zocat1Member, Neverwinter Beta UsersPosts: 27Arc User
edited May 2013
Played through 2 & 3 (3 & 4^^).
Both were really well done!
Dont have to say anything about (new) 3.
4 was also awesome, but I wanted to ask about the side missions. Is the Nasher camp the one where I find the Alchemist's daughter? If yes, it would be cool if the merchant's wife would have a new dialog option after I killed the bandits.
Also I had problems understanding the Alchemist's daughter's directions. "Near the waterfall" didnt really cut it, since I couldnt make out a river/waterfall on the map (might be me being stupid^^). "North of here, by the waterfall" might be better.
Your space pig mentions something along the lines of "Do you realize that those comic relief episodes only happen during odd chapters? Not so odd now, right?". It's probably a remnant of your previous ordering, but they now happen during even chapters
That said - still really awesome campaign. One of the few where I personally feel a connection to the characters.
0
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Thank you Zocat, yeah sadly the space chickens and piggies were originally in the "odd" chapters, but since a lot of people didn't seem to know what a prologue was i had to rename the quests.
(Over 1,000 people played chapter 1 before the prologue back during this naming set)
I am actually in the foundry right now updating the forest. There were a couple errors i noticed when i ran through it with some fans of the series. Horses in the nashar camp weren't named for example... one of the orc flags was flying haha, and some other minor details. Version 1.03 should fix some of those errors.
I am also going to add a follow up conversation for the merchant wife as well. And I will alter the alch's daughter convo to better give direction, maybe something like follow the road to the north?
The last boss can be rather difficult (not mob stacking, actual challenge) bring your potions.
it was challenging mainly due to the annoying knockbacks, and the fire in the room made it a bit difficult to see sometimes when they were all overlapping the fire attacks
0
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Yeah different classes have different challenges with that fight. With my Guardian for example I had trouble with phase 4. It is still doable with all classes. I test all my quests at level 30 with all classes before I publish them.
i did it with my CW at about 32, it was rough, and i died a couple of times, but it was satisfying at the end, but what i ended up doing was draggin them downstairs where there wasnt any fires and i had more room to maneuver
0
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Haha nice, that works! I changed some of the traps around in the dungeon, some people were reporting getting stuck on them. I also added quest trails to the side quests in the forest.
stuck in the house can't go trough portal
chapter 1: and talking to anyone around doesn't helps. near the portal Tiaga doesn't say anything that opens the portal... i have no idea of how to proceed even abandoning this quest.
chapter 4 :
After killing the mobs up north at their campsite, I get directed back at the ancient temple to put the orb back.
When I click the Pedestal I get the message "You can't use this object right now"...
0
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
chapter 4 :
After killing the mobs up north at their campsite, I get directed back at the ancient temple to put the orb back.
When I click the Pedestal I get the message "You can't use this object right now"...
After you kill the goblins in their camp, look in the crate next to the boss goblin's spawn point. There is a portal orb there that you take back to the pedestal. Which will allow you to complete it.
As far as spawning in Chapter 1, I am not sure why you are having that problem, sounds like a random bug that's outside of my control. Try dropping the quest, re-logging, and picking it up again.
Please tell me you added the punchdaggers into it in some way?
My only claim to fame is that I am the reason that punchdaggers (As bad as they were, LoL) were in the game. One of the original guys who worked on it was in my everquest guild. And at one point he was asking about stuff that other GM's used in their games. I had a list of stuff, but the punchdaggers were the only thing that made it in.
Everlight - A Prologue
Shortcode: NW-DM417VRJK
Combat orientated Mission, with a little bit of story to move you along.
0
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Some things are difficult to bring into the foundry. We will see
first with nobel woman version that walks there and the flying angel that just appears there.
0
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Hmm, so in chapter one, after you speak with the noble woman, follow her downstairs, there will be a door that leads you to the portal chamber. Once in the chamber, either follow her to the portal or run past her. When you get to the portal chamber talk with her again and she will give you an item called a spirit anchor.
When you have that the portal will become available to you, and you can travel to the world of Darwinia. Give that a try. For chapter 2, it is pretty similar in nature, talk with her some learn about what's doing on, head to the portal and you're on your way.
