Choose Your Language

Thursday, 5 May 2016

Beta Testing (Last Entry)

Finally, I have reached the end of my own beta testing. Or rather, I have reached a point where I am satisfied that further beta testing will not be worth the time compared to being able to release the module. This I did yesterday: 4th May 2016 ... or 4, 5, (1)6 ... or as Star Wars fans might say, "May the fourth (be with you)". At least, it's a date I should remember easily enough.

For those interested in playing the completed module, The Scroll (The First Day), then please go to its download link in the side bar below to the left under "My NWN2 Material".

For the sake of completion, I will make this final post on the discoveries I made and the fixes it required. Even at this very last stage of testing, I had to make some "significant" changes, simply due to the code being so messy and inefficient. Read on ...

FIXES

1) Fixed a "placeable item" drop name.
2) Fixed a description update that was not updating when a level item updated.
3) Creature AI: Added a missing variable to encourage a creature to use its spell abilities.
4) Removed "cleric" description from Jagged Tooth scroll.

UPDATES

1) Rewrote the OnAcquire and UnAcquire scripts, which were in a very haphazard state.
2) Rewrote the sbfunctions include script, which had some very inefficient coding.
3) Rewrote the Rune Puzzle GUI to enable players with low resolutions to drag the GUI apart.
4) Redesigned the item required system for crafting. (Previous system could not handle larger loops.)
5) Updated some journal entries to be more informative regarding the quest at hand.
6) Added weapon equipped feedback when PC swapped.
7) Added a mage workbench to an area.

Basically, much of what was required in the last set of coding was rewrites of OLD poorly written code and making other code work more efficiently. I still see this kind of thing scattered around the module, but the good news is that most of the important sections have now been addressed, and any that still needs attention can be addressed as I continue to work through modules 2 and 3, as they are campaign scripts, which will be backward compatible.

I think it's time for a lay down.

Wednesday, 27 April 2016

Beta 9.0 (Part 12)

The time is drawing ever closer to release, and today marks the beginning of the final stages of testing. I believe this may even be my last "beta testing" post entry (ignoring responses to this post), and my next post may be announcing the release of this module in a new "Support" post! It really all depends upon what I find in the next (potentially last) session. Anyway, onto the latest list of finds:-

FIXES

 1) PLOT FEEDBACK - Removed some superfluous feedback regarding plot items.
2) PARTY RALLY - Now ignores henchmen and Main PC that could give erroneous feedback.
3) SECRET COMPARTMENT - Changed default action to use. (Sometimes prevented lock GUI.)
4) CONVERSATIONS - Fixed a couple of typos, an incorrect link and some missing cameras.
5) MASTER MAPPER - Fixed a couple of events where the auto-mapping was not auto-restarting.
6) VFX INSTANCES - Fixed VFX removal where more instances were present than I realised.
7) ANIMAL PRESENT - Fixed a "REMOVE ANIMAL" warning missing from a check.
8) UNDEAD WEAPON - Fixed a missing SLAM attack on some undead creatures.
9) MONSTER POSITION - Fixed/added missing post locations of some creatures.
10) PLACEABLES - Stopped some placeables from disappearing after use (that were not meant to).
11) LOOTING - Prevented some looting on a placeable before the PCs were meant to.
12) COMPANION AI - Removed some AI alterations done on PC swap. (Redundant code of mine?)
13) DEATH ANIMATION - The main PC did not always look dead - Hopefully, this fixed it.
14) JOURNAL ENTRY - Fixed an illogical entry and some XP based upon it.
15) ENCOUNTER TIMING - Removed 0.5 second delay that allowed PCs to move too far.

UPDATES

1) PARTY RALLY - PCs now mainly appear behind the Main PC rather than around it.
2) ANIMAL PRESENT - Added an option to allow an animal to STAY in the area when dismissed.
3) ENCOUNTER - Added an encounter where I felt one was needed.
4) EQUIPPED WEAPON - Altered some feedback when giving player equipped weapon info of PCs.
5) BARBARIAN RAGE - Made "raging cry" more creature generic.
6) DATE FEEDBACK - Added the hour to any date feedback given.
7) JOURNAL ENTRY - Added some extra information in the journal for a quest reminder.

 CURRENT PLAY TIME: 42 hours and 0 minutes.

We Have Come A Long Way!

Friday, 22 April 2016

Beta 9.0 (Part 11)

Another couple of sessions, discovering those pesky bugs ... and testing updates ... See my last post for more details regarding the new Recipe Book system.

FIXES

1) RITUAL BOWLS - An earlier fix introduced duplicated items/tags, preventing work. A nasty one!
2) RITUAL BOWLS - Fixed problematic/intermittent container opening.
3) REST WITH SUMMON - Fixed broken "remnant" portraits of summons after resting.
4) FACTION PAUSE - Fixed a conversation from pausing too soon.
5) COMPANION AI - Fixed spell casting (etal) from ending when switching PCs during turn-based.

UPDATES

1) RECIPE BOOK INFO - Instant information when recipe books hovered over in inventory.
2) FEEDBACK IN COMBAT - Reduced some "normal" feedback while PCs in combat.
3) LIFE ESSENCE USAGE - Removed need for Life Essence use with Enchanter's Satchel.

CURRENT PLAY TIME: 40 hours and 38 minutes.

I'll leave you with a screenshot of my last battle, which turned out much more difficult than I first thought it would be. It required me to make good use of my turn-based system, and careful use of spells and resources. Believe it or not, I lost this battle from this position on the first attempt!

A Tough Battle!

Tuesday, 19 April 2016

Immediate Crafting Information (Modern Recipes)

Once more I decided to tackle the issue of making crafting as easy as possible for the player. I noticed in my own play testing that simply checking enchanting or crafting requirements from each recipe could be a laborious process ... or at the very least hard to keep track.

The Scroll supports every OC crafting system, but with some heavy improvements to make crafting much simpler. To help differentiate between the various OC systems, I now simply refer to the "ANCIENT" (uses molds and essences) and "MODERN" (uses recipes) systems.

I don't intend to use this post to speak about the various differences between the two systems, but to announce how I have made further improvements to the "MODERN" recipe system.

INTELLIGENT RECIPE BOOKS

The initial improvement I made to this system was to make gathering recipes easier by automatically placing each recipe into its appropriate recipe book for ease of reference. However, I have now taken this automatic help one stage further by having intelligent feedback from each book and its contents.

