I've been told that in spite of placing mobs at opposite end of rooms farther away from closed doors they still agro through closed door on occassion... gg Cryptic.:( I've been trying to implement a solution - the suggested one via component reached/complete using the doors does not work because apparently interior doors can't be used as components...
So I'm currently going to box in all encounters with invisible walls and put place markers past the doors, once you step on those markers the walls boxing the mobs will go away... If you guys can think of a better solution please tell me.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
have the invis wall behind the doors despawn on component (doors) complete. rather then a reach point but both would work
Maybe I'm doing something wrong, but I could not use the interior human doors (or whatever they're called) in component complete. So, I just put place markers and used those to despawn the invisible walls... So far I think everything worked perfectly... but then again I guess I'll never know until someone else tells me they got agro - I just can't manage it.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Reviewed Assassination Contract and enjoyed the enviroment and the story. Always gonna be in love with detailed maps like yours, i liked that Brainy guy too, so much fun!
Overall: The maps were very detailed and the difficulty was perfect, at least for me! (Normal mode was chosen).
Hope to see more from you!
Check out my campaign "A time of need" NWS-DK9TIAT7J! I'm still seeking and trading reviews, feel free to send me a message with your foundry code and I will play them as soon as possible.
Reviewed Assassination Contract and enjoyed the enviroment and the story. Always gonna be in love with detailed maps like yours, i liked that Brainy guy too, so much fun!
Overall: The maps were very detailed and the difficulty was perfect, at least for me! (Normal mode was chosen).
Hope to see more from you!
Thank you for your kind words mate!
I'm always working on those maps... I shall not stop till i hit the detail cap hehehe.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
This quest is with stunning customization. Impressive imagination. The negative side is that I got depressed of the plot lol Good job.
Thanks mate. The tale is going to get a lot sadder... It's about Sorrow to some extent.
I try to make almost all enemies/npcs unique. Still improving it, I'll probably make some changes to enemies in the near future.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Hopefully the agro through doors issue is now completely eradicated.
Some major interior reworkings. The improvement of Car Aglayr continues apace.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
0
crowgate1Member, Neverwinter Knight of the Feywild UsersPosts: 12Arc User
edited August 2013
Hi, I'll give it a try and review... if you have the time, would you play and review mine in return? It's my first go at a foundry quest, and takes 20-25 minutes...
NW-DGVPL17X5 Thunderhorn... moderate combat, designed for solo...
NW-DGVPL17X5 THUNDERHORN - willing to trade reviews, thanks!
Hi, I'll give it a try and review... if you have the time, would you play and review mine in return? It's my first go at a foundry quest, and takes 20-25 minutes...
NW-DGVPL17X5 Thunderhorn... moderate combat, designed for solo...
Sure! I always return the review trade.
EDIT: Played and reviewed it.
Good combat run, I recommend maybe adding a waypoint to first objective (although i guess you want the player to _find_ that place), and adding some more details to environments to flesh them out better. It was good exp, and had good difficulty I thought - not too hard and not too easy, just right for my exping character at least.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
I'm currently experiencing a weird bug with my latest version in foundry:
I made some static lights disappear during an objective, then on objective complete new duplicated lights reappear in their place... (wish cryptic gave us the option to reappear stuff without duplicating) The problem is all the lights load up from the beginning making the room uber bright, and they do not disappear at all... Is this a foundry bug only and the quest will run fine on live? Anyone know?
EDIT: I'm going to publish this version and check if it works on live... So if anyone is going to play the foundry in the next hour or so you might experience some 2x lights.
EDIT: I HAVE TEMPORARELY WITHDRAWN THE QUEST TO FIX STUFF.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Major rework of the end scene in this update (besides fixing previous issue). The rework of the end scene took me forever due to technical difficulties -and ultimately got rushed because I wanted to test the lights bug on live . Shifting perception is such a pain. :cool: Hopefully now it works well.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
I have had that light problem since day one. Campfires that glow before they are lit (or even there) and so forth. I tried to make the rooms red during combat and ended up with red rooms. Such is the life of an Author.