Chapter 3 is a bit different, and i wish not to give away the surprise on the forums. If you are having trouble, feel free to IM me in game, @drakedge2
A story driven quest, with a fun and challenging amount of combat, that takes you into the world of Planescape, carefully hand crafted by me.
0
narathkorMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I am trying out your prologue (chapt 1 now) and I did not get very far, I got to speak with the noble woman, but i tried every dialogue option she has and the quest does not advance.
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Yeah we're talking in IM right now live in game. I have no idea why this is happening. I checked the dialog, and played the game myself. All dialog options lead to the same conclusion, Tiaga sends you to the portal room. This sounds like a really odd bug, and could be the explaination why chapter 2 has so many more plays than chapter 1.
How to fix it though, I am unsure because it plays fine for myself and a lot of others as well.
A story driven quest, with a fun and challenging amount of combat, that takes you into the world of Planescape, carefully hand crafted by me.
0
narathkorMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I dont know, you talk to her, it then a second page where she explains about being the skeleton key etc, and that she wants you to go see that king, then the only option is to hit done at the bottom.
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Oh! That's the problem okay. They need to add a scroll wheel option for dialogue that is "too long" for the chat window. It seems like your resolution on your screen is not that of what the game considers "normal"
I run the game at 1920x1080 and everything runs just fine for me. Sadly though I think the limit is like 500 characters or something before it breaks the conversation for people with smaller resolution. (or different) try just pressing 1 at that part to get through the dialogue or look for a scroll down option.
The fact that you are hitting done is canceling the conversation and not letting you continue sadly.
I just finished Chapter 2 and I must say this is definitely one of the best Foundry quests I've played (then again I haven't played that many so maybe that isn't much of a praise!). It seems like you've put a lot of effort into the story and dialogue, the level design also looks very cool though I usually prefer smaller maps.
I haven't read through this thread, but here are some comments:
Chapter 1
One of the side quests was that I had to bring ale (or was it called Kale or something?) to that bartender woman (or something like that) from the basement. So I picked up the barrel and went back to her, but there was no option to tell her I got it. Maybe I just did something wrong, didn't go back to try it again.
The whole atmosphere and interactions to NPC's was excellent, I got the feeling that something was off about the whole thing from the start. I really liked how I had the option to drink beer and something kept interrupting me.
Chapter 2
First dialogue with Tiaga:
- She enchanted my weapons 2 times and then later once more, the last time was nicely explained though. I don't know how the system works, but guess this is something that is difficult/impossible to script?
- I also have the problem that there is only the option to press Done when talking to Ariel (was that her name, can't recall) at one point.
- There was sentence about the book that went 'possesses the power to possess souls', you should probably change the first possess to something else, it just sounds clumsy.
The leap of faith moment was very cool!
The space chicken sidequest was fun, **** near killed me.
I liked that you had three paths. I took the easy path since it looked like there were only traps and those enemies **** near killed me too so well done!
Perhaps the door to the Hall of Trials should be locked before you talk to the ghost guy? Or maybe you just wanted to give the player the freedom to go wherever they wanted?
All in all I liked that you had dialogue options to roleplay a bit, a lot of quests don't. Ariel had really cool dialogue. I also like how you don't mark the precise spot where the player has to go on the map, a lot of quests do and this makes it way too easy and uninteresting in my opinion. This looks like it will be very cool once you finish all the installments and maybe add a little more content.
0
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
I just finished Chapter 2 and I must say this is definitely one of the best Foundry quests I've played (then again I haven't played that many so maybe that isn't much of a praise!). It seems like you've put a lot of effort into the story and dialogue, the level design also looks very cool though I usually prefer smaller maps.
I haven't read through this thread, but here are some comments:
Chapter 1
One of the side quests was that I had to bring ale (or was it called Kale or something?) to that bartender woman (or something like that) from the basement. So I picked up the barrel and went back to her, but there was no option to tell her I got it. Maybe I just did something wrong, didn't go back to try it again.
The whole atmosphere and interactions to NPC's was excellent, I got the feeling that something was off about the whole thing from the start. I really liked how I had the option to drink beer and something kept interrupting me.
Chapter 2
First dialogue with Tiaga:
- She enchanted my weapons 2 times and then later once more, the last time was nicely explained though. I don't know how the system works, but guess this is something that is difficult/impossible to script?
