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Post by Mr. Pose on Apr 12, 2009 9:10:34 GMT -5
After recruiting the Guard Dog, I could very easily take his armor and use it for myself. Upon taking off his amulet, it became a level 14 or above item, and I could not take it, but he was unable to equip it again.
Btw, Darkly's Rest was so awesomely constructed. It was so life-like, and I felt as if every little group of characters there had a different story to tell. Kudos.
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Post by Mr. Pose on Apr 12, 2009 9:12:55 GMT -5
Upon leaving Darkly's Rest, I noticed that my character said "An icy wind blasts your face, etc etc." I would suggest this would be changed to the the yellow text that only the player saw, for the reason that if a few players left at once, they'd be bombarded with spam of the same thing.
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Post by Mr. Pose on Apr 12, 2009 9:24:45 GMT -5
I was unable to give Bran his mulled wine. I believe it was because I had previously spoken to him before taking up the starter quest.
Upon making a new character, without previously talking to Bran, it worked.
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Post by JimbobX on Apr 12, 2009 12:23:25 GMT -5
Cheers Mr. Pose,
That's a decent bit of Beta testing. In response I've done the following.
The Guard dog. I had totally forgotten you could use it as a henchman. It wasn't even supposed to be there - but I have left it in to make things a bit easier on the testers. You will have to ask the owners (Steel the ranger) for permission to borrow it, though. Fixed the issue with the dog gear.
The cold weather warning. That's there to warn players that if you venture out without the correct clothing you'll get frostbite and die slowly. It won't show up if the player is already wearing warm clothes. But I see your point and have changed it to a Player message.
Bran bug. That was a good spot. I have changed Bran's conversation to fix this.
Will upload the updated version of the module on Monday (15th) night.
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Post by Mr. Pose on Apr 12, 2009 13:03:33 GMT -5
Thanks for the update.
I've (nearly) finished the cellar quest, and there are a few things I can say about it.
Firstly, I really enjoyed figuring out how to get down into the main area, and I didn't expect something like that.
It may be the fact that the area is to big, or a simple bug, but there is a black screen that says "Minimap is not available." where the map should be.
In terms of challenge, on a min/maxed fighter, it was fairly easy, although I would figure that the first quest should be easy... The only type of character's that I can see having a bit of trouble is the more sneaky ones.. (Rogues, Bards, monks..). A mage should do well if they hide behind their familiar and summons, though.
I was a tad surprised, (pleasantly surprised) at the hefty amount of gold that could be found within the dungeon, though.
Also, the transition to the general store does not seem to be working. I am unaware if you know about this, or not, though.
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Post by JimbobX on Apr 12, 2009 15:17:09 GMT -5
Cheers Mr. Pose,
The mini-map is supposed to be unavailable to increase the difficulty of the maze.
As to the difficulty. I was considering ramping it up a bit. Especially the guardians where the decent gold is.
The decent gold bit is perhaps a bit high though it was supposed to reflect the difficulty in obtaining it.
The missing transition for the general store is an error it'll be fixed by the next update.
Thanks again for the help.
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Post by Mr. Pose on Apr 12, 2009 16:11:17 GMT -5
Well.. Keep in mind this was all done with a Min maxed character who was using all of the gear found in the test chest...
And I'm not entirely sure that disabling the map is a very good idea. One server that I used to play at had a quest of that sort, and people merely avoided it due to the lack of map.
A.), upon re logging, the boots of speed didn't do anything, and I had to reequip them.. not a big deal at all, really, I just figured you should know.
B.) The tavern is so life-like and interesting, but when I walk out into Last Hold, it seems sort of... empty. Perhaps if you squished it together a bit, added some roads, signs, maybe a wandering guard, who would wield a lantern / torch at night, it would make it seem more life-like in the day, and more eerie at night. Perhaps you could make it so, come morning, a few of the people within the tavern would get up and disappear into general store, the stable, or some such and work, only to go back into the inn, come nightfall. In my opinion, Last hold itself should be one, maybe two areas, three tops... And it could very well be empty at night for certain reasons.. (Superstitions of ghosts or vampires, the blistering cold, so forth.) This could perhaps give it a bit of a Ravenloft feel to it
C.) You said that you like to have the NPCs have real backstories. A great number of them could be peasants, who work as farmers on Menthenthur estate.
There could be a few stable boys, guardsmen, so forth.. The supposed merchants within the inn could have a few wares you could buy.