Anyway, I had thought I did yours. Glad I decided to verify.
Fun romp. I wussy'd and did it easy mode.
It almost appeared to be sort of same same in the beginning, but it did change lighting and ambience later so I have to mark this up to resource limitations.
I was going to suggest lighting, floor tiles, etc to make it appear different, and then boom, there they were heh heh.
Still can maybe switch walls to stucco or something. It does seem like a lot of the same in the first rooms.
BUT that is nit picking and would not change the overall fun that was had in there.
Also, may be a gronk on foundry part, but heard no music until Aeron? I noticed that music still cycles on and off still. Even in Enclave it will just halt at times.
Good job.
the Book Binding series by @HarbingerDrum ----> Help Defeat Lolth's Minions
[SIGPIC][/SIGPIC]
I've spent an entirely unhealthy amount of time on environments already (the trick I did in Aeron room with duplicating stuff etc with massive foundry lag took forever+1) - but I am constantly improving them anyway hehe. There was rhyme and reason behind my original environment design - basically each part of Car Aglayr had its theme and is similar within that part, but I've been constantly changing things and adding as much diversity as possible given the assets list - as you might have seen I started making weird combinations of elements to make things different hehe. Anyway I'm on a holy mission to hit the detail cap while slowly redecorating the place (although the massive foundry lag due to way too much stuff in the map is making it annoying) - so when I'll proclaim the quest 101% done, it's gonna look different than now.
Music must be a bug, I have a lot of different music going on throughout. :O No idea what happened, I even listened to pretty much all of cryptic's songs to pick the right ones. I'll probably revamp it anyway once Cryptic fix the filter stuff -mostly because I've listened to it too much and need a change hehe.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Quite a few things I was impressed by. Very nice atmosphere. It's very linear but doesn't feel that way.
Ran into two small issues - one was that sometimes, I had trouble getting to interact with the right object (e.g., the interactable paintings at the end). Another was that a couple fights started close enough to the door that companions/allies ran in and started the fight before I could see what was in the room, so I was (boringly enough) just lobbing spells blindly through the door.
Foundry Quest: Breaking the Chain NW-DELOGH4IH
(Daily eligible! Could use more reviews. Largely complete.)
I played this and it is a good quest, great story and balanced combat. I gave it a five star rating and it deserved it in my opinion.
but... and it's a small but.. almost every door is the wrong way round! It didn't detract from the quest but it was.. well, My toon is a bit simple and if he has to open a door towards him, it hits him in the face and sometimes knocks him around the side. Once or twice goes unnoticed but more than that and..
But it's a nice quest that I'd recommend to anyone.
Those doors drive me crazy. So many issues with them, I might just renounce all doors altogether... I've pretty much had it with them, having to box all mobs with invisible walls, triggers past doors to despawn them etc, and still issues makes me think I'll just edit most of those doors out of existence and if the map looks a bit unnatural without doors in places so be it...
I don't think you can rotate those doors? I think I tried and could not, maybe I'm wrong, I'm going to check again once they fix the foundry filter, I'm boycotting the foundry till then hehe.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Why not just have one door with a tick box of three choices. Open, closed, locked.
I don't know about these doors as I am yet to use them but I had the same problem with another type. My solution was that you can change the direction in the layout 2d area. If you place a door on a wall without an entrance you get a little box that can be moved. When you have the same door in a place where there is another room on the other side the green box is still there but can't be seen. if you move the room so they don't connect then it becomes visible and you can place it which side you want. This is what decides the way it opens. It's a pain but it works.
As for the threat problem, it is a problem I have had also. I have a room that is surrounded by invisible walls, it is full of encounters and is a death trap for single players. It can't be opened by accident. But dose this stop some people pulling the threat sometimes? Nope. I have tested it and tested it. If it's not fixed in the next patch the room is gone.
I have also seen mobs just walk through a 2000 foot invisible wall.
Why not just have one door with a tick box of three choices. Open, closed, locked.
