Please post bugs for Anatoliy's Shattered Gates of SlaughterGarde BETA release here. Bugs only: suggestions, comments, and questions go in the main thread HERE. Remember that this is a Beta release and is a very different approach to mod-making than the original game or Co8's two TCs: this is more of an attempt to recreate the PnP experience. Known issues: - the maps are all sharing an art asset, so you can see other maps outside your current one. That will be fixed. - monsters spawn as you open doors etc, rather than being (in most cases) pre-existant mobs. This is, again, to achieve the PnP feel where the DM reads out the description when you open the door and then you have at it. Not unlike the ToEE tutorial for those who remember. And now, for the embarrassing part - because I foolishly didn't follow my first instincts and start a Bug Thread, the first bug post had to be moved here, and it went to the start because it was written earlier (oi....) so: following is FDR4Prez's first bug post. And a fine post it is. OK, I've played thru what I could. It takes a little getting use to the 2d maps, but it isn't so bad. I found some stuff during game play to discuss. Recommendation #1: When meeting the Gatehouse Guard, his last sentence sounds a little odd: "Please note there is a limit to how many spells I can cast" it sounds a little odd. Rephrasing it to be something like, "please take note that there is a limit to my powers", or something that doesn't sound like a game mechanic, would be my recommendation. Recommendation #2: Get rid of the swaying people in the tavern. They are all swaying like they are drunk at a concert. It doesn't look right at all. Or keep one swaying guy and give him more a drunkard popup when you attempt to talk with him, but the other people can be normal people standing around in a bar/tavern. Recommendation #3: In the middle of the tavern there is a locked door that you can't see, so maybe the map needs to be adjusted just a bit. But more importantly if you break the door down in the middle of the tavern (in the middle of a crowd), then there should be consequences such as the town guards being notified and getting into a bar fight, etc. I understand that you don't want to end the game by having them get arrested, kicked out of town, getting into a fight with the town, etc. But breaking into a locked room (busting down the door or picking the lock) in the middle of a crowded tavern should be no-no. Issue #1: When talking with Maug, the possible replies are not spaced properly and are on top of each other. Issue #2: When looting the desk in the creeper room, there are many items that are not shown: The many blank parchments The quill and jar of ink Issue #3 (maybe?) When i fought the red hound in the purple circle I did it all with range weapons. It never used its quills to fight back. It just stood there and took the damage from arrows/slings until it was dead. Quite an underwhelming fight... similar to the ankheg in the pit. Shouldn't the ankheg spit acid for up to 30ft? Were my guys just too far away for their ranged attacks? Both of these were like shooting fish in a barrel - seemed pointless Issue #4: When I attempt to go to the North Road, the game crashes: overall not a bad start.
Official bug list: Orange means verified, green means fixed. 1) The following description.mes entries need overriding: - Gateguard (14042, replace with Friar, and 20029 with Br Antoninus) Fixed, awaiting release 2) The following art assets need to be incorporated: - blank parchment (proto 12888) Fixed v0.91 - ink pot (proto 12886) Fixed v0.91 - quill (proto 12887) Fixed v0.91 3) Dlg fix Maug line 5 (see post 1) Fixed, awaiting release 4) Dlg change Cleric line 40 (see post 1) Fixed, awaiting release 5) Ankheg does not attempt a ranged attack 6) Howler does not attempt ranged attack (quills being for melee?) 7) CTD when attempting use 'North Road' option at Sumberton sign post. Fixed v0.91 8) Area names incorrect (Verbobonc etc) Fixed v0.91 9) Hobgoblin archer in L2 sometimes approaches before firing 10) Vintra's shop not working yet 11) There is a misspelling of warerat - should be wererat Fixed, awaiting release 12) T16 does not have south entrance handling prompter, enemies do not immediately appear when approached from south Fixed, awaiting release 13) The Laborartory respawns at some point, possibly when the Temple becomes available 14) Sneaking characters do not always trigger the encounters. 15) Incorrect pricing in vendor respawn inventory: +3 plate sells at market for same price as +1 plate Fixed, awaiting release 16) Incorrect pricing in vendor respawn inventory: one of the magic crossbows sells for 4 cp Fixed, awaiting release 17) The Longbow of Frost is (in protos.tab) priced at 18075, should presumably be the same as Longbow of Flame at 8375.
Will do, and 'Gatehouse Guard' is a bug too We obviously frequent different taverns Taken under advisement. The number of interesting denizens of Sumberton (and the pub) will swell in time. I haven't figured a way to make the doors more visible while blocking the area beyond. In ToEE etc - having walls - it's a slightly different kettle of fish. What we did do was just remove all the doors, except for visible and / or essential ones like this one. As for it causing a reaction - yes it should The other issues are all bugs, thanks for picking them up
When you enter the cave for the first time it creates the "auto-save" save slot. If you load that auto-save, then the cave does not populate/spawn anything. You can walk around the entire cave and it is completely empty.
For the first battle in the cave there is that one hidden hobgoblin archer. Sometimes he runs right up to the melee combatants and starts firing. Sometimes he will stay in his hole and fires.
Will try to optomise that archer Three precepts were handed down by the Circle, Four proverbs passed down from ancient days Never to use auto save Never to save during battle Never to place an NPC in the left-most party position Never to piss Lord Spike off Follows these rules, o my son, that your time in the mods may be fertile and full of joy.
Confirmed, working on it. Edit 1: Hello .gitignore )) Code: # SQL Server files *.mdf *.ldf It did not include new mesh mdf files. Damn. The fix will be ready shortly.
Fixed issues: Issue #4: When I attempt to go to the North Road, the game crashes. When you enter the cave for the first time it creates the "auto-save" save slot. Issue #8 Area names incorrect (Verbobonc etc) Issue #2 missing proto portraits of blank parchment, book, jar, quill etc were missing; Will be ready in version 0.91 to be released today. Accumulating other fixes ...
Anatoliy, how will the fixes be incorporated? Will we have to download the whole thing again from GitHub?
That explains it Ok, here are the missing art assets (plus some for future use). Sorry I left these out, I can't find anywhere that I sent them. EDIT: Just saw you fixed this - you had them? Heh, there you go