The Soul Cages
#126
Posté 30 juin 2014 - 06:05
#127
Guest_Iveforgotmypassword_*
Posté 30 juin 2014 - 07:29
Guest_Iveforgotmypassword_*
#128
Posté 30 juin 2014 - 08:35
I did not realize about the xp, that is an interesting angle. I was more think along the lines that Ark points out. the characters are level 14 - 17. I don't want them meeting up with other lv 14 - 17 characters because they are already special and part of an elite few and I want that projected in the story somehow. As the story progresses and they become known in thier location I want them to start feeling respected. If someone walked into your local wearing a black belt with three little red stripes on it you would give them due respect. You might not fawn, nor even talk to them, but you would think very hard about insulting them. I think it's the same when two adventurers walk in with +3 equipment and looking like they've been in a few fights. It might all be show but it's a brave individual that goes out of their way to find out.
I think that feeling will be diluted if everyone they meet is at the same level. So I will intentionally use npc's that are lower level. Where this fails is if the npc keep falling over, then it becomes a pain in the buttocks; balance is everything.
PJ
#129
Posté 30 juin 2014 - 10:12
Well he was just put down again by the Sauhgin after I'd given him Dex's armor. He's okay if the party has time to buff but pops like a grape in unexpected melee.
- Side note: No place to buy arrows around here. Honor has been out of bolts for awhile now and my Arcane Archer PC has to focus on melee to conserve ammo.
- Kudos: The confrontation between Honor and her Mother was suitably dramatic.
#130
Posté 01 juillet 2014 - 05:39
Ah yes, sorry about the ammo. I did not make the shops have infinite ammo. I have fixed that now, I never tested a ranged fighter so I did not spot that.
I will think about how to toughen up Arganar a little ![]()
PJ
#131
Posté 01 juillet 2014 - 05:16
I guess you could give him medium armour proficiency and battle caster. He doesn't have a lot of feats, though, and the difference shouldn't be too great (if there's a difference at all).
Either way...
He's okay if the party has time to buff
Exactly. And there was really only one point where I was unable to buff beforehand: the sahuagins. You could count a couple more times when you're ambushed after a transition (I think I was buffed then, though), and that's pretty much it.
#132
Posté 01 juillet 2014 - 10:27
I will review the sahuagin combat but I've not lost anyone to it yet especially since the AI seems to favour summoned creatures to attack first ![]()
I will do one more balance run later this week and maybe have a tweak after that.
PJ
#133
Posté 02 juillet 2014 - 02:44
I guess you could give him medium armour proficiency and battle caster. He doesn't have a lot of feats, though, and the difference shouldn't be too great (if there's a difference at all).
Either way...
Exactly. And there was really only one point where I was unable to buff beforehand: the sahuagins. You could count a couple more times when you're ambushed after a transition (I think I was buffed then, though), and that's pretty much it.
You're right. I just noticed last night that he seems to be short a couple of feats. Maybe some points in Tumble and the Dodge feat would be helpful.
It would probably help if I were more diligent in keeping him Stone Skinned all of the time but that feels a bit too gamey considering he's supposed to be a 'smooth talker'. OTOH once his true intentions are revealed it does make more sense for him to be ready for combat 24/7.
No time to play tonight but I hope to wrap up this week before I hit the road.
#134
Posté 02 juillet 2014 - 05:19
Thanks it would be good to hear what you think and grab any bugs, thanks for the help GC ![]()
PJ
#135
Posté 04 juillet 2014 - 01:49
Wrapped up late last night. Notes sent by email.
As noted above I used my Arcane Archer from TFTLOS. With no other fighters in the party, that led to Arganar getting dropped a lot until I resorted to keeping him stone skinned.
Rather than being a typical side quest the sewers served as both refuge and clandestine road network in true guerrilla tradition.
Lose ends: The PC ended in possession of Wendy's books. I expected to hand them over in conversation with Maria but that didn't happen.
There is a forge on the east side that never opens. No clue there.
Leveled up twice and might have gone for three if I'd started with a 100k xp PC. Or not.
Given the generally nautical theme, it might add to sprinkle a few more sailors on the streets. Probably keeping together as protection from the gangs. Could be good for an optional side quest as needed.
All-in - all, another excellent module, consistent with an excellent series.
- PJ156 aime ceci
#136
Posté 04 juillet 2014 - 05:09
Thank you GC I am pleased you enjoyed it. I will add some sailors, the streets need a little more filling and that will do it.