When a player now hovers their mouse over one of these recipe books, it will give feedback about the recipe pages that are collected within it and whether the party meet the main criteria to use each recipe contained therein. This information is sent to the chat window without the player even needing to open the book if they choose not to.

At a glance, the player will now know what recipes each book contains, and by the colour of the name used, be able to tell if they can immediately use the modern recipe (green font), or need a workbench to complete the task (blue font), or be unable to use it at this time (default font).

Furthermore, additional party information is given with respect to the skills and feats being required/used, the gold the party carries and whether they have an Enchanter's Satchel to use in place of a Magician's Workbench.

If, after all this initial information, the player wants further information (e.g. What exactly are they missing?), then they can simply open the book and read the recipe requirements after clicking on its page. Or ... if they left click on the icon to try to activate the recipe, that will also give detailed feedback about what is missing/required.

Check out these screenshots for further information ....

Enchantment Recipe Book - With New Rune Enchantments!
Weapons Recipe Book - Both Possible If Workbench Found
Alchemy Recipe Book - A Single Page Remains!
Wondrous Items Recipe Book - Many Potentials Await!
Armour Recipe Book - All Used!

Friday, 15 April 2016

Beta 9.0 (Part 10)

Another couple of hours play and another handful of those hard to find bugs (now solved) ... and updates ...

FIXES

1) CONTAINER WEIGHT - Fixed a bug where containers did not show their total weight.
2) RUNE LOCK ATTEMPTS - Fixed "exploit" check. Could be reset with two consecutive rests.
3) TREASURE ITEM DECAY - Fixed a decay time that was decaying much too quickly.
4) LOOT DEAD CREATURES - Made accessing dead creatures more stable. (Added backup.)
5) COMPANION AI - Created PCs had the wrong On Perception script attached.

UPDATES

1) Added "Gather Party" facility to help get around path-finding issues.
2) Added party "Stand Ground" on enemy perceived if "PAUSE ON ENCOUNTER" enabled. (*)

(*) NOTE: Rather than pause immediately on any encounter (with this setting), I found that simply having the PCs "stand their ground" until the creature actually attacked was the better solution. Otherwise, PCs could potentially "pause" the game even before the creature was able to be targeted by the player. The player can still manually pause (before the automatic pause) if they want to, of course.

 CURRENT PLAY TIME: 37 hours and 40 minutes.

To Battle!
And Treasure!

Tuesday, 5 April 2016

Beta Test 9.0 (Part 9)

I genuinely thought that this post was going to be the one when I was going to announce the release of this module. It's that close! However, a few of bugs crept up during play, which would have frustrated me if I had not sorted them again, and so it's not quite there yet. Here is the list of "sneaky" bugs (not easily noticed) that caused me the problem this time:-

1) RESTING - Fixed a bug when resting started from a companion (miscalculating rations).
2) RESTING - Fixed constructs to now ignore the need for rations.
3) ARCAENE SCROLLS - Fixed a missing base item value check. (Were casting at the wrong level.)
4) ENCOUNTER - Fixed some "undead" encounters that were "absent" outside of "TEST MODE".
5) RUNE BAG - Fixed feedback when "activated" by the Main PC. (Required CAST as well as ACTIVATE.)

CURRENT PLAY TIME: 35 hours and 7 minutes.
Into The Unknown

Saturday, 26 March 2016

Beta Test 9.0 (Part 8)

Every session I play brings me one step closer to release ... and with each session I play, I am glad that I spent some time doing this last play through. Mainly because it allows me to find those last few bugs that can easily be missed, but are really annoying if you do encounter them. This time around included:-

1) Fixed a GUI image from not disappearing under rare circumstances.
2) Fixed a missing "pick lock" sound if playing a companion rather than the Main PC.
3) Fixed some dynamic light settings that failed due to known "light tag" bug (on a reload).
4) Fixed the journal "NOTES" section, which was randomly losing/changing information. (XML)
5) Fixed a poorly timed beam effect at the start of an encounter.
6) Fixed some missing crafting confirmation and sound for a special brew.
7) Fixed a trap that should have been marked "unrecoverable".
8) Fixed a "rune puzzle" script that had a potential exploit bug.
9) Removed some "beta" code.
10) Added an extra sound for a lower value appraisal result. ("No" for poorer quality.)

Things I will Change In The Future

1) I will widen paths and do less "narrow" areas. (NWN2 path-finding really is bad!)
2) I am considering limiting PCs/Henchmen possible due to same path-finding issues.
CURRENT PLAY TIME: 34 hours and 0 minutes.

When Will It End?

Tuesday, 22 March 2016

Beta Test 9.0 (Part 7)

I know this may come as quite a surprise, especially considering the amount of beta testing this module has already gone through, but even now, I am still finding some niggling points that need fixing. Even to the point of updating core XML files and tlk entries. Anyway, without further preamble, here is the latest list of fixes:-

1) Fixed a door being opened by creatures. (Missing variable.)
2) Fixed related door (to above) by adding a missing script to ensure fade worked on exiting it.
3) Fixed a function that could (on rare circumstances), cause a creature to spawn in the wrong area.
4) Fixed a "treasure object" from being inaccessible due to not having "useable" in the properties.
5) Amalgamated two "function" scripts to prevent toolset crash on exit.
6) Updated stylesheet.xml to give me smaller tabs/buttons where required.
7) Updated the tlk to give clearer feedback with crafting skills.
8) Removed default "Spell Failure" info, which was giving wrong feedback (and not used anyway).
9) Updated a faction setting for an NPC to prevent improper NPC reaction after a party death.

CURRENT PLAY TIME: 32 hours and 20 minutes.

Time To Head Back Down Again!

Friday, 18 March 2016

Beta Test 9.0 (Part 6)

Beta testing continues alongside the updates I have been making to having better feedback with respect to the party as a whole. E.g. Managing equipment (to prevent encumbrance) and crafting item information feedback have been top of my list. I know these may appear to be "additional" work to the beta testing, but for me, it's all part of the same process. My goal is to make the game as "easy to play" as possible as well as being "bug free". (Updated screenshot below.)

The Reasoning

1) Having access to class and level within the inventory screen is helpful for validating items carried.
2) Seeing encumbrance remaining (or over) makes for quick equipment management.
3) The new Party Craft tab enables players to keep track of the crafting skills and items in the party.
4a) A toggle to make the Party Bar icons smaller when controlling larger parties. (Also "draggable".)
4b) The party bar ( normal or small icons) now ensures the controllable PCs stay at the top of the bar!
4c) Names are also added to the PC boxes to make recognition much quicker and at a glance.