I don't know about these doors as I am yet to use them but I had the same problem with another type. My solution was that you can change the direction in the layout 2d area. If you place a door on a wall without an entrance you get a little box that can be moved. When you have the same door in a place where there is another room on the other side the green box is still there but can't be seen. if you move the room so they don't connect then it becomes visible and you can place it which side you want. This is what decides the way it opens. It's a pain but it works.
As for the threat problem, it is a problem I have had also. I have a room that is surrounded by invisible walls, it is full of encounters and is a death trap for single players. It can't be opened by accident. But dose this stop some people pulling the threat sometimes? Nope. I have tested it and tested it. If it's not fixed in the next patch the room is gone.
I have also seen mobs just walk through a 2000 foot invisible wall.
Thanks for the info mate. I'll look into doors first thing when they fix the filter so i can update the foundry without foxing it up filter style.
I think I'll just renounce a lot of doors to be honest - I have seen something that blew me away in a recent run of my foundry... one of the guard companions decided to teleport to another room for some arcane reason, agro the stuff there and I could not open the door because of it... so the morale of the story is - those doors are bad... I will definitely just remove as many as possible.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
BECAUSE OF THE AGRO THROUGH DOORS BUG and the inability to open closed doors while agroed, I strongly recommend to pick easy mode if you are going to play this quest. (I have done countless runs on easy without experiencing the issue) No matter what I tried so far to fix this bug, such as boxing in mobs with invisible walls despawning when you reach place markers past the doors, this bug persists and can ruin the quest. Companions can also decide to teleport to other rooms and agro things, just because... Sigh. I will look into removing as many doors as possible and alternative solutions once the foundry filter issue is solved. (such as spawning encounters at various moments rather than having them spawned since the beginning etc)
Further development is on hold till the filter is solved, once they fix the filter (if they fix it before I quit this game) my first priority will be to make this quest into a smooth daily foundry run experience. I will remove doors, do some things to facilitate faster playthroughs etc. Having said that, I recently ran this with my lvl 60 CW (focal magi gear) in 13 minutes on easy skipping dialogue...
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Seems fastest way around the issue. I had to do the same thing in part 3, where the whole house would empty to your location on AOE attacks and/or pet feeling rambunctious. That one really got my ire, since it took a very long time to place those invisible walls between the floors with the finished house and 500 objects surrounding me.
THEN it had the audacity to not always work. So plan B, spawn on interactions <sigh>.
the Book Binding series by @HarbingerDrum ----> Help Defeat Lolth's Minions
[SIGPIC][/SIGPIC]
Seems fastest way around the issue. I had to do the same thing in part 3, where the whole house would empty to your location on AOE attacks and/or pet feeling rambunctious. That one really got my ire, since it took a very long time to place those invisible walls between the floors with the finished house and 500 objects surrounding me.
THEN it had the audacity to not always work. So plan B, spawn on interactions <sigh>.
Hmmm, I didn't realize those human interior doors could be used for that? They can't (or could not) be used in component conditions for one. I'll look into it though whenever (if) they fix the filter... till then I'm scared of even opening up the foundry to check on things.
Assassination ContractNW-DOD6JMS5H - story + combat. Trading reviews.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
I had journals throughout the house. As the player examines each one, the mob at the next journal appears.
I just checked the doors. You can use them for interaction but it seems to bug the door. So that leaves a dialog interaction or Markers scattered along the players path.
the Book Binding series by @HarbingerDrum ----> Help Defeat Lolth's Minions
[SIGPIC][/SIGPIC]
Comments
So I'm currently going to box in all encounters with invisible walls and put place markers past the doors, once you step on those markers the walls boxing the mobs will go away... If you guys can think of a better solution please tell me.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
The Lost Keep NW-DS1XBAK7D An experiment Daily Foundry
The Ruined Temple NW-DBHC7MUBL Latest and last one Daily Foundry
Maybe I'm doing something wrong, but I could not use the interior human doors (or whatever they're called) in component complete. So, I just put place markers and used those to despawn the invisible walls... So far I think everything worked perfectly... but then again I guess I'll never know until someone else tells me they got agro - I just can't manage it.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Overall: The maps were very detailed and the difficulty was perfect, at least for me! (Normal mode was chosen).