- I also have the problem that there is only the option to press Done when talking to Ariel (was that her name, can't recall) at one point.
- There was sentence about the book that went 'possesses the power to possess souls', you should probably change the first possess to something else, it just sounds clumsy.
The leap of faith moment was very cool!
The space chicken sidequest was fun, **** near killed me.
I liked that you had three paths. I took the easy path since it looked like there were only traps and those enemies **** near killed me too so well done!
Perhaps the door to the Hall of Trials should be locked before you talk to the ghost guy? Or maybe you just wanted to give the player the freedom to go wherever they wanted?
All in all I liked that you had dialogue options to roleplay a bit, a lot of quests don't. Ariel had really cool dialogue. I also like how you don't mark the precise spot where the player has to go on the map, a lot of quests do and this makes it way too easy and uninteresting in my opinion. This looks like it will be very cool once you finish all the installments and maybe add a little more content.
Thank you so much for your feedback! For chapter 1, first of all congrats for getting that far in the sidequest chain. I have not yet finished that sidequest chain yet sadly. When you picked up the barrel of Kale there should have been a sign that told you I was sorry but you reached the end of the chain for now.
When I am done with chapters 5 and 6, I am going to go back and finish the chain, it will lead you to the dungeons and explain more about the Kale giving you further details on what's going on.
Sadly with the way the dialogues work on smaller screens right now, some dialogues get cut off. Try just pressing the 1 key at the end of the longer ones until they fix that, or i painfully go back and rewrite all the dialogues to fit the 500 character limit rather than the 1000 limit that they put on the text.
I will look for that sentence I think it is in Tiaga's speech.
The enchanting the weapons thing haha, yeah I needed your weapons enchanted to explain why you could fight Balor's and survive in the Abyss at any level. Since I dont have a clue what the player is going to choose in the dialogue trees the only way to ensure it would work was to have it done in a couple spots, incase the player ended up in a part of the conversation where she didn't do it.
Easy path is actually the hardest path, a little old school DM trickery
I am glad you liked the leap of faith haha that's a new addition to that chapter.
When I finish knocking out all the dialogue errors in chapter 1, and finish the side-quest chain I will consider it finished and submit it to be featured to Cryptic.
Thank you so much for your feedback! For chapter 1, first of all congrats for getting that far in the sidequest chain. I have not yet finished that sidequest chain yet sadly. When you picked up the barrel of Kale there should have been a sign that told you I was sorry but you reached the end of the chain for now.
Ah, I did see the sign, but it said something about a dwarf so I assumed it was related to something else and didn't pay much attention to it. Or perhaps I misread/remember it wrong. I'm pretty sure the lady wasn't a dwarf.
The enchanting the weapons thing haha, yeah I needed your weapons enchanted to explain why you could fight Balor's and survive in the Abyss at any level. Since I dont have a clue what the player is going to choose in the dialogue trees the only way to ensure it would work was to have it done in a couple spots, incase the player ended up in a part of the conversation where she didn't do it.
Yeah, I got that . I suppose since she's going to enchant them in the end anyway, you might just not mention it in the first dialogue. Then again the forgetting thing was funny and suited her character so maybe just leave 1 option in the first dialogue so she wouldn't do it three times in total. But that's just nitpicking.
Easy path is actually the hardest path, a little old school DM trickery
I figured .
I just finished Chapter 3, it seemed a bit less polished and shorter than the others, but that's probably because it had a pretty linear path and less dialogue.
Some comments:
- In the beginning you can talk to Ariel before Tiaga and the exit dialogue option says you're tired and want to sleep, which is strange since you just got there. It only makes sense after you talk to Tiaga and since she tells you that Ariel has more info about... whatever, maybe you should disable talking to Ariel before that.
- I noticed that you use past tense in the dialogues, you know for the descriptive parts between speech. Why is that? I don't know if it was like that everywhere, but I think it was the same with the previous chapters.
- I think the Limbo level looked really great apart from the bright red floor. So cool that I totally didn't notice that small gap between the first two platforms and fell to my death. From the angle I usually keep my camera at (which is like straight forward) it was impossible to see.
- Following the blood trail didn't add anything, because the path was totally straightforward and it doesn't make sense that the guy in the end only appears if you investigate all of them. I actually missed the first one since they're the same color as the ground and had to go back. Maybe if you had a maze-like level or something so they could show the correct way. The conjuring things with your thoughts was pretty neat, you should add more of that!
