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


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#76
Tchos

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Okay, so I guess you

Spoiler



#77
Dann-J

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Okay, so I guess you

Spoiler

 

Here was my sequence of events:

 

  • Initial outdoor fight (door guards). Survived, but spells depleted. Rested (area is considered safe).
  • Go indoors. Survived fight, but most spells depleted. Too risky to rest here, so go outside again.
  • Go back indoors, up one level. Kill a couple of nasties. Free prisoners. Kill some more nasties. Tell prisoners I'd freed them, so they leave (after taking a beating).
  • Spells depleted. Go outside to rest again.
  • Go back inside, to the top level. AI decided it'd be a good idea to use AOE spells. Bad idea, AI. Retreat with all but one party member incapacitated.
  • Go outside. There's a crowd who ignores me. Heal and rest.
  • Go back inside, to the top level. Finish clearing encounter. Main spell caster dead. Oops. Go outside.
  • Crowd decides it's time to talk. Soon we're down to one party member. Run for the boat.
  • Go back to town. Resurrect and rest. Journal says prisoners safely back in town.
  • Return to finish crowd. Prisoners still there. Prisoner's conversation node says to contact Tchos. One prisoner disappears.
  • Almost finish off crowd. Large wobbly bastard proves to be a nuisance.
  • Return to town. Resurrect and rest.
  • Return to wobbly bastard. Kill it, and begin looting bodies.


#78
Tchos

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The spoiler tags would be better for this than describing it obliquely.  But I think I see what could be done to either deal with those conditions, or prevent them from happening.  Thank you.

 

Just so you know, once you kill a boss, the area should be considered "cleared" and is set to be safe to rest in.  I don't recall offhand which of the bosses needed to die to make that interior safe, but I would guess it was the one that you killed before you went back to town.



#79
Dann-J

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The spoiler tags would be better for this than describing it obliquely. 

 

 

I prefer to eschew elucidation in order to espouse obfuscation.


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#80
Tchos

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My thought was that it's not obfuscated enough to prevent undesired elucidation.



#81
Eguintir Eligard

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Too late for me to post

#82
andysks

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Is this English :)? I guess the good kind, not the one I learn in the movies...



#83
Tchos

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Andy:
It's English, but it's sesquipedalian English, used with an intention of hiding its meaning.  Dann's jokingly using it as a way of hiding spoilers.  There's a common, self-contradicting joke that one should eschew obfuscation as a matter of principle, and Dann's riffing on that joke by doing the opposite.  :)
 
There's another common phrase, attributed to writing expert William Safire, that goes "Never use a long word when a short one will do," but the joke version says "Never use a long word when a diminutive one will suffice."


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#84
Berliad

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Hi Tchos, just out of curiosity, about how long do you think it will take a typical player to play through your module?  I'm sure there's a range, just wondering if you had a ballpark estimate.



#85
Tchos

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Announcing patch 1.3, and new full package uploaded

 

I've released patch version 1.3 for The Black Scourge of Candle Cove, and the accumulated patches are now significant enough to warrant a new file with the full package, all patches included.  However, I've also uploaded a file with just the changes, for anyone who already has version 1.0 whether patched or not, and would rather not download the whole thing again.  Patch 1.3 is cumulative, containing all fixes thus far.  You do not need previous patches.

You do not need to reinstall or restart the module if you are installing the patch, nor do you need to restart the module if you're installing the full package.  All changes will take effect in a game in progress.

Changes in version 1.3
This is a substantial patch, fixing numerous reported issues and adding some little extra things.

  • Fixed beginning door being destroyable.
  • Fixed smith opening leather shop.
  • Added line to remove party effects before entering the oversea map, to prevent Enlarge Person from causing unwanted effects.
  • Reduced weight of diving gear to prevent encumbrance.
  • Fixed extra diving gear bug on salvage dive.
  • Mostly fixed wardrobe malfunction in cave.
  • Ensured lighthouse keepers don't remain on the island when the dialogue says they've returned to mainland.
  • Edited captive conversation to remove unwanted conditions.
  • Ensured player would not encounter non-hostile boss before intended.
  • Edited rift conversation to make sure fade-to-black doesn't cover up dialogue box.
  • Added wastebaskets in most shops and a couple of places outside.
  • Reduced essence drop rate on elementals to make it easier to find the boss' loot quickly.
  • Added special loot to Bosun Fiercejaw.
  • Removed a couple of barricades that were interfering with battle tactics.
  • Changed method of checking whether an area is safe to leave a companion in.

Notes:

  • For the diving transitions (both entering and exiting the water), try not to skip through the dialogue too quickly.  Give it at least two seconds before hitting "continue".
  • If you find a phantom piece of gear in your inventory that doesn't act normally, move another inventory item on top of it, and it should disappear.

