Choose Your Language

Saturday, 1 March 2025

Episode 94: A Bunch of Carrots!

My furry rabbit friends are not the only ones who like carrots, but players will also like these ones, especially as I am talking about the metaphorical types opposing the otherwise proverbial stick! But there's a full dish to consider this month, if you don't mind me continuing the metaphor, and all because the "stick" finally broke my patience, as well as the game. Read on to find out more about this and other news, especially with respect to the development of the second module, Predestinated Days.

The Stick Is Dead, Long Live The carrots!

In this instance, I am talking about the NWN2 database system as the dead "stick". After many years of trying to fix an area transition crash after a database entry is written for the first time, I finally took the plunge to remove the NWN2 database system from my campaign completely. As the years have passed, I have also learned and recognised that at least half of what I use the database for can be handled without it. For the remainder, however, I decided I needed to redesign the way some of the systems worked.

But, why was the database there in the first place? Put simply, it was primarily setup to maintain game balance, by preventing reloads where puzzle solutions could be learned and exploited. Well, it was for that and a means to ensure continuity between modules when the time came. However, there is a fundamental problem when using the NWN2 database system, and, as I describe above, it ends up with the game crashing to desktop during (or just after) a transition shortly after a new database entry has been written for the first time. Only a single entry will cause this problem. 

Over the years I tried many ways to circumvent the problem, from starting from a different module, to trying to setup the database from a game exit, but I have been unable to find a solution to date. In the end, all I could do was warn a player that their game would likely crash if they had just started a new PC within the campaign. This issue, effectively forcing a player to reload almost straight-away, did not sit well with me since day one.

In the last week, I finally made the decision to remove all NWN2 database code from my campaign... and the game no longer crashes at any transition! The exercise was cathartic... and the end result is that I have now also added a collection of "carrots" to the campaign to help accommodate its removal!

Carrots To Whet The Appetite!

After reworking at least half the database reliant objects to be either setup at the start of the game, or random with each reload (subject to their requirement), I was eventually left with only a handful of other objects that still required some kind of resolution to help maintain game balance and to help avoid meta-gaming(*), especially those objects surrounding the use of Life Essences and respecting Boon/Bane item acquisition. To this end, I designed some systems that I hope will encourage the player to consider continuing along the path they had reached respecting the knowledge that their PCs would have had at the time rather than use a reload exploit that had the potential to unbalance the game. The "carrots" to encourage this are the Life Essence Residue and the Life Experience systems.

(*) Meta-Gaming: Making use of knowledge that a player has learned out of character, and which their party would not know at the time.

CARROT #1: Life Essence Residue

This system is designed to hopefully encourage players to spend Life Essences without any sense of "unnecessary loss" and to be content when using them. To this end, in cases where such a system is required, using a Life Essence will now result in the collection of a new item called Life Essence Residue.

Once the PC has acquired five of these residue items, they will magikally amalgamate into one of two possible items: A Sleeper's Stone, or, on a rare occasion, a set of Enchanter Stones. See the image below for more details about these two new magik items:

UPDATE: The image below shows a pre-release GUI. The information has been updated to include other benefits for using a Sleeper's Stone now.

The New Life Essence Residue System

Having a Sleeper's Stone may actually be a life saver if a party does not have a cleric who can Create Food and Water when adventuring in an area where food may be hard to come by. Alternatively, adding a permanent magikal benefit to a weapon is also something that would be worth working towards.

CARROT #2: Life Experience

This is more of a generic "catch all" benefit, as it now rewards players for playing along with a result that may not have immediately gone in their favour. The idea, again, is to encourage a player to stick with a result of a choice they make in the game, by rewarding any brave decision they may make. Indeed, I would go so far to say that the new benefit now on offer could even send players actively seeking it, such is the way it now plays.

Basically, I am talking about receiving a significant XP reward for playing along with a PC Life Changing event of one kind or another, subject to what the PC may have to endure. Indeed, the best result for the player's PC would probably be to play along to win the XP reward, in the hope that any downside to the event may eventually be recovered from. The idea is to reinforce that any decision the player can make is a legitimate one for their game, and to trust that the future will work out one way or another for them. This is particularly the point in case if a PC acquires an item that is baneful (a curse) to them. Take a look at the new information GUI that is presented now on a first encounter of such an item:

UPDATE: The image below shows a pre-release GUI. The information has been updated to include other benefits for using either of these methods now. 

An Example of The New Life Experience System

I would like to point out that this is the general XP principle in practice for these items, but similar XP awards will be on offer for other situations that may, at first, appear to be nothing but trouble for the PC. Therefore, each time a player comes up against a difficult situation, they will now be rewarded for their PC's Life Experience that led them to that point.

