Aielund Saga Improvements (Need Input/Feedback)
#126
Posté 07 novembre 2014 - 06:29
#127
Posté 07 novembre 2014 - 11:02
I only played it once. I don't think I had any issues with horses, and I thought they added flavor. Whenever I remember the game I remember riding on horses.
#128
Posté 08 novembre 2014 - 04:23
I just started another play-through of the old version that I have and found another minor issue. In Bracksworth, when you go to the paddocks and kill that cunning wolf that was threatening the livestock, you get no experience points, and there is nobody anywhere to talk to to get an experience point reward. You get nothing.
#129
Posté 11 novembre 2014 - 07:28
I just started another play-through of the old version that I have and found another minor issue. In Bracksworth, when you go to the paddocks and kill that cunning wolf that was threatening the livestock, you get no experience points, and there is nobody anywhere to talk to to get an experience point reward. You get nothing.
Did you exit the area, find the farmer (one of the boys' father, IIRC) and speak to him? It's possible that you have to speak to him before you kill the cunning wolf for a reward, too.
#130
Posté 12 novembre 2014 - 12:06
I talked to their father before going to the paddocks and he only mentions his sons in the paddocks just before walking away after you take care of the intruder in his barn. When the wolf appears, the boys in their cow costume flee. After I kill the wolf, the boys and their father are nowhere to be found. If I kill the wolf before taking care of the intruder in the barn, the boys' father is still there, but there is no mention of the wolf in the dialog.
I have encountered another issue in chapter 2. After taking out the Assassins Guild, I talked to commander Deckard, retrieved the sealed letter from the Bartlett estate, talked to deckard again, got the key to the Johnson estate from Sir Godfrey, and then decided to confront the Thieve's Guild about setting us up, but when I tried to talk to Perri, instead of a conversation opening up, the words "Good luck with the Assassins Guild" appeared over his head. Maybe you could make it a little bit more robust against the player doing things out of order.
If it helps any, the old version I have reports itself as being version 1.24. The issues I find might already have been solved since that old version. The build I am playing now and the one I plan to play next take advantage of Dev Crit. After that, I plan to update to the version you are making now.
EDIT: That's strange: I just noticed that Chapter 2 reports itself as version 1.16.
#131
Posté 12 novembre 2014 - 12:31
I think that's all there is to the cunning wolf quest - you should have received ~100xp for killing it. There is no more story after that. Did you check your journal to see if that quest appears in the completed section?
I mentioned earlier on the thread the issue with Peri.
I just ran into an Act II issue. Desmond enchants weapons for you and your henchmen, but after he takes you to go talk to Salinder (after completing Night of the Long Knives), he will only enchant your weapons, not your henchies. I tried reloading the area, releasing/re-enlisting henchies, and getting new henchies, and none of those things made the dialogue come back. I had to reload the game prior to that conversation.
#132
Posté 12 novembre 2014 - 05:48
I got no experience points for killing the wolf, which is what prompted me to try to get an exp reward from somebody. The quest did appear in the Completed tab in the journal. This problem might have been solved in between my old version and your newer version.
Thanks for reminding me. I need to go talk to Desmond.
#133
Posté 13 novembre 2014 - 07:23
Is it possible to add more romance option in future?
No, sorry.
Right, but if you're a frail wizard, you're probably keeping your distance, especially if you've run out of useful spells.
Did you not have a tank character in the group?
That's my point - horses are not required, so if a user does not like how they are behaving, he can opt not to use them. That said, if Savant would prefer they were removed, then I think they should be removed. But we'd still get to fight mounted NPCs, right?
You're missing my point -- the user won't even realize what they're missing.
And yes, NPCs can/will still be mounted.
Do the encounters in Aielund Saga level up to be appropriate with the PC's level? If I use the DM tool to make myself level 30 in the first act, will the monsters scale up to compensate? It seems like this doesn't happen, so is it possible to do?
In general, no.
Some areas do use the Bioware encounter system but that's not really a very good system in general and doesn't actually scale very well. At most it'll spawn a few more creatures if you're a few levels higher, not enough to compensate for level 30 in Act I.
but the henchmen can also pluck a nice shield and +2 bastard sword.
You need to look on the second page of the inventory, not just the first page. The shield and sword are definitely lootable.
Re Horses - bugs - missed convo... I tend to agree - leave them in. Players can choose to not use them.
I'm not trying to be a jerk about this, but this is a moot point. The horses are going to be removed.
1, Savant doesn't want them in. That alone is sufficient reason to remove them:
"Yes, remove the horses! Seeing the result, I should have tested them before putting them in. The mounted knights and other characters are fine, it's just the PC"s that they screw with. Do it :D"
2, saying players can choose not to use them is not a reasonable answer, since they don't know what potential bugs they're incurring. Think about it from the perspective of someone new to Aielund, not someone who's played it half a dozen times already. The latter can choose to risks the bugs, knowing how things are SUPPOSED to work. The former has no idea.
This problem might have been solved in between my old version and your newer version.
It should have been -- in the newer version the wolf should only spawn AFTER talking to the boys.
