The 5.0.0 beta 1 Thread

Discussion in 'General Modification' started by Agetian, May 8, 2006.

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  1. Salk

    Salk Established Member

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    Re: Co8 5.0.0 beta 1 thread

    Oh there is one more thing that I would like to report and you might want to investigate. After I have been buying all the needed at the camp, I started in Hommelet and go speaking with that woman who knows much and tells you rumors in exchange of some moeny. I knew I was broke but I run the dialogue to see how many tips I would get with my little money left. Well, after two tips she says I have no more money.

    Okay, later in the game I head to the Inn and I open my inventory to see that I have a negative number in the Platinum coins column...This is very strange and probably some sort of bug. In the gold, silver and copper column there was a positive number instead.

    Thought that you might want to know about this...
     
  2. Kalshane

    Kalshane Local Rules Geek

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    Re: Co8 5.0.0 beta 1 thread

    Non-magical helms, gloves and boots serve no game purpose. The PNP D&D rules assume a player wearing armor wears an appopriate helmet, but there's no actual rules for wearing or not wearing one.

    Magical versions of these have special properties that a shift+click on the item in question should tell you once the item has been identified.

    Shields grant a shield bonus to AC. It should be listed in the stats for item when you look at it in your inventory, and will also show up in your character's AC background.

    The only bracers in the game are magical, and again a shift+click should tell you what they do.

    Wood vs. metal means more in PNP (where you can also break shields) but in ToEE it makes a difference for certain spells, like Heat Metal or Warp Wood.
     
  3. erkper

    erkper Bugbear Monk Supporter

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    Re: Co8 5.0.0 beta 1 thread

    It also makes a difference as to whether or not a druid can equip it - or it's supposed to, anyways. Druids seem to be able to equip metal shields they shouldn't, but since there's no effective game difference, I guess it's a moot point.
     
  4. Salk

    Salk Established Member

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    Re: Co8 5.0.0 beta 1 thread

    Oh and one thing: could you guys tell me if it's possible to change the Ronald portrait ? For me, long time Baldur's Gate player, it's a real sacrilege to have Garrick's original Bioware portrait in a game that is not Baldur's Gate...Do not get me wront, that portrait suits very well the character according to me but I simply can't stand it... -_-
     
  5. Hunter

    Hunter Digging KOTB

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    Re: Co8 5.0.0 beta 1 thread

    I played through Verbobonc again last night and ran into a sectoring problem. The upstairs of the inn seems to be sectored as if it is the downstairs -- complete with a front door that takes you back to the city streets. I was actually able to walk through the bed in the large room upstairs. I'm not sure if this is related the new sectoring script or just a weird occurrance. A couple of other things were odd to me . . .



    Potential Spoilers












    _The fighters with the Clk of arachnida do not equip their cloaks and thereby get webbed after they run into the fray
    _The Drow matriarch casted magic circle against good in the 1st 2 consecutive rounds -- may need to check strategy here
    _The rod of the viper has no description

    otherwise a great addition to the game in my mind
     
  6. Agetian

    Agetian Attorney General Administrator

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    Re: Co8 5.0.0 beta 1 thread

    Strange, this sounds like bad sectoring of the area to me. This hardly has anything to do with the sector sorting though, since sector sorting does not touch the sectoring data in sectors as such, just the static objects.

    Anyway, this definitely needs looking into. If someone can take a look at the sectoring it'd be nice (sorry, too busy with WB at the moment to look into it myself).

    - Agetian
     
  7. Agetian

    Agetian Attorney General Administrator

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    Re: Co8 5.0.0 beta 1 thread

    OK guys, it looks like it's my bad - it has nothing to do with sector sorting, I just mistakenly put the sector files into the wrong folder (1st floor instead of 2nd floor) when I prepared the files for sorting.

    Here is a fix that should fix the problem you're mentioning. In order to apply this fix you must first delete all .sec/.svb files from the "maps/Inn-2nd-fl" folder and then copy the new sector files from the attached archive (PLEASE BE CAREFUL WHEN APPLYING THIS FIX AND MAKE SURE YOU DON'T ACCIDENTALLY DELETE ANY OTHER FILES!)

    Please let me know if this fix works for you. If it does, I'd say this fix must go into the cumulative fixes.

    Sorry for the inconvenience with the sectors last time, guys. But that's where good testing comes into action and saves the day. ;) Thanks for the heads up, Hunter!

    - Agetian

    [EDIT by Cerulean the Blue] This is included in the Cumulative Fixes.
     

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    Last edited by a moderator: Jul 1, 2006
  8. Hunter

    Hunter Digging KOTB

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    Re: Co8 5.0.0 beta 1 thread

    Ag,
    That did indeed fix the issue. Nice, quick work.

    On another note, I am now seeing an issue with the moathouse respawn: Although I never received the trigger, I went back to the moathouse to move my items from the tower chest to my new house in nulb and had to fight my way through the boars to get there. No problem there, but then I decided to check out the moathouse. Much to my surprise, new "nasties" had moved in, but ... there wasn't anybody except a few shadows, bodaks and a groanong spirit on the lower level. In essence, "something" was missing and I'm not sure if its just my game or if this is supposed to happen now. Please let me know.
     