As the player plays The Scroll Campaign, these systems and others will present themselves, which I hope will encourage the player to continue, even if it feels like their PC tripped over at one point. As the XP tag line goes, "There's No Gain, Without Pain!"

As I have worked on these system updates, I have also been altering the end of module code that supports module to module transfer of the henchman, for which I thought I was going to need the database. It turns out that my previous work with henchmen and the MP area transitions helped me to realise that using global variables was sufficient for their transfers, and so the database was not required here. All in all, the latest campaign code changes have gone a long way to improving the overall efficiency of the code, and I do feel much better about the game no longer crashing a the start.

Predestinated Days

The last two weeks database changes also go a long way to improving the campaign for the second module, Predestinated days, too. However, in the two weeks before last, I was able to make some solid progress on  Bloodstone College, one of the main scenarios that I wanted to finish before opening the second stage of the second module to alpha testers.

I am excited to say that the area designs for the scenario are now 80% complete, having spent a lot of the first couple of weeks recreating the areas. I am hoping the whole scenario to be ready by the end of this month, in time for the next blog post. If I do manage to do that, it will be another big landmark reached in the development of the module, leaving only one or two smaller areas to complete the second stage. However, I may release the second stage to testers prior finishing these last areas, just so testing can begin as soon as possible.

While designing the areas, I also managed to overcome a logical flow issue in the design of the PnP (pen and paper) module, which I had not considered back in the day I originally wrote it. It caught me off-guard when I spotted it, and it took me some time to work out a plausible plot path for the quest. Suffice to say, it involved having to design another item and rearrange some of the original area design, but like all things like this, I actually prefer the new design.

Post Database Patch System

It has been almost a year since the latest patching system came into use (30th March 2024), and it seems an appropriate time to announce the latest v1.28 release (with the database code removed), and to now also "remove" the release notes from the post, first added since the release in March last year. Therefore, when I upload v1.28 later today (UPDATE: Delayed until 3rd March), I will be removing all the previous fixes and updates information from the post, allowing them to start afresh from this version, which, like I always say, I hope will be the last "biggish" update required until I release Predestinated Days.

Testing of the campaign will continue via Predestinated Days alpha testers, which means anything found could still have an impact on the first module, and if it is significant, I will, of course, provide another update. Furthermore, I will continue to listen to any requests players may have.

Before I sign off from this larger than normal post, I wanted to show you the latest overland map area design, showing off the time travelled system displayed at the top of the area design. It has undergone various changes over the years, as I have had need. The latest and final (alpha tested) design is the one that should come with the release. Just for the information, this had a minor update in the last month too, when I realised the time was not starting correctly, It turned out to be a memory leak on the overland map, which I always like to catch.

I suppose I can't let this month pass without also adding that it would be rather exciting if the rumours of an Enhanced version of NWN2 on Steam turn out to be true. I just hope any changes don't make for too much (if any) requirements to rework our own modules to any great amount. We'll just have to wait and see, I suppose.

The Overland Map For Predestinated Days!

 

Saturday, 1 February 2025

Episode 93: Going Back In Time!

Let me quickly start by saying this latest blog is not about any "time travel" quest or mod, but you will read the reason for the title shortly. That said, I cannot deny that time travel is something that has affected my module from a story perspective, and so it does fit with that too... I am just not going to speak of that to avoid any potential spoilers. So, read on to find out how the title fits this months blog...

Windows 24H2 Go Back To 23H2

Let's get this point out of the way, immediately. This will come as no surprise to regular followers of my work that a Windows 11 bug is the first reason for the reference to "going back in time". In brief, when I updated to the latest version of Windows 11 (24H2) a few weeks back, it broke the facility to Alt-tab between the NWN2 toolset and the NWN2 game. This may appear a minor thing on the surface of it, but I use it a lot when testing the game and latest files, and updating conversations and scripts "live".

The problem is that the moment one used Alt-tab to switch from the game back to the toolset, the computer would grind to a halt, making it extremely difficulty to close either program to unlock access to the computer again. Furthermore, while I was able to change some Windows settings to help mitigate the issue, the difference would be short-lived (too short) to allow any proper productivity. Thankfully, reverting to 23H2 (which I am currently on) resolved the problem and I was able to continue working without any further "crashes". Frustratingly, however, I lost about three days work trying to resolve the problem to no success. On a positive note, this Alt-tab issue has also been raised by others with Microsoft and not just myself, and so, hopefully, Microsoft are now addressing the problem. I can also add that since updating to Microsoft's latest files, the notification to download version 24H2 has ceased to show, which I take to mean that Microsoft have now owned the problem and are currently working on it.