Bug Fixes

1) In some circumstances, some conversations would not fire subject to how many were in the party, due to some "heavy" conditional checks. (Scripts were rewritten and delays added to ensure conversations started even for larger parties.)

2) A sound activation was updated to ensure it always fired. (Now uses own homebrew function.)

3) Some core functions were rewritten and recompiled to ensure loops involving faction members did not include associates, as their testing was NOT required in the functions that had the new condition added. (Helped reduce overhead.)

Updated Screenshot

New Additional Party Feedback


Monday, 14 March 2016

Party Crafting Info (New Character Screen Tab)

To complement the updated bag system, which I spoke about last time, I decided to add a TAB onto the PC Character Screen GUI that would allow access to more information about the whole party with respect to crafting skills and the more common related items, which the party held as a group.

This way, it is much simpler to keep track of which PCs have which skills, and what party crafting abilities are available to the group as a whole. Also, common items such as planks, ingots and hides, along with the lesser and greater essences can be seen in an instance and in one place. I, for one, find this much easier to check what base items I have available to me (as a whole) for any crafting I hope to try, without having to locate and check every individual PC within my group.

Hopefully, this may be of help to other players too:-

Text Colour Determines Access (or Not)

Friday, 11 March 2016

Beta Test 9.0 (Part 5)

Beta testing underwent a few changes this time around as I decided to also add some code to make managing the inventory slightly easier and also help make some aspects of crafting a little easier, in particular the distillation of creature parts and essences.

I will list the usual fixes in a moment, but first I wanted to explain some of my changes:-

DISTILLATION UPDATE:

I have coded many "party" based skill checks (as opposed to the PC doing the activity) already. However, I decided to also update the code when it came to working with the mortar or alembic. Now, any PC may use/activate these two items to distil or work with essences, as long as the party has a PC with the appropriate skills, is nearby and not incapacitated. (Appropriate feedback is given.)

BENCH & SMELTER UPDATE:

I have also done a similar thing when it comes to a PC clicking to work at any workbench or smelter. As long as somebody in the party has the appropriate ability, is nearby and not incapacitated, then any PC may start the activity. In fact, most workbenches do not even require the hammer or mortar to target the bench now, and simply make the check when the bench is "closed", because it assumes the workbench has those tools at hand to use. (Appropriate feedback is given.)

The only thing that the player has to be aware of now, is that if the crafting/enchantment is via a recipe rather than at a workbench, then the PC activating the recipe must be the one carrying any items required. (When using a workbench, items are placed onto that instead.)

ITEM COLLECTION UPDATE:

This update was made to alleviate some of the issues I was experiencing when trying to locate some items to do with crafting in particular.

If a player buys a particular "bag" or "container" item, I use a process to automatically place items found into the appropriate bag for them. However, before now, the bags only worked for the PC that carried them. E.g. If the Main PC picked up a crafting component, but it was a companion that carried the auto-collecting "Crafting Component" bag, then the item would have simply remained in the Main PC inventory and the player would have searched for the container to ensure it was placed correctly. Now, however, I have made the process fully automated, so that irrespective of who owns the auto-bags, or who picks up a qualifying item, the said item will always be placed into the correct container.

There are six such bags, in the following order of collection priority:-

1) "Crafting Components Holder": If large, bulky heavy crafting items are picked up, then they are prioritised to special weight reducing bags if present in the party. (E.g. Ingots, planks, hides and ore.)

2) "Alchemy Satchel": Automatically stores essences and creature parts that can be distilled into such.

3) "Crafting Component Carrier": Automatically collects all those other items that can be used in crafting, including molds, creature parts (not distillable), and other components. (E.g. Fairy Dust.)

4) "Bounty Bag": The bag that automatically catches all that the previous bags miss (or if they are absent). This includes creature parts (all types) and essences (if other bags are absent). Note that if other bags are present, then this bag will only collect creature parts not used in crafting in any way.

5) "The Treasure Bag": The default location for identified gems, amulets and rings. Any items that are acquired unidentified remain in the main inventory to highlight they need identifying. (They can be manually placed into the bag if desired.)

6) "The Key Ring": Any key items are automatically placed onto a key ring you carry.

Note the following:

A) If a party has more than one of the same special bag, then the automatic process checks the PC that picks up an item for a valid bag first, and then checks the rest of the party if it cannot find one. (I have not limited the capacity of these bags, and so there may be little reason to have more than one of each kind, apart from they do still reflect weight of their contents.)

B) If a valid item is picked up and placed into a bag, there is feedback telling you to which companion and to where the picked up item was placed.

FIXES & OTHER UPDATES:

1) Fixed some broken crafting feedback. (Noticed during the update.)
2) Fixed distillation results. (Too many being created.) (Noticed during the update.)
3) Updated the name format of essences to be able to more easily recognise their type and purpose.
4) Updated bag auto location for molds. (Component instead of Alchemy.)
5) Updated container XML message text to relate to "recipes" only.
6) Updated various texts and descriptions to reflect changes made and for ease.

Wednesday, 9 March 2016

Beta Test 9.0 (Part 4)

Testing continues. My latest list for those who like to follow:-

FIXES:

1) Fixed a creature location that was stuck in the walkmesh.
2) Fixed a conversation (grammar).
3) Fixed a camera angle (which had moved to looking at the floor!)
4) Fixed some object descriptions that were missing.
5) Fixed a fire VFX (that was missing) and removed VFX "flicker" when active.
6) Fixed a broken beam effect. (It was missing in some situations.)
7) Fixed Cursed Items to destroy when dropped (as per description). (Instead of becoming a placeable object.)

UPDATES (CONSIDERING):

1) Update crafting system to work with crafting items no matter which PC starts the crafting procedure. The code will simply check if there is a PC in the party that meets the requirements and allow the activation to work without having to move items to the specific PC to begin with.

2) Add an inventory "search" system to list party items according to various category tabs. Currently in design discussions.

I already have one of those belts thanks!

Friday, 4 March 2016

Beta Test 9.0 (Part 3)

Once again, I have been slowly working my way through the module, and finding the odd problem here and there that needed addressing. My latest list for those who like to follow:-

FIXES:

1) Fixed a conversation where the object rather than the PC name was being used.
2) Fixed the journal item counter when first acquiring an item for a task. (Jumped to 2 instead of 1.)
3) Fixed the journal item counter if items were sold. (Involved an "Inventory" fix.)
4) Fixed automaton conversation by switching interaction to "use" instead of "auto" and adding some variables back (which had been removed).
5) Fixed remaining quantity of "Decipher Tools" on the puzzle GUI. (Out by one.)

