Alpha Testing #5
Great to read about the lively discussion going on. Hopefully, while my mod does start you at first level, you can play it safe and rise quite quickly to a reasonable level before striking out. Or, if you like to take risks, you can try venturing forth and see how you get along.
Anyway, today's alpha testing results ....
Conversations
As one of the regular checks I am making, conversations get a closer look than most other parts. This time around I did note one conversation that dropped out too early, which was simply down to a restricted node condition. Another conversation (activated via a trigger) was failing to fire on a "repeat" fire setting. This was due to the fact that I changed the variable check from "MULTI" to "REPEATS" and had not updated the trigger variable. That now also fires as expected. Lastly, I came across another one of those conversations that triggers a conversation where the NPC no longer exists, which means the wrong conversation starts. Once again, I simply updated the variable on the trigger to note that of the NPC was no longer available to fire that particular conversation.
Quest Update (Via Books)
As some of you may know, I have quite a comprehensive Readable Books system in place now, which delivers a full blown GUI of a book with pages that turn. On one book I read, however, I was in a position where the knowledge gained updated two quests. The problem was that only one quest updated. A slight delay between quest updates and when the book was marked as "read" ensures the player received all valid quest updates upon reading the book now.
Coming To Faith
There is a point in the game when a companion may have their existing faith challenged subject to your own choice. At this point, the companions faith is altered and they must find a new faith before being able to continue with all prayers. A variable setting was not being updated after coming to a new faith, which meant the PC in question was having some feedback which was no longer relevant. Fixed!
Will You Sit Down!
The biggest bugbear today was NPCs that were supposed to be siting when encountered. Previous testing all worked fine, but that had been limited to testing while the PC was in the same area as the NPCs. Actual play testing helped me to realise that NPCs would *not* sit because the function to test their sitting was not being called until the PC was in the same area as them. I updated this to test to sit even if the player was not present in the same area as the sitting NPC, and all now works.
Some Other Stuff
There were a couple of minor other things I changed: A variable that governed "no maps" being available on an interior setting. Added the missing "container prepare" script to a few more placeables (as previously reported). I also noted I had not placed a couple of items within the module that are needed to complete a quest. I simply had not decided where to "hide" them from the player yet, and so they need placing before going to Beta. I am *still* deciding where to put them, but made a big reminder note this time.
More later, as I make progress....
A ) Approximate Alpha Testing completion of points check list: 8%
B ) Approximate potential additional coding needed (to date) of points check list: 0.2%
C) Party currently 3 clerics each at level 3.
D ) Combats to date: 1 (No deaths, rebirths, respawns or raises.)
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.





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