I just ran into an Act II issue. Desmond enchants weapons for you and your henchmen, but after he takes you to go talk to Salinder (after completing Night of the Long Knives), he will only enchant your weapons, not your henchies. I tried reloading the area, releasing/re-enlisting henchies, and getting new henchies, and none of those things made the dialogue come back. I had to reload the game prior to that conversation.
Noted.
I have encountered another issue in chapter 2. After taking out the Assassins Guild, I talked to commander Deckard, retrieved the sealed letter from the Bartlett estate, talked to deckard again, got the key to the Johnson estate from Sir Godfrey, and then decided to confront the Thieve's Guild about setting us up, but when I tried to talk to Perri, instead of a conversation opening up, the words "Good luck with the Assassins Guild" appeared over his head. Maybe you could make it a little bit more robust against the player doing things out of order.
I'll look into it.
#134
Posté 13 novembre 2014 - 07:57
The wolf did indeed appear after I talked to the boys, but I got no experience for killing it. It just occurred to me that maybe I got experience for talking to the boys but didn't notice it.
#135
Posté 19 novembre 2014 - 09:49
I found an exploit in chapter 2. On the Isle of the Dead, there are some sarcophaguses (sarcophagi?) that will spawn a mummy when an item is removed, but a mummy will also spawn when the item is put back in. The player can move the item in and out of the sarcophagus over and over, reaping the experience points.
#136
Posté 30 novembre 2014 - 08:05
Hi guys, first-time poster here.
I'm currently doing my first run of Aielund Saga and have just hit Act 2. Really enjoying it so far. However, I have two questions.
I've found many typos and misspellings so far (Act 2), will try and post them later. I'm currently doing a fairly thorough run of this on my blog, recording everything I find (including EXP/loot etc). I would welcome comments and criticism, especially from veterans of NWN and any Aielund players.
Just a quick comment on Aielund's visuals, they're impressive with CEP baked in for sure. But I recently recounted Hordes of the Underdark infused with Project Q, and some models/reskins in that look much better (goblins, orcs, ogre mage.) It would be wicked to see these and many others brought into Aielund.
Anyway, I'd be grateful if someone could answer my two questions. Cheers!
#137
Posté 01 décembre 2014 - 07:13
I didn't make much use of Ronan, but I know he has a dialog option related to trap-handling. You can tell him, "Could you please disable traps?" and I think that is supposed to get him into de-trapping mode.
#138
Posté 01 décembre 2014 - 07:41
I'm pretty sure Criosa also had a dialogue option to recover traps, which Ronan lacks (and he's currently lvl12; Criosa is capped at lvl6).
Anyway, trap disarming is definitely inconsistent for me, I'm currently in a highly trapped area and Ronan started disarming DC 31's, then I went down a corridor and he wouldn't disarm the ones down there...
It doesn't seem to matter if he's in stealth mode or not (and nor should it).
I don't know what's wrong, I'm used to Tomi in the OC being quite prompt in disarming and unlocking. I hope this (and the Maggie Wildshape) are simple issues that can be fixed, someday.
#139
Posté 01 décembre 2014 - 11:32
The player can move the item in and out of the sarcophagus over and over, reaping the experience points.
Yep, will get fixed, but not really a big issue (if you feel like exploiting that then a little #DebugMode won't bother you either).
Spoiler
Offhand I'm not sure. One potential issue is that those characters have enough search to DETECT the traps but not enough Disable Trap to DISARM them. I don't suppose you checked their ranks in those skills? Might need to bump their disable up.
Spoiler
Let's just say the AI is absolutely awful and stupid with Wildshape and the animal companion isn't strong enough to be worth summoning. It's intentional that neither happens, and that dialogue is a remnant of Savant testing whether they could be made to work halfway decently (the answer was no).
I've found many typos and misspellings so far (Act 2), will try and post them later. I'm currently doing a fairly thorough run of this on my blog, recording everything I find (including EXP/loot etc). I would welcome comments and criticism, especially from veterans of NWN and any Aielund players.
Will read it and comment later tonight. Quite interested in seeing it.
Just a quick comment on Aielund's visuals, they're impressive with CEP baked in for sure. But I recently recounted Hordes of the Underdark infused with Project Q, and some models/reskins in that look much better (goblins, orcs, ogre mage.) It would be wicked to see these and many others brought into Aielund.
It's pretty unlikely as it means ripping out the CEP and putting Q in its place (and assumes that Q has all the necessary creature models for every Act). If a lot of people would prefer it then I could probably take a quick crack it it once everything ELSE is done, but if it looks like it would be a major issue then it probably isn't worth the time.
#140
Posté 02 décembre 2014 - 04:42
1) Ronan had Disable Traps (19) and Search (17), and the traps he refused to disarm were actually lower DCs than those that he did disarm. But I worked it out, I have to put him in Guard Me mode to make disarming consistent (I didn't need to do this in official content). Would be nice if he could also recover them, there is a dialogue option for Criosa to do so and she does actually recover traps to her inventory. But maybe it's disabled for Ronan for game balance reasons, who knows. Thanks anyway!
