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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 11:49 am 
Marshall
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Kreador Freeaxe wrote:
I'm sure everything was dead when I tried it, and that gate does not open.

Why, is it supposed to? All things considered, I thought that was the "point of no return".

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 11:55 am 
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Sslaxx wrote:
Kreador Freeaxe wrote:
I'm sure everything was dead when I tried it, and that gate does not open.

Why, is it supposed to? All things considered, I thought that was the "point of no return".

After discussion from players, BW altered it so some gates could reopen to allow people to go sell the cool loot they grabbed before the final encounter. I don't mind it the way it is. The loot past that gate is good for end-game score, and when I get there for the most part there's not much left elsewhere in the world of Book II to do other than wipe out the populace. ;-)

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 12:04 pm 
Marshall
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Kreador Freeaxe wrote:
After discussion from players, BW altered it so some gates could reopen to allow people to go sell the cool loot they grabbed before the final encounter. I don't mind it the way it is. The loot past that gate is good for end-game score, and when I get there for the most part there's not much left elsewhere in the world of Book II to do other than wipe out the populace. ;-)

I thought that was just Talushorn level 3?

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 12:44 pm 
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IJBall wrote:
Maybe the gate at yellow doesn't open until everything on Level 4 of Talushorn is dead?

I just checked with my saved game, all the Taurax are dead.

Sslaxx wrote:
All things considered, I thought that was the "point of no return".

It seems odd that the entrance to the *boss room* was made to open with version 1.04 when General Ghorr dies, but the gate blocking your exit to level three remains closed.

The point of no return should be the Crux chamber. When you step inside the Crux chamber, a couple of tiles check to see if you have the Strange Viewing Glass in your possession. If you do, you are sealed in the Crux chamber. If you don't, you can leave the Crux chamber. I think this check should be extended to include the Crux of Fire. You should also not be allowed to summon Korren into the Crux chamber without having the Crux of Fire in your possession.

- - - - - - - -

Image

Image

Frivolous Mode Activated!

If you ignore/fail the puzzle on level three of Talushorn you can now open the gate to go back to level two if you use the wooden lever at the back. What bothers me is that only the middle section opens up, why are the other two tiles ignored? All three should rise! :P

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 12:56 pm 
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Jedi_Learner wrote:
Frivolous Mode Activated!

If you ignore/fail the puzzle on level three of Talushorn you can now open the gate to go back to level two if you use the wooden lever at the back. What bothers me is that only the middle section opens up, why are the other two tiles ignored? All three should rise! :P

All three gates don't open up because it's a reminder that, as you failed the puzzle and activated the dragonnel trap, you're stuck playing in "schmuck" mode! :wink:

Edit: P.S. I agree with you, on what the "point of no return" on Level 4 of Talushorn should be. And I also agree that the final gate shouldn't trigger unless you have both the Looking Glass and the Crux of Fire.


Last edited by IJBall on Wed Jul 21, 2010 1:01 pm, edited 1 time in total.

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 12:59 pm 
Captain Magnate
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michellembrodeur wrote:
When I pay to have something ID'd I should know what that item is from then on.

[E.G.]: I ID a regnant I found and then sold it. When I forage again and find it I do not know what it is again.

I agree with you: once ID'ed, should be always ID'ed.

ID'ing something, even via merchant, should trigger a "flag" so that that item, from then on, is always ID'ed...

michellembrodeur wrote:
Also does the range of your bow ever increase?

Nope.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 1:09 pm 
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Whoops. I forgot to mention that the top image is before you touch the puzzle, and the bottom image is after failing the puzzle and using the wooden lever at the back.

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 4:15 pm 
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Ok, I've been running around with my sneak fighting druid for quite a while now, and have come to this stunning realization...

Losing hide status when you hit the space bar to wait is even more annoying than I thought!

Adding my request to have this fixed to the 1.05 list.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 4:15 pm 
Captain Magnate
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Two issues back when I was playing in Westwillow, one minor and one potentially major:

  1. There may be a sound 'glitch' in either the soundtrack, or in the backrground sounds, in Westwillow. It's just that it seemed that upon entering Westwillow, after about 5 seconds there seemed to be a sound that was either a drum or a sound-glitch 'crackle', and I could never tell which it was.

