Icewind Dale: ToEE - Total Conversion

Discussion in 'Icewind Dale Total Conversion' started by Allyx, May 7, 2016.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yes they are the same non-0 faction (faction 2 I think), I believe the beetles are meant to be fighting the Goblins, the beetles don't deliberately attack each other with melee attacks, it is quite entertaining just watching them beat 7 colours of crap out of each other, the beetles put up a good fight, but the sheer number of Goblins overpower them in the end.
     
    Last edited: Nov 21, 2016
  2. FDR4PREZ

    FDR4PREZ Established Member

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    Here are some more observations using Patch 5 and resting:

    Caravan map - yellow tent and resting incurs possibilities of Random Encounters. This appears to be working correctly.

    Orc Cave (in the caravan map) = Yellow tent, but always allowed to rest uninterrupted. Even if none of the current inhabitants are dead. This area should be red until all orcs/ogre are dead, yeah?

    Kuldahar Pass = same as above - whenever you aren't in battle, then the tent is yellow and always allowed to rest successfully. Should this area be red until all the goblins are dead?

    Mill = entering each floor starts a battle, but afterwards you get a yellow tent and always allowed to rest uninterrupted. should the mill be red until all the inhabitants are dead on all levels?

    Kuldahar Pass North = entering this area starts a battle, and afterwards yellow tent and always allowed to rest uninterrupted

    Beetle Cave = entering this area starts a battle, but afterwards yellow tent and always allowed to rest uninterrupted

    Ghereg's Tower = Always red if you kill Ghereg. If you complete the quest using a druid, then it remains red when Ghereg leaves, but if you exit and reenter, then it will be green. Sounds like a little fine-tuning is needed for this area.

    So only the Caravan map handles resting correctly - meaning possibilities of random encounters.

    I think this will be a much harder game once all the resting is straightened out.

    Also, the random encounters can be used to quickly raise some levels, so can that be mitigated to some degree?
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    No, yellow - with random encounters should be fine. I think Red camping states should be limited to areas where allowing resting would give the player an unfair advantage (EG. The party has just teleported to the destroyed Easthaven, the world is about to be overrun by an Abyss full of demons flooding through a portal... so the party decide to camp until healed, which takes 48 days).

    Agreed, the Inn was going from Red to Green when buying a room, map changes shouldn't be needed to make this alteration to camping state.
     
    Last edited: Nov 21, 2016
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    So, already prepped for the next patch, I've fixed Old Jed's and Pomab's inventories, and Pomab's shop inventory - I've had to truncate the shop inventory a little as World Ed freaks out with large inventories, and most of his was duplicate items anyway, so duplicates have been limited to 2 items, his inventory refreshes anyway, so no big deal, right?

    I will still need to make a invensource.mes entry for Uligar, swapping the Orc Axeman inventory random armour dor Lamellar armour (he's supposed to have an ac 2 better than the other Orcs) leaves him momentarily naked when entering the mill, spawning random armour for the fight, and dropping Lamellar armour as loot - not ideal.
     
  5. FDR4PREZ

    FDR4PREZ Established Member

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    Is the upper chest in the Orc Cave suppose to have loot in it? I've played two games recently and it was empty in both games.
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Yes, it's supposed to have a gem some gold and a random magic item that's not been coded yet, I'll re-check that chest's contents and add the random loot for the next build.

    I'll finish adding the invensource.mes entries for the chests, and use world ed to refresh all container inventories tomorrow morning after work, then rebuild the next patch from my game folders, just in case I missed something in the patch folder.

    Please report any Goblins with Bucklers' equipped in patch 5, they were added in error... I forgot they get +1 ac for size when calculating their armour type.
     
    Last edited: Nov 22, 2016
  7. FDR4PREZ

    FDR4PREZ Established Member

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    I don't recall seeing bucklers on goblins, but I don't normally look at their loot since they normally don't have anything noteworthy. I do recall a couple having knucklehead trout when I am gathering some unused arrows that they may have.

    in my most current game I am about to enter the Pass for the first time, so I can check again tonight.
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Cool, I think patch 5 cleared out the trout already, just need to double check the bucklers.
     
