I wasn't even aware you could do that. My method is simple, if unsatisfying. When you start the quest, it will ask you a series of questions and give you items based on your answers. I'm on the Foundry right now if you'd like to talk about the quest btw.
I guess the way I'm going is pretty obvious XD It's a bit more than just that though. You'll make choices throughout the quests (if it works as I want it to at least). At the end of each major split point though, you'll have to choose which way to go. Also, the way you get to certain maps, and the order you complete them…
I've been using the Foundry since open beta, so I'm familiar with a lot of stuff, but I've also been gone from the game for big chunks of time, the most recent being about 2 years long. My main reason for asking this is because those people who have been playing for that time actually know what does what. I'm not that…
Would it be possible to get some help from you guys with making some skins for characters in my quest? Right now I can't even get in the game, so I don't need it yet, but I'm hoping to make some really high quality quests, but just looking at the first few pictures in this post tells me I'm not even CLOSE to tapping the…
I see. That makes sense I suppose, and is different from how I was thinking of it. The method of my work around will be obvious by the end of the very first part of the questline, so I don't think it will take much explaining XD
Technically the post was going to become my Quest Listing once I got the stupid Patcher to work. Only reason I hadn't gotten anything done is because I literally can't get in the game. This first questline is really simple enough I could probably get it made in a month or so tops. But fine. Not like I'm going to really get…
@zebular As I said in the other post, this wasn't in the wrong section. I wasn't asking a question about the mechanics or anything of the sort. I already know I can do what I want. I'm manipulating the mechanics in a way they weren't meant to be used, but because the creators of this game kind of don't give a HAMSTER about…
I'm well aware of the limits of the system if used as designed. I have already come up with a method to work around this issue for this. That's why I posted about it. I know for sure it will work too. I'm not asking about the mechanics behind it or anything like that. I'm simply saying I'm going to do it.
My portals you can see are way out of place both vertically and horizontally (though more horizontally). You can see the mess I'm dealing with on my twitch stream right now. I'm making some progress through trial and error though.
That doesn't work when the portals are at different heights. The portals are off-set horizontally, not vertically. And changing one portal's position changes the other, making it impossible.
I have both versions used. If whatever fix they're going to use will end up blanking or removing the map from my quest, then that'll be the end of my quest, as I put far too much work into those maps to be willing to redo it again. I certainly hope it won't come to that.
Yeah, I don't know how you managed to get the Interior Map to have rooms at different Y positions in the first place, but we have NEVER been able to do that. If you did it before, then that was a bug somehow letting you do that. We're not suppose to be able to overlap stuff.
I'm not sure, but I don't think so. It's possible. Would that possibly cause the crash? EDIT: Having just made a new quest to check, yes, I did have that map. What can I do to fix this?
This means they took the foundry down for the weekly update, and of course told no one aside from in the calender. This is just an example of the quality of Cryptic's "communication skills", which may or may not actually exist.
On an outdoor map, you can make it night just by changing the Backdrop to any of the variouos Night options. Perhaps add Black Heavy Fog for enhanced darkness if you want to really limit vision distance. I do this on my quest as the entire event is happening at night.
You might also mention an alternative for the corridor trap. By intentionally making it close all the way so it "moves" the player, thus crushing them completely, they are teleported to the respawn point. If said respawn point is over a pit (say in a cave) with a floor that can be temporarily removed when the trap is…
As a way to disable traps like that, have a rogue-only object that spawns a block over the hole so they can't die. If you reuse the same room, them have the monsters become trapped in a section that only spawns when the object is completed rather than covering the whole itself. Though it does mean using a slower timer than…
So... apparently people assumed by "boycott" I meant in response to the foundry being down. WTF? I was talking about them trying to make us pay for a bunch of Foundry features. Can you honestly say most of you would PAY for that? Cause I sure as hell wouldn't. THAT is what I would boycott.
Well, if they decide to screw with us, we can just boycott them by withdrawing ALL of our published content until they decide to listen to our demands, considering we have more content in the game than they do. The only reason I play the normal game at all is to see what their content does. If I ever get off my lazy ***…