UPDATES:

1) Updated the colour for journal items counter to use Dark Green text instead of just Green.
2) Stopped inventory from popping up with description if just looting gold from an object.
3) Set all Main Menu items to "OFF" by default. (i.e. Players must toggle "Spells Active" scroll to "ON" to pop up now.)

And for those that also enjoy a screenshot ....

I told you I could get it working!

Thursday, 3 March 2016

Beta Test 9.0 (Part 2)

I have been continuing to test my module. (Sadly, the beta tester who had volunteered dropped out.) I am still being surprised at the number of bugs I am finding even after the beta testing it has already received. Admittedly, these bugs are somewhat harder to spot (unless you are quite knowledgeable with the code and processes involved), and so would probably only have been noticed by myself anyway. Here is the latest bugs found and fixed:-

1) The "REST" system. (Fixed some duplicated and irrelevant feedback in some situations.)
2) In relation to the above, I also fixed a broken homebrew function that was ignoring the Main PC if controlling a companion. (*)
3) Fixed Orechin conversation, where a repeated node was possible (due to missing variable).
4) Altered light flicker rate on main village light.

(*) This function is used in quite a few other places, and is designed to check for the quantity of items held by the player's group of PCs. The problem was that it worked correctly when you were controlling your Main PC, but ignored the Main PC inventory if you were controlling a companion at the time. In theory, this should fix a few other issues that may have been missed during initial testing.

I have also reached a point where the main plot can take two different paths, and continued along the "most likely" route for now, leaving myself a saved position that I may go back to if I feel it needs it.

Still tired? But you only just rested!



Friday, 26 February 2016

Beta Testing (9.0)

I know it's been some time since my last post here, but real life issues had caused me to have to take some time out. However, as the new year gets underway, I also find I am able to better manage time for this blog again.

As you can see from the title of this post, beta-testing has still been continuing, as I have had one or two people volunteer to help test it. Although feedback has been slow, mainly due to RL situations, I am also continuing to have one last play through. In my own testing (and from feedback), I have fixed bugs to do with:-

1) The weather system. (Fixed a memory leak and variables to do with VFXs.)
2) Some transitions. (Relating to party settings.)
3) Some broken dialogues. (On certain paths taken.)
4) Broken AI on a Skull Trap. (Trap would stop responding after the first time.)
5) Secret Door. (Door could remain locked even after using a key to unlock it.)
6) Replaced some "destroyed" doors with "normal" ones. (Unreliable otherwise.)
7) Clarified some REST feedback. (Gave feedback why some PCs may not rest due to "Too Soon".)
8) Fixed "Racial Light" spell. (Had not been updated to work with my own system.)
9) Changed voice set on a companion.
10) Altered some conversation timings.
11) Updated some spell information to work with my own system.

According to the in-game timer, I have played around 23 hours. I have a party of six and a dog who tags along with me. All PCs are 6th level. I am guessing that I am about half way to two-thirds through, and probably have around 10-20 hours left to test.

What Next?

Saturday, 5 December 2015

Beta Testing (6.0)

I am still running through a final beta test (version 6.0), and have already ironed out one or two minor bugs that had haunted earlier beta testing, including ...

1) Conversations failing to fire due to too many conditional checks. (Condition moved to another script.)
2) The main PC losing focus on a reload. (An on entry fix.)

I have currently played around five hours in this beta test and have had no plot issues or continuity errors, which is great news. However, I did have to fix the following ...

1) Feedback on Chameleon stones: The player now has the PC with the highest Set Trap skill check the stone for traps if they are available and able in the group. Also, additional checks are made automatically, allowing the possibility of learning more information over time.

2) Fixed an NPC interjection (Kasandra) that was not firing due to the script that called the conversation not working properly.

3) Fixed weather system.

Note: None of these additional fixes are game breaking, but instead, remove "frustration elements" or amend "flavour elements" that would be missing otherwise.

To remind you, I hope to have the module fully tested within the next month or so, and have a final version released shortly into the new year. If I don't write again this year, I wish you all a happy new year.

Friday, 6 November 2015

Beta Testing Update

To date, the module has passed through five stages of beta upgrades and is currently on its sixth rendition. Two beta testers have completed the module from Beta 1 and one beta tester has completed from Beta 2. One tester completed the module on Beta 5 on a second play through and other testers are currently on a second play through, with the latest just starting Beta 6.

BETA 1 and 2: Had 73 patches.
BETA 3: Had 55 patches.
BETA 4: Had 6 patches.
BETA 5: Had 17 patches.

TOATAL PATCHES: 151

BETA 6 should, theoretically, only require typo fixes and minimal overall patching. This current beta version has also had a couple of module updates, including:-

1) Extra information about Crafting Recipe usage in GUI.
2) Extra feedback on Combination Locks if you have the Expert Decoder feat.
3) Fast Travel road markers for one area.

The following statistics have been ascertained:-

1) Total Play Time: Around 25 - 40 hours, subject to path and quests taken.
2) Party end level: Around 7-10th (after starting at 1st level).

Due to both testing and personal circumstances, the final version is likely to be delayed until the new year 2016. At that time, the module should be very stable and I will be in a better position to give support if it is required.

Tuesday, 1 September 2015

Beta Testing Report (FIRST FIVE BETAS)

Today, I have finished uploading the files and I have decided to use this blog as the central link for informing beta testers of bugs discovered and the changes made. It will also be the area where a player can check back and find the links to any patch file, which I will keep a link to from here, as well as in any emails I send. Note: Apart from the patch file and the "Information.rar" all other file links will be supplied direct by the emails you have provided me.

BETA TESTERS (Updated upon request): andysks; Thierry (4760), Grinsekatze, rjshae,  ...

IMPORTANT NEW PATCHING INFORMATION

Patching process is now only received via direct email communication.

Replace existing hak with this one. (Confirms version update in game. NB: Name will now always be althea_patch_latest.rar. This way I can replace an existing patch and simply update the version number here of what to expect after patching your module.) NB: If your game does not tell you it has been updated after replacing the hak, then please try downloading again. If it still fails, let me know. The version you are currently running can be found in your Main Menu when you click on Rule Information.

