Choose Your Language

Showing posts with label Better The Demon. Show all posts
Showing posts with label Better The Demon. Show all posts

Thursday, 29 March 2012

What's In A Name?

I have been giving the name of the modules for the campaign some thought in the last two weeks and, to date, I am preferring "The Scroll!". But, why am I mentioning this now? Well, the "Better The Demon" name has always been (and will remain) the module's working title. However, as I am beginning to bring the story arc together and think about the different backgrounds from which the player can start, I wanted to have a story name that fulfilled the overall reason for the module's existence. As time has gone by and I have given this campaign more thought, I have swayed one way and another, and even now I am not 100% certain. But, what this also means is that the module is coming closer to completion because of the naming. It's strange how someone can work on a project for a number of years, know the story, and yet not know why it exists! OK, let me stop there before I get too philosophical. The bottom line is, I believe my reaching the end of this module is becoming more of a reality every day. That's why I felt it important to let you know that the module has finally yielded its name to me ... or is very close at any rate. For if I do not receive any more inspiration regarding the title, it will remain "The Scroll!" (Part 1 for the first module).

Poll Results: Lighting

The results of the last poll for lighting preferences are shown in the image below. There was a clear 3 to 1 preference for the lighting to remain true to the environment rather than fiddle with the lighting to allow the player to see regardless. The two "other" comments touched on something which I also agree with though, which is to sometimes adjust lighting from what would be a completely dark environment (in reality) to one filled with some unusual light settings for a fantasy environment.

So, the bottom line here is that a player will have to ensure their PCs have some means of lighting some environments where it is otherwise completely dark. Of course, PCs with Darkvision will be OK, but other PCs may require torches, lanterns, light spells, or magik items with light to be able to make any progress in a dark area.


General Progress

This post is more straightforward than usual because I have not been doing much more than filling in blanks and empty templates of sections that needed doing. That has included writing some conversations, doing a little scripting, and thinking about the module in general. I have also sent some area information to Eguintir Eligard, who has generously offered to help design it for me, and save me from a task I am not very good at at the best of times.

I will keep plugging away at this all the while my health permits, and will, of course, keep you updated here in future posts.

Monday, 12 March 2012

Development Still At 85%?

Regular readers will have noticed that the module has not progressed beyond 85% for quite some time now, and I feel I owe an explanation for this. I may have already explained it once, but would like to explain the apparent "inactivity" it would suggest.

First and foremost, I do have to explain that my illness does prevent me from working on this project as quickly as I would like. Although, I don't want this to come across as an "excuse" for being so slow, but it obviously does affect the rate quite dramatically. That said, because my illness impacts everything I do, I rarely find myself in a position where I can do much else anyway, and so I end up doing what I can on the module just to keep myself from going insane.

Anything on the notice board regarding when this module will be completed?

Now, one of the main reasons this figure has not moved much in the past few months, is because I recognised that after breaking the campaign into three parts, and determining to release the first part as soon as it was finished, that the first part (by itself) would be rather lacking in design/depth - and so would need extra material. That is, much of my earlier work (as I worked on all three parts at the same time), had to be sidelined to a later date and until after I have released the first part.

It was at this time, that I decided to add a new exterior area (whose screen shots I added a few months ago) and to work on the adventures around this new section of part one. And rather than recalculate the amount of work I had already done towards part one (and which would have appeared to result in a backward negative movement in its development), I decided to leave its percentage score alone until I had caught up with its calculation.

Since that time, I have been working on both the new area and its associated interior areas and the adventures that go with it. At the same time, I have been tying in the existing material that I have been working with previously for part one. I am excited by the results, as the module does now feel much more rounded and will make for a great first part. Yet, the addition has meant the module's overall development score has been left untouched as I work out just how much the overall position for part one is.

In a very rough calculation, I would say that part one is probably around 65% complete, but this would not necessarily be an accurate figure representing time remaining because the parts that remain to do are much simpler than previous parts. However, I am reluctant to suggest how long these remaining parts will take me, as they are the "fluid" sections of the design that will increase or decrease in length according to how the story develops in my own mind. i.e. If the related story/quests are straight forward (which is my aim), then a figure of around 85% is about right. However, I have found that some of the latest developments have taken longer than I first thought they would, and so I have not yet been able to increase this development figure either.

What I can say is:-

1) One interior area still needs its design finished.
2) A handful of interior areas still need some contents/placeables adding.
3) Four quests need finishing (as far as journal entries appear to go).
4) A few creature stats and placements remain for a few areas.
5) Only 2-3 main conversations remain to be written.
6) Some spell scripts need editing to be compatible with a couple of my systems.

I am currently working on parts 3, 4, and 5, as I find these parts the easiest to manage . Parts one and two I will only be able to tackle when I am feeling at my best, which I am unable to predict. Part 6 is something I can work on at a later time as and when required.

I do thank you all for being patient with me, and the encouragement I still receive from you helping me to persevere with it. And I certainly do appreciate the help and offers I receive about helping me out with the latter parts (modules 2 and 3), which I would welcome if people are still up for it.

Wednesday, 29 February 2012

Time To Talk (Again)

No pictures, only text this week ... and that reflects the theme for this week's post: Conversations! I have posted on conversations before, which touched upon styles, but as I have been writing more conversations for NPCs since my last post, I thought I would touch on the topic again.

Observing Boundaries: Protocol

There is no doubt about it, next to area design, writing conversations must be one of the hardest parts of creating a module for me. That's because I like a module to reflect a depth of realism about it with respect to character (NPC) boundaries. i.e. An NPC would not normally allow a PC to wonder around a building (or personal space) without paying them some sort of interest if the PC is not normally expected to be there. So, if the PC is spotted, and the NPC's immediate response is not to attack them on sight as an intruder, then isn't the next normal response to speak with them?

Of course, there are some circumstances where this would not be the case, such as a PC wondering into a public area like a tavern or a shop, but unless a PC has been acknowledged as a guest in some way, then, in my opinion, an NPC ought to confront the PC and ask them why they are there.

I have come across this issue when designing the NPCs and events/conversations possible at a Guildhall (designed by Matthew Rieder by the way). As a public building, my first thought was that such conversations would run their course quite naturally, but then I considered the organisational structure of the building and recognised that boundaries had to be set in place to conform to real expectations. e.g. A PC could not expect to simply wonder through the building to meet the head man simply because they wanted to. Protocol had to be met.

Protocol In Practice

So what started out to be a design choice of one NPC and a conversation, has turned into a number of NPCs and all their associated conversations too. The upside is an expanded adventure with a more realistic challenge. The downside is it takes more time.

