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*SPOILER* Beta Testers Reports


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#101 Xyx

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Posted 31 July 2002 - 02:54 PM

Tried to Maze Viconia. A message saying "Magic resistance" popped up. Nothing happened. ;)

No need to test King Strohm yet. He's in for a total rewrite (into one powergaming bastard, to be precise). :ph34r:

I feel the Infernal Guard should not have such-and-such abilities in order to make a tough fight... Establish a theme for them and stick to it. Balance difficulty by tweaking the number that appear. Strohm should only need two as guards.

No need to test the dragon or the vamps for a while. On my account, at least, that is. I've heard all I need. For now. :)

#102 Quitch

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Posted 01 August 2002 - 01:54 AM

Test the dialogue then. It's the following that needs testing:

Jarata - If you're evilish
Vidar
Imoen 1
Imoen 2

I want to know:

* If it all fits together
* If there are any NPC interjections you feel are missing
* Whether there should be an option at such and such and currently isn't
* What the GLOBAL JarataInterest is when you've finished talking to her
* What the GLOBALs ImoenEvil and ImoenHappiness equal after both Imoen chats,

If anything just plain feels wrong, let me know. Basically, I want some feedback on the dialogue with as much detail as you give to your battles. The next build will have new combat and dialogue elements which require testing, so let's get these ones out the way.

Known issues (status in next beta):

* You can jam up Jarata, as noted earlier (fixed)
* Imoen can fall over during AND after her second chat (untested fix in place)
* Jarata doesn't always give you Carsomyr (fixed)

Don't test using any Protection from Undead scrolls either. You won't have them in the next version.

#103 Quitch

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Posted 02 August 2002 - 01:15 AM

I need someone to go up to Jarata with an evil cleric who has 19 dex. Try to grab Jarata, then disarm her, then slit her throat. Your god should punish you for using a weapon you're not supposed to use... but its never been tested.

#104 Delvar

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Posted 02 August 2002 - 07:18 AM

Hopefully this time I can stay online. For Jarta maybe Korgon does something more when you have her disarmed. The Immy conversation's are good, but maybe you should have Sarvvy walk by and have him say something like Imoen is so weak, then a minor fight breaks out, and before they kill each other Jan starts talking about turnips. Later with someone I'm going to hit Imoen to see what happens, that and I want to punch Imoen. Vidar really had nothing much to say, and he doesn't seem like a threat at all, more like a fat sack of undead. I'll run through these all again though usually I'm playing late at night and kind of forget what the people say.

#105 Delvar

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Posted 02 August 2002 - 08:12 AM

OK I made my evil cleric, but I have no option to do anything to her. I almost had it once, but then I got no valid response or links or something like that. This happened in my rouge game as well when I tried to do it. Also I never got a note from the mesg. If I clua her in I say different things. Just tell me the options to hit so I can see if I become a fallen cleric or whatever.

#106 Quitch

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Posted 03 August 2002 - 01:49 AM

I've tested it and it works. You've run into a bug that's already fixed in the next version. Don't worry about it.

#107 Delvar

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Posted 03 August 2002 - 10:00 PM

So is there anything else we should do or do we have to wait for the next version. Cuv you may want to get rid of the to do file it tells alot about the npc, which I think is good (I have no life other then bg so all I do is try and find hidden stuff) good idea on making him low lv it adds alot of challenge. There are some things that may not make sense ( I don't want to post to much so the other testers aren't spoiled) The class kind of doesn't make sense, but it should be fun to play around with it.
I think somewhere on the other forum there was talk about being able to loot ddasy's lair in the next version. Will the loot be a sort of like an epic weapon for your class? If you could somehow make it so the game checks your class and then spawns the item for the class that would be cool. If it is a weapon then you should give some kind of armor for pallys since there weapons are strong enough already. I would suggest some kind of axe just because I love axes and dwarves and stuff that relate to axes, and dwarves. Also I have a lame idea here, maybe there could be some drow working with the cult. This would add some non undead combat, and it would add drow elf. They would be stronger then the normal drow, and would carry normal drow junk.

#108 Quitch

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Posted 04 August 2002 - 02:22 AM

I still want the testers to do the things I listed. Also, if you post a suggestion then I want to know *why* such and such should be changed.

I want to hear what works, what doesn't, and why.

#109 Michel

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Posted 04 August 2002 - 02:57 AM

Test the dialogue then. It's the following that needs testing:

Jarata - If you're evilish
Vidar
Imoen 1
Imoen 2

I want to know:

* If it all fits together
* If there are any NPC interjections you feel are missing
* Whether there should be an option at such and such and currently isn't
* What the GLOBAL JarataInterest is when you've finished talking to her
* What the GLOBALs ImoenEvil and ImoenHappiness equal after both Imoen chats,

If anything just plain feels wrong, let me know. Basically, I want some feedback on the dialogue with as much detail as you give to your battles. The next build will have new combat and dialogue elements which require testing, so let's get these ones out the way.