Hope to see more from you!
Thank you for your kind words mate!
I'm always working on those maps... I shall not stop till i hit the detail cap hehehe.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Family Secrets NW-DM71LY21M
Thanks mate. The tale is going to get a lot sadder... It's about Sorrow to some extent.
I try to make almost all enemies/npcs unique. Still improving it, I'll probably make some changes to enemies in the near future.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Updated the quest before going to bed.
Hopefully the agro through doors issue is now completely eradicated.
Some major interior reworkings. The improvement of Car Aglayr continues apace.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
NW-DGVPL17X5 Thunderhorn... moderate combat, designed for solo...
Sure! I always return the review trade.
EDIT: Played and reviewed it.
Good combat run, I recommend maybe adding a waypoint to first objective (although i guess you want the player to _find_ that place), and adding some more details to environments to flesh them out better. It was good exp, and had good difficulty I thought - not too hard and not too easy, just right for my exping character at least.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
I made some static lights disappear during an objective, then on objective complete new duplicated lights reappear in their place... (wish cryptic gave us the option to reappear stuff without duplicating) The problem is all the lights load up from the beginning making the room uber bright, and they do not disappear at all... Is this a foundry bug only and the quest will run fine on live? Anyone know?
EDIT: I'm going to publish this version and check if it works on live... So if anyone is going to play the foundry in the next hour or so you might experience some 2x lights.
EDIT: I HAVE TEMPORARELY WITHDRAWN THE QUEST TO FIX STUFF.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Major rework of the end scene in this update (besides fixing previous issue). The rework of the end scene took me forever due to technical difficulties -and ultimately got rushed because I wanted to test the lights bug on live . Shifting perception is such a pain. :cool: Hopefully now it works well.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
I have had that light problem since day one. Campfires that glow before they are lit (or even there) and so forth. I tried to make the rooms red during combat and ended up with red rooms. Such is the life of an Author.
Anyway, I had thought I did yours. Glad I decided to verify.
Fun romp. I wussy'd and did it easy mode.
It almost appeared to be sort of same same in the beginning, but it did change lighting and ambience later so I have to mark this up to resource limitations.
I was going to suggest lighting, floor tiles, etc to make it appear different, and then boom, there they were heh heh.
Still can maybe switch walls to stucco or something. It does seem like a lot of the same in the first rooms.
BUT that is nit picking and would not change the overall fun that was had in there.
Also, may be a gronk on foundry part, but heard no music until Aeron? I noticed that music still cycles on and off still. Even in Enclave it will just halt at times.
Good job.
[SIGPIC][/SIGPIC]
1- 20, 2- 35, 3- 18, 4- 20 min
Comments to -> the Book Binding
I've spent an entirely unhealthy amount of time on environments already (the trick I did in Aeron room with duplicating stuff etc with massive foundry lag took forever+1) - but I am constantly improving them anyway hehe. There was rhyme and reason behind my original environment design - basically each part of Car Aglayr had its theme and is similar within that part, but I've been constantly changing things and adding as much diversity as possible given the assets list - as you might have seen I started making weird combinations of elements to make things different hehe. Anyway I'm on a holy mission to hit the detail cap while slowly redecorating the place (although the massive foundry lag due to way too much stuff in the map is making it annoying) - so when I'll proclaim the quest 101% done, it's gonna look different than now.
Music must be a bug, I have a lot of different music going on throughout. :O No idea what happened, I even listened to pretty much all of cryptic's songs to pick the right ones. I'll probably revamp it anyway once Cryptic fix the filter stuff -mostly because I've listened to it too much and need a change hehe.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Ran into two small issues - one was that sometimes, I had trouble getting to interact with the right object (e.g., the interactable paintings at the end). Another was that a couple fights started close enough to the door that companions/allies ran in and started the fight before I could see what was in the room, so I was (boringly enough) just lobbing spells blindly through the door.