The design parameter of maintaining good protocol is closely related to logical flow, and regular readers of this blog will know how much of a prime goal that is of mine regarding adventures that I write. As always, the trick is achieving this goal without damaging the flow and pace of the story as a whole. And to get the balance right between meeting sufficient levels of realism as opposed to putting the player through unnecessary steps.

When the time comes for Beta testers to check over this module, conversations will be the most important area that I would like feedback on, as I believe it can make or break a module.

Wednesday, 1 February 2012

Better The .... Items (Bane/Boon)

This week, I continue to write about some of those gaming aspects that you can expect to find in Better The Demon. This week covers those items certain PCs may like, while other may not: The Bane or Boon item! And because I cannot show you any pictures of such items (so as not to give "spoilers"), I will also touch upon something I am working on, so there will be at least one image in this week's blog. After all, we all like pictures!

The Bane/Boon Item

When it comes to cursed items, I decided I wanted to take a different slant to normal. For while I accept that there may be certain items that are simply cursed for everybody, I also wanted to consider items that may be a curse (bane) to some creatures, while being a boon to another. Hence, the introduction of the bane/boon item.

The governing factor on whether an item is a boon or a bane for a PC is based according to an item's alignment compared to the alignment of the PC who acquires it: If a "good" aligned PC picks up an "evil" object, they may well find the item a bane to them, and act as a cursed item; whereas an "evil" aligned PC can pick up the same item and find it a boon to them in some way. Therefore, a player may wish to think twice before picking up a Holy Dagger of Slaying if they are playing a PC with an evil alignment.

But, what value does a bane item have in an environment where a player can just reload a game and ignore the bane item and never pick it up in the first place? The answer (and I am sure many of my regular readers will know where this is leading to) is that even reloading will NOT remove the cursed bane item from a PC. Here is what the item description has to say about a bane item: "Cursed items have been known to travel time to become bound with a person they were destined to be with. (i.e. Reloading won't help you.)" In other words, if you have picked up the item and it is a bane to you, the cursed item will remain with you (even between reloads) until the curse is properly removed. Here is what the item description says about removing a cursed item: "Cursed items bond with its carrier and require a "Remove Curse" cast directly onto the item or the application of some "Oil of Unbinding" to enable it to be removed." You have been warned! UPDATE: To clarify this point, a bane item does not return to a PC on a reload if it has been properly removed within the game.

The Sequence Puzzle

This is where I give an excuse to post an image. I have been working on another puzzle, which involves memorising a simple sequence. It's a straight forward enough puzzle that does not require any real explanation, but I have used it and the player's interaction with it in such a way that gives it a different twist. I won't go into more details, but you can discover it when you play it. (Although eagle-eyed readers will spot a clue.) Here is an image of an instance of the puzzle in play:


POLL RESULTS: Predestination v Freewill

The final results to this poll are now in, and I include them here for the record. I have to confess that I am surprised that the "freewill" option took the final lead. However, one thing I realised about my own definition during the time this poll was up, is that it is easy to confuse the concept of having a "will" (in general) with the term "freewill", as if the two meant the same thing, which, of course, they do not. i.e. We all have a "will", but, personally, I do not believe that will is "free" in the context of life. Therefore, by deduction, I believe in predestination. Furthermore, I would be interested to hear how people "qualify" freewill with respect to the laws of physics and such things as "cause and effect". Anyway, that's just me, and I leave this discussion for now ... unless somebody wishes to continue it further.


Scripting Away

Lastly, just a quick note to say that I am continuing to tidy scripts and conversations. I have managed to tighten some of the code by moving functions into more include files. Along the way, I found some things I cannot do as I hoped (broken OC functions), but, overall, I am making progress, even if it is slow due to health issues. If you can keep your patience waiting for this module, then I hope it will be worth the wait.

Friday, 13 January 2012

Better The .... Treasure (Appraise Skill)

This week I want to introduce one of the ways I am expanding the skills for the game. In the past, whenever I have played a game, be it from my pen and paper days through to gaming on the computer, there have always been some skills that seem a little underplayed compared to others, and they tend to be forgotten by most players ... or categorised at not very useful. I hope to redress some of the balance, and while I may not succeed, I hope some of the alterations I have made will make the game a little more entertaining at least. When I have made an alteration (or addition) to a skill usage, I have tried to keep as close to the original rules and intentions as possible. This week, I would like to talk about the Appraise skill.

Junk or Treasure?

You know what it's like ... You wonder into some "deserted room" and you happen to stumble upon a gaudy piece of artwork and you begin to wonder .... is it just junk or some priceless piece? After all, what's the point of dragging something around with you, weighing you down, if, when you eventually get to sell it, it was not worth anything like what you expected.

Knowing how much something might be worth could be the difference between carrying one piece of artwork out of a building compared to another. Having an ability to tell the worth of something is what the appraise skill gives you.

Appraising In Action

First and foremost, if you do not have at least one rank in the skill, you will not recognise a valuable piece of art from a piece of tat! Although, at the very least, you suspect it may be worth something. So, unless you are strong enough to be able to carry every potential treasure item you find with you, then you will have to be a little more discerning in your choice of carried items. Or, if weight issues are not a problem to you, then simply knowing how much something may be worth to an interested party is worth knowing in itself. NB: Using the appraise skill this way only applies to larger objects of art and miscellaneous items. It does not apply to general smaller items, such as gems or jewellery. (Unless the gem or jewellery is a unique item and considered an art piece itself.)


Appraising an item is an automatic process for anybody with the skill. The moment a PC picks up an item (where the PC is said to be examining it more closely), the weight, the general quality, and gold to Weight Value are instantly calculated (appraised) by the carrier. Accuracy of the gold to weight value is calculated by the DC of the item to appraise against the PC's appraisal skill score. If the PC makes the skill roll, then the appraised value is more accurate than if they had failed.

Within a few seconds of appraising the item, the PC will give their estimated gold value for the item, along with their level of confidence. The additional feedback at the time of appraising can be Confident, Uncertain or Unconfident, which gives the player some indication of how accurately the PC has appraised the item in question. (All calculations are based on the 3e rules.) Note, however, the item in question can then be given to another PC in the party (if they have a higher appraisal skill score) and another appraisal attempt will be made. Simply dropping the item from the current PC inventory onto another PC will give new appraised feedback about the item without having to change PC to enable it. This is useful if the second PC has a higher appraisal skill than the former and is more likely to give a more confident valuation. (See the expanded chat window in the image to see the differences in appraising between the PCs.)