UPDATE: I have started to receive the update to 24H2 notification again. I am ignoring it until I can confirm 24H2 has not compromised the Alt-tab functionality.

From PnP To NWN2

The more exciting reference to this month's title, however, is that I am now back working on my old Pen and Paper (PnP) module, "Bloodstone College". Originally a scenario from my PnP days of the late 1990's, this was one of my favourite scenarios I had written and played with my group of players. Looking back at the original work now, however, I can see a number of aspects that I think were not required or did not play as I would like today... and so I am enjoying the NWN2 conversion immensely.

I had started area work for this scenario back in July 2024, but put it on hold by November 2024, as I realised I had to focus on other quests associated with the college itself. Now I have completed those other related aspects, I can now return to finishing this quest with all peripheral connections in place to refer to as I continue towards its completion. What this means is that I have completed the conversations and events related to other areas that now have freed me to continue with this larger project.

Furthermore, I have now also completed adding a number of items and their involvement in the Bloodstone College scenario, meaning the actual areas are starting to fill out. Another "complex" room design has also been finished, slightly aggravated by a dodgy walk mesh every time I went to bake it. I finally managed to resolve that issue, and now the scenario event that takes place there, does so as it should, and plays out well. Basically, this piece of "back in time" work is now accelerating towards completion, and once completed, will allow me to (potentially), allow alpha testers to have a first run through this second stage of module two. The stage would still require at least 3-4 areas (and associated quest events) to be completed for a full finish of stage two, but I can work on them as alpha testers play through what will already be completed. It will be another exciting step forward.

Campaign Update

The latest release, v1.26, has just been released today. I am excited to say that it has had the least number of "important" fixes since the start of the new patching system back in March last year. I like to think that this is a good sign that the whole campaign code is starting to stabilise. The biggest issue this time around was the auto-packing of some items that should go into certain containers. Some items of a large loot would not pack away, especially in a MP game. The main cause was due to a timing issue, but a second was due to the containers not being updated often enough. Suffice to say, I believe I have fixed this issue now. Apart from that, most other fixes or updates were cosmetic or information only. Again, this is another important milestone in the history of the campaign, for the fewer issues I have to address, the more time I have to work on newer material.

Moving Into The Future

Having looked at aspects of "past", I will now consider the future". No-one likes to second guess what will come to pass, but my plan is to complete the Bloodstone College scenario in the coming month, and, if done to a reasonable completion point, I will start alpha testing on the second stage of the module. As I say above though, at least 3-4 areas remain to be finished before the full design of stage two is complete. Once I have finished Bloodstone College, I will begin finishing these two last scenarios, which, thankfully, are probably less involved than the current one.

Let me leave you with a few screenshots this month. The first two have been sent to me by Dustin_Offal, combating a Sentinel foe from Stage One (using the Turn-Based combat system), while the last one is a screenshot from Stage Two of the module that I am currently working on.

The Heroes Take On A Sentinel!

Tactical Combat Is Deployed!

The Heroes Find Themselves In Another Pickle!

Wednesday, 1 January 2025

Episode 92: Watching The Numbers!

Another year begins and I am still working on my second module. I cannot believe how fast time appears to pass as I endeavour to reach the end of building the second module. So, for this New Year post, I thought I would take a look at what I have managed to achieve last year and what I still have to do.

Multiplayer Mayhem

However, let me start by reporting with December events, where my time was mostly taken up looking more closely at handling a MP (multiplayer) game within the campaign. As regular readers will know, the first module was recently tested in MP again, so that an end-game party could be taken through to the second module to be tested there too. During the first module test, a few issues came to light that were recently updated. However, since moving the MP party to the second module, a fair number of other issues came to light, especially with respect to the player party size again.

Last month I reported how a party size of ten or more could prevent a MP game from loading. Well, it turned out that the problem was more pervasive than I realised, and that the party size issue also affected in game play with certain area designs. In some circumstances, a few areas would also fail to work properly if the party consisted of only four or five members. Objects would fail to become “useable”, even if the code thought they were, and monster drops would fail to manifest. However, when the party size was lowered, by dismissing associates, these problems disappeared: objects suddenly became useable and monster drops would appear around the area.

