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Foundry Limitations

ac1ds74rac1ds74r Member Posts: 9 Arc User
edited March 2014 in The Foundry
I was curious, does the foundry limit the amount of damage percentage of traps and such? also, I've been trying to find out for hours about that and whether or not there can be freindly NPCs that fight alongside the players as an ally.

I'm excited to move foreward but without these two things as information I can't continue forward with what i'd hoped to achieve once starting my storyline.


thanks for information in advance.
Post edited by ac1ds74r on

Comments

  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    There is no control over trap damage, you'll have to experiment to get what you want.

    Guard encounters are friendly to the pc and will fight, costume them as needed. They can die. Regular placed npc's can not die, but can not fight either.
  • drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    What ever you do, do not stack spike traps. You will perma root your player and annoy them to death.
    8IxArUQf.jpg
    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.
  • ac1ds74rac1ds74r Member Posts: 9 Arc User
    edited May 2013
    thanks for that heads up on the spike traps. I was hoping to get more or less instant kill/ 85% health damage on my traps so there was more incentive to not run in and butcher everything in sight and get loot at the end
  • drakedge2drakedge2 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 0 Arc User
    edited May 2013
    Yeah I had the same thoughts with my traps as well, and ran into a problem when I tried stacking them to make them more deadly. It won't kill the player, just root them and annoy them. Sadly your best bet for now is to just stagger traps down a hall or something so that there is a lot of them and makes the player adjust their pathing to avoid it.
    8IxArUQf.jpg
    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.
  • keylord02keylord02 Member Posts: 0 Arc User
    edited May 2013
    One way to get great scary damage is to stack a bunch of spell plague crackling electricity things on top of each other. I dropped about 10-20 and had a great little blob of quick damage over time in one of my maps!

    As for guard NPCs, I heard that if you use them, the player gets no XP, so keep that in mind!
    Tomb of Wernar by @Lya
    Short code: NW-DJGYNI7NH

    In this old school-style adventure, the hero(es) explore an old ruined castle while searching for a fabled magic item at the behest of a wizard.
  • ac1ds74rac1ds74r Member Posts: 9 Arc User
    edited May 2013
    not having XP would kind of defeat the purpose, but you said those were in the encounters section? I'll have to take a look
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    ac1ds74r wrote: »
    not having XP would kind of defeat the purpose, but how would one use the gaurd NPCs? i didn't/ still dont see anything pertaining to them at all
    Guard npcs are a regular encounter you can place like any other, except friendly to the player.

    The xp thing is to prevent the obvious exploit of having guards kill all the enemies.
  • ac1ds74rac1ds74r Member Posts: 9 Arc User
    edited May 2013
    I ended up finding them, however it looks like some of the functions are broken. I'm wanting them to follow a path to the edge of the first room to help the player fight through, however the loop patrol function isn't allowing me to make patrol points. is this broken?
  • kamaliiciouskamaliicious Member, NW M9 Playtest Posts: 0 Arc User
    edited May 2013
    ac1ds74r wrote: »
    I ended up finding them, however it looks like some of the functions are broken. I'm wanting them to follow a path to the edge of the first room to help the player fight through, however the loop patrol function isn't allowing me to make patrol points. is this broken?
    You get a waypoint appearing by the encounter, select the waypoint and pick the new waypoint before or new waypoint after options. Repeat until you have the needed number of waypoints, and arrange.
  • beringtomberingtom Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 42
    edited May 2013
    If using the guards, do that remove xp in the entire foundry or just a set area?
  • hallipohallipo Member Posts: 54
    edited May 2013
    I would like to know if there are limitations on how many interactive objects are in a map. I have 4 in one, that drop clues the the final story, but i can't seem to get them to separate. When I change one, they all change and it is becoming very aggravating.
    [SIGPIC][/SIGPIC]
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    hallipo wrote: »
    I would like to know if there are limitations on how many interactive objects are in a map. I have 4 in one, that drop clues the the final story, but i can't seem to get them to separate. When I change one, they all change and it is becoming very aggravating.

    Do you have them all as part of the same objective?
    [SIGPIC][/SIGPIC]
  • hallipohallipo Member Posts: 54
    edited May 2013
    I guess i did, argh, well, to understand the story, I have to get people to look where I want them to..*shrug* guess I will remove them and hope for the best? heh
    [SIGPIC][/SIGPIC]
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    hallipo wrote: »
    I guess i did, argh, well, to understand the story, I have to get people to look where I want them to..*shrug* guess I will remove them and hope for the best? heh

    Most of my objectives are hidden after a certain point in my quest, due to the limitations that ensue when you have an NPC or object connected to a story objective.
    [SIGPIC][/SIGPIC]
  • hallipohallipo Member Posts: 54
    edited May 2013
    wuhsin wrote: »
    Most of my objectives are hidden after a certain point in my quest, due to the limitations that ensue when you have an NPC or object connected to a story objective.
    Thank you, glad it wasn't just me being ...me. >.< This is my first time trying one of these programs.

    Is falling through the world commonplace as well. I'm having issues with that as well upon entering or changing maps.
    [SIGPIC][/SIGPIC]
  • wuhsinwuhsin Banned Users Posts: 0 Arc User
    edited May 2013
    hallipo wrote: »
    Thank you, glad it wasn't just me being ...me. >.< This is my first time trying one of these programs.

    Is falling through the world commonplace as well. I'm having issues with that as well upon entering or changing maps.

    Surprisingly I have had absolutely no problems with that, but my quest just uses one map so that's probably why.
    [SIGPIC][/SIGPIC]
  • reichlynreichlyn Member Posts: 35
    edited February 2014
    also, to get patrol points to show at first you need to be in layout mode. They wont initially show in detail mode
  • eldartheldarth Member Posts: 4,494 Arc User
    edited March 2014
    Falling through map is common if you switch in and out of edit mode. If Ctrl-R doesn't fix you, turn off editing and go back into 2D editor and right-click on map and select Play From Here.
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