Alpha Testing #4
And so the testing continues ... At least this part is fairly light going and relatively easy to do.
Objects & Lighting
I came across an area that I decided needed a few more objects and a change in lighting. It was one of the first I put together, and involves more activity than eye-candy, and so it does not require too much more. What I have now added should suffice, hopefully.
Quest Logical Flow Error
I found a logical flow error in one of my early "basic" quests, where a player could complete a quest and then ask about it. It was a quick variable fix.
Resting Companions
This was the "biggest" issue today. Due to the way I register companions (to the particular player that asks them to join), the companion count (or selection) can change according to which player (normally in a MP game) does the talking or action in question. Of course, in a SP game, this does not normally differ, but I discovered an error where I had accidentally associated companions with each other rather than with the MainPC, which made the counting of them return an error on occasion. E.g. A PC can initiate "resting" at a tavern, which brings up the Accommodation GUI. This GUI was rightly showing the number of "lodgers" (i.e. The party number who needed space to rest), but charged the incorrect amount once accepting. It ended up too cheap. Can't have that!
General Feedback
Once again, I discovered the occasional misleading feedback, which needed clarifying. E.g. If a PC tried using "R" to initiate "REST" (while in a tavern), then it was not clear that proper resting had to be initiated by talking to the tavern staff. This has now been updated.
Companion Inventories (Disappearing)
This is one of those annoying things I noticed a long while ago, had implemented a "fix", but was never happy with that fix, as it was unreliable. At the time, I did not worry too much about it, as the problem would only really show if a player dismissed an NPC, and then asked them to join again. If this was done, then the companion that joined again would have their inventory "empty". That is, the items would not show up until you started adding new items into their inventory. I believe this is a bug that has been around for some time (in the game), and so I decided to adopt a version of my tombstone system to fix it properly. i.e. Now what happens, is when a companion is asked to leave (for whatever reason), then their equipment goes into a temporary storage, whereupon it is recalled and given back to them if the player asks them to join again. Testing has shown this to work just fine.
Core Death and Respawn Scripts
This problem is tied in closely with the resting error I discovered (mentioned above), in that sometimes, a companion had been incorrectly associated with another companion (if the player was possessing that instead of the main PC at time of interaction), which meant there was a risk that a companion may not be correctly treated. This problem was "fixed" at the same time I address the other problem mentioned above.
New Code
A quick thanks to KevL who wrote a function for me that would check v elemental protection on a creature, be it due to spell/feat or item. That will prove to be very helpful and I recommend it to other builders who may also want to check for such elemental protection on occasion.
Module Progress ....
I was surprised to find that I have already managed to reach level 3 with my party of three clerics. (I really ought to try expanding with other classes.) It still feels like I have only just started, and still finding my feet, which means I may have to look some more at XP distribution. That said, however, there is something to be said about helping PCs reach a reasonable level before they start talking the bigger risks, and so maybe this is still good. After all, other players may not take the path I did, and so XP may not be so forth coming for some.
More later, as I make progress....
A ) Approximate Alpha Testing completion of points check list: 6%
B ) Approximate potential additional coding needed (to date) of points check list: 0.15%
Point B ) has been weighted by a factor of 10 to help give a better representation of estimated additional work compared to entire module. The extra coding will not be done until after being released to BETA and only then if others notice the same things as I did.