Known issues (status in next beta):

* You can jam up Jarata, as noted earlier (fixed)
* Imoen can fall over during AND after her second chat (untested fix in place)
* Jarata doesn't always give you Carsomyr (fixed)

Don't test using any Protection from Undead scrolls either. You won't have them in the next version.

I'll try that today along with the other questions you have Quitch.

#110 Quitch

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Posted 04 August 2002 - 06:34 AM

Oh, and lastly, if you run across any Jarata dialogue you think should be accompanied by VO, but isn't, then let me know. I've arranged for her to have more VO, but I'd welcome suggestions as to where this should come. It needs to be reasonably spaced out, preferably at something important or that a lot of paths converge on.

Use your best judgement.

#111 Delvar

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Posted 04 August 2002 - 08:32 AM

Well I think Korgon should make a move at jart because well it's korgon. Sarvvy should comment about how weak Imoen is, mainly because these two are still foes. Vidar was really nothing, I'm guessing in the next build he will play more of a part. Imoen is good so far I liked all the evil options. Once jart gets the good choices it should be fun, but sadly enough I got rid of my pally game for my bersk/fightermage game.

#112 Quitch

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Posted 04 August 2002 - 10:24 AM

We currently don't have a bigger dialogue role lined up for Vidar. Your conversation affects whether he turns up again later, and how many vamps he brings with him.

Oh, and if he doesn't show, then he may take his revenge on someone.

However, you won't converse again if we proceed with the current plan.

#113 Delvar

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Posted 04 August 2002 - 08:07 PM

Oh does vidar come back in this version? if so what do you need to say to make him?

#114 Cuv

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Posted 05 August 2002 - 10:01 AM

Vidar is intended to be the vampire boss... your first meeting with him will determine whether he shows up again or not. It would be difficult to tell you what to say to guarantee his actions, much depends on your choices and stats. If all goes wrong for the player, he and his toughest vampires will flank the party from behind during the cult battle and attack... your goal here is to talk him out of fighting. He will be a spellcasting vampire with 9th level spells, such is the current plan... ancient and powerful indeed.

Background: Vidar was there before Dasypus... and sorta fell under the dragon's control. Vidar suspects that once the dragon aquires Carsomyr that his usefullness will be at an end... your optimum goal with regards to him personally is to insure that he believes you can defeat the dragon... thus freeing him from his obligations to pursue battle with you and offer him a way out of his servitute. But that is entirely up to the player and how they decide to roleplay. Paladin's should choose not to make dealings with him... but this will result in a much tougher battle later with the cult.

Cuv

#115 Rathwellin the Bard

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Posted 05 August 2002 - 11:30 AM

Interesting.

Sorry to be silent for so long. Been traveling & building up another test party to take through RTW. I expect that I will get some testing done tomorrow. Check on testing dialogue. Anything else at this point before the next release?

#116 Delvar

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Posted 05 August 2002 - 12:05 PM

Cool sounds like a good idea. What is the cult fight going to be like now anyway? Vidar sounds tough, but he can be beaten with the best spell in the game reload. Make him immune to ctrl-y if you can, that why peeps will have to use some other form of cheese on this guy. Maybe make him have some ring so is mr can't go past like 50 or something, thus making things like skull trap useless. You should also shove in something like when he dies vamps come out from his body, just so the parties can't rest after this fight.

#117 Cuv

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Posted 05 August 2002 - 02:58 PM

ROFL

Delvar... you should keep in mind that RTW is a module type of quest. It doesnt have to be full of useless things. Hehe... go stake his coffin when you are through with him:p. Besides, there are only two places you can successfully rest... possibly three in the whole dungeon.

Cuv

#118 Michel

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Posted 05 August 2002 - 08:38 PM

I really hope Dysapus is much more difficult in the next build. I whooped his tail 8 times in a row and noone of my party died. I didnt use the "vorpal"weapons this time.

I still dont get why Dys isnt immune to vorpal hits. He is a dragon for crying out loud, how in Jack's name (;)) can a mere human lob off the head from a dragon. He must be 50 times bigger then a human. Unless the human does it in "Matrix" style and jumps so high :blink: :blink:

Immune to ctrl-y is also something hew should be immune to IMO.