  2. The bigger issue was my 'Feat': I was Level 32 in Swords by then, so I can 'Riposte' which should have "reactivated" about every 5 turns after use. However, 'Riposte' was definitely not reactivating after 5 turns when fighting zombies and such, in Westwillow - I was running around way more than 5 turns and 'Riposte' still wasn't coming back on. Eventually, it would reactivate if I went back to actual striking combat; but running around wasn't getting me my Feat reactivated.

    The weird this is, I've only seen this issue in Westwillow (maybe because I was doing more running around?...). But I haven't seen it in Hammerlorne, for example.

Of the two, the lack of 'Riposte' properly reactivating in Westwillow is the much bigger concern...


Last edited by IJBall on Wed Jul 21, 2010 4:20 pm, edited 1 time in total.

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 4:16 pm 
Captain Magnate
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Farwalker wrote:
Ok, I've been running around with my sneak fighting druid for quite a while now, and have come to this stunning realization...

Losing hide status when you hit the space bar to wait is even more annoying than I thought!

Adding my request to have this fixed to the 1.05 list.

I have a separate post on this issue coming up. But I want to finish off Hammerlorne before I report it.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 4:51 pm 
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I have a request about Parry mode: Why can't a person who's skilled in Unarmed Combat get benefit from Parry mode? It should be a simple skill check like with any other type of melee weapon. Unarmed fighters learn to block just as much as they learn to hit and kick.

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 5:16 pm 
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IJBall wrote:
All three gates don't open up because it's a reminder that, as you failed the puzzle and activated the dragonnel trap, you're stuck playing in "schmuck" mode! :wink:


If killing things and taking their XP is wrong, I don't want to be right!


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 6:32 pm 
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SpottedShroom wrote:
IJBall wrote:
All three gates don't open up because it's a reminder that, as you failed the puzzle and activated the dragonnel trap, you're stuck playing in "schmuck" mode! :wink:


If killing things and taking their XP is wrong, I don't want to be right!

But you can kill almost all of them and get their XP without having to let them loose. If you're a mage, they're all yours.

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 8:07 pm 
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IJBall wrote:
Two issues back when I was playing in Westwillow, one minor and one potentially major:

  1. There may be a sound 'glitch' in either the soundtrack, or in the backrground sounds, in Westwillow. It's just that it seemed that upon entering Westwillow, after about 5 seconds there seemed to be a sound that was either a drum or a sound-glitch 'crackle', and I could never tell which it was.

  2. The bigger issue was my 'Feat': I was Level 32 in Swords by then, so I can 'Riposte' which should have "reactivated" about every 5 turns after use. However, 'Riposte' was definitely not reactivating after 5 turns when fighting zombies and such, in Westwillow - I was running around way more than 5 turns and 'Riposte' still wasn't coming back on. Eventually, it would reactivate if I went back to actual striking combat; but running around wasn't getting me my Feat reactivated.

    The weird this is, I've only seen this issue in Westwillow (maybe because I was doing more running around?...). But I haven't seen it in Hammerlorne, for example.

Of the two, the lack of 'Riposte' properly reactivating in Westwillow is the much bigger concern...


Hmm... sounds a bit similar to the Volley refresh issue I reported a while back - you needed to hit or be hit to start the feat clock.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 21, 2010 8:24 pm 
Captain Magnate
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Farwalker wrote:
IJBall wrote:
  • The bigger issue was my 'Feat': I was Level 32 in Swords by then, so I can 'Riposte' which should have "reactivated" about every 5 turns after use. However, 'Riposte' was definitely not reactivating after 5 turns when fighting zombies and such, in Westwillow - I was running around way more than 5 turns and 'Riposte' still wasn't coming back on. Eventually, it would reactivate if I went back to actual striking combat; but running around wasn't getting me my Feat reactivated.

    The weird this is, I've only seen this issue in Westwillow (maybe because I was doing more running around?...). But I haven't seen it in Hammerlorne, for example.

Of the two, the lack of 'Riposte' properly reactivating in Westwillow is the much bigger concern...

Hmm... sounds a bit similar to the Volley refresh issue I reported a while back - you needed to hit or be hit to start the feat clock.

Interesting... I remember your post (see item #5) on that.

If correct, it sounds like the actual act of striking (or, at least, attempting to hit) is sometimes the thing that "resets" the Feat, when it should simply be the # of turns passed...

(Though, I should note: I remember no such issue with my ranged Bow-wielding character, where I think I often ran around to "reactivate" my Bow 'Focus' Feat. So it may be a little more complicated than just that...)


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