- Very nice enemies in the Gray Wastes level. I feel like you could add more stuff there, maybe some sidequests that try to distract the player or make them feel depressed and confused.
- When I got back to the house from the portal room Tiaga spawned somewhere upstairs which was kind of confusing.
- You had the option to leave characters to die, which didn't do anything and I still had to save them so it was pointless. I don't know if you plan on that option having real consequences or not. I think it would be pretty cool if you did, but probably tricky to make work.
Uh sorry for the long text... I really like the quests so far so it would be great if they were even better!
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drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited May 2013
Thats some good feedback.
1. I will see about disabling Ariel's speech until after you speak with Tiaga so that her Dialogue makes more sense.
2. It's a habit of my writing style unfortunately. I typically write like that when I am on the fly text based role playing, bcause my train of thought is that by the time the person is done reading it, it has already happened. I am working on correcting that through out the chapters.
3. Sadly the bright red floor was the only way I figured out how to cover all the grass down there. I tried fog, fade details, and various other things. The problem comes into play where there is still some grassy areas that i can not place anything, and the fog caused too much lag to be able to do the jumping puzzle.
4. I will see if there is a way I can change up the trail of clues. Any ideas on that?
5. Around the edges there are additional pop up encounters, but I think I will add some additional "battle with yourself" sort of sidequests in there.
6. The spawning thing was because an NPC on follow won't follow you upstairs. So when the player gets to the Stairs Tiaga won't follow you anymore. As such i made her vanish and appear on the next level instead.
7. I might just remove that option, its too hard to explain further chapters if you leave her to die in the wastes haha.
I am trying out your prologue (chapt 1 now) and I did not get very far, I got to speak with the noble woman, but i tried every dialogue option she has and the quest does not advance.
Same here
I tried Chapter 1 last night of this and couldn't advance from the first step. Talking to the Noblewoman. The quest wouldn't proceed. Not sure if I missed something or I was too tired at 3AM . Ended up having to leave the foundry. Will try again tonight and hope it works as it looks seriously cool
0
drakedge2Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
I tried Chapter 1 last night of this and couldn't advance from the first step. Talking to the Noblewoman. The quest wouldn't proceed. Not sure if I missed something or I was too tired at 3AM . Ended up having to leave the foundry. Will try again tonight and hope it works as it looks seriously cool
When you get to a Dialogue that seems not to have a player response hit your 1 key. It will progress the Dialogue along. This is a problem with smaller resolutions than what the game considers normal and cuts off my longer winded texts haha. Sorry about that, I hope they fix it because I don't want to go back through and rewrite all the dialogue to meet the lower character count.
Comments
Both were really well done!
Dont have to say anything about (new) 3.
4 was also awesome, but I wanted to ask about the side missions. Is the Nasher camp the one where I find the Alchemist's daughter? If yes, it would be cool if the merchant's wife would have a new dialog option after I killed the bandits.
Also I had problems understanding the Alchemist's daughter's directions. "Near the waterfall" didnt really cut it, since I couldnt make out a river/waterfall on the map (might be me being stupid^^). "North of here, by the waterfall" might be better.
Your space pig mentions something along the lines of "Do you realize that those comic relief episodes only happen during odd chapters? Not so odd now, right?". It's probably a remnant of your previous ordering, but they now happen during even chapters
That said - still really awesome campaign. One of the few where I personally feel a connection to the characters.
(Over 1,000 people played chapter 1 before the prologue back during this naming set)
I am actually in the foundry right now updating the forest. There were a couple errors i noticed when i ran through it with some fans of the series. Horses in the nashar camp weren't named for example... one of the orc flags was flying haha, and some other minor details. Version 1.03 should fix some of those errors.
I am also going to add a follow up conversation for the merchant wife as well. And I will alter the alch's daughter convo to better give direction, maybe something like follow the road to the north?
it was challenging mainly due to the annoying knockbacks, and the fire in the room made it a bit difficult to see sometimes when they were all overlapping the fire attacks
chapter 1: and talking to anyone around doesn't helps. near the portal Tiaga doesn't say anything that opens the portal... i have no idea of how to proceed even abandoning this quest.