#119 Delvar

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Posted 06 August 2002 - 10:39 PM

But useless things are so fun. Dasy shouldn't be immune to vorpal hits think about it like this. The dragon lowers his head to take a bite out of one of your members. Your strong fighter throws all of his power into one slash going into the dragon's neck. He could then start hacking away like wild until it has no neck. It would be hard for my dwarf to do I guess he stand on Minsc or something. Another way is the party just stands on each other until they can reach the neck, or you have a ladder in your bag of holding.
Dasy should be immune to any type of ctrl move, since ctrl-q would work to. Dragon's breath should be able to work, and you should get some kind of weapon from the lair thats good, maybe like a magic club there aren't that many good ones, or an axe for the dwarf inside of all of us. Is the npc going to have alot to say, or since its close to the end of the game will there just be a few things here or there? Any idea when the next version is coming out?
So far you can rest anytime any place, and always go to your pocket plane. If you can't get rid of the plane, then maybe you could make it so it would just teleport you back into the dungeon, like in the sola mod how you fight the group of baddies when you try and go to your plane. Please say the next vesion shuts up the knights I hate walking by them and having to talk 90 times. How laggy is the cult fight now, if you did anything to it yet? Does it ever tell why the cult went there, or did they just like the hills or something.

#120 Quitch

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Posted 07 August 2002 - 01:56 AM

The next version won't be put out until the Dasypus chat is in. I'm got Thanatos working on WeiDUing it, but at over 33 000 words it's a hefty conversation.

Meanwhile Cuv is putting together the scripted events, I'm working on the third Imoen chat, Xyx is adding even more AI. There's already a host of new additions and bug fixes in the work in progress 3.0 beta.

Dasypus will be immune to vorpal in the next version. I don't think there are any plans to make him immune to CTRL cheats, but you'd have to ask Cuv.

The pocket plane is properly disabled in the next version, as is the ability to send NPCs there.

The majority of talks with the NPC will be initiated by you. They will have one banter with each NPC and will interject at various points around ToB.

The cult AI is being worked on.

The knight bug is being dealt with.

You are never told why the cult chose this location, but if you piece together the story, then it should be simplicity itself to work out why.

The next version will be two to three weeks at a guess.

What I'd like to see in the next version (in addition to all that's done for it already):

All side-quest elements in place - dialogue, AI, etc.
Third Imoen chat
All chats with free knights
Cult dialogue
Dasypus dialogue
Dasypus AI
All cutscenes

Here is how the next version currently stands:

* Fixed various bits of text linked in to areas.
* Added Sir Boo item.
* Added cups for player and Mazzy.
* Bug with NPCs item being lost on respawn fixed.
* Area scripting in place for vampire Vs paladin battles.
* Creatures created for vampire Vs paladin battles.
* Scripting in place for the gem theft quest.
* Demi-lich now named.
* Added a goblin and ghostly cleric.
* Two gems added for gem quest.
* Dasypus now back at original difficulty.
* Dasypus starts neutral so as not to activate contingencies.
* Fall of Valier books now avaliable from top level of Watchers keep and the docks library.
* Imoen's intelligence loss from hitting her head on the floor can now be corrected with a Heal spell.
* Upped PlayDead value for Imoen falling over. This should hopefull rectify the two falls issue.
* Cult mages now divided into three schools, each with their own AI.
* Banshee AI improved.
* Banshees now have random wail sound.
* Two new creatures: Xyx and Gas Spore.
* All beholders should be translucent once more.
* Valier now lies to the east of Waterdeep.
* There is now a portal in the cult room.
* Cutscene for meeting of cult now in place.
* It is no longer possible to send NPCs to the Pocket Plane while you lack the ability to send yourself there.
* Upgraded to the latest version of Detectable Spells and Scritable Innate Abilities.
* Added the language English (American).
* Fixed a NO VALID REPLIES OR LINKS in the Jarata dialogue, evil path.
* Dasypus now has standard boss immunities.
* Infernal Guard toned down.
* Unique Celestial Fury description now an optional component.
* Jarata no longer carries Carsomyr on her.
* Narration now has backing music and sound effects.
* Removed all English (American) spellings from English (International).
* Vampire mages now have new AI.
* Vidar now given MINHP1 item to prevent almost all cheesy fake talk kills.
* Strike from the gods now displays a string and is not cast by Jarata.
* Elimiated another loop in the Jarata dialogue.
* A few minor changes made to the Jarata evil path contact dialogue.
* Thick talk now occurs for people with less than eight intelligence, rather than seven, in line with AD&D language guidance.
* Correct easter egg string now displayed.
* Vampire taunts should now be displayed correctly.
* Large Bats now labeled as ANIMAL so all animal related spells will now work on them.
* A vampire will call in a maximum of two bats now, as opposed to five.
* Bats now leave when they haven't seen a vampire for a round.
* Two Infernal Guard now guard the entrance to King Strohm's tomb.
* Guards at entrance of King Strohm's tomb now have dialogue.
* Vampires no longer play catch with the person they want to dominate.
* Vampire mages now start as bats.
* If you kill Jarata during dialogue she will now actually die.
* Jarata now equipped with armour and has a hood.
* Reduced the chance of the Wish Djinni offering the rest option.
* Anomen and Keldorn now refer to the correct gods.