In the example here, the item had originally been appraised with a gold to Weight Value of 34%, but was then passed onto another PC (with a higher appraise skill) who appraised it at a higher value, reflected in the 50% WV and their valuation was an uncertain 388 gp. The same item was then handed over to yet another PC, who had the highest appraisal skill in the party, who calculated a 37% WV value, which equates to 293 gp value, and with which the PC was confident with their appraisal. A couple of things must be noted here: 1) The first PC who picked up the item (whose appraisal skill was the lowest in the group) was actually closer to the mark with their 34% WV estimate than the PC (with a higher appraisal skill) who checked it after them. This shows that there is a degree of luck when making such valuations, although generally, someone with a better appraisal skill will be more accurate (reflected in confidence level) than one with less. 2) Recognise that a higher confidence is the preferred result for valuation accuracy.

What Is Weight Value?

One of the most important benefits of knowing how much something is worth, is whether it is worth carrying it along with you due to its weight. After all, if something is worth 20 gp, but weighs 20 lb, it may not be worth the encumbrance to carry along. Each player will decide their own criteria of whether it is worth it or not, but knowing the weight value is where this can help a player decide. Basically, the percentage value given for a Weight Value (WV) is its comparative worth in gold against a bag of 500 gold coins weighing 10 lb. E.g. If a treasure item weighed 10 lb, and was estimated to be worth 500 gp, then the WV value would be 100%, because it was "worth its weight in gold!"

There are two things worth noting here though: 1) The valuation is based upon the appraisal skill of the PC and so the WV is only as accurate as their confidence in such. 2) Not every merchant will give you its total worth in gold, even if they are interested in such items in the first place. Therefore, a truly worthwhile treasure is one that calculates to at least around 120% WV, which estimation is more likely to recover its equivalent weight worth in gold.

It should be noted, however, not to quickly dismiss a treasure simply because it scores a low WV, because it may still be worth quite a bit of gold, but will require humping around with you until you can sell it to retrieve what it's worth. And if general worth is all that interests you, a player should keep an eye open for an item's appraised quality, which can be any of the following: Poor; Mediocre; Reasonable; Good; Grand or Exceptional. It should not take too long before a player recognises what kind of reward they can expect from each category.

For ease of play, all such information about each treasure item (which shares the same in game icon for ease of recognition) will contain important information within its name that can be accessed simply by hovering over the item in the PC's inventory. At-a-glance information includes the important WV information along with the weight, so a player can instantly do a mental sum in their head to recognise its worth. I know I could have given the gold value as well, but I did not want to include this as it may be misleading. Instead, if the player examines the item in question, they can see the estimated gold value there alongside the confidence level of this estimate.

Exploit Protected

As regular readers of this blog will know, I like to include a degree of exploit protection with respect to certain items and actions to give them a degree of permanency. As these treasure items can be randomly generated, I decided to include them within this remit. What this basically means is, if a player saved a game just prior to picking up the treasure and the game handed them a poor quality item, reloading the game to try to gain a more valuable item will not help the player, as the same value item (and weight thereof) will be returned. There will be no advantage to reloading a game, except for one reason: They get to reappraise the item. If they want to reload the game for this, then so be it. :)

Your Comments

Lastly, please leave comments on your opinions about including such additions to the game, and let me know if there are other skills you have already altered, or would like to see altered to imrove the game. I am not talking about complete skill system rebuilds, but maybe some odd tweak or such that might improve the game for you.

Don't forget to vote on either/both of the two polls currently running if you have not done so already!

Thursday, 5 January 2012

Atmosphere And Lighting (POLL)

I am continuing to write material for the first module called, Better The Demon, and hope to finish this year! Last year, I had hoped that I would finish it, but this time, I feel more confident. This is because I have decided to not be so worried about some details that may easily be overlooked by some players anyway. On occasion, I play an RPG game to relax, and I have noticed that many do not have the same detail, and I do not feel it detracts that much. Now, I am going to concentrate on the remaining conversations, creatures and encounters. I will still continue to write quests, but I believe I have them all accounted for now, and all that remains is to join the dots.

True Darkness

Now, to the main point of this post: How important is atmosphere and lighting to most of you? Now, on the surface of it, the obvious answer would be "utmost", but I am asking it from the point of view of "realism". i.e. Should an eerie underground complex have "ambient" lighting to help complement the existing lighting to enhance "atmosphere" or should just the existing lighting do all the work?

Now, in my designs, I have opted for a combination of priorities, subject to my own preferences for the area in question. However, I would be interested how you might consider this aspect of game play. i.e. If I need light, then I should find it .... or .... I wish the design made it so I could see. Which best describes you?


An eerie altar looms out of the darkness ahead!

In the above example, I have removed all ambient lighting because I wanted the altar to stand within existing lighting only, but it may be better realised with additional lighting? Is the scene too dark? Yet, if the PC is using their own light source (via torch or spell), then this will contribute towards the overall lighting of the scene anyway. The point is, what do you think works best for your general gaming experience? Should I add additional lighting to areas to enable a "clearer view" or leave them to existing light only to be more true to the scene? I have started a second poll, called "Atmosphere & Lighting" for you to vote, and leave comments as required.

Saturday, 24 December 2011

Readable Books (Improved Image System)

This is just a quick post to say that I have improved the way images can be incorporated into the Readable Books system of mine. Note, I have NOT updated the Vault code because I do not want to upset other people's usage of the code to date. However, I will be incorporating images into books this way in the future, as it maintains the "image consistency" of the book and allows for text to be placed on a page next to an image, which it could not do before.

This was something I looked at doing a long while ago, but time was always against me with other priorities. However, I finally decided to do it and I am pleased with the results. For those that want a heads up on the scripting involved, I simply saved a separate background image that was the same size as the original, but with the new image on it, and then held the name of the TGA file in a global variable and updated the background GUI image whenever the page was referenced, deleting the global storage between references. It worked a treat and removes the need to rely on a rather complicated bit of scripting to reference different conversation files and keep track of various tokens. i.e It's a MUCH SIMPLER system!

However, as some people may also like the "zoomed in" feel when looking at images, I have not removed any of my original code, so that the two systems can, in theory, be used side by side. Below is a screenshot of the new book images in action.


Meanwhile,I am continuing to plug away at the conversations and scripts remaining in the mod, and while there are still a few areas left to do, I am definitely on the home straight now.

And while, personally, I do not celebrate the Xmas festivals (due to them stemming from a pagan background), I do, however, wish everybody a Happy New Year if I do not post again before then. (If anybody wants to hear more about the histories of such, or simply wants to chat, I am happy to do so via emails.)