// v5.17 - Fixed ROUND COUNTER.
// v5.16 - Fixed snowballs and healing herbs. Updated bestiary include and images.
// v5.15 - Fixed crafting case sensitive resrefs checks.
// v5.14 - Fixed companion journal for Thierry. Fixed lag problem in Chaos Vortex due to scaling issue.
// v5.13 - Fixed broken journal for companions and Orechin conversation.
// v5.12 - Map Pins improvement (by allowing companions area transition to keep something upon enter.)
// v5.11 - Journal Fix.
// v5.10 - Fixed post descriptions on items when unacquired for any reason. E.g. Runic addition.
// v5.09 - Fixed broken function that checks party skill - best PC in.
// v5.08 - Astend conversation logic on order of events. Core dump.
// v5.07 - AI FIXES - CORE FILE DUMP.
// v5.06 - CORE FILE DUMP.
// v5.05 - Fixed Travis conversation. Fixed Melissa conversation about ants.
// v5.04 - Fixed smelter usage.

// v5.03 - Fixed incorrect pause delay. Creation Pen Removal. Halls Effects Removal. Journal entry.
// v5.02 - Fixed an impotent Melakar
// v5.01 - Removes debug feedback.
//======================================================================
// v4.06 - Resest attempts for Thierry.(Critical.)
// v4.05 - Fixed book for Zakeree for beta testers.(Critical.)
// v4.04 - Fixed broken rune lock timers. Broken journal entry.(Critical.)
// v4.03 - Fixed Talanthian door to remain unlocked on second usage. Add missing items. (Critical.)

// v4.02 - Fixed non-comtainer placeable combi locks. E.g Anciet Crypt pedestal (Critical.)
// v4.01 - Dryad conversation fix (updates quests). (Critical.)
// v4.00 - Quest fixes (completion) for Rjshae and Thierry (Non critical.)
//======================================================================


EARLIER FIXES LINK

// ==============================================================================

LATEST REPORTED ISSUES


09/09/15: THE GAME TIMER - This module uses a simple game timer, which is accessible from the Main Menu. It is only provided as a very rough guide, as it runs a bit inaccurately, and even stops when the game is paused (of course). Those of you who may have been monitoring your Game Time, may also notice that the time recorded has been halved. This is to take into account an error found in the time keeping (going twice as fast as it should have been).

09/09/15: "NO REST" AREAS - This module uses its own NO RESTING feedback. However, I did not remove the "No Resting Allowed" property from some areas prior this release, which means the official campaign system kicks in before my own system gives any feedback. Therefore, be aware of this when trying to rest in some areas. E.g. In Merkes place, you simply get the "No resting allowed in this area" in the chat window, which can easily be missed if you are used to the other system.

08/09/15: "STOLEN" ITEMS - I discovered there still remains a number of placeable containers missing an important script that means the contents are not marked "Stolen" in the normal way and Trickster Jewellery is not setup correctly. I am addressing these as I discover them, and they CANNOT *easily* be fixed via the patch and so it's not worth the time doing so. (They will be fixed in the final.) You will find an example of this in a chest inside the Bloated Buckle Inn (if you find it).

04/09/15: SOUNDS - I discovered a deeply embedded function "LBPlaySound" needed to have its target association changed when playing sounds. This has been fixed for future releases, but no patch will deal with a situation in your own game. Basically, if you are not possessing your main PC, who is far from the one you are possessing, then you may not hear some sounds play. (Rare situation.)

04/09/15: GEMS - I discovered a couple of gems were not indicating that they can be used in crafting: the Alexandrite and the Amethyst. These have been updated in this module, but will not show in your findings of them. They can still be used as such though.

03/09/15: LOWER RESOLUTIONS - I discovered that some of you are running at lower than 1920 x 1080 resolution. This causes a problem with some new GUIs that are "fixed" for 1920 x 1080 resolutions. However, I have "unlocked" them with a fix so that player on lower resolutions setups can move the GUIs around to suit their needs. At the moment, this has only been reported as required for the Rune Lock puzzle. If you play at a lower resolution and require any other GUI "unlocked", then please let me know. Here is the Quick Fix to unlock the Rune Lock GUIs. Decompress the file and place the two XMl files into your override. They are unique and will not affect any other game you may be playing and are safe to leave there.

03/09/15: AREA LIGHTING - I discovered that the lighting for the "Boathouse" was not set correctly. The module has been corrected, but your version will not be. Apologies for that.

03/09/15: CRYPT COFFINS - I discovered that some of the crypt coffins had older scripts on, which do not make unusable after looting. The module has been corrected, but your version will not be. Apologies for that.

03/09/15: RULE INFO - The Scroll comes with a number of House Rules, covered in the Rule Information section, which could be an overwhelming amount of text to read in one go. I would recommend only referring to this section as and when you are curious about the way something plays. In other words, you can "ignore" the rules all the while you are playing along without any issues. Consider the Rule Information tab like the "DM" (dungeon master) who gives you information when you need it.

02/09/15: FONT SIZE - I have had one tester report back with the following error as shown in the image below. (See the previous blog post, which is now dedicated to beta tester images.) This problem is related to font sizes used by the game. It is important that anything that alters font sizes used by the game is removed or "returned to normal" prior to starting this module. This module also uses an altered fontfamily.xml, which is found inside the UI/Custom/LBAlthea folder. It is *critically important* that you use only the fontfamily.xml that comes with this module, otherwise you may end up with missing text as per the image below ... or potentially worse? If that is not the case, then something more fundamental could be at work, along the lines of a computer setting or a video hardware driver. RESOLVED: Ensure *ALL* third party add-ons are removed from both the override and the ui folders. (Pending Confirmation.)

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FEEDBACK

Beta testers can send me both emails or use this blog to send me comments regarding the testing or any other relevant information. I will use information sent to me to list "bugs" reported and "comments and suggestions" made, which they believe would improve the game, with any feedback I can give.

MODULE 95% COMPLETE

I want to point out that this module is not yet considered "complete". It is, however, at the stage where I need other people's perspectives to help with the final balancing and any last minute alterations. In this case, I would like to remind the testers that I cut short my own alpha testing so that I could try and meet the deadline I have set for myself. Your feedback will help me to concentrate on the important issues.

CAMPAIGN 33% COMPLETE

It is important to recognise that this module, The Scroll (The First Day) is only the first in a series of three planned modules. Playing it to the end may be like reaching the end of "The Fellowship of the Ring" in the Lord of the Rings trilogy ... but with nowhere else to go ... yet.