In brief, it boiled down to the fact that a MP game requires better area designs and management of resources to ensure the game plays as expected. So, whereas a SP (single player) game party size can run into the twenties plus with no adverse effects, a MP game needs to have both its party size to be nine or less and ensure some areas (*) are designed without other creatures already within it. To this end, I changed some of the scripts to do the following for a MP game only:

  1. Out of Combat: Ensure the maximum party size is nine or less. (Excess prevented.)
  2. During Combat: Summons is unlimited, but AI is disabled to ensure player controlled.
  3. After Combat: All associates (apart from henchmen) are un-summoned.
  4. Ensure areas work as expected for a party size of nine or less. (*)
  5. Removed some systems from a MP game. (E.g. spell scroll remaining times.)

(*) With testing to date, it appears that interior areas (using tile sets) are the most significantly affected. Exterior areas appear to handle larger sized parties more readily, but I have not fully tested these. Furthermore, I have found that some custom tile sets require more careful handling than the OC (official campaign) versions; requiring all creatures to be removed from an area design to ensure a party size of nine can be had without causing any further issues.

Alpha Testing (MP)

Besides the party size limit issue mentioned above, there were a few other MP issues that came to light, which have also now been addressed (and may have been present in the first module too):-

  1. The Death GUI potentially not showing on a party wipe-out.
  2. Gold not sharing on a gold reward. (All gold for the reward was lost!)
  3. A party potentially becoming stuck in Fast Travel mode.
  4. Combat control broke if host and party leader differed.
  5. Broken Map Pins if Main PC not used at a transition.

I also spent some time addressing MP efficiency after encountering the above issues, and made some improvements there too. In particular, I disabled the Spell Scroll timings for a MP game, which helped free some HB resources to help a MP environment.

Campaign Update

Heart beat scripts have been improved as a whole for the campaign, which means both SP and MP benefits. I also ensured killing an evil creature did not have such a large impact on the “lawful” axis with respect to alignment changes as a balance to the game play. As a final point, I also updated the code that handled inventory items for a PC raised from the dead (in hard-core death mode), so that it was less likely this PC would have their inventory appear “missing items”, even when they were not. The latest v1.23 is being “recommended” for SP game and “strongly recommended” (potentially essential) for a MP game.

The Last Year At A Glance

You can access the full blog entry of these monthly highlights from the links to the left of this webpage.

  • JANUARY: Hiatus.
  • FEBRUARY: Continued module development, including adding a potential new henchman.
  • MARCH: (Enhanced version ended.) New patching setup. Risk of Database crash reduced. (v1)
  • APRIL: Full Alpha testing of Stage One begins. Continued module development. (v2-3)
  • MAY: First Alpha feedback. AI and conversation updates. (v4-5)
  • JUNE: More Alpha testing. Campaign balancing and fixing based on feedback. (v6-9)
  • JULY: Continued module development. (Conversion of a PnP scenario begins.) (v10)
  • AUGUST: Continued module development (PnP module). Further Alpha testing. (v11-12)
  • SEPTEMBER: Continued module development (PnP module). Further Alpha testing. (v13-17)
  • OCTOBER: Continued module development (PnP module). Further Alpha testing. (v18-20)
  • NOVEMBER: PnP conversion on hold to allow other development. Added two companions. (v21)
  • DECEMBER: MP Alpha testing began. Alignment fixes. Continued module development. (v22)

The Remaining For Stage Two

So while the last year was as much about Stage One and delivering fixes and updates surrounding Alpha feedback, I had still been working on Stage Two. Stage One is pretty much “closed” as far as needing any more work done, but the following list remains for Stage Two, and for the New Year:-

  1. Completion of the PnP scenario (quest), called “Bloodstone College”. (Two to three areas.)
  2. Completion of Southstrong surrounding areas involving 2-3 areas.
  3. Completion of quests in areas above, involving 3-4 quests.
  4. Completion of 1-2 unique areas with their own quests. (One area may be held to Stage Three.)

Or, to put it another way, this is what has now been done over the last year:-

  1. Added and completed three quests. (With some minor conversations to complete.)
  2. Added and completed a new area. (Required careful/complicated MP handling.)
  3. Work completed on six areas, bar a few quest objects to finish.
  4. Many fixes, updates and improvements, to both the SP and Mp game.

Moving Forward

With the MP issue now behind me, I find myself able to concentrate on Stage Two development more easily once again. My aim is to first finish off the few areas that have some final quest objects to complete. Next, return to the PnP conversion and finish off the “Bloodstone College” scenario. Thirdly, finish the unique area and their associated quests. When done, Stage Two will be ready for Alpha testing, and I can begin finishing the third and final stage for this second module.

That’s the plan anyway.

Uninvited Guests!