And please, do vote on the poll and leave comments as you like!

Monday, 12 December 2011

Better The .... Gods (Manual Entry)

This week I am continuing to talk about the Althéa Campaign in general and the Better The Demon series of mods in particular. As some of you may be aware, this campaign is the continuing adventure of my D&D days, from its original idea in 1989. Therefore much of what I have written below is simply a moving of pen and paper material into the NWN2 format. If you don't mind seeing a website that is still very much in development, then you can find additional information to what I am about to write at this site: The World of Althéa. (Click on each of the books at the top of the page to navigate to the different sections.) Please bear in mind that the site does not receive much attention compared to this blog, and so will only be updated when I have more time. The material that is currently there is mostly copied and pasted material from my pen and paper days that may need editing. However, there are one or two new bits that I have added to test that I had it working.



Without further preamble, this week I show you the manual entry relating to the gods of Althéa and how the players can expect their relationship to them to work when they enter the game world. Please leave any comments relating to this topic or any other you may read in your travels, and I will answer when I can.

The Gods of Althéa

New Gods: With a new world, comes new gods. Some gods (especially for the non-human races) may remain unchanged. (They were kept as such within the Althéa Campaign.) However, all the human gods will be different - and subject to which god your PC has when they enter the world, they may find the god changed to one appropriate to Althéa, or have their deity name labeled as “Uncertain/Searching”. If you are creating the PC from new, then you will be given a choice of valid gods from which to to choose. (See an example of some in the image below.) If the PC is imported, however, then a check is made to ensure no invalid faith enters the world. If you are playing a cleric, the game ensures you enter with a valid faith (rather than "Uncertain/Searching”) and provides you with an appropriate holy book, which is required to learn spells when resting.

MP Alignment Restrictions: If a MP game is underway, then it is possible that the current party of players has already committed themselves to either a good or evil alignment. If this is the case, then the newly entering PC will have their alignment changed to that of the party, which may mean clerics being out of favour with their god and unable to pray for spells. Therefore, make sure your PC’s alignment matches that of the party leader in a MP game to be sure of having access to spells.


POLL: Freewill v Predestination

And while we are on such a topic, why not give your vote on the latest poll; bearing in mind that some may think they had a choice, and others not. ;)

Very basically, the poll is asking whether you believe if everything follows a predestined and determined path - whether because of the laws of nature or an intelligent design or whether the universe is purely chaotic in nature where man is free to make a choice.

Friday, 2 December 2011

Better The .... Items (The Chameleon Stone)

I thought it was about time that I started to share some information with you about the campaign play itself. From now, and in the coming weeks, I hope I may be able to talk about some of the items that you would be familiar with in the campaign world of Althéa, and some of the gaming mechanics (rules) from the manual I am trying to write. At least this way, any writing I do for the manual will act as a blog post as well, so I am not overdoing it. Subject to how much of a spoiler I determine an item (or placeable) to be, will determine how much detail I give, or whether I discuss it at all. ;)

The Chameleon Stone

For this week, I introduce to you the Chameleon Stone ... A small magikal stone that has the ability to transform into the object which it hides. Check out the description of the item as it will appear in the game, along with an example of its GUI upon its activation.
This is just one example of a new item that the players will find in the world. Hopefully, the sporadic placement of such items will help make Althéa an interesting place to explore and discover.

NEW POLL: Freewill v Predestination

As a quick aside, I wanted to take another poll on how people think/believe. It comes from some of my other blogs that talk about the nature of reality and beliefs. (Search this blog for them.) If you have a minute, just give me your response, and feel free to give your reasoning in a comment.

Very basically, the poll is asking whether you believe if everything follows a predestined and determined path - whether because of the laws of nature or an intelligent design or whether the universe is purely chaotic in nature where man is free to make a choice.

Friday, 4 November 2011

Companion Interaction

Just a quick update to say that I am managing to open the toolset a little more this week than I have for the last few weeks. The issues I mentioned in the last post still remain, but in a lesser capacity. Even Daisy is becoming more accommodating when it comes to taking her medicine.

I had the opportunity to take a closer look at some of Kamal's area work, which was encouraging. He has been hard at work coming up with some more great interior designs, which he kindly said I could adapt to use. As there are one or two interior areas that still need doing, this has saved me some time and meant I could look at some other parts of the module that needed doing ... including adding background to potential party members.

Companion Conversations

My goal has always been to allow six main characters within the party. (Henchmen, animal companions and summoned creatures can be added to this number.) The six main characters are made from players, created PCs or companions. However, I also wanted to design a system that had created PCs or companions both react in a similar way with respect to any dialogue they may be offered throughout play. This involved writing a script or two to help determine which type of character was being played (created PC or added companion) and used in such a way that the commentary appeared normal and seamless irrespective of what type of character a player was using. This meant that while there is more flexibility for the player regarding what type of PC they chose to play with, I have to take care when writing specific dialogue for companions in particular. Last week I took my first steps at writing some character background for a companion that the players can find, called Threska.


Is Threska Somebody You Can Work With?


Threska is not the first companion I have written some background for, but is, hopefully, a sign that some of the final conversation scripts needed are coming together at last. (I needed quite a bit of the module to be written before I can start to add companion/PC commentary.) I am trying to include some interesting background for every companion that might encourage players to consider using them alongside (or instead of) any created PCs they might be using.

Player Leadership

I have also designed an influence system that monitors the player's actions against the created PC/companion's own alignment and beliefs. A clever player will be able to work around potential party conflicts, but in the end, what the player does can and will affect their relationship with other members of the party. So, if a player does not lead as they give the impression they will, then they can expect some rebuking from other party members and eventually abandonment if the player still ignores their party members' pleas.

Thursday, 6 October 2011

Monster AI: Supernatural Abilities v Item Immunities

Over the past few days I have been coding some AI (artificial intelligence) for a creature that the heroes can encounter. As the creature I had in mind was not already included in the game, I decided to script the creature's special abilities myself. In the process of doing this, I realised that my own understanding of the "supernatural rule" with respect to "immunities" may be wrong.

What Is Immunity?

When referring to the 3E core rules, supernatural abilities of creatures are those magical abilities that go away in an anti-magic field, but are not subject to spell resistance. Yet, the rules are a little more vague when it comes to the meaning of "immunity" in general, with respect to either of these other two terms. For instance, according to 3E rules, an elf is immune to sleep. I understand this to mean that an elf will not be subject to any form of magic that will cause it to sleep: whether by spells or supernatural effects!