2) Yeah, I guess you'd get more EXP too without a summon around. Though at high level they can be decent meatshields or decoys/trap springers. Wildshape I'm not too fussed about though Maggie could be getting dire shapes by now in my game. I think these features should be included even if they're of minimal utility, otherwise the dialogues should be removed to avoid confusion.
3) Let me know what you think about the blog posts.
4) I think many people would prefer Project Q variants to CEP, if only they knew of it. Still, this shouldn't be on any priority list - just thought I'd mention it. The CEP orcs and goblins look like someone took a dump on my screen, but the Project Q ones look great.
Oversights: I've seen a couple of floating placeables high up in the air, one lamp in the basement of Johnson's Estate and a tree in Kingswood when you head west to find the sadistic hunter.
#141
Posté 02 décembre 2014 - 08:52
But I worked it out, I have to put him in Guard Me mode to make disarming consistent (I didn't need to do this in official content). Would be nice if he could also recover them, there is a dialogue option for Criosa to do so and she does actually recover traps to her inventory. But maybe it's disabled for Ronan for game balance reasons, who knows. Thanks anyway!
How odd. I don't know of any reason for that behavior, I'll investigate.
2) Yeah, I guess you'd get more EXP too without a summon around. Though at high level they can be decent meatshields or decoys/trap springers. Wildshape I'm not too fussed about though Maggie could be getting dire shapes by now in my game. I think these features should be included even if they're of minimal utility, otherwise the dialogues should be removed to avoid confusion.
Trust me when I saw they won't be decent meatshields and you're better off manually triggering a trap and healing in this situation. Nearly every player I know already rages if a companion summons a creature because it leeches XP -- they really don't want to lose 20% more XP.
The dialogues shouldn't exist, that was just for testing purposes presumably and never removed.
Oversights: I've seen a couple of floating placeables high up in the air, one lamp in the basement of Johnson's Estate and a tree in Kingswood when you head west to find the sadistic hunter.
Good to know, more details also helps.
#142
Posté 16 décembre 2014 - 09:38
Well, there are a few floating objects around like a tuft of grass in Bracksworth revisited. There must be hundreds of spelling errors, maybe it's best just to run the dialogue through a spellchecker?
Maggie chooses to memorise Shapechange at Level 9, but she refuses to attack in such Elemental forms. Shapechange is also doubly annoying in that she blocks narrow passageways and gets stuck all the time. So a worthless spell pick except for "stand there and tank" (which is dumb). Probably should be removed. I've posted updates on the blog, btw.
#143
Posté 17 décembre 2014 - 08:04
Well, there are a few floating objects around like a tuft of grass in Bracksworth revisited.
More info on that stuff would help!
There must be hundreds of spelling errors, maybe it's best just to run the dialogue through a spellchecker?
Did I really miss that many playing through? I trust you're accounting for the British spelling of many words?
I can look into the NWN spellchecker I've heard mentioned before, I suppose. By Han Olsen or something I think.
Maggie chooses to memorise Shapechange at Level 9, but she refuses to attack in such Elemental forms. Shapechange is also doubly annoying in that she blocks narrow passageways and gets stuck all the time. So a worthless spell pick except for "stand there and tank" (which is dumb). Probably should be removed. I've posted updates on the blog, btw.
Yeah, the AI sucks with polymorphs (including when to use them). Not sure if the spell can be removed from her since she uses a level-up package, might just have to script it to do nothing if cast by an NPC.
Holey moley updates on the blog, you're on a roll!
#144
Posté 18 décembre 2014 - 12:38
No, the spelling and other errors are independent of the British differences. Spellchecker should pick up most of them, others are just plain mistakes you only see by reading (like the author referring to "slaadi" in plural as "slaads").
Floating placeables: Kingswood Act Two and outside Dale's house in Bracksworth Act Three and Johnson estate basement Act Two.
Also posted another update on blog.
#146
Posté 18 décembre 2014 - 09:19
I've never encountered that either. Interesting. Did you try leaving the area and returning to force a graphic refresh?
Also...
http://en.wikipedia.org/wiki/Slaad
"In the Dungeons & Dragons role-playing game, slaad (pluralized as slaadi, or in 4th edition as slaads) are a fictional race of Outsiders that resemble giant humanoid toads of various colors."
Oh no! How do we decide?
#147
Posté 18 décembre 2014 - 10:29
I'll try that, it seemed to happen with transition from day to night...
Well, NWN is 3.0 and in-game description window pluralizes as Slaadi (so does NWN wiki), so... Also noticed author uses Eldar instead of Elder for Elementals. Eldar are ancient elves, only.
Also replied to your blog comments.
#148
Posté 21 décembre 2014 - 02:43
I know, I was being a bit facetious.
Waiting to hear about texture bug.
#149
Posté 22 décembre 2014 - 08:13
Can't reproduce tex glitch, problem might have been my end.
Also two more updates + comments.
#150
Posté 24 décembre 2014 - 05:24
I'm only in Act 1 so far, but Kipper Bob in Act 1 has a few typos in his conversation, "anchoered" instead of anchored, and "inclinded" instead of inclined.





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