Note, I hope that there will still be a sense of satisfaction for reaching the end of this module, but there will be at least one or two loose threads remaining, which are the reasons for the modules that I hope will follow. At the very least, I hope the module will also act a showcase for the many other ideas and systems that I have developed along the way and that others may be able to use within their own modules.

WARNING

While I have gone through some extensive testing, there is still a real possibility that a fundamental game-breaking bug remains in the code. If you believe you encounter one of these types of bugs, let me know as soon as possible so that I can release a patch as quickly as I can to help keep the testing moving. In every such case, I will endeavour to provide a working solution so that you will not need to restart the game wherever possible. Restarting will only ever be a last resort during this stage of testing.

DOWNLOADING & INSTALLATION

Beta testers will be sent an email with a link to this blog and direct download links to the three essential files required to install the module. It is essential to follow these instructions to ensure the module installs correctly and plays without problems beyond currently undiscovered bugs:-

1) Ensure your "Neverwinter Nights 2\ui\custom" and "Neverwinter Nights 2\override" are currently empty. (NB: This module must not have any other third party add-ons included.)

2) Download and unpack "Campaign_Althea.rar". It contains a folder called "Althea", which must be placed inside your NWN2 Campaigns folder.

3) Download and unpack "Module_Althea_001.rar". It contains a folder called "Althea_001", which must be placed inside your NWN2 modules folder.

4) Download and unpack "Others.rar". It contains four folders:
  1. "hak" folder, which contains  3 "althea_xxxxx.hak" files, which all go into your hak folder.
  2. "movies" folder, which contains "TheScrollIntro.bik" file, which goes into your movie folder.
  3. "tlk" folder, which contains "Althea_01.TLK" file, which goes into your tlk folder.
  4. "ui" folder, containing a "custom" folder with "LBAlthea" folder inside. Use in your ui folder.
5) Download and unpack "Information.rar"and follow the Quickstart Guide to ensure you have setup the files correctly. The opening screens should now reflect "The Scroll" as the module you are about to play. This is important, as it also means you will have correctly setup some essential GUI changes required for the module to work correctly. (NB: If you are playing other modules at the same time as this one, then you will need to remove the LBAlthea folder before playing a different module. It is essential that you replace it before playing The Scroll again though.)

6) Continue to follow the Quickstart Guide until you reach the point where the module automatically saves the game for you. (See CHOOSING A BACKGROUND below.) At this point, you are ready to start playing. Referring to the Althea Manual_BETA_1.00.PDF may be helpful at this time. Please let me know if I have left any misinformation in either of these two PDF files or if there is anything more I could add that may be helpful to the player.

CHOOSING A BACKGROUND: When you first enter the game and go through some character selections, you will eventually be asked to choose a background. Unless you are familiar with my pen and paper campaign (or played my NWN1 module, Soul Shaker), then I would recommend that you choose OPTION 2.

INFORMATION REQUIRED

I provide this as a guideline to the sort of things I would like feedback about, but please give me information in any way that is most comfortable for you. For instance, if you have the ability to record your gaming session (and don't mind doing so), then please do record your sessions and upload them to a site where I can download them and view them. (Add commentary as you play, and this will serve as good feedback.)

Consider the following for feedback:-

1) Installation & Starting: Any issues with installation and/or manuals, or starting the module. (See point 5 and 6 above.)

2) Emotional Response: Report on anything confusing, frustrating, enjoyable or any other experience you have.

3) Practical Observations: Is something not working as expected or given the impression it would? Basically, this is the "Is something broken?" question.

4) Glitches & Typos: Are there any grammar or spelling errors? (Do not include NPC mannerisms.)

5) Logical Flow: Does the game flow naturally? Does anything not make sense? Do the journal entries keep track correctly? Do the conversations remain consistent? Are there (in your opinion) any more conversation lines you would have liked to ask?

6) Combat & Treasure: Is there enough combat? Is there sufficient treasure? NB: This is a question of balance. Your feedback in this area will help me to tweak the final settings.

7) New Systems: This campaign has many new systems incorporated. Some of them still require updates, like adding code to some spell scripts. If you notice any spell or object that may be missing some code, then please let me know.

8) Your Statistics: I would also be interested to see how long you have been playing (per session and overall) as recorded in the Main Menu (or by your own timing) and what sort of party you are playing.

KNOWN ISSUES

Like all projects, there are some issues that I know to still exist within my own. Here is my current list:-

1) On very rare occasions, the module hangs when starting for the first time only. (1 in 100)
2) One of the Crafting Manuals (Greater Essences) is incomplete.
3) Not every spell has been updated to work with the new system. (Please report your experiences.)
4) Game balancing for combat and treasure remains untested.

The Scroll - Beta Testing

This blog entry will be where I will post images provided by other testers and myself to help demonstrate potential issues we may come across. The latest image will always be at the top of the blog entry. These images will be referenced by the Beta Testing Blog page.


BETA TESTING IMAGES BELOW
 
Font Size Error - Notice The Differences
Much Text Missing
 

CLICK ON IMAGE TO ENLARGE
EARLIER FIXES (PRE BETA 3.0)

// v3.55 - Tweaks On Enter settings for areas - Memory? (Critical.)// v3.54 - COSMETIC: Added VFX to rune creation. BALANCE: LE give half attempts again on Rune Locks. Exploit from v1.62 Fixed (Critical.)
// v3.53 - Fixed *very rare* but unreliable object usage after scaling. (Critical.)
// v3.52 - Fixed *very rare* rune duplication error. (Semi-critical.)
// v3.51 - Fixed armour rune scroll. (Semi-critical.)
// v3.50 - Fixed Clarence and Orechin conversations. (Semi-critical.)
// v3.49 - Fixed "crypt doors puzzle" on a player game reload. Removed map close when on same area. Fixed SD detction. (Critical.)
// v3.48 - Removed plot item recovery for a single player game reload. (Critical.)

// v3.47 - Fixed barrier journal entry. (Critical.)
// v3.46 - Fixed Dryad's soil for those who had already started the quest. (Critical.)
// v3.45 - Fixed portal control. (Critical.)
// v3.44 - Fixed missing Talanthian scrolls. (Critical.)
// v3.43 - Fixed an XP exploit. (Critical.)

// v3.42 - Fixed oddity with player Map Pins "duplicating". (Semi critical.)
// v3.41 - Fixed Ammonite key any PC usage. Fixed guards from return to post early. (Critical.)
// v3.40 - Fixed Ammonite key creation journal entry. (Critical.)
// v3.39 - Fixed some logical flow in the dryad's conversation regarding the PCs already knowing of Arlen. (Non critical.)
// v3.38 - Altered colours in book conversation and for NPC names. (Non critical.)
// v3.37 - Fixed Soul quest upon Soul's destruction. (Semi critical.)

