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[Release] The Black Scourge of Candle Cove - adventure module


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#26
Tchos

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It's supposed to last for 3 days, according to the printed materials, but you should be able to get rid of it:

 

Spoiler

 

I can try to get myself cursed and double check, but I recall it working in my earlier tests.

 

Could you send me a screenshot of the tree?

 

Edit: I got myself dazed, and it's not getting removed as it should.  I believe the problem is that the effect is applied like so:

ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDazed(), oTarget);

I'll modify it to apply it as it's done in the Daze spell, with a 3-day duration, and add a conversation line in the temple to allow you to remove it if you already have it.



#27
Eguintir Eligard

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I did try another character before posting but I'll re-attune.

 

One little issue (due to the in-grained nature of the raise dead scroll) is that everyone can use it so we can totally cheat on the 5k mass raise dead at the temple. The scroll says innate level 5, cleric level 5. So you might want to change the scroll entirely to offer a true reason to take the cleric over the druidess.



#28
Tchos

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No, it's intentional for the player to be able to use the normal NWN2-style methods of raising the dead (via cheap scrolls) rather than the RP and flavour method, if they prefer.  If you talk to Ophelia about the price, she even says so.



#29
-Semper-

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gratz from me too. it's the module i am the most exited for, especially considering your taste in games and gameplay ;)



#30
Eguintir Eligard

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She does say so, but she says you need party members capable of divine magic. That's the part I meant.

 

I do immediately like the UI. Surely its more than just soz style chat. The font is bigger right?



#31
Tchos

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Eguintir: Ah, you're right.  I overlooked the fact that anyone can use the scroll, not just divine casters.  Did Raise Dead scrolls always work that way in NWN2?  If so, why did SoZ add Coins of Life, which are more expensive?

 

If I wanted to be really hardcore, I'd make it so that elves couldn't be raised with Raise Dead (need Resurrection or Reincarnation for that), and that a raised character has a permanent constitution loss or a loss of a level, as per various rules, but I didn't do that.  I'm content to leave the scrolls as they are so that more casual players can use the usual game methods, and more hardcore players can use the temple option.

 

Yes, the included "lite" version of my UI panel mod uses a larger font for the dialogue boxes, as well as making the boxes themselves bigger.

 

Semper: Glad to hear it!  I'd be interested to hear your module playing recommendations, given similar tastes, since now I'll have more time to play the modules of others.



#32
Calister68

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The tree I was talking about is located north of the drunken dragon, just next to the fountain.



#33
Tchos

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I've uploaded patch v1.1 which should fix the issues mentioned here and one that I noticed on my own, except for the tree identified just now.  It can be applied to a game in progress.

 

Changes in this version:

  • Changed the daze effect to a temporary duration, and allowed it to wear off with resting.  This affects only characters who are not currently dazed.
  • Modified two lines of dialogue to take into account item use restrictions.
  • Added feedback to the Hearthstone of Divine Recall to indicate whether it is attuned or not.
  • Edited a certain perception script so that any member of the party will trigger it.

Regarding the permanent daze: in my test, death removed the effect, though unconsciousness did not.  My solution was to use one of my other party members to attack the affected member, and raise her from the dead afterward.

 

The tree will take a little longer to fix.  I can't open that area to modify the terrain, but it's only slightly off the ground, so perhaps I can spawn a planter around it, or something else to fix it.



#34
Eguintir Eligard

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I think I mave have broken the game. I went after the

Spoiler



#35
Tchos

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For some reason when you guys are doing spoilers, they're not being hidden.  The spoiler text control is accessed by the little blue and green button, third from the top left, just before the "Font" dropdown menu, and its label is "Special BBCode".  Please do hide all your spoilers.

 

Okay, the rogue and wizard lines are in the wrong place.  Those should be at a different stage, so don't use those yet.  I'll fix.  Those were some of the last additions.

 

Edit: Found the error.  Those lines were missing the journal check.



#36
Eguintir Eligard

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Spoiler



#37
Tchos

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Spoiler


#38
Tchos

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New patch uploaded, correcting those two dialogue conditions.



#39
Tchos

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Hey grats for the release this looks awesome! One question though, is it compatible with Kaedrin's Pack and Xaldar facelift pack?

 

I must have missed seeing this question before.  Sorry about that.  The module is in fact designed with Xaltar's facelift pack in mind, and I almost always played it with Xaltar's pack installed, though I also tested it without it.

