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.