// v3.36 - Fixed Secret doors, which I broke in a previous patch! (Critical.)
// v3.35 - Fixed Dryad quest to allow finish. (Some elements cannot be fixed this way.) (Critical.)
// v3.34 - Missing script found. *** CORE FILE DUMP *** uploaded.
// v3.33 - Made goggles usage more intuitive. (Critical.)

// v3.32 - Fixed Sebastion's door (closing and returning). (Critical.)
// v3.31 - Fixed pressure plates in Halls. Fixed broken combi door in Goblin tower. Red leader Combi. (Critical.)
// v3.30 - Removed debug feedback on statues. Updated transition bug.
// v3.29 - Tried to fix broken transition and walkmesh issues.
// v3.28 - Fixed broken Spell Risk feedback. Also fixes Orechin's conversation regarding the necklace.
// v3.27 - Fixed broken transition when trying to re-enter the goblin tower. (Critical.)
// v3.26 - Fixed combi changers to reset EXPLOIT DATA upon changing. Beta quest fixes.
// v3.25 - Fixed Family Heirloom quest. (Critical.)
// v3.24 - Fixed Merkes door lock with companions and cutscene if companion dies. (Critical.)
// v3.23 - Eased companion check looting protocols for "dungeon" areas. Stop HB spawn during conversation. Red Leader.
// v3.22 - Fixed sick man scroll. Altar Name message. Remove Sebastion. (Critical.) *** CORE DUMP FRIDAY ***
// v3.21 - Made dropping plot items more flexible/robust. (Critical)
// v3.20 - Fixed map view with room at Inn and Astend place. (Critical)
// v3.19 - Fixed Sebastion Rewilders Comments for Journal Updates. (Critical)
// v3.18 - Caught up with elusive missing cat called Thomsk! (Critical)

// v3.17 - Gave clearer feedback about snowball distances. (Semi critical)
// v3.16 - Fixes inventory interruption and Crystal names. (Critical)
// v3.15 - Removed pages from area and sorted GetNearestObjectByTag scripts. (Critical)
// v3.14 - LID fix for Astend's tower. (Critical)

// v3.13 - Finally fixed that balsted Halls puzzle door. A deeply embedded include file was required.(Critical)
// v3.12 - Eased up party objection if bashing doors. NPCs will still react. (Non critical)
// v3.11 - Fixed rogue key in Bloated Buckle for BETA THREE TEAM. (Critical)