  9. FDR4PREZ

    FDR4PREZ Established Member

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    In the Pass, the goblin archers have bucklers.

    Also, is the little boy in the mill suppose to be a quest in the log book, with XP associated with it completing it? It is referenced as a quest in other sites about helping him get the courage to leave the mill and you get a hefty XP bonus for helping him.
     
  10. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok, thanks mate, I'll rob them of their bucklers, and take a look at Jermsey's quest. It would be nice if there was just enough XP in the Demo for a party of 5 to hit 4th level by the end of it, but not a big deal if they don't quite make it.
     
  11. FDR4PREZ

    FDR4PREZ Established Member

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    Here is what level I've been getting to with a party of 5:

    Killing wolves outside the Orc Cave results with me just under 2nd level, so when I enter the cave and kill the first few orcs near the entrance will get me to 2nd level.

    Then going back to town and doing the last couple quests with the contract leaves me just under 3rd level.

    So entering the Pass and killing a few goblins will get me to 3rd level.

    I don't recall reaching 4th level at the end.
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ok, I got that about the yellow tent etc business. Sounds like the areas are (mostly) set up as intended but aren't actually spawning monsters - I'm happy to do them on a case by case basis (nothing worse than a completely inappropriate RE) and will do shortly. :) Thanks for the feedback FDR.

    Al - archers that shoot fish? Well played, sir, well played. :D
     
  13. FDR4PREZ

    FDR4PREZ Established Member

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    A note about Ghereg's quest:

    I know you are not using the same XP values as from the original game, so this is just for reference, in the quest notes on Gamebanshee it says that if you successfully complete the quest you get 1200 XP points, but if you kill him then you only get 270 points. You get over 4x the XP for completing the quest and not killing him.

    In Patch 5, the XP for completing the quest is 360, but killing him nets you 810 point. So given this, there is no incentive to do this quest and simply kill him.
     
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Fair enough, maybe we can gimp his CR rating and give a better reward for that quest. Re the chests in the orc cave, three chests have loot in, but somehow each chest has an empty version stacked on top, will fix for the next version.
     
  15. FDR4PREZ

    FDR4PREZ Established Member

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    Comments/Questions about the Mill:
    According to gamebanshee, again just for reference, the Orc Captain, named Uligar, is suppose to start a seemingly useless dialog, and you are supposed to get XP for 'saving' the little boy.

    This kinda leads back to your other post about using the better ToEE the dialog system with checks, and such. This encounter could gain from such, but since it says that it always ends in a battle, then there is little point of even adding the dialog at all. I guess it helps breakup the endless sea of battles that plagues IWD.

    And in regards to the little boy that is suppose to be hiding in a hidden closet. Maybe you can keep him invisible until after the battle, and then he can suddenly appear when all the goblins are dead. Kinda like he walked out of the closet when all the baddies are dead.

    Or can you add a hidden door that allows him to appear when opened? There haven't been any secret doors, so far, in IWD, so being able to search for a secret door would be nice. And this way if you fail to find the door, then you can't complete this quest. Again just something to break up the linear scope of the game.

    Or if doing the hidden/secret door is not possible, then have him appear when you open the chest on this level?

    from gamebanshee:

    2 - Old Mill

    This old dilapidated mill has been overrun by monsters. Once inside, you'll be confronted by an Orc named Uligar and his lackeys. They demand a tribute, though you'll end up battling it out even if you give them what they seek. When they're all dead, search Uligar's remains for a scroll of Blur, some gold, and a random magic item (such as a Wand of Trap Detection or The Merry Shorthorn).

    When you're finished here, head downstairs and wipe out the Goblins calling it home. Search the basement's containers for some minor loot and then open the hidden door underneath the staircase to discover a small boy named Jermsy. Apparently the monsters killed his father and sister, but if you offer him some encouragement he will make a dash for the temple in Kuldahar. This will earn you 2400 experience points.
     
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