In NWN, a PC can acquire items that offer various forms of "immunity". However, I am beginning to think that using the term "immunity" in this sense is a bit of a misnomer. The reason I say this, is because when checking scripts of supernatural effects, they do NOT check for items that offer immunity against them. Therefore, this would suggest that the term "immunity" in this sense is better translated as "a 100% spell resistance to a certain spell or type of spell". e.g. Immunity to "death" means a 100% spell resistance to spells and spell-like abilities that result in instant death, as opposed to instant death caused by a supernatural gaze attack. Therefore, an item "immunity" does not mean the same thing as an elf's "immunity to sleep".

Immunities In Play

Having given this some thought, I believe I am going to change the description of an item offering "Immunity" to something like "100% Spell Resistance to xxxx" to help avoid any confusion. Or, maybe try to make it clear that supernatural effects are not counted as those effects covered by immunities.

UPDATE: I believe I have all the information regarding the way immunities handle supernatural effects and have decided to make being immune to something, immune to everything that fits the description, including supernatural sources.

My conclusions are simply that a spell (or effect or special ability) script called from an ExecuteScript function does not allow the immunity check functions to work properly if it uses them. Therefore, any scripts that require immunity checking called via ExecuteScript require their own custom immunity checks added to the code. If the same scripts are called as a "spell" using their (if added) spells.2da row number, then the OC immunity check functions appear to work fine.

Tuesday, 27 September 2011

Invisibility

I know it was only a short while ago I spoke about the same topic of invisibility, but as I have been working on this in the toolset again, I thought I would blog about it again too. I felt this ability required special attention as it affected the way a PC could interact with the environment more than most other effects. Furthermore, as I have increased the duration of the invisibility spell to 10 minutes per level from its original 1 minute per level, there is a greater chance of its impact during play. (NB: Spells that last 10 minutes per level, like invisibility, are subject to game time warping. i.e. Time passes in game time amounts when lasting longer than ten minutes.)

The idea I have in mind is to try to allow invisibility to make more of an impact in some situations if used by the player. I imagine most players will prefer the direct approach and confrontation to problems in a game, but there may be a few who like the idea of playing more stealthily in some situations if possible. That's the idea anyway, and to this end I have set some "safety-nets" in place. These safety-nets have primarily been set in conversations, where a PC is protected from automatically becoming visible when given the choice to talk to an NPC. I have had to make some amendments to this code, such as allowing a PC to be able to talk to another player or inanimate object, but overall, the tests appear to be quite playable to date.

GetNearestCreature(NOT_MY_PC)

On a side note, I discovered that using the GetNearestCreature with the parameter to not return a PC (NOT_PC), will still return a companion. (i.e. A PC not currently controlled by the player.) I thought this was a little misleading, so mention it now. I had to make my own function in the end to ensure the nearest creature was an NPC rather than a companion. I then checked over all my other scripts that had made the same assumption and corrected those.

Playing Poll Results

The latest poll ended last week and here are the results from 25 voters:

I was most encouraged to see that 40% of the voters will be playing the module as a multi-player game. As regular readers of this blog will know, Better The Demon (and other modules I make) are designed MP from the base up. This is not a SP to MP conversion, but all systems are designed with MP in mind from the very start. I have to say that I have slipped up on occasion. However, as all testing I do involves a MP test every now and then (using two computers), any MP issues that do appear are addressed as soon as they are brought to my attention.

I am also pleased to see that 16% of players will be trying an "evil" approach to the game. It will be interesting to see if any others change their style during play - simply because the "evil" path is easier to play than the "good" path. Also, if their are players who try both "good" and "evil", I will be interested to see what options they take in each case.

Very encouraging is to see players who will play the game more than once - assuming they are pleased with the module in the first place. In these cases, I will be interested to hear if their different experiences were due to playing different alignments or during SP and MP gaming.

In all, the results were very interesting to me and I look forward to getting this beast out (at least this first part) as soon as I can to start receiving some feedback.

Tuesday, 13 September 2011

Focus & Return (GUIs)

I continue to thrash out the story for Better The Demon, which is slowly coming along in the way of added conversations. However, I have also been looking at some minor issues to do with the new GUIs that will be available in the game. In particular, there are some GUIs that are presented to the player which require a text input. Previously, the player had to click in the text input box and then type what they wanted to say, followed by clicking on another button. This all worked well enough, but I found during testing that it was more natural for me to want to type in information the moment the GUI appeared and then simply hit the Return key to enter my input. To this end, I did a little checking over some OC files to see how it was done ...

Focus & Return In GUIs

In my searching, I discovered that to make the cursor appear in an input box the moment the GUI opened, I needed to add the following parameter to the UISCENE:

OnAdd=UIScene_OnAdd_SetFocus(TextNameInput) where TextNameInput is the name of the UIText box requiring the input.

Then to make it so the Return key worked with this textbox, I needed to ensure the following two parameters were added to the same UIText box:

multiline="false" returnrestricted="true"

Once these two parameters were added, I found I could then add a simple OnReturn section to the same UIText like this:

OnReturn=UIObject_Misc_ExecuteServerScript("gui_textinput",local:0)

This OnReturn does exactly the same thing as if the player clicks on the button which has the same command line, but uses OnLeftClick instead of OnReturn.

The good news with all this is that it makes the game flow more intuitively. And there are also some GUI text input windows where this kind of input is almost essential due to time factors involved.

And so the module continues to be written ....

Monday, 8 August 2011

Wrestling With The Stuffing

Sometimes ... and I am sure many modders will agree with me ... as much as our hobby of writing a story to be played in a module is a joy and a pleasure to create, there are times when the story refuses to play along. Note, I'm not talking about the main path or outcome to the story, but the "smaller" details that take place in between that help flesh out the game as a whole. It's a little like being faced with a blank page to fill between each event of the main story. These pages need to be filled in and made interesting, as they act as the glue between each other, and success in their writing can be the make or break of an otherwise well-built module.

The Main Plot

Let's take The Lord of the Rings (LotR) as an example of a story. The bottom line to the main point of the story is: Frodo has to take a magic ring to "Mordor" where it must be destroyed! That's it. Yet, look at the many books that make up the complete story and it's not hard to imagine that there is much more involved in that story than a simple journey. Writing a plot for a module is a similar task, in that a player needs to be presented with challenges and choices that help flesh out their experience of the story as they uncover it through play.