  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: Co8 5.0.0 beta 1 thread

    Curious.

    If you haven't cleared out Lareth's room, but simply recruited him and wandered off (specifically, if you haven't killed his Sargeant and Leuitenant) then nothing will respawn in his room, because it is deemed already occupied. Likewise the gnolls will only have risen as undead if they were killed - if they were bought off or avoided, then they won't.

    I really must add something large and nasty to the ghouls' cave behind the crypt, that could just go straight in :)

    Edit: O and you don't 'receive' the trigger, you just may get a head's-up about it if you ask around. It is triggered invisibly by various different later-game incidents.
     
  10. Hunter

    Hunter Digging KOTB

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    Re: Co8 5.0.0 beta 1 thread

    I killed lareth and the gnolls. I guess what I meant to say was there is no witch and co. It was quite a surprise for me (since I've played through the respawn 2X previuosly) to arrive at the old Lareth and Co. battle site to find the place completely empty.
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Masterwork items

    Agreed, I think it has something to do with the invensource.mes entry for the chest in protos.tab. I know Agetian says that WB reads and writes the invensource.mes entry for mobs perfectly, and I don't doubt his ability for a second, but when trying the get the Verbobonc traders inventories to respawn (I used Otis' anvil for the container) Otis' stash respawned instead of the inventory I specified in the .mob file. It could be as simple as copying existing chest prototypes, assigning the invensource.mes entry into it, then using that chest for the respawning container, I haven't tested this theory properly yet, but it's the best Idea I have at the moment.
     
  12. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Co8 5.0.0 beta 1 thread

    Are you sure you got the latest cumulative fix for 5.0.0? I swear I fixed the Drow fighters by giving them spider immunities to thier protos, And I also fixed the matriarch's AI, and I KNOW i've seen the description for the rod of the viper (wether ith's numbered correctly in protos.tab or not i'm not sure).
     
  13. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: Co8 5.0.0 beta 1 thread

    Allyx doesn't have 'ideas', he has 'Ideas'. :p

    Anyway I checked a respawning chest (Calmert's) flag for flag against a non-respawning one (leatherworker) and couldn't see a difference, if it is something internal it must be pretty deep. Blue is looking at workarounds, but I can try this method by all means - though since the parent GUID is written into the chest mob if I am not mistaken, it may be a pretty funky bit of hacking. But those are the sort I like best, and once done (for someone like the cabinet-maker), it's done for good :)

    [Edit] O and Hunter, sorry about the respawn but I am out of ideas. The only thing that could be stopping it is if the spawner finds the Sargent or Leuitenant nearby, living or dead. None of the triggers should allow enough time to kill them, trip the trigger and get back before the body decays (they are further into the game than that) so I don't know what the problem is - one of those things I guess. :shrug: Its that sort of game ;)
     
    Last edited: Jul 1, 2006
  14. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: Co8 5.0.0 beta 1 thread

    Well, the deadline for new material has come and gone. In that light, the Cumulative Fixes have been updated with:

    - Agetian's fixed sorted sector's.

    - Some added unidentified description entries for magic items in the game that didn't have them.

    - A small fix for something I did with the random encounters.

    - A temporary fix for the Clear the Moathouse Quest (until Zeb gets his up and running for a later release). Terjon still gives the quest to parties of NG, LG, LN, TN, CN, and LE alignments, but now he will complete the quest for all of those alignments (previously it was only for LN and NE). Jaroo still give the quest to and completes it for TN.

    NOTE: You MUST follow the instruction in the Verbobonc README again, even if you did so previously.

    On a side note, it is true that the Rod of the Viper and the Rod of the Python still do not have long descriptions.

    @Ted: I have talked to one other person that had a similar problem the the Moathouse Respawn. He killed both the Lieutenant and the Sargent, but for some reason the variable didn't increment correctly. I had him check it out with the console, and it was still at 1. I don't know why.
     
    Last edited: Jul 1, 2006
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: Co8 5.0.0 beta 1 thread

    Hmmm... well, lets make it idiot-proof (the idiot being me the creator, not the player!) Blue, do u mind setting the thing in spawner.py to 1, so that you only have to kill one of them to trigger it? In any normal game, killing one or the other will mean having to go into combat with both (and everyone else), but then it will also make sure you still get the respawn if you charm one of them (I often do for that fight) then leave him somewhere without killing him off, or lose him on the road or something (If Lareth takes you straight to the Temple, thats far enough to lose someone who is charmed, as I discovered while trying to get a counter-charmed Elmo home from the Lamia fight). Of course it will mean people of the right alignment can talk their way past the guards, recruit Lareth, charm the Sargent on the way, take him out, and murder him away from the others so as to activate the respawn with all Lareth's boyos still in there, but that is their choice. Should make for an interesting moment when you wander in and Lareth's hapless troupe are getting put to the sword by the (newly arrived?) witch and her minions. Though it may slow the computer down somewhat: but if people go to that much trouble to do it, thats their lookout.

    Edit: Never mind, here ya go.

    [EDIT by Cerulean the Blue] This is included in the Cumulative Fixes.
     

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    Last edited by a moderator: Jul 2, 2006
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