Also note, that there are some important changes/fixes this time around, after some gameplay experiences. In particular, when relating to certain transitions. (More on that below in the Update Section.) This update also fixes the Show GUI that was accidentally broken in v2.28, and addresses a number of other minor issues, and some return fixes related to disappearing companions and gold (money pouches).
The List of Fixes
1) SHOW GUI: I managed to break this in v2.28, by basically placing it inside a check that prevented it from opening. I hastily restored it (on the night) and have left it restored in v2.29.
2) NPC NAMES (MODULE FIX): We noticed yet another NPC name that was not showing their correct name via the SHOW GUI (once fixed). This time it was "Billy" who showed as "Dwarf". This time around, I have gone through the module checking the names, and found a few more, which have now had the default reference removed, which should restore the names I have given the NPCs. Note that these fixes will only show on a freshly started game. (i.e. Campaign patching does NOT fix this.)
3) MONEY POUCH (GOLD): There was another instance where the gold was not being correctly set after transferring a gold pouch to another player. I believe I have finally fixed this issue. It works in all testing I can do, but have yet to finally test in our DM MP game. (I am hopeful though.)
4) MISSING COMPANION: A return of the "missing companion" bug on a game reload. This relates to a companion not recognising the player's entry to a game and returning to a default wait location. A faction set and check now stops them from disappearing on a player load.
5) ITEM DESCRIPTIONS: On rare occasions, some items descriptions may appear incorrect or relate to another item the PC carries. I have now added an extra line to help prevent this from occurring. If this should happen to anyone, a quick workaround is to drop the item to the floor (if possible) and pick it up again.
6) DM AREA ENTRY FEEDBACK: The DM was getting the patch info on every area entry. I have now placed a check to make sure it is only on first entering the game.
The Transitions Update (SP/MP)
The biggest change this time around is related to some types of area transitions. I made the alterations to help avoid confusion for players, especially in a MP game. Basically, some transitions, which only moved the PCs to somewhere within the same area, could be traversed independently by players and even their individual PCs.
For example, the stairs at the Bloated Buckle, and many transitions in the sewers are examples of the type of transition I am referring to. Originally with such transitions, the player had a choice NOT to have certain PCs follow their active PC if they had told them to "stand ground". Furthermore, in a MP game, every player is responsible for their own transition, rather than have the leader of the party initiate it.
However, these transitions could cause confusion or difficulty in play, especially if there was an encounter shortly after the transition, and definitely if turn-based combat would also initiate an auto-pause. E.g. Player 1 makes the transition with only some PCs, and combat starts, causing automatic pause. Thereafter, trying to bring PCs from the other side of the transition (or more importantly in a MP game, trying to bring a second player and their PCs), became quite difficult to manage - and did not really work.
Therefore, for the minor tactical difference that this type of selectional transition offered, I decided to abandon that working and simply make them the same as any normal area to area transition, which moves all PCs at once, regardless of their current follow status. In a MP game, this also means the lead player must "Gather The Party" as normal, prior to everyone transitioning.
On top of that, I have also improved the Fade To Black timing with respect to auto-pausing a combat after a transition. Previously, a check was in place to ensure the player would not be left "in the black" of a fade if an encounter paused the game. However, the latest version now allows the fade to finish before any potential encounter can perceive the party and take place. It's a subtle difference, but one that means PCs that are supposed to go into puppet mode prior pausing now do so, and there is no automatic spell casting, which was the problem experienced in the original method.
|The Heroes Restock Equipment With New Found Gold|
|The Heroes Acquire New Armour|
|The Heroes Encounter A Barricade In The Sewers|
The Adventure Continues ... 12. Another Day and Night In The Sewers.
I think I am getting used to the smell.
NB: Contains spoilers for Option 1 background.
"I only just got rid of the smell from last time," said Myara. The silence she received from the rest of the party was a resigned acknowledgement of knowing exactly what she meant, but there was no avoiding it if they wanted to complete their task of fixing the sewer systems. They had already found half of the ten they needed to locate, but still had the northern section of the sewers to search in the hope of finding the last five units.
As the heroes trudged on, they encountered more sewer beetles and rats, but dealt with these minor annoyances very swiftly. However, when they had retraced their steps and entered the northern section of the sewers, they discovered some ruffians had also infiltrated the region, and became a deadly threat as the heroes tried to do their work. There was no choice but to kill or be killed, as these thugs obviously had no concern for the heroes, except to try and take from them whatever they could. Maybe this was the reason that the original sewer work notice was found ripped up by the notice board: The thugs did not want anybody going through their zone?
From one of the fallen thugs, Helden retrieved a necklace, which he noticed had a two letter engraving on it, which meant they had managed to recover the necklace that had been stolen and been advertised on the Mercy Mission Board in the Sanctuary. That was one mission solved at least.
As the heroes continued to explore the northern sewers, not only did they discover another four sewer access points, which Helden and Myara alternatively calculated their calibrations, but they also came across Thomsk, the missing cat. Helden was concerned that the cat may come into trouble tagging along with them, but the heroes concluded that it was still better to have it with them now, than run the risk of not finding him again. Once they returned to the surface, they could settle another task.
During their search, they also discovered a metal ladder built into the wall, which Helden reasoned may well come up into the suspicious building they had noticed earlier: Merkes Place. The party had high suspicions that this was most likely the local thieves guild, and Myara's obvious silence on the matter suggested they were probably right.
The search for the last sewer access unit was becoming difficult, with only a few places remaining in the sewers to search. One such place they came across was a barricaded area. The heroes now had to make a decision: either they smash down the barricade and search the area behind, or they retrace their steps, and consider some other areas they had avoided, such as the area that appeared covered in webs, suggesting a rather large spider. Either choice appeared wrought with danger, as the last time they smashed their way to access another unit, they had encountered oozes. Was this area barricaded for a similar reason? Either way, if they wanted the reward, the heroes would have to make a decision.
TOTAL SESSION TIME (UNPAUSED): 3 Hours 10 Minutes.
GAME TIME SINCE START: 17 Hours 14 Minutes.
(REPLAY: 2 Hours. NEW PLAY: 1 Hour 10 Minutes.)
QUESTS ACTIVE: 13 QUESTS COMPLETE: 9 (Ignoring Rule Info)