Side Quests

Note, I am not talking about side quests. It is true that modules can and do provide side-quests that help to give a module longevity, but, in my opinion, these should act as incidental events rather than experiences to replace the main story, which should be the crux of the game. In other words, side quests, while briefly entertaining should be something that, if missed by the player, would not detract from the module/story as a whole. Now, why do I mention this? Simply because, I believe that a good "litmus" test for a module is to remove the side-quests and to see what is left for the player to do to complete the story. If, for example, you find that a good percentage of a module is made from side quests, then I believe the experience of the game as a whole will quickly dissolve into disappointment, especially to experienced players who have played more than their fair share of RPGs.

Main Quest Events

The answer, as I see it, is to break the story into main quest events, which the player can explore at their own pace. However, this is not easy to achieve. When writing a book, the events are predetermined and the direction the reader has to take is controlled by the author. For a module story, however, the writer has to be careful not to railroad a player along a path just to ensure plot rigidity. Many modules are built this way, of course, and to some degree some direction-pushing cannot be avoided, but it should be minimised to allow at least an appearance of choice for the player playing through it. Now, for me, managing these main quest events is where the wrestling comes in. For starters, what makes a good quest event as opposed to an orchestrated plot? Secondly, how will one main event affect another?

Referring back to LotR, we can see how the choice to travel through the "Mines of Moria" after failing to cross the "Misty Mountains" acted as a great event in the course of the main story. Of course, if the same event was written into a module, a writer may like to consider writing both paths ahead of time, to allow a resourceful player the chance to succeed in crossing the Misty Mountains where in the book they are said to fail. Such a second path would, however, take more work and require extra creativity to ensure it fitted in with the spirit of the main story and offered similar pros and cons as taking the path through the Mines of Moria.

Whether both paths are written or not, these are what I would call main quest events - and it is these types of areas that form part of the main quest that I believe require careful attention to detail to ensure the whole story is made memorable and remains cohesive irrespective of the path taken. Note, while these quest events may share similarities to side quests in that they may have their own objectives to complete, they are still part of the main quest, as the player must do these quests to finish the game.

Better The Demon

In my own module, Better The Demon, I have a number of these main quest events already outlined and set in place. From the perspective of the main story, they all link together to move the plot from point A to point B - and I do not mean just in the way of transitions, but also from a perspective of the story as a whole. However, there are one or two areas (with their own main quest events) that currently refuse to work themselves out in my mind. The logical flow of one "internal" event into the next has just not revealed itself to me yet. I could force the issue of course, and perhaps many players would not notice, but I can also be sure that some will ... and that eats away at my need to get it right and not to leave a bad taste with the player.

As a simple comparison to LotR, while travelling through Moria, the heroes had to overcome a number of obstacles, defeat some monsters, and even overcome a puzzle before they could enter in the first place. i.e. The adventure in Moria felt like a whole quest in and of itself and added to the final weight making the whole adventure/story as memorable as it was. And while I have the equivalent "Moria" sections of my adventure in place, they do not yet currently meet my own expectations and are the areas of the module I am currently wrestling with. Once I have these parts clearer in my own mind, I can then start to place the final pieces of Chapter 1 into place. Such ideas and story development cannot be rushed and I thank readers for the time and patience they have already given me. Hopefully, a few more days and night's with the particular adventure locations in mind will help unravel these elements of the story within me soon enough, while avoiding orchestrated or cliched ideas. <- Probably impossible, but I will do my best to add an interesting slant.

In the meanwhile, I continue to write conversations for the NPC's that are already well established.

Monday, 18 July 2011

The Art of Conversation (POLL: How Will You Be Playing?)

How much time will a player want to spend talking to a character when playing a module? That's just one question I consider when writing a conversation for one of my characters. This question, however, soon opens into a branch of others:-

1) Should a conversation be succinct or verbose?
2) Should there be many options to choose from or only a few?
3) Is there an option to avoid conversation altogether?
4) Is a conversation even the correct response in a given situation?

Keep To The Point

My wife likes playing adventure games, and I like to join in now and then. Recently, we were playing "The Longest Journey" (which came highly recommended within the adventuring community, scoring around 90%), and I found myself disappointed with the rather wordy and often unnecessary crass comments made by the characters in this game. I suppose some people may consider the responses as "background filling" and "gritty reality", but both my wife and I found them somewhat boring and tedious to work through just to get to the piece of information we needed.

Don't misunderstand me, I enjoy some background conversations, especially if they help me to understand something about the gameplay. However, I believe there is a definite distinction between being verbose (I would even say "babbling on") as I found in The Longest Journey, and giving the player a useful background in as fewer words as possible.

In Better The Demon, background information in conversations is kept to a minimum to avoid "data overload" for the player just trying to get around the environment. However, when it has been "neccessary", I have tried to allow a player to choose options that appeal to them or allow an early exit if possible. Furthermore, I include books (using my Readable Books format) that also cover different sections of background that players can read or ignore as they choose.

Avoid Too Many Choices

Another personal misgiving that I have encountered in many games, is when a conversation starts to branch out in more directions than I can easily remember ... or really need. I know the idea is that the game is offering as much "choice" as the player wants, but there is a danger in this design. For example, many conversations are designed to help move the plot forward and set "flags" along the way to ensure the game moves along as it should. However, if a conversation is both tedious to read and has many branches and options to go down, a critical plot changing flag may be lost somewhere deep within one of the conversation's many branches and be easily missed.

In my opinion, forcing a player to take a certain conversation option to locate a critical piece of information to set a flag and move the game forward can be a real game stopper. Therefore, each option that a player is given should "go somewhere" and not require the player to have to repeat the conversation just to find the option they needed. Of course, there is a proviso here, in that a conversation line that is obviously different from another is not to be considered a "dead option". The guideline here, is to keep conversations focussed on the topic at hand and directly related to what the player is doing or really wants to know. As an example, The Longest Journey also fails in this area, as it often has options where a player can ask characters about each other, and even about themselves! I don't want to read about this sort of thing. This information should be obvious just from my interaction with them. The problem is, as a player, we are forced to follow these lines of conversation because we do not know if the game hides an important piece of information buried deeply down the many layers of conversation.

In Better The Demon, choices are kept to a minimum and cater for skills and/or different plot paths only. In other words, all choices will be relevant to what the PC needs to know, all be it approached by different paths, as opposed to different paths leading to verbose uninteresting babblings ... unless this is a personality trait of the NPC, which the player is trying to "defeat". The point being, the conversation choices will be obvious as to their effectiveness and importance to the situation, and the player will not be overloaded with choices that lead nowhere, or simply try to impart spurious information.

I Don't Want To Talk!

