
*SPOILER* Beta Testers Reports
#1
Posted 12 July 2002 - 06:32 PM
The current version being tested is v2.9
Known issues besides what is listed in the version history that are already fixed for the next build:
-Text strings on the Info Triggers and Map Notes are wrong. This was my error when passing along hex coordinates to Quitch for the WeiDU insertion.
-Majority of the Mages will be neutral, no matter what you do to them.
-Sir Donalus may keep initiating dialog with the party when the PC is visible.
Check your version history for other known issues. Go ahead and report them, but keep in mind that they may be fixed for the next build.
Thank you for your time and support in this project.
Cuv
#2
Posted 12 July 2002 - 07:59 PM


its better that i try to finish the mod first before writing what I think.
Badass raiding mage Retired!
Sneaky backstabbing Rogue in crap gear now!
Rapture WoW video's!
http://video.google....305813616474790
http://video.google....320377682702322
#3
Posted 12 July 2002 - 08:17 PM
Cuv
#4
Posted 13 July 2002 - 07:32 AM




#5
Posted 13 July 2002 - 11:46 AM
I need to hear more about this pocket plane problem. You should lose the pocket plane ability when you enter the dungeon (as the whole place is magically sealed), then only regain the power when you exit. If you are getting the PP power back somewhere inside the dungeon, I need to know exactly where this is happening.
Very happy to hear you like it.
Cuv
#6
Posted 13 July 2002 - 12:21 PM



#7
Posted 13 July 2002 - 01:46 PM
Dont use the Wish ring any more... it has a major bug, dont even pick it up.
Good point about the evil letter. I will make adjustments to its content.
There are many monsters that wont turn in the dungeon, but it is an undead fest and dungeon crawl.
Let me know your party level and tactics and difficulty setting. What monsters are giving you problems, which ones are falling too easily.
Thanks for the feedback
Cuv
#8
Posted 13 July 2002 - 02:25 PM
Past: Ascension, Return to Windspear, Imoen Relationship, The Broken Hourglass
"Perfection has no deadline"
#9
Posted 13 July 2002 - 04:42 PM
#10
Posted 13 July 2002 - 10:17 PM
No, you cant enter there in the build you are testing right now. That is the treasure room. The scripts are completed for all of that for the next version. When the Cobalt Dragon falls, a cutscene will begin that will reveal the rest of the chamber... and give access to the treasure. Alot depends on the dragon dialog beforehand... which is nearly completed.In the dragon's lair there are two rooms separated by a small hallway. Are we supposed to be able to get in there? When I move my mouse cursor anywhere over the hallway or the room the "No Entry" Cursor appears.
If you have gotten this far, please give a detailed report of your progress through the dungeon. I need details:) Party, level, weapons, tactics, encounters, difficulty setting. Thanks
Cuv
#11
Posted 14 July 2002 - 11:28 AM
I forgot to mention that i have the XP-cap remover installed
Me F/MT - 27/23/32
I called my party from the "Fate spirit"
Imoen 17/7
Viccy 19
Valygar 17
Korgan 19
Sarevok 20
I'm a pretty experienced BG player but the Beholder lair is to much. 5 Gauths, 2/3 Kasharins, 2/3 Spectral Beholders. This cant be done without cheating. Now this might be because my party is very low level but if I want to survive the Beholders Lair I'll eiter have to start anew and continue ToB just before the end and then move on the RTW or i try to continue.
Badass raiding mage Retired!
Sneaky backstabbing Rogue in crap gear now!
Rapture WoW video's!
http://video.google....305813616474790
http://video.google....320377682702322
#12
Posted 14 July 2002 - 03:23 PM
Cuv
#13
Posted 14 July 2002 - 03:38 PM

Badass raiding mage Retired!
Sneaky backstabbing Rogue in crap gear now!
Rapture WoW video's!
http://video.google....305813616474790
http://video.google....320377682702322
#14
Posted 23 July 2002 - 06:20 AM