After killing the mobs up north at their campsite, I get directed back at the ancient temple to put the orb back.
When I click the Pedestal I get the message "You can't use this object right now"...
After you kill the goblins in their camp, look in the crate next to the boss goblin's spawn point. There is a portal orb there that you take back to the pedestal. Which will allow you to complete it.
As far as spawning in Chapter 1, I am not sure why you are having that problem, sounds like a random bug that's outside of my control. Try dropping the quest, re-logging, and picking it up again.
My only claim to fame is that I am the reason that punchdaggers (As bad as they were, LoL) were in the game. One of the original guys who worked on it was in my everquest guild. And at one point he was asking about stuff that other GM's used in their games. I had a list of stuff, but the punchdaggers were the only thing that made it in.
Shortcode: NW-DM417VRJK
Combat orientated Mission, with a little bit of story to move you along.
Update: Merge complete.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Hello, which chapter did you get stuck in? There are a lot of portals. Thank you.
When you have that the portal will become available to you, and you can travel to the world of Darwinia. Give that a try. For chapter 2, it is pretty similar in nature, talk with her some learn about what's doing on, head to the portal and you're on your way.
Chapter 3 is a bit different, and i wish not to give away the surprise on the forums. If you are having trouble, feel free to IM me in game, @drakedge2
Tsumoro did an amazing play through of my chapter 1. Check it out here.
http://www.youtube.com/watch?v=CjuL5RmdSa0
The Sins of the Father NW-DLN6BC8NX
A Name For Yourself NW-DRBWMCFL4
Click Here To Visit The Official Thread
How to fix it though, I am unsure because it plays fine for myself and a lot of others as well.
The Sins of the Father NW-DLN6BC8NX
A Name For Yourself NW-DRBWMCFL4
Click Here To Visit The Official Thread
I run the game at 1920x1080 and everything runs just fine for me. Sadly though I think the limit is like 500 characters or something before it breaks the conversation for people with smaller resolution. (or different) try just pressing 1 at that part to get through the dialogue or look for a scroll down option.
The fact that you are hitting done is canceling the conversation and not letting you continue sadly.
I haven't read through this thread, but here are some comments:
Chapter 1
One of the side quests was that I had to bring ale (or was it called Kale or something?) to that bartender woman (or something like that) from the basement. So I picked up the barrel and went back to her, but there was no option to tell her I got it. Maybe I just did something wrong, didn't go back to try it again.
The whole atmosphere and interactions to NPC's was excellent, I got the feeling that something was off about the whole thing from the start. I really liked how I had the option to drink beer and something kept interrupting me.
Chapter 2
First dialogue with Tiaga:
- She enchanted my weapons 2 times and then later once more, the last time was nicely explained though. I don't know how the system works, but guess this is something that is difficult/impossible to script?
- I also have the problem that there is only the option to press Done when talking to Ariel (was that her name, can't recall) at one point.
- There was sentence about the book that went 'possesses the power to possess souls', you should probably change the first possess to something else, it just sounds clumsy.
The leap of faith moment was very cool!
The space chicken sidequest was fun, **** near killed me.
I liked that you had three paths. I took the easy path since it looked like there were only traps and those enemies **** near killed me too so well done!
Perhaps the door to the Hall of Trials should be locked before you talk to the ghost guy? Or maybe you just wanted to give the player the freedom to go wherever they wanted?
All in all I liked that you had dialogue options to roleplay a bit, a lot of quests don't. Ariel had really cool dialogue. I also like how you don't mark the precise spot where the player has to go on the map, a lot of quests do and this makes it way too easy and uninteresting in my opinion. This looks like it will be very cool once you finish all the installments and maybe add a little more content.
Thank you so much for your feedback! For chapter 1, first of all congrats for getting that far in the sidequest chain. I have not yet finished that sidequest chain yet sadly. When you picked up the barrel of Kale there should have been a sign that told you I was sorry but you reached the end of the chain for now.
When I am done with chapters 5 and 6, I am going to go back and finish the chain, it will lead you to the dungeons and explain more about the Kale giving you further details on what's going on.
Sadly with the way the dialogues work on smaller screens right now, some dialogues get cut off. Try just pressing the 1 key at the end of the longer ones until they fix that, or i painfully go back and rewrite all the dialogues to fit the 500 character limit rather than the 1000 limit that they put on the text.