(Daily eligible! Could use more reviews. Largely complete.)
but... and it's a small but.. almost every door is the wrong way round! It didn't detract from the quest but it was.. well, My toon is a bit simple and if he has to open a door towards him, it hits him in the face and sometimes knocks him around the side. Once or twice goes unnoticed but more than that and..
But it's a nice quest that I'd recommend to anyone.
Those doors drive me crazy. So many issues with them, I might just renounce all doors altogether... I've pretty much had it with them, having to box all mobs with invisible walls, triggers past doors to despawn them etc, and still issues makes me think I'll just edit most of those doors out of existence and if the map looks a bit unnatural without doors in places so be it...
@antonkyle
I don't think you can rotate those doors? I think I tried and could not, maybe I'm wrong, I'm going to check again once they fix the foundry filter, I'm boycotting the foundry till then hehe.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Why not just have one door with a tick box of three choices. Open, closed, locked.
I don't know about these doors as I am yet to use them but I had the same problem with another type. My solution was that you can change the direction in the layout 2d area. If you place a door on a wall without an entrance you get a little box that can be moved. When you have the same door in a place where there is another room on the other side the green box is still there but can't be seen. if you move the room so they don't connect then it becomes visible and you can place it which side you want. This is what decides the way it opens. It's a pain but it works.
As for the threat problem, it is a problem I have had also. I have a room that is surrounded by invisible walls, it is full of encounters and is a death trap for single players. It can't be opened by accident. But dose this stop some people pulling the threat sometimes? Nope. I have tested it and tested it. If it's not fixed in the next patch the room is gone.
I have also seen mobs just walk through a 2000 foot invisible wall.
Thanks for the info mate. I'll look into doors first thing when they fix the filter so i can update the foundry without foxing it up filter style.
I think I'll just renounce a lot of doors to be honest - I have seen something that blew me away in a recent run of my foundry... one of the guard companions decided to teleport to another room for some arcane reason, agro the stuff there and I could not open the door because of it... so the morale of the story is - those doors are bad... I will definitely just remove as many as possible.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
BECAUSE OF THE AGRO THROUGH DOORS BUG and the inability to open closed doors while agroed, I strongly recommend to pick easy mode if you are going to play this quest. (I have done countless runs on easy without experiencing the issue) No matter what I tried so far to fix this bug, such as boxing in mobs with invisible walls despawning when you reach place markers past the doors, this bug persists and can ruin the quest. Companions can also decide to teleport to other rooms and agro things, just because... Sigh. I will look into removing as many doors as possible and alternative solutions once the foundry filter issue is solved. (such as spawning encounters at various moments rather than having them spawned since the beginning etc)
Further development is on hold till the filter is solved, once they fix the filter (if they fix it before I quit this game) my first priority will be to make this quest into a smooth daily foundry run experience. I will remove doors, do some things to facilitate faster playthroughs etc. Having said that, I recently ran this with my lvl 60 CW (focal magi gear) in 13 minutes on easy skipping dialogue...
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
Seems fastest way around the issue. I had to do the same thing in part 3, where the whole house would empty to your location on AOE attacks and/or pet feeling rambunctious. That one really got my ire, since it took a very long time to place those invisible walls between the floors with the finished house and 500 objects surrounding me.
THEN it had the audacity to not always work. So plan B, spawn on interactions <sigh>.
[SIGPIC][/SIGPIC]
1- 20, 2- 35, 3- 18, 4- 20 min
Comments to -> the Book Binding
Hmmm, I didn't realize those human interior doors could be used for that? They can't (or could not) be used in component conditions for one. I'll look into it though whenever (if) they fix the filter... till then I'm scared of even opening up the foundry to check on things.
I'm improving my quest on an almost daily basis - so if you come back to it after a week or so, it won't be quite the same!
I just checked the doors. You can use them for interaction but it seems to bug the door. So that leaves a dialog interaction or Markers scattered along the players path.
[SIGPIC][/SIGPIC]
1- 20, 2- 35, 3- 18, 4- 20 min
Comments to -> the Book Binding