D.)The transition out the West Gate does not work...
E.)You can't enter the Menthenthur estate.
F.) I think it'd be a good idea if we could customize our outfits / dye our outfits for free, to avoid a series of clones.
G.) In Lasthold East, the transition leading south does not work.
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Post by Mr. Pose on Apr 13, 2009 15:40:37 GMT -5
Update: A.) Resting also cancels out the boot's speed bonus. B.) I'm not sure how tough you wished the Fire Gibberlings to be, but they did 24 damage with their fire breathing. Were they meant to be such a challenge to someone who didn't have endure elements? I stacked up on a bunch of Endure Element scrolls, and put most of that into my slots. Going to try it again. C.) Upon dying to Blink Kobolds, all of them jumping out of invisibility at once caused m to crashed. :l. When I logged back in, I was dead, and everything I had equipped had been stripped and vanished, leaving me naked. I had 2 Wizard rings, an Electricity resistance robe (Which I had spent about 750 gp customizing), a Stave of the Adept, a Winter Cloak, Boots of Speed, and a Scarab of protection +1. Would you mind reimbursing me? D: Never mind. I managed to Regain all that I had previously acquired. Although the Shadows are now nearly impossible to beat as a level 1. I was one-shotted. I was down for a while, and then I got locked in due to the auto-lock on the doors. Rgrgrghrhgrhgr.
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Post by JimbobX on Apr 15, 2009 2:32:17 GMT -5
And I'm not entirely sure that disabling the map is a very good idea. One server that I used to play at had a quest of that sort, and people merely avoided it due to the lack of map. Well if they want that sweet, sweet gold they'll have to go in there. A.) upon re logging, the boots of speed didn't do anything, and I had to reequip them.. not a big deal at all, really, I just figured you should know. As far as I know the only other option is to have them working for a limited amount of time which you can apply again and again as and when it runs out. The re-equiping option seemed like less bother for the player. B.) The tavern is so life-like and interesting, but when I walk out into Last Hold, it seems sort of... empty. Perhaps if you squished it together a bit, added some roads, signs, maybe a wandering guard, who would wield a lantern / torch at night, it would make it seem more life-like in the day, and more eerie at night. Perhaps you could make it so, come morning, a few of the people within the tavern would get up and disappear into general store, the stable, or some such and work, only to go back into the inn, come nightfall. In my opinion, Last hold itself should be one, maybe two areas, three tops... And it could very well be empty at night for certain reasons.. (Superstitions of ghosts or vampires, the blistering cold, so forth.) This could perhaps give it a bit of a Ravenloft feel to it I hear you on the emptiness of Lasthold. I was adding stuff in as I go but now the place looks out of scale with the rest of the server. Mirabar is 9 areas large and thats supposed to be a City. It was on the list but you've spurred me to do something about it. The NPC routines although quite heavy on system resources I agree are worth it. They've been on the list for a while too. Watch this space. C.) You said that you like to have the NPCs have real backstories. A great number of them could be peasants, who work as farmers on Menthenthur estate. Yup. With you on this. The supposed merchants within the inn could have a few wares you could buy. They are bulk traders so do not concern themselves with peddling smaller items. They have a warehouse in Lasthold NE (soon to be relocated but its there at time of writing) I'll add a convo line to reflect that fact. D.)The transition out the West Gate does not work... There shouldn't be a West Gate. Thought I'd got rid of that ages ago. d**n PC Gremlins. E.)You can't enter the Menthenthur estate. Fixed. F.) I think it'd be a good idea if we could customize our outfits / dye our outfits for free, to avoid a series of clones. That kind of gear is in the General Store. Fixing transition now. G.) In Lasthold East, the transition leading south does not work. Fixed for now. Although that is soon to be part of the great contraction of Lasthold. Thanks again, Mr Pose, for your enthusiastic and comprehensive testing.
