Hm. I might want to bring that out. It's easy to miss. You have three choices with the four "core" NPCs (with Ragnar and Xybil, there's a bit more complexity): Kill, take prisoner, or recruit. They all change body language when you take them prisoner. All actually have the same AI (Follow, Non-combat). Vera (and also…
The sewer door-thingie works fine, and I found it eventually, but seems slightly out of place. Big honking thing. When I said "sewer grate," I was referring to the small rectangular hole in the ground with bars through it. From the dialogue, I was expecting to find one of those to go down. I have a GM's note type character…
Run through mine at least once: Breaking the Chain NW-DELOGH4IH Right now, the two easter egg codes don't give anything (eventually I'll put up a sequel and it will).
Starting to fiddle with foundry again. A little more polishing on details in this quest, but mostly have been working on the prequel to this. (It will probably be a trilogy, and of course I started with volume 2, which can be a little confusing...) I would really like suggestions on: 1. The opening pitch in the…
Notes: "Enter the sewer" with quest path not working. I found a sewer grate, but that was no help, because it wasn't the entrance to the sewers. Some ones that just say "human" instead of "feral human" ... might do with different label, e.g., "cultist" or "feral human." Traps don't really do anything to high level…
Went through as a L60 CW on the "epic" difficulty. There was one challenging fight, the last one, where I popped a few potions (largely because my pack of NPCs got stuck somewhere). The rest was fairly easy to clear as a CW, especially the cave section, because the threats were very linear - Repel the entire swarm right…
In spite of my best efforts, the difficulty-maintaining feature is not working as intended. So here's what I tried to do: Have the friendly encounters drop "when complete" an item redeemable in a later dialogue for a new ally if you play your cards right. It doesn't appear to have worked. Any suggestions? This seems like a…
Number of typos/spelling errors. "encantation" => "incantation." (Cleric of Lurue.) "stuped" => "stupid" (Roberts) "sinckering" => "snickering" (Roberts) "you'se" is usually just "youse" The dialogue is a little on the verbose side. In particular, your character is chatty. Even with the "I'm frustrated with this" bits, you…
Okay, found and fixed a couple more errors (mostly a few people wearing the wrong costume). Reworked the dialogue for your potential noncombatant rescuee so they no longer tell you who they're terrified of right in front of that person. Not entirely sure the new difficulty-maintenance features are working as intended. May…
But I don't WANT to be protected! *sigh* I can actually put the entire patrol sequence on the "wrong" side of the door, and - barring occasional through-teleports - that functions about as well as it's supposed to. Guess I have to put the entire dungeon in a straight line... >.>
Doing this is how I found that every position crossing a door is considered "invalid." As far as I can tell, Foundry doesn't want me to send NPCs in between two rooms that have doors between them. Period. As part of "error checking."
OK, so I expected that everything would be broken from the various foundry bugs everybody's been talking about, but it looks like everything's working. Teleporter (at least, inside Foundry[/i]) is working, trees are more or less behaving, etc. I've added a couple new features and items that should make some things a little…
What you are referring to is not a reason to restrict the tools given to a foundry author. What you are referring to is a reason to: 1. Tightly restrict the rewards (drops and chests) that people get. This is already in theory being done, and can be done better. 2. Have rules against exploit maps and penalties for…
That makes the decision more understandable and at the same time remarkably unreassuring. Something seems terribly wrong about a server choking on something under 100 kibbles of plaintext text & a basic logic tree that is if anything even less raw information. :eek:
I don't see why. The only way you can prove you know how to write a story involving dragons is by writing a story involving dragons. Catch-22 or go home, in other words.
There are two separate issues that are getting blurred together: 1. Being able to use dragon skins beyond the dragonling, which seems to be of fixed size with zero animation. 2. Being able to put in heavy-duty boss fights ("extra hard" encounter levels). Frankly, given the number of quests that are stacking or chaining…
Agreed. The fact that their business model relies on purchasing in-game gear/skins/etc doesn't mean they are any less beholden to market values, and it also means that I can and will decide to take my money elsewhere if they don't do a good job with what I like about the game. The player base fond of D&D is a player base…
Custom dialogues and costumes are already being saved specific to my account. I don't know if the Foundry maps / content / etc are saved locally as well as on Cryptic's servers, but any vulnerabilities based around having costumes, dialogues, and maps saved to my Foundry already exist. Whether the folder in question is…
Yeah. Look, I'd like to be able to save, individually - and independently from quests - -Customized costumes. -Dialogues. -Customized maps. It really shouldn't be hard to do, it's just a matter of being able to stick a bunch of files in a folder and load them up in Foundry.
The ability to change the sound effects and change the main hand / off hand slot items would be nice. It's not like they don't have a library of main hand / off hand slot items, and dropping down for voice / sound / battle effects off the list would be nice, too. >.>
Finally put in the loot in the gatekeeper's house. It is of course not anything useful at the moment, since I don't have any other quests out, but you can have fun unlocking it, anyway. Still can't seem to figure out how to get smoke, fog, fire, and flies to show up. I can position it, the 3D editor thinks it's there, and…
Big audio update. I am still not quite certain what the best way to handle this, as I do not have the sound budget to to both appropriate SFX and objective-by-objective music. I am also strongly tempted to go with no music and just the howling wind and other environmental effects, to give it a very spare feeling. Opinions…
I mean actually using the "interact with item" quests on the storyboard. For example, with the research you're supposed to bring back, you're told to go get it and told where it is (it's not hidden), but the quest path is leading straight to the portal home and you don't actually need to pick up the research to complete…
Being repeatedly rooted by overlapping spike traps is bad. Don't do it. It does not kill PCs, it just makes them irritated and bored. The wide variety of monsters working together (and which the Nashers have at their disposal) stretches credibility some. The "fight to subdual" option is well used when you're dueling…
OK. I've recolored much of the dialogue, and also given Gareth a much larger conversation to have that helps you get an idea of what's going on if you're curious and confused, which some people have indicated; also updated the DM tips to more directly answer some of the questions I've gotten out here. I'm finding something…