Eschalon: Book II 1.05 Beta 2

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Hedley
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Re: Eschalon: Book II 1.05 Beta 2

Post by Hedley »

BasiliskWrangler wrote:
Hedley wrote:Return to Korren bug still exists. When I bring him the Crux of Fire he does not recognize that I have it.
Can you tell me the precise method for getting this bug. I can't seem to reproduce it.
Others have documented it here better than I can but I must have missed something or done something I wasn't supposed to between receiving the Crux of Fire mission and returning to Korren with the Crux of Fire. When I return to Korren with the Crux he simply gives me the mission to obtain it again and doesn't recognize that I already have it.
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IJBall
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Re: Eschalon: Book II 1.05 Beta 2

Post by IJBall »

Hedley wrote:
BasiliskWrangler wrote:
Hedley wrote:Return to Korren bug still exists. When I bring him the Crux of Fire he does not recognize that I have it.
Can you tell me the precise method for getting this bug. I can't seem to reproduce it.
Others have documented it here better than I can but I must have missed something or done something I wasn't supposed to between receiving the Crux of Fire mission and returning to Korren with the Crux of Fire. When I return to Korren with the Crux he simply gives me the mission to obtain it again and doesn't recognize that I already have it.
I actually haven't encountered this bug myself, but I believe from the reports of others around here the 'Return to Korren' bug is triggered if you don't kill Sparrow - I think not killing Sparrow fails to trigger the 'Go to Hammerlorne' quest or something, and that then fouls up getting the 'Return to Korren' quest.

Or something like that.

I'm sure someone around here will correct me if I don't have this quite right...
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BasiliskWrangler
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Re: Eschalon: Book II 1.05 Beta 2

Post by BasiliskWrangler »

KarlXII wrote:Will:

Updated: Edwin no longer accuses you of a crime by just touching the door inside his office.

Be updated if he right now is angry or only if I re-play it ? I recently discovered he was angry after several hours in the town.
Any change besides the Fathamurk expansion will require a new game to be seen.
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Re: Eschalon: Book II 1.05 Beta 2

Post by Dragonlady »

Wow, when you said it was hard, you ment it! I'm still trying to get past a grate over the lava to go up the lava path to some chests, not to mention finding the rest of the lava blobs to find the key. I've had to quite for the moment as it's almost my time to get into bed and I need to calm down so I can sleep! :lol:

One note, it's been a while since I last played and have forgotten what cat's eye and predator sight do. I thought I remembered them almost making it like daylight even if your weren't using a torch. To brighten up the enviroment I've had to use the few torches I went in with to try it out. Guess I'll have to go get a lantern, etc. On a Mac laptop. I don't remember it being so dark.
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Re: Eschalon: Book II 1.05 Beta 2

Post by BasiliskWrangler »

Real quick last minute update!

The WINDOWS version (link at the start of this thread) has been updated to beta 3. I have fixed:

- disappearing stone golem issue reported by xolotl (no restart needed to see changes)
- a few map flaws reported by Jedi_Learner (fresh map load will be needed to see these fixes)

If anyone has a bit of time to check for oddities with beta 3, please download and give this version a whirl. I want to post this update to the rest of the world on Friday (29th) morning, so you only have a few more hours to look at it! :shock:
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Re: Eschalon: Book II 1.05 Beta 2

Post by nomo »

i have played through fathamurk, didn't encounter any bugs, on vista pro.
but here are my thoughts:
i felt that the dungeon itself was rather easy - the normal enemies therein were quite weak for my high level archer/rogue character, the slimes and spiders were easy to kill, and the puzzles werent hard.

however, the stone golem was extremely hard to beat. i might of been missing a trick here? i tried luring him to the lava, but he couldnt fit down the corridor, i surrounded him with numerous powder kegs, but he just kept healing himself up after.... i tried all element spells to see if he was weak to anything, to no avail, and even poison didnt seem to affect him.
in the end i had to powder keg him, then both my weapon feats using all buff magics i could muster, to get him down on health, then just hacked at him and hoped to kill him before i ran out of hp. my character is STRONG too, level 26. for balance, i'd suggest making his heal a little less powerful.