 

I also included all of Kaedrin's module event hooks, so that should also work.  I have Kaedrin's pack installed, myself, and I've seen certain Kaedrin feats working as intended, though I haven't played it through with a Kaedrin-only class, so I'd welcome reports on that.



#40
Eguintir Eligard

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 I did just that.

 

Spoiler



#41
Tchos

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Right, the Merchants' League is a separate quest, so that wouldn't have been affected. 

 

Spoiler

 

When you say you did just that, are you referring to my message about running through the game with a Kaedrin-only class, or my last message to you?  If it was about a Kaedrin class, did it work as expected?



#42
Eguintir Eligard

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Ok things went pretty good, the

Spoiler


#43
Tchos

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Spoiler


#44
Eguintir Eligard

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Ok Ron Jeremy! I think I might be done breaking in game stuff as I am finishing off

Spoiler



#45
Tchos

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I'll take that appellation as a compliment on my staying power, which any maker of modules must have, if they want to release anything.  :)

 

Seriously, though, I should mention that my characterisation of elves (sun elves in particular, as in the case of Annracháin) is heavily influenced by the novels of Ed Greenwood, creator of the Forgotten Realms.  Read Elminster in Myth Drannor if you haven't already, and if you don't think my work is veritably chaste by comparison, I'll give you a peanut.  :P



#46
Eguintir Eligard

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At

Spoiler


#47
Eguintir Eligard

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For this game my party was my self palidin plus, fighter, druid, rogue, wizard cohorts.

 

I routinely got my butt handed to me by many of the fights, but I think it was a lack of tactical options. If I had to redo it it would definitely be with a cleric

so I can mute spell casters, or hold them, or in someway de-capacitate them. Plus getting lower level utility spells sooner like haste and knock since my cohort seemed to be outfitted like a cannon for spells. I'd get my hands on any wizard de-capacitating spells as well. Might have been easier if I made my wizard myself because I would have picked these spells as part of the level up process.

 

I gave it a vault remark. For my part here the only disappointment was how most of the encounters were scaled up level 1 to 3 creatures. I'd like a little more coolness

for being level 10+. The ambience and unique areas show that you can really make a fresh looking module without too too much custom content.

 

I think I missed a bit, never encountered a sewer. Never went in to the trading post or prison either, but I didn't realize I could simple go up and end the game as quickly as I did.



#48
Tchos

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The black screen you describe I've encountered once before, and it seems to be an unpredictable effect of the "fade to black" function, where it covers up the dialogue box and you can't see the next bits.  Possibly a way to deal with that would be to launch a new dialogue after firing the fade to black.  Not sure.  It's unpredictable, so I can't be entirely sure I succeeded if it functions properly when I do it.

 

I'm guessing the disarming is happening with the kuo-toas? 

Spoiler

 

From your description of the difficulty of the fights and the number of times you had to retry, it sounds like the encounters are the kind of challenge I had in mind.  Indeed, with a bit of buffing, they would go a lot more easily.  I provided a good number of spell scrolls in the shops that the wizard can learn to add to her selection.

 

You definitely did miss some of the quests, and you didn't mention certain ones, so I don't know if you found them or not.  Some quests begin in shops, so check the map pins and be sure to visit shops you may have passed by.  There's also a

Spoiler

 

I agree that more custom monsters than the ones under the sea would be nice -- some of the choices were limited by the environment and what monsters were available that were appropriate for the environment I chose, and most of them wouldn't get along together according to the docs (hence the separated sub-regions), which necessarily prevents mixed enemy species in encounters if they're xenophobic, unless they have pets or enslaved minions.  Then again, there are some modules/games where the enemies are entirely humans!

 

I appreciate the glowing review on the Vault, EE, and yours, too, PJ!  Glad you had fun, and thanks again for the reports.



#49
PJ156

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I appreciate the glowing review on the Vault, EE, and yours, too, PJ!  Glad you had fun, and thanks again for the reports.

 

I made my comments based upon the play testing and a start at the final release.

 

I guess the module could be crap now but I gave you the benefit of the doubt.

 

:D



#50
Tchos

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I checked the kuo-toas, and they use Improved Disarm as a representation of the special ability they're supposed to have.  When it happened to me (4 or 5 times in my tests), the disarmed weapons didn't go to the ground nor to the kuo-toa's inventory, but stayed in my own inventory, so all I had to do was re-equip them.

 

I put into place a workable solution to the occasionally troublesome dialogue, and it does involve launching a separate dialogue file.  I'll hold off on uploading it until I see if there are any other issues that need fixing, since that one won't interfere with completing the game.