the reason the Tortured King automatically attacks them should be fairly obvious if you've talked to him at any length. You'd have to kick him out and then create the creature to get the illithid story.
#74
Posté 30 septembre 2010 - 08:56
S suggestion with the companions attacking. You may want to consider having a PC response after a companion decides to attack. This will ensure that the player sees the line and knows why they're in battle. I never saw the speak string for the Torured king, so I assumed the mindflayers just saw me as lunch.
#75
Posté 30 septembre 2010 - 09:06





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