I will look for that sentence I think it is in Tiaga's speech.
The enchanting the weapons thing haha, yeah I needed your weapons enchanted to explain why you could fight Balor's and survive in the Abyss at any level. Since I dont have a clue what the player is going to choose in the dialogue trees the only way to ensure it would work was to have it done in a couple spots, incase the player ended up in a part of the conversation where she didn't do it.
Easy path is actually the hardest path, a little old school DM trickery
I am glad you liked the leap of faith haha that's a new addition to that chapter.
When I finish knocking out all the dialogue errors in chapter 1, and finish the side-quest chain I will consider it finished and submit it to be featured to Cryptic.
Yeah, I got that . I suppose since she's going to enchant them in the end anyway, you might just not mention it in the first dialogue. Then again the forgetting thing was funny and suited her character so maybe just leave 1 option in the first dialogue so she wouldn't do it three times in total. But that's just nitpicking.
I figured .
I just finished Chapter 3, it seemed a bit less polished and shorter than the others, but that's probably because it had a pretty linear path and less dialogue.
Some comments:
- In the beginning you can talk to Ariel before Tiaga and the exit dialogue option says you're tired and want to sleep, which is strange since you just got there. It only makes sense after you talk to Tiaga and since she tells you that Ariel has more info about... whatever, maybe you should disable talking to Ariel before that.
- I noticed that you use past tense in the dialogues, you know for the descriptive parts between speech. Why is that? I don't know if it was like that everywhere, but I think it was the same with the previous chapters.
- I think the Limbo level looked really great apart from the bright red floor. So cool that I totally didn't notice that small gap between the first two platforms and fell to my death. From the angle I usually keep my camera at (which is like straight forward) it was impossible to see.
- Following the blood trail didn't add anything, because the path was totally straightforward and it doesn't make sense that the guy in the end only appears if you investigate all of them. I actually missed the first one since they're the same color as the ground and had to go back. Maybe if you had a maze-like level or something so they could show the correct way. The conjuring things with your thoughts was pretty neat, you should add more of that!
- Very nice enemies in the Gray Wastes level. I feel like you could add more stuff there, maybe some sidequests that try to distract the player or make them feel depressed and confused.
- When I got back to the house from the portal room Tiaga spawned somewhere upstairs which was kind of confusing.
- You had the option to leave characters to die, which didn't do anything and I still had to save them so it was pointless. I don't know if you plan on that option having real consequences or not. I think it would be pretty cool if you did, but probably tricky to make work.
Uh sorry for the long text... I really like the quests so far so it would be great if they were even better!
1. I will see about disabling Ariel's speech until after you speak with Tiaga so that her Dialogue makes more sense.
2. It's a habit of my writing style unfortunately. I typically write like that when I am on the fly text based role playing, bcause my train of thought is that by the time the person is done reading it, it has already happened. I am working on correcting that through out the chapters.
3. Sadly the bright red floor was the only way I figured out how to cover all the grass down there. I tried fog, fade details, and various other things. The problem comes into play where there is still some grassy areas that i can not place anything, and the fog caused too much lag to be able to do the jumping puzzle.
4. I will see if there is a way I can change up the trail of clues. Any ideas on that?
5. Around the edges there are additional pop up encounters, but I think I will add some additional "battle with yourself" sort of sidequests in there.
6. The spawning thing was because an NPC on follow won't follow you upstairs. So when the player gets to the Stairs Tiaga won't follow you anymore. As such i made her vanish and appear on the next level instead.
7. I might just remove that option, its too hard to explain further chapters if you leave her to die in the wastes haha.
Same here
I tried Chapter 1 last night of this and couldn't advance from the first step. Talking to the Noblewoman. The quest wouldn't proceed. Not sure if I missed something or I was too tired at 3AM . Ended up having to leave the foundry. Will try again tonight and hope it works as it looks seriously cool
When you get to a Dialogue that seems not to have a player response hit your 1 key. It will progress the Dialogue along. This is a problem with smaller resolutions than what the game considers normal and cuts off my longer winded texts haha. Sorry about that, I hope they fix it because I don't want to go back through and rewrite all the dialogue to meet the lower character count.