 

 

 

Berliad:

I couldn't say, since I know where everything is, and yet I also play more slowly than most people.  It took me 3 or 4 play sessions in my last playtest.  Best if others here who have played it can estimate their play time.


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#86
Berliad

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Ok, I'm probably just being an idiot here, and am putting on my dunce hat in anticipation of your answer.  But....

 

Spoiler


#87
Tchos

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If you haven't found the usable objects other than the ones you mentioned, press Z to highlight them, and read their descriptions.



#88
Berliad

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::sigh:: Yep, it was me being a dunce! Thanks for the help. I'm surprised that I missed that.

#89
Tchos

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Not to worry.  I try to keep my answers laconic to give the minimum necessary hint so that you can figure out the rest yourself, which is far from taking anyone as a dunce.  As a general hint for the future, though, you should always check an area for usable objects in this module.


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#90
olnorton

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I've just started your module. (It looks great)
I haven't got any companions yet, but I talked to Jane Paschal in the starting pub & she told me to visit Vivian, near the gate.
Is Vivian's place "The witches cottage"?
If so am I meant to be able to enter the cottage?
I get a click sound as if the door is opening, but nothing else. examining the door says there is nothing special about it.
Should I just go fishing & forget about Vivian?

#91
Tchos

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Greetings, Olnorton.  I'm glad to see you're trying out the campaign.  Jane Paschal is there to allow you to activate the Halloween expansion content, if you have that expansion installed (it's a separate download).  I thought I had it set so that her dialogue would only be activated if you had that expansion installed, but I'm guessing that you don't if that door isn't leading anywhere.  Is that the case?



#92
olnorton

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I'm guessing that you don't if that door isn't leading anywhere.  Is that the case?


No, I haven't got the expansion installed.
I wouldn't have worried about it, only it was the first thing I tried to do.
I'll move on & have a look around, thanks for the quick reply (and for the module)

#93
Tchos

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And thank you very much for reporting that situation, as I certainly didn't intend to leave you hanging like that.  I'll work out how to correct it as soon as possible for future players.  I'm sorry to say that the Halloween expansion did not receive the rigorous testing of the main module since I was pressed to get it out in time for Halloween of last year, but the reports of those testers of the main campaign, like yours for the Halloween content, should ensure that you don't encounter any bugs of that kind while playing the main campaign.  :)  If you do, of course, please report them, and I'll find a way to get you through it promptly.



#94
andysks

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Hi Olnotron. In case the first thing you tried to do was a bug and spooked you, don't worry. This module is one of the best polished and bug free out there :).



#95
olnorton

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Hi Olnotron. In case the first thing you tried to do was a bug and spooked you, don't worry. This module is one of the best polished and bug free out there :).


Well I just finished it & your right, it is one of the best.

Not being picky, but in case you haven't noticed Tchos, the side of Vainamoinen's store is about a foot off the ground.

#96
Tchos

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I appreciate the compliments.  :)

 

I had noticed the elevated shop (there's also a tree in town that's floating), but over the course of making the mod, the docks area became harder and harder to open in the toolset without crashing, and ultimately reached the point where I could no longer open it at all.  I can fix or change almost anything in an area through scripting, but terrain elevation is one of the few things that can't be scripted.  However, I'll see if there's something I can spawn into that space to fill in the gap.

 

Thanks again!  And if you're so inclined, keep a saved game on hand so you can continue with new adventures in the next quest expansion I put out for this campaign.  The new content will work with saved games when the expansion is installed, as it does for the Halloween content.



#97
Dann-J

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Not being picky, but in case you haven't noticed Tchos, the side of Vainamoinen's store is about a foot off the ground.

 

A wizard did it. :P



#98
olnorton

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I appreciate the compliments.  :)
  I can fix or change almost anything in an area through scripting, but terrain elevation is one of the few things that can't be scripted.  However, I'll see if there's something I can spawn into that space to fill in the gap.


Ha, so not like Skyrim, where you can just grab the terrain with the mouse & drag it up to meet the building then.

#99
Tchos

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Actually, it is just like Skyrim with the terrain sculpting, but I just can't do it in this particular area anymore because it crashes whenever I try to open it in the toolset.  Not to worry, though -- I've made a suitable foundation placeable to put under it, and I've got the script in to spawn it where it needs to be, so that'll be in the next patch.  While I'm at it, I'm also fixing the floating tree by spawning a planter at its base, and spawning a few large cinderblocks under the corner of another house that I see is slightly out of the ground.  :)

 

I've also worked out a correction for Jane Paschal, so she won't say anything if you don't have the expansion installed.  That'll be in the next patch, too.


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#100
andysks

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Tchos, the area I have, which also doesn't open, I forgot to tell you that as of late I can actually open it. I don't know why, but perhaps opening it after a PC restart and while no other programs are running is the trick. That way I was able to add lights and change that blacksmith to my area.