Today, I can report that I have set a release date for Predestinated Days, the second module for my campaign, The Scroll. If all goes to plan, I will upload it to the Vault for public download on 1st October 2026. To find out more about the last few weeks and the schedule I am trying to work to, read on...
A Frantic Month
The last month turned out to be a lot more frantic than I had thought it would be. I had outlined what I needed to do and was slowly working through it and was on schedule. I had contacted my beta-testers, Thierry (4760) and Sebastion (raymondsebas) and gave them a heads up on when I had hoped to be ready by. Then, around the middle of the month, my wife hit a few bugs that spiralled into bigger issues as the days went by, including some item duplications, strange encounters (in EE), along with combat and transition crashing. Once again, I had to park the final sections I was working on to ensure these bugs were sorted for the latest campaign release this August.
Indeed, if you check the list of updates and fixes for the last month, it is the largest since I updated the campaign to be compatible with NWN2:EE back in June. This latest release also fixes some strange behaviour of some fighter types (in EE only) who had suddenly acquired the ability to summon creatures! It is fixed with the latest files and if you start the module afresh. However, if you don't mind a slightly harder challenge (*), the game still functions, and the additional foes are only affected in three combat situations. Then apart from some XML text tidying, all other fixes applied to both editions of the game. (*) Although, sometimes, these have also been witnessed to be asleep too, and so may be easier.
The Combat Crash!
I am not sure how many people will have been affected by the main issue I have spent the last few days trying to resolve for this v1.47 release, but I believe I have made some progress towards reducing it. It is a random crash during combat that has become more noticeable as my wife has been having more intense combat situations. From trying to be more attentive to the action prior a crash, it appeared to be related to some summoning or dismissal (at death) of creatures. It was hard to tell for sure, as a crash to desktop does not give you much warning to look.
One thought (which may still be the case) was regarding a common sound file that would play just before the crash. This was the sfx_conj_Abjeration.wav, which fires quite a bit during combat, and so I took a closer look at it. It turned out that the file was actually an mp3 file, and so I converted it back to another wav format, and this did appear to help. However, it was what happened next that may be an indication of where the problem may also lay...
Not only did my wife's latest party of adventurers have more summons during combat, but they remained around after combat, due to the extra duration and strength these had at the higher levels. (This may be why the first module did not experience the issue as much previously.) It turned out that a party full of summons also contributed towards some transition crashes of a similar nature to the combat crash mentioned above.
To cut a long story short, it turned out that there were some duplicated VFX (visual effects) being played when an associate creature was being dismissed for one reason or another. For example, a summons would be dismissed, playing an effect, and at the point of being removed, play the effect again, which I believe contributed towards the crash. Basically, a double run of some code was being applied just before a complex area exit script, which was probably too much for the game to handle, causing it to crash. Thankfully, I have now altered/improved this area of the code, and put in place some checks to prevent such double VFX from playing moving forwards.
In testing to date, two previous saved games that had crashed at a transition no longer do so, and there have been far fewer combat crashes to date... even when multiple summons by both party and foe were being made. (My wife often ends up with up to 12 in her party portrait list when all are out! And her foe has had 9+ enemies against her, making a total of over 20 creatures in combat at once onscreen!) That said, we have still witnessed one or two combats that caused a crash, but there was a lot more going on than usual, and maybe it was just one of those things. Two repeated plays of these same combats ran fine! However, if a common pattern for a crash is discovered, then I can look at it again at a later date.
Release Timeline!
If all goes smoothly over the next few weeks, then the 1st October 2026 looks to be a realistic date for release! I am very excited to have reached this point, but I am also aware that the final third stage of this second module has not had any proper testing or feedback yet, and neither have I done any final balancing to it.
There is one last conversation I have to finish off, and I would like to look over and check the balance of loot and encounters before I am fully content, although I believe the latter points are mostly about right now. Actual alpha and beta testing feedback should help me here too.
ALPHA TESTING: As soon as I have the final conversation written, I intend to post the files to my alpha testers (one being my wife, and Dustin Offal the other) to start testing as soon as they can. I hope they may have the time to do as much testing of the third stage as possible before the 10th August. Note, however, that the alpha testers will be starting from a saved game at the end of the second stage, and so will not have to replay the first two stages, which accounts for 30-40 hours of this second module. My wife will be testing using the NWN2:EE and Dustin will be testing in the Original.
BETA TESTING: The beta testers have been contacted with a view of receiving the files from Monday 10th August, and are already replaying the first module to get ready for the second. Whether they choose to play to the end and jump into the second module from the end of module one, or stop and jump in at the beginning of the second module, I leave up to them. Both options should be ready to go. The beta testers have told me that they will be testing using the ORIGINAL game.
That's all I have to say about the campaign today, as I want to concentrate on the final steps for the testers so that they have the fewest problems. For now, I am not even going to show a screenshot from the new module, but a familiar one from the first only. Maybe I will have something new next month?
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| A Quiet Evening In New Edgeton! |
