// v3.10 - Fixed Halls puzzle door (again) and transition from Astend's place. (Critical)
// v3.09 - Fixed Astend's door. (Critical)
// v3.08 - Fixed door puzzle in Halls. (Critical)
// v3.07 - Drop plot item rods. (Critical)
// v3.06 - Fixes sewer panel being operated by a companion. (Critical)
// v3.05 - Fixes changing door combination after Scar is dead. (Critical)
// v3.04 - Fixes searching to give a potential healthier bonus. (Critical)
// v3.03 - Fixes sewer crystals description (when read book). (Non critical)
// v3.02 - Fixes logical flow issue with Merkes door. (Logical flow)
// v3.01 - Fixes logical flow issue with sewer hand rescue. (Critical)
// v3.00 - Fixes henchmen, typos, textures, plot items returning (E.g. Ravel Key)
// ==============================================================================
v1.73 - Fixed Mold’s Mission Quest (FINALLY). (Critical.)
v1.72 - Fixed Mold’s Mission Quest (Again). (Critical.)
v1.71 - Fixed Mold’s Mission Quest. (Critical)
v1.70 - Fixed incorrect time rested report. Handling stones. TYPOS. Ant nest. (Critical.)
v1.69 - Fixed TYPOS. Some henchmen no longer cost at the Inn. (Non critical.)
v1.68 - Fixed Alchemy Satchel usage so that any PC gains the benefits of a party member having alchemy knowledge (and so auto-uses bag at all times). (Critical.)
v1.67 - Fixed Panel GUI pop up at wrong time.  (Critical.)
v1.66 - Fixed broken recipe books bought at stores. (Critical.)
v1.65 - Fixed missing Alchemy Bag. Incorrect Store Compare bug with Helm. Convers Spots Fix. Kathy Logic. (Critical.)
v1.64 - Fixed Cocoon spell. Typos and Orechin logical flow. (Critical.)
v1.63 - Fixed Murder Bug so Orechin has something to say. (Critical.)
v1.62 - Fixed an Arcaene Lore Spell Exploit. (Critical.)
v1.61 - Working on an Arcaene Lore Spell Exploit. (INCOMPLETE) (Critical.)
v1.60 - Fixed ladder and bunker in cellar key. (Critical.)
v1.59 - Fixed password mismatch with Melissa and Grist. (Critical.)
v1.58 - Fixed Fairchild's Mercy Mission quest ending. (Critical.)
v1.57 - Fixed a permanent anti-hostile setting. (Critical.)
v1.56 - Fixed guildhall members locations and sentry alert status. (Critical.)
v1.55 - Improved robustness of Knock and Break Lock spells. Added cutscene to ensure spell casts. (Critical.)
v1.54 - Updated info from Grist about Guildhall at night (and give key). Fungi gives Vigour. (Semi critical.)
v1.53 – A couple of typo fixes. (Non critical)
v1.52 - Fixed Tumbler Picks compatibility with some Combi Objects. Made feedback easier to read. (Semi critical)
v1.51 – Fixed in game TIMER. (It's only a rough guide anyway.) (Non critical) - SEE ALSO REPORTED ISSUES (BELOW)
v1.50 - Altered alb_make_statue to try to prevent Effect OverFlow on Statues. Also BBNecklace. Also changed HP values for “Normal” setting. (Important)
v1.49 – Attempt NPC sit issue (AGAIN!) Flask fill in group fix.(Non critical.)
v1.48 – Fix a fade from black with Frank Millerson conversation.(Critical.)
v1.47 - Lowered shop new stock durations. Attempting to sit NPCs again! Ant poison entry.(Non critical.)
v1.46 - Fixed Seeking Adventure Quest completed. (Critical.)
v1.45 - Fixed Red Leader logical flow conversation. (Critical.)
v1.44 - Added Betsy's missing glow. May differ in the final. (Non critical.)
v1.43 - Fixed an auto conversation start. (Critical.)
v1.42 - Fixed ore recovery that was not being created in the correct place. (Critical.)
v1.41 - Prevent an annoying Grist on a wrong node choice. (Critical.)
v1.40 - Added missing treasure to Josiah's Chest. (Non critical.)
v1.39 – Addressed NPCs failing to sit between reloads. (Non critical.)
v1.38 – Fixed Sebastion's conversation about door puzzle. Typos corrected. (Critical.)
v1.37 – Fixed Obi Sten's conversation of player cuts conversation short. Plus logical flow fix. (Critical.)
v1.36 – Fixed logical flow of sewer entry on scroll fix. Fixed Expert Decoder to work from companion. (Critical.)
v1.35 – Fixed timing of patch application due to enter problems & Guildhall illegal entry.(Critical.)
v1.34 – Accumulation of critical updates. See previous notes.(Critical.)
v1.33 - Fix vigour loss on Main PC; Josiah’s chest lock and DEBUG HB from v1.32. (Critical.)
v1.32 - Fixes "work permit" quest (of Melissa) if talk after getting work with guards. (Semi critical.)
v1.31 - Fixed spell name changes for Captured Spell Books. (Critical.)
v1.30 - Fixed incorrect resref ref for ant poison when crafting. (Critical.)
v1.29 - Fixed possible store miss-use and appraise notice over influence one. (Semi critical.)
v1.28 - Fixed odd placed crate and door options at guild. (Critical.)
v1.27 - Fixed Scar's conversation. (Critical.)
v1.26 - Removed alpha code that was causing havoc with Real Life system. (Critical.)
v1.25 - Prevent companions automatically trying to bash combination chests. (Non critical.)
v1.24 - Fixed a logical flow problem with Todd's combination chest. (Critical.)
v1.23 - Fixed stack split/Essence Distil with Bags/Dropping Bags. (Critical.)
v1.22 - Fixed accessing non-essential containers. (Logical Flow.)
v1.21 - Fixed RESTING at the inn. Allows proper recovery rates. (Semi critical.)
v1.20 - Fixed auto conversation (Murder Picture). (Non critical.)
v1.19 - Fixed containers being inaccessible due to mechanics creature. (Critical.)
v1.18 - Fixed an unfair advantage where revived PCs regained Vigour. (Non critical.)
v1.17 - Fixed AI "Brain" icon again (if not possessing Main PC). Also LBPlaySound. (Non critical.)
v1.16 - Fixed bag container display error. "CONTAINERCHECK"(Non critical.)
v1.15 - Fixed it so containers are not protected by "mechanic" "DESTROYME" creatures.(Non critical.)
v1.14 - Fixed it so Trickster Jewellery is auto acquired into gem bag.(Non critical.)
v1.13 - Trickster Jewellery was losing its properties if acquired with gem bag.(Semi critical.)
v1.12 - Ensured permanent HB was not started with v1.11 by mistake.(Critical.)
v1.11 - Tracked down a "bad encounter" and out of reach creature. (Destroyed for test.) (Critical.)
v1.10 - Updated alb_comppc_conv to fix AI of companions ignoring commands. (AI Critical.)
v1.09 - Treasure overload exploit. (Balance non-critical.)
v1.08 - Updated alb_mon_deathscript (HPBars) again & alb_area_enter (AI Image) & alb_comppc_conv. (AI Critical.)
v1.07 - Updated alb_mon_deathscript (HPBars) and nw_s0_summon/alb_summon_item for BUMPABLE. (Semi-critical.)
v1.06 - Updated alb_ore_recover to fix collection of Cold Iron Ore. (Non critical.)
v1.05 - Updated alb_comppc_conv to fix AI of companions and Puppet Mode. (AI Critical.)
v1.04 - Updated alb_spellcast to only respond to PC casts in some places (TEXT feeds). (Critical.)
v1.04 - Added missing area vars (also in toolset) for rest and map options. Fixed patch. (Non critical.)
v1.03 - Fixed alb_container_prepare (campaign script) to fix illegal interaction. (Critical fix.)
v1.03 - Now informs the player of patch being applied correctly upon reload. (Non critical.)
v1.02 - Updated weapon bench speech (campaign dialogue) to fix party speech. (Non critical.)
v1.01 - Updated alb_speech (campaign script) to fix Orechin in graveyard speech. (Critical fix.)

Friday, 28 August 2015

Alpha Testing #3

Sorry about the lack of a post for the last month, but I am trying to get through alpha testing so that I can upload the module for my beta testers. Things have been going a little slower than hoped, after I encountered another issue that forced me to restart my testing for a third time. Thankfully, so far, this third run through appears to be easier going than the previous two, and I am considering contacting beta testers in the next few days.

50th Birthday Target

I have tried setting myself a date for when I would like to release this module to the public: the 1st October (this year), which coincides with my fiftieth birthday. I would like to give the beta testers at least a month to give me feedback, and so that means having something ready for them to be able to play by the end of this month. To meet this date, I have decided to cut back on my own testing and concentrate only on two aspects:-

1) Lighting and Sound for areas. (Currently 23.5% checked.)
2) Encounters and Bestiary entries. (Currently 15% checked.)

This means "Conversations" and "Treasures" (which I had hoped to double-check), will now be left to the beta testers for feedback, alongside everything else, including basic working and flow.

New Material

I did also have to spend a little time accommodating another side quest after realising I had made reference to it, but somehow missed doing anything about it. To prevent further delays, I made the decision not to cover one or two "options" that I was going to include originally, and see if the beta testers are conscious to the "missing" options. If too many report a request, then I will endeavour to include it before final release.

Store Conversations

This new quest did help me to finish off another system concept I wanted to include, which is to allow conversations start if a PC sold a particular item to a vendor. This has now been achieved, and adds a neat element to the already new store system.

Fixed Crafting Anomaly

I also fixed a crafting anomaly, where you could add enchantments to "gloves", but not to "bracers". This appeared to be down to a confusion about the BASE_ITEM_XXXX, where BASE_ITEM_GLOVES use the "Gauntlet" descriptor and BASE_ITEM_BRACERS use "Bracers". The problem is, only the "Gauntlet" allows enchantments. Therefore, as changing the descriptor does not affect anything else to do with "bracer" items, I set all their "Bracer" descriptor to "Gauntlet", which means it now returns BASE_ITEM_GLOVE, which can be enchanted like any other worn items. No more anomaly!