Sometimes, a player may feel like they know what they need to do, and talking is not even an option they want to entertain. In my opionion, if possible, a game should be able to adjust to a player's preferences. In many situations, "talking" should be the default course of interaction between player and non-player character (NPC), to allow the player to flesh out their adventure by learning more about the world in which they are adventuring. However, if during the course of their adventure they have already drawn a conclusion about an NPC and believe a fight to the death is the answer, then hopefully, a system can be included to allow the player to avoid a conversation, be it as direct combat or an option in the conversation simply to say something along the lines of "Attack Mr X". And what about players playing evil PCs, where "killing" and "taking" what they need from an NPC is easier than "talking" and "doing a task" for them?

Now, I am sure any builder worth their salt will recognise that building a module that caters for both good and evil aligned PCs is extremely difficult - especially with respect to such things as conversations and providing the player with the information they need. After all, what happens when a player playing an evil PC kills an NPC before some critical information has been imparted to the player? Regular readers of this blog will know I have touched upon this problem in the past.

In Better The Demon, I have taken as much care as possible to allow as much choice as possible, including the "total avoidance" path wherever possible. This has taken extra time and consideration, and can only be applied to around 90% of conversations. Even then, a player set out to "kill" rather than "talk" will lose out on some XP, simply because they would end up "killing the goose that laid the golden egg". However, for the remaining 10% of conversations where "talking" is required, I have tried to offer a more succinct path where possible.

How Did They Know I was Here?

The last consideration problematic for RPG's in particular, is taking into account actions made by the PC that the builder of the module may not have initially considered, such as a PC being invisible. This is a particularly awkward problem to address, but one that needs consideration if, as a game designer, we wish to ensure logical flow in the game. After all, if a player has taken the time and trouble to become invisible so as to try to sneak past an NPC, what happens if this NPC has been set to "talk" to the PC when they are within range? If the NPC suddenly runs up to the PC and begins a conversation, the logical flow of the game is spoiled.

There is not much to add to this, except to highlight it as a potential issue for all builders and that I have tried to adopt a system to cater for this within my own module, Better The Demon.

The Last Word

The final word on this, however, depends on the sort of game you are trying to build, or, as a player, want to play. However, I do believe that the above guidelines are important for all games, simply because they avoid some of the pitfalls about writing in general. Key aspects such as the following will help to keep the pace of the game flowing:

a) Write about what you know.
b) Use as few words as possible.
c) Show, don't tell.

I have read modules that boast many thousands of words in them as a sign of "depth" and as if a sign of returned hours of "enjoyment" ... which I do hope is the case. I think that as long as the number of words reflects diversion in converstion and viable choices, then the number count can only be a good thing. On the other hand, if it is meant to represent simple length of conversations, then, like The Longest Journey adventure game I describe above, I would be extremely disappointed and may find my eyes glazing over to the point where I would miss a clue at best ... or stop playing altogether.

Have Your Say!

Well, I've waffled on long enough about conversations in this post, and would now like to hear about your own experiences, whether as a player: Tell me of your worst or best experiences with game conversations. Or as a builder: How do you plan your own conversations?

Also, please take your time to answer the poll question this time around: Very simply: (Assuming you will be playing my module) How Will You Be Playing? With respect to single-player (SP), multi-player (MP) or both? And also with respect to a good aligned or an evil aligned PC?

Tuesday, 5 July 2011

Invisibility & Stealth

A quick update again, just to say that I continue to work on conversations, but have also been trying to consider what options to offer when a PC might be under the influence of invisibility and trying to be stealthy. E.g. What if a player, playing a lone PC, goes invisible with a potion or spell and then tries to do certain actions?

I have looked at the various options where this may have an impact, including trying to speak with somebody, trying to sneak past somewhere, or even just moving around ... and came to the conclusion that many situations required a player option as to whether they wish to stay invisible or come out of their invisible state to do the action they are trying to perform.

To this end, I designed a very simple GUI offering the player a choice in these situations where they may be compromising their invisibility. In such cases, they are given the choice to come out of invisibility and continue with their actions (which may be fine if it is simply to talk to someone) or to remain invisible and forfeit the action they were trying to do. Below is a simple example of an invisible PC trying to speak to a shop keeper (Other situations are worded differently.):


Invisibility and being stealthy to sneak past someone add another level of complexity, and I have tried to be fair in my decisions where such actions may compromise a PC's visibility state, leaving it up to the player if they wish to stay invisible or not. Just the sort of thing I am dealing with as I continue to code the game.

Meanwhile, on the home front, Honey, our upstairs rabbit, has continued to improve in health since I last posted, so that is one less concern affecting my concentration to worry about. However, I have been distracted by having to deal with other issues that are taking some of my time, which may end up delaying posting in the coming weeks. No fear though, I will be trying to do more as soon as I am able to and will let you know in a blog as soon as I do.

Friday, 24 June 2011

Dealing With Complexities

This is going to be a very brief post this week for two reasons:


1) Our upstairs rabbit, Honey, has not been very well again. Poor thing suffers a lot with teeth problems and now she appears to have nasal issues on top - caused either by another hidden tooth problem or some sort of sinus issue. I have had to spend some time looking after her (collecting dandelion leaves every so often - the only thing she feels comfortable eating at the moment) and sitting alongside her, trying to make sure she stays warm and content. She had a stressful last week being taken to the vets. It stressed me too (for her sake). She is still not 100%, but I am hoping she is making a gradual recovery. Time will tell.

2) I am writing conversations for the characters and the whole process is going a lot slower than I had hoped it would do; probably partly due to the above, but also due to the fact that the current conversations are quite involved with journal entries and variable settings. This is probably straight forward for most people, but I have to pace myself when dealing with this sort of thing and so only manage a very little towards it in a day. Hopefully, the end result will support multiple paths and approaches to the conversations and quests in question. Yet, once these ones are done (required as I started to design the module this way), I intend to curb my ambitions in future and greatly simplify them if possible. (See next.)

Looking Forward

There are still quite a few conversations to write, which will gradually get easier as I move away from earlier designed ideas and move toward a more "linear" style of writing. Do I here a "gasp" from you when I mention "linear"? Well, let me just clarify what I mean by "linear": The gameplay should remain "non-linear" (as good as any "non-linear" game can be), but quests will not be so intermixed as I have them at the moment. The problem at the moment, is that many of the quests revolve around a few specific NPCs (as normal), but that every NPC also potentially has an input to another NPCs quest (not normal gameplay design). Add to this items that can be found that open more conversation nodes and .... you get the picture? (It's difficult to describe exactly what I mean without giving too much away.) Future quests and conversations will be reserved to a "one on one" design. That is what I mean I will be changing to be more "linear".

