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Jax

Member Since 18 Sep 2011
Offline Last Active Oct 21 2011 03:38 PM

Posts I've Made

In Topic: Vecna

03 October 2011 - 05:05 AM

Glad you found a way around that Morianthi! Yeah I haven't played with TDD for so long I really couldn't remember where some of the spells were from, but I imported just about every scroll item with the Vecna Mod reference code into one of my finished games just to test the unknown ones out and some of those popped up. Anyway I'm still waiting to hear from Jube about this most recent hotfix as it throws off all the string references (think that's what it's called). If you're just starting SoA you have plenty of time to build up your guys before startin Vecna, so hopefully if there is a problem it will be panned out before your run! As a side note, a multi-player viewpoint will be great to have, (and will certainly open up gameplay a bit more) so good thinkin! :D

All the Best,

Jax

In Topic: Vecna

29 September 2011 - 06:21 AM

Well shoot, started a game from a fresh install that looked like this:

1. BG2 & ToB (patched)
2. Vecna v23
3. Vecna hotfix 1 (straight to override)
4. Vecna hotfix 2 (straight to override)

Now I was pretty sure you would include the 1st hotfix in the with the 2nd, but just in case I threw it on first. Anyway I'm still getting Juggernaut Golems named Garrax, an Arrellax named "Teleport Spell" and a lava golem named "Dead Body" as soon as I put on the 2nd hotfix. Anything you know of that would solve the problem? Do some parts of the 2nd hotfix need to go somewhere other than straight to override?

-Jax

In Topic: Vecna

28 September 2011 - 05:33 PM

Hrm... well I started a new game and fresh run-through after adding the 2nd hotfix (straight to the override like the 1st), and all of the creatures names were off and turned to phrases like "I can't believe it's not butter" or other dialogue from the game. Looks like I'm going to have to do a fresh install to get things working...guess i'll go vanilla plus a few item mods to start off, then add on again from there. Kinda weird that the first hotfix was no problem and the 2nd had that effect...anyway feedback pending a fully operational install. I'll have time to tinker with it a bit tomorrow so I'll hopefully have more for ya then!

-Jax

In Topic: Vecna

26 September 2011 - 12:00 PM

Ok, went back through and found the 3 maps that resting crashes the game

AAR042: ObjCreature.cpp line #12162

AAR045: Game Permanently Freezes (doesn't even make it to the sleep screen)

AAR041: ObjCreature.cpp line #12162


Feedback on the new spells:

-Otiluke's Force Helm: works great (used often)!
-Animate Golem: works great!
-Krasus Crimson Flame: -works great!
-Dimension Door: works great (used often)!
-Life Warp: works great!
-Soul Rot: works great!
-Hero: full game crash (I really want to use this one)
-Instant Army: full game crash
-Whilwind of Steel: full game crash
-Vecna's Star Portal: Holy Moley awesome image, but no actual effect (I REALLY would like to use this one :D)
-Golden Cloud: no effect
-Wall of Force: no effect
-Prismatic Sphere: no effect


-Jax

In Topic: Vecna

24 September 2011 - 09:11 AM

Ok, got a lot of feedback here...there were a bunch of areas on Lolth's Lab. So far I'd say if I had 2 absolute MAIN pieces of feedback it would be the Time-Stop aspect (of which you're already aware) and the need for more dialogue/ plot direction. After getting through the entire Twisted Rune and Lolth's Lab I think I have a good idea of how the plot pieces fit together, but it's really disjointed right now and I think some of the existing dialogue (such as with Android 0 and Shade of Hastur) could do with some fine-tuning.

Allrighty, feedback from Lolth's Lab...

Most of the fights were lacking the time-stop balance (already being fixed) but a few had it like AAR036 and it was freaking great! Until that gets implemented however all fight-dynamic feedback is kinda mute. The only fight I'll specifically give feedback on is the showdown of Lolth, Orcus, and Demo a little later in the report. Mostly I'm just giving a heads up on glitches so far...

AAR041- Sleeping here causes permanent game freeze
AAR027, 024, 021, and 025 were all empty for me...
AAR003 *Ice Maze with Abashi* (or 030, didn't write down the last digit :/) I couldn't reach the gear suspended in those craters..
AAR002 *Sendai fight* (or 020, again forgot last digit...sigh) Full Crash: Chvidpoly.cpp line #523, after killing sendai and waling east a bit
AAR044 Is this supposed to dead-end or am I missing something here? Also there is a loop error here and you can't get back down the stairs...
AAR036 -something appears on the raised area once the succubus' go down, but it is frozen and I wasn't sure what that was for...also on this
map, I couldn't reach the loot in the top middle statue...

I didn't try and sleep on every level, but there was at least 1 more that I tried and it froze, so I'll make a full list of that on my next fresh runthrough (Twisted Rune and Lolth's Complex).

I was unable to find the 3rd rune piece (aaitm006) and just assumed it was in one of the chests/item stores I couldn't reach. Mind spilling the beans on that one? :D

Final Showdown:

(It might not be possible, but is there a way to stop Mellisan from floating in the middle of the map...it kinda breaks plot for me)

OK, had to do this one 3 times before I got it down pat. I wasn't quite sure what the trigger was for Lolth and friends spawning, but they popped up with a map still brimming with bad guys so that was a bit freaking crazy, especially when demogorgon spawned something like 8 more demons on top of his entourage.

-When the Time-Stop immunity gets added I don't think you'll need nearly as many bad guys here...I burned down all 20 Time-Stops I had and I still couldn't get all of the main bad-guys down before I ran out, so with some of them being immune it might be a bit much. I enjoyed having all 3 gods to go against, but I was surprised not to see web spells all around Lolth (akin to the nightmare spiders in the Solafein Mod). On that note, as Lolth has the power to call both Orcus and Demogorgon to her aid I think of her as being more powerful than either of them, but in the fight she was always the first one to go down. I thought it would be really cool if she had a demi-lich aspect to her, so her first form being a drow priestess, then when she gets down to Near Death she morphs into the drider form. I dunno, just an idea...

-The items after the fight rock (with the exception of the exo-armor, heh) and instead of my main character it's Jan that has ascended to Godhood! Robe of Mystra, Hand and Eye of Vecna, Book of the Dead, Cyber J Manuel, man he's a 1 man army! Anyway I'm looking forward to the next update, and I'll start a fresh run-though of the Twisted Rune as soon as it's ready!

Again, hats off to ya for making so much content man, this is epic!

-Jax