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Post by JimbobX on Apr 15, 2009 2:44:18 GMT -5
Update: A.) Resting also cancels out the boot's speed bonus. Can't see a way around this. B.) I'm not sure how tough you wished the Fire Gibberlings to be, but they did 24 damage with their fire breathing. Were they meant to be such a challenge to someone who didn't have endure elements? That area was aimed at levels 5-7 back when I had grander plans for the server. I have rejigged it for lower levels. Have another crack at it and let me know. There are a couple of ways to do it without endure elements though. C.) Upon dying to Blink Kobolds, all of them jumping out of invisibility at once caused m to crashed. :l. When I logged back in, I was dead, and everything I had equipped had been stripped and vanished, leaving me naked. I had 2 Wizard rings, an Electricity resistance robe (Which I had spent about 750 gp customizing), a Stave of the Adept, a Winter Cloak, Boots of Speed, and a Scarab of protection +1. Would you mind reimbursing me? D: Blink kobolds. Nice idea. Not really working in practice. They are now trollborn kobolds. Never mind. I managed to Regain all that I had previously acquired. Although the Shadows are now nearly impossible to beat as a level 1. I was one-shotted. I was down for a while, and then I got locked in due to the auto-lock on the doors. Rgrgrghrhgrhgr. I'd be happy to get your gear back should something similar happen again. I'll take a look at those shadows - but I want them as a decent challenge. There is a way to lengthen the amount of time the doors stay open for but you have to do it before you go in. A server reset will dump you outside the room I think. Failing that someone else could always pull the chain and let you out?
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Post by Mr. Pose on Apr 15, 2009 9:22:25 GMT -5
A reset still left me inside, but I'll just make a new character and open the gate manually..
And I'll take a look at the mage's quest again.
Thanks for the update.
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Post by JimbobX on Apr 15, 2009 9:53:15 GMT -5
I think a reset should put you outside the door. I'll change it. That section is tricky enough.
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Post by Mr. Pose on Apr 15, 2009 10:11:22 GMT -5
I don't know what kind of levels you want here. For a level 1, it was near impossible and I died several times. Even my fully buffed (Ghostly visage, ability bonuses) Dire Boar had to be re summoned several times. Perhaps removing the sneak attack from the Kobolds and giving them 2 more strength would even it out. Aaand... A.) The transition leading south in "Lasthold South Jetty" does not work. B.) The Bandit Caves. It was slightly amusing at how easily I got through that. The only thing that really slowed me down were traps, although I think it should be tested with a non-caster, as I merely summoned a Dire Boar along with an Ice Mephit and buffed up both of them with Flamestones and other things like Ghostly Visage (Which made them relatively immune to the damage from the bandits). I liked the twist at the end, although I feel you wouldn't want me to spoil that. I found it hilarious that I had to slither past all of those traps in the end only to find that the chest was empty. One issue, though. When I went to fight Blarg, I was pulled into a cut scene where he ran forward... My summons started to fight him while this happened. Was the cut scene supposed to be there, or not? I don't think the bandit caves should be made any more challenging then they are, though. They shouldn't really stand a chance against an experienced mage, or a rogue with a good use of traps. A lot of the grunts DO tend to drop a lot of useless things that I wouldn't bother picking up (They all drop clubs, clothing, etc.) Unless you were doing this for realism, I would remove this feature, as it is likely to cause lag. Also.. SPOILER ALERT. After I joined the Bandits, a few of the ones that re spawned would still attack me, although some of them were indeed neutral. .............. C.) I'm FAIRLY certain that the quests aren't persistent. I've been able to do the first quest in the Rest several times now. ' D.) If I am knocked unconscious, but my character's wounds become stable, if I am alone, I have to wait quite a while before he dies, and I can re spawn. Perhaps we should make it... every 30 seconds he receives damage when stable? E.) I ran into Ferderico Davis in the "Docker's Thirst", accepted his quest, and when I went to his Forge, the door was locked with no way inside. F.) When I attempted to talk to Achler Vessum, he felt it necessary to attack me, so I killed him.. Not sure if this was a bug, or meant to happen... G.) The transition leading from the Lurkwood Outer Edge into Lurkwood does not work. H.) The transition in River Mirar, East of Lasthold leading north does not work. I.) The Entrance to the First Below in Mirabar does not work. J.) The Entrance north of "Mirabar River Gate" does not work.
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Post by JimbobX on Apr 17, 2009 6:11:58 GMT -5
That's more than enough for me to be getting on with. I'll hit the building hard on the 19th and 20th but I'll post a minor update with some (slightly weakened) frost folk (I think we'll leave that area for levels 3/4 perhaps) and the missing Federico the blacksmith's house on Saturday morning (17th).
Good job so far.
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Post by Mr. Pose on Apr 17, 2009 11:08:15 GMT -5
Should I continue posting stuff or wait for you to finish this batch?
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