Once I have these conversations out of the way, I can look at finishing the last few areas that I decided to add for greater gameplay of module 1, and then begin tying the whole thing together and look at producing a beta for testing. It's probably still a few months away yet, and really depends on how well I can deal with the conversations and design those areas. One thing I can say, however, is that I am beginning to see a light at the end of the tunnel (for module 1 at least) .... Hoorah!

Tuesday, 24 May 2011

Fixing The Little Things

Thanks for all the feedback regarding my new area last week. I have taken on board the comments and tried to make improvements where I can. And thanks to everybody who helped me to understand some of the basics behind area design to allow me to even try to build a better area in the first place. I did not spend much more time on this, but decided to look at ensuring transitions remain stable, especially between module changeovers and from areas where having any dead PCs may be an issue.

Respawning The Dead

Unless you are considering programming for multi-player (MP), you may not have considered some of the potential pitfalls that come with the death of PCs - apart from the obvious for the player. If you have altered the way your death system works as well, like I have, then there are even more considerations you need to take into account. The bottom line, I believe I have ironed out all the potential "death" circumstances since I last posted and have employed a system that offers the player a GUI presenting an option to be respawned at the cost of an XP penalty, or to consider a different action, normally to turn around and head back from where they came from. This will normally only be an issue where a player is trying to return to a different module within the campaign and when they carry the corpses of companions or fellow players. Because of the way my system works, trying to do so would lose a lot of vital equipment. There is a similar issue when a player tries to leave an overland map encounter area, which I have dealt with in a similar manner.

Fixing Little Things

1) Visual Effects On Store Items: I recently found out that if you have an item that has a visual effect on it and it is added to a store as a "limitless" item, that when bought, the visual effect does not work. I made a workaround for this problem by replacing the bought item with an identical one upon acquisition.

2) Monster Items Reversion: Another small issue I found was that if you have copied an item to your campaign and kept the ID information the same as the original, then any such item added to a creature at build time will revert back to the original. E.g. If you copy an item to your campaign folder and alter the description to avoid any mention to Faerun and then add the campaign item to a creature, it will instantly revert back to the Faerun descriptive one. NB: Having campaign items with the same name, tag and resref is not normally a problem with respect to any other aspect of the campaign (that I have tested to date anyway). Anyway, I also worked another small piece of code to replace these "incorrect items" with the correct one upon the creature being spawned.

I mention both of these small issues, as I imagine they could be something others may have a problem with and not yet be aware of it. If anybody wants the code that I used to resolve the issues, let me know.

As Big As The Moon

This is just an excuse to post a picture I took of the moon a while ago. However, it is true that my world Althéa works out to be about the size of the moon. Anyway, here is the picture, and you can find a few more here.


Moving Onwards

Fixing the problem with the transitions between modules when the player has a dead PC in their midst was an area of coding I was not going to do for a while yet, as I obviously do not need to worry about it for only one module. However, because it impinged on another area I was working with, it had to take priority. The good news is now that I have that code sorted, I can get on with what I was trying to do in the first place. More on that later in another blog perhaps. What I can say now, however, is that Hoegbo has once again kindly offered his help with some of my work and I will be taking him up on his offer soon, which means area production should benefit greatly.

Thursday, 12 May 2011

Scale (Area Screenshots)

I hope you enjoyed my articles on "The Changing Face of AD&D". It gave me a chance to relax and write about something that I enjoy talking about, and I hope readers felt the same. If you still have a comment to make regarding any aspects of the game, please leave one.

This week is going to be a short post by comparison, made up mostly of screenshots of an outside area I have tried making. As regular readers will know, area design is not one of my strong points, but having looked at other peoples work, I thought I would try again. The results were better than before, and so I decided I would be using them in the module. Check out the shots below and let me know what you think. One thing I learned from looking at other peoples work is that scale, when well used, can make an area feel bigger and fuller than it really is. (I don't normally like to give area screenshots as a preview, but I would like feedback in this case as well.)

Module One Increasing

One last note before the screenshots, and also on the subject of scale, I have decided to increase the number of areas of the first module. (The screenshots below are one of the areas.) The reason is due to the decision I made to release the first of the modules before the other two in the campaign. I felt that the first module lacked any real depth without the other two modules and would leave players a little disappointed. Thankfully, however, the new additions do not require much work, compared to the amount of game play they give in return. As much of the core code is already in place, I am simply expanding on the first module with a couple of slight detours.

Anyway, here are the screenshots of one of the areas (Enclave valley) that is nearly finished now, so please do leave a comment.
















Tuesday, 29 March 2011

A Pleasure Doing Business

I have been continuing to look at and work on creature AI over the last week, and believe I have reached a point where I am able to enable monsters to do a little extra if need be. Some thanks must go to Derek (Chaos Wielder of Shagret), who showed me some examples of overriding AI scripts. For those who are not aware of his work, be sure to check out his site. My thanks also goes to Pain once again, who has continued to help me understand a little more of what is going on behind the scenes. In the course of our chats, he guided me to the Common Script Library, which I have also posted a permanent link to in the left hand pane.

A More Realistic Store

After being inspired by seeing a rework of the store GUI using different textures, I decided to set aside a little time to finish off my own store GUI. Below is the result of combining the two GUIs I had already designed (first seen in this blog post) into a single new one. Personally, I much prefer the colours in the new design, and am pleased that I was able to include all the extra store information into the single GUI without compromising the information given. Furthermore, it has now been made clearer to the player which stock is new or limited in nature by showing it in a light blue font. Check out the image below, which shows two pages of "Gavin's Goods".



As regular readers of this blog will know, my aim with stores was to make them exciting places to visit by adding random elements to them. Now, not only do some stock items change from time to time, but even the cost of having items identified may change sometimes.

Henchman Game Exit Crash Fix

During my course of looking at creature AI I came across a game bug. For those who may not be aware, there is a bug in NWN2 that causes the game to crash when a player has a henchman in their party and they try to leave the game. After discussing the problem with other players, especially Matt Rieder of The Wizard's Apprentice, I set out to fix the problem. At Matt's suggestion, the problem was resolved by adding some code that removes any henchmen before the game exit calls were made. It involved editing the optionsmenu.xml and adding one script, but the end result appears to work well. I even added some code that reattaches the henchmen if the exit is abandoned. I have uploaded the Henchmen Game Crash Fix (LB) to the Vault for those interested in the fix.