The place you can use Wendy and Dex's books is in the conversation with Steve Soutar. In fact if bypasses the pit fight if you do. But why would you want to bypass the pit fight, that's one of my favorite parts of the module ![]()
That said both could be handed over to Maria for extra exp if you talk to her before the final chat. I will make that happen.
PJ
#137
Posté 13 juillet 2014 - 08:51
#138
Posté 01 août 2014 - 03:04
PJ, I started the campaign yesterday and it's nice to be able to continue in your special universe! I ran into a bit of a bug though - there is nothing in my journal! I saw the quests register in-game, but they are not going into the journal. I find the journal to be helpful, especially if I've lost my way - do you have a code that will fix the problem?
Thanks,
Karen
#139
Posté 01 août 2014 - 07:00
Hello Karen,
It's a known problem I am afraid and I just could not fix it. I hope to in a later version when I string the mods together as I did for the last campaign.
Till then, talk to Honour and then use the line that asks about our quest.
The response she gives will be relevant to the current quest progress and you can see which quests are open and which have been completed.
I hope this is enough to get you through. meanwhile I will scratch my head about that journal.
PJ
#140
Guest_Iveforgotmypassword_*
Posté 01 août 2014 - 05:09
Guest_Iveforgotmypassword_*
#141
Posté 01 août 2014 - 06:06
I will try that now because, if that works I will re post the module. I really sweated over this and I am desperate for a solution.
PJ
[Edit] That's not the solution but thanks for the assistance. This issues has been realy bugging me. I had to set up all the journal entries onto an npc, it took a looong time to get right.
PJ
#142
Posté 01 août 2014 - 09:44
Chatting with Honor rather than referring to the journal does seem odd at first. Once you get used to it, it's no more difficult than using the journal. PJ has replicated most of the Journal functions in convo's.
That said, I know how frustrating a bug like that can be and you want to KILL
IT even if just for your own peace of mind.
#143
Posté 02 août 2014 - 12:43
As long as I can find out where I am I don't mind talking to Honour instead of looking in the journal. Thanks for the work around PJ.
#144
Posté 02 août 2014 - 02:36
downloaded from Vault2 (on 2014 aug 1)
loading_instructions.rtf - says to unzip '00_soul_cages' to \Hak ... should be to \Campaigns (?)
noticed you have 2 jrls in the '00_soul_cages' zip:
module.jrl
module - Copy.jrl
ye might want to look into that, Pj
#145
Posté 02 août 2014 - 02:45
I saw that, too, but I don't think removing it will make a difference, especially since it contains all but one of the same quests.
#146
Posté 02 août 2014 - 02:51
well, i know that if & when I play the module it's [module - Copy.jrl] going to get deleted pronto
#147
Posté 02 août 2014 - 06:20
PJ, I'm having fun, but ran into a problem tonight - I can't get to Hope Cove. When I choose it as a destination it starts to load, then dumps me to the desktop within seconds. I tried it three times and it happened each time. Can you give me a code to use to get there? And should I delete the module - Copy.jrl?
Thanks!
Karen
#148
Posté 02 août 2014 - 08:03
Hello all,
I did not realize I had left a copy of the journal in. I did many different workarounds including recreating the journal from scratch. That would be a back up. Try deleting it but I don't think that it will help matters.
The Hope Cove bug is a new one. Some play testers had trouble getting out but I fixed that. It's the last time I use an OC pre-fab (that's the lizardman beach area from the second module).
I can only think to try to jump you in to a different way point on enter but there is another issue I am going to check as well and that is the water rendering. [EDIT] It's not the water rendering in the opening area which was a bug I had in previous modules.
Put the attached conversation into your campaign folder and try again, there is another point in Hope I can jump you to and I have adjusted the conversation to jump to that. I hope that helps, I should have had you play test ![]()
https://dl.dropboxus...ition_mod_1.DLG
PJ
#149
Posté 02 août 2014 - 03:48
To make a long evening short:
!!spoiler!!
in 'sc_placeables.hak' there are the following files that should not be there:
repute.fac
module.ifo
module.jrl _________________ look here.
as well as probably these:
exterior.gic
interior.gic
interior2.gic
interior3.gic
interior4.gic
exterior.git
interior.git
interior2.git
interior3.git
interior4.git
but am not sure about those latter ... they are however module specific. I removed them all from the .Hak and things work. cheers
- PJ156 et andysks aiment ceci
#150
Posté 02 août 2014 - 03:56
How the b****y hell did they get there ... KevL
You have done me a great favor and I am indebted to you ![]()
PJ
[EDIT] I know how they got there, they are from the placeables cornucopia module I set up .... Argggggh!





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