Just as well, since like poking around in the other groups on this board better than the other. Too bad it worked out the way it did though.
Anyway I ran through the King Strom room again twice more last night. Got killed once & made it though again too. Tough fight. I have yet to see Jan detect the spawn traps that must be near the stairs on either side. He sees the Cloudkill Trap & the traps on the Alter & that Strom stands on, but I haven't seen him detect others, though I have set them off. Just how difficult are they to detect?
And to clairify something I posted in the other forum about King S not being able to cast spells ... well I've remembered why. I shot him full of acid arrows! B) I guess that this would make casting a bit more difficult, eh?
#15
Posted 23 July 2002 - 11:25 AM
Glad you made it back here.Well, back to this forum!
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Just as well, since like poking around in the other groups on this board better than the other. Too bad it worked out the way it did though.
Anyway I ran through the King Strom room again twice more last night. Got killed once & made it though again too. Tough fight. I have yet to see Jan detect the spawn traps that must be near the stairs on either side. He sees the Cloudkill Trap & the traps on the Alter & that Strom stands on, but I haven't seen him detect others, though I have set them off. Just how difficult are they to detect?
And to clairify something I posted in the other forum about King S not being able to cast spells ... well I've remembered why. I shot him full of acid arrows! B) I guess that this would make casting a bit more difficult, eh?
The spawn traps are not detectable, they are there for reinforcements for King S. Placed to simulate that the guards have come running when hearing someone in the tomb. The other traps are detectable and disarmable. There are three actually, Cloudkill in front of the alter, Confusion behind the alter and Maze on the tomb container.
Good to hear about the acid arrows. This version of King S casts spells from memory... so you can certainly disrupt his spellcasting. All the mages will do this and will be disruptable... keeping them legal much as possible. Working on the new King Strohm now...he will be much harder to kill, with better spell selection intended to aid the guard in your downfall. I might have to lessen the amount of backup he has just a bit though.
Cuv
#16
Posted 23 July 2002 - 05:12 PM
Here is my party since it isn't on this board.
Delvar-32 or 33 warrior stonefire/crom
Sarvok- 32 fighter psion blade
Jan Janson theif 28 mage??? unknown longsword (3d12)
Edwin lv29ish mage sling+3
Viccy- lv35 cleric mace+3
Korgon Bloodaxe battle axe+3, lv33
My party has no real good weapons as all I did was kill grommy. Later I will go pally style on this mod and show them the power of boo. Will the next mod have a fix for the ring??? Or the npc??? Before I forget when I met king s he didn't cast any spells, and I don't think he did any real attacking. I could have done something acidy to him. Also he died in a few hits thanks to deathbringers so if you want him to be harder give him some chuncking resistance. If you get around to it you may want to add some loot for the non pallys and us evil dwarves.
#17
Posted 23 July 2002 - 05:19 PM
#18
Posted 23 July 2002 - 05:53 PM
Party
Milandibar - Sorcerer 28
Keldorn - Paladin 31
Anomen - Fighter 7 / Cleric 38
Jan - Mage 18 / Thief 28
Mazzy - Fighter 19
The last slot varies. I've used Cernd & one or two other spellcasters.
I hadn't played this group for quite a while before starting testing & I've found that my play style has changed enough that I don't always take full advantage of what this group can do. They have plenty of good stuff but like Delvar have just done Grom & WK prior to ToB, however they do have fairly good weapons.
#19
Posted 23 July 2002 - 05:59 PM
Jailkeep was easy. Spellstrike + GWW from Keldorn did a lot of initial damage. Then a second spellstrike kept him wide open for the party to melee him to death. Jailkeep had no time to summon anything & the only spell he got off was some kind of stun or confusion thing & it only affected Jan. His last contingency fired after he was dead.
Cult Mages being neutral was interesting. I know that this is a known issue. Had to use a few spells like Skull Trap that I hadn't thrown in a while since the big guns didn't do any damge to these guys as non-hostiles. I will be interested to see what the final version of this fight looks like.
In general I found these last two encounters + the others in the rest of the area's I hadn't explored before doing Stom's Tomb to be MUCH easier than that optional area.
#20
Posted 23 July 2002 - 10:35 PM
Hey Delvar (Silverleaf)Opps forgot to ask what is the clua for the vamp mages I want to fight them again. I would also like the clua for king s
Glad you made it here also. Here are the console names for the vamp and king s:
Vamp Spellcaster: "RTWVampS"
King Strohm III: "RTWArch"
The both will change with the next build as they are undergoing major revisions. I know the vampire will be different for sure, King Strohm might wait until the following build. Xyx is working on a truly 'killer' script for him.
Cuv