is the only way in to fathatmurk REALLY to just have enough HP to walk through that portcullis? REALLY?

also i was disappointed by the lack of decent loot i got. i came out with only about 1k gold more than i went in with, and if i didnt have repair, my awesome dragon leggings and boots would of all been knackered due to the lava, i kindof wanted a bit more a reward... i left almost everything i found in there, because most of it wasnt very valuable or i already had better.
i may have missed a room, but i don't think i did, even the treasure room with all the explosive traps had minimal decent loot
so now onto my questions:

what are the new "item bonuses" you mention?
where are the other new areas aside from fathamurk?
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BasiliskWrangler
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Re: Eschalon: Book II 1.05 Beta 2

Post by BasiliskWrangler »

nomo wrote:is the only way in to fathatmurk REALLY to just have enough HP to walk through that portcullis? REALLY?
Er, no. That's not the way the "puzzle" is supposed to be solved.

I've just made portcullis drops much more deadly. I don't think any character can survive now. The point is, I never intended characters to survive a portcullis drop (I didn't anticipate characters would be able to reach as high of HP as some of you have gotten.)
nomo wrote:however, the stone golem was extremely hard to beat.
Yes, everyone seems to think he is too hard. Okay. In the final version coming out today he has a bit less HP, he is more susceptible to Magick damage, and his Armor Rating is down a couple points. He's still very hard, but not so much.
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Re: Eschalon: Book II 1.05 Beta 2

Post by xolotl »

BasiliskWrangler wrote:Yes, everyone seems to think he is too hard. Okay. In the final version coming out today he has a bit less HP, he is more susceptible to Magick damage, and his Armor Rating is down a couple points. He's still very hard, but not so much.
Awww. He was hard, but definitely not Too Hard. The level gives you everything you need to be able to defeat him. I can certainly see how melee-based fighters may be at something of a disadvantage though...
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Re: Eschalon: Book II 1.05 Beta 2

Post by nomo »

BasiliskWrangler wrote: Er, no. That's not the way the "puzzle" is supposed to be solved.

tried to go back to do it properly, (i did try but must have missed something) and now i can't get back in ;( oh well!

any chance of you telling us whereabouts of the other new areas? id like to see them

EDIT: i cheated my way back in and worked it out now :P
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Re: Eschalon: Book II 1.05 Beta 2

Post by Farwalker »

xolotl wrote:
BasiliskWrangler wrote:Yes, everyone seems to think he is too hard. Okay. In the final version coming out today he has a bit less HP, he is more susceptible to Magick damage, and his Armor Rating is down a couple points. He's still very hard, but not so much.
Awww. He was hard, but definitely not Too Hard. The level gives you everything you need to be able to defeat him. I can certainly see how melee-based fighters may be at something of a disadvantage though...
No, I took him out in melee, and I didn't consider him hard at all.
There was a certain coolness factor to him, for sure, and that was the fun of it.
I would have suggested making him a bit tougher actually - in specific I'd have asked for his to-hit chance to be upped a bit - but perhaps I'm in the minority on that.
Further suggestion: his attack from two squares away is a nice feature... what would be great is if he could occasionally put on an extra burst of speed/haste, that way he could back off one step and then hit you, or chase down ranged attackers a bit easier. 8)
Last edited by Farwalker on October 29th, 2010, 11:34 am, edited 2 times in total.
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Re: Eschalon: Book II 1.05 Beta 2

Post by Farwalker »

BasiliskWrangler wrote:
nomo wrote:is the only way in to fathatmurk REALLY to just have enough HP to walk through that portcullis? REALLY?
Er, no. That's not the way the "puzzle" is supposed to be solved.

I've just made portcullis drops much more deadly. I don't think any character can survive now. The point is, I never intended characters to survive a portcullis drop (I didn't anticipate characters would be able to reach as high of HP as some of you have gotten.)
I took a stroll through just to see how nasty it would be.
350 damage... and with my 351 hit points I just barely survived it...
Hee hee! :wink:
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Re: Eschalon: Book II 1.05 Beta 2

Post by BasiliskWrangler »

You know, just before uploading the final version, I had a change of heart. I am keeping the portcullis damage at 350. If you have a character with that much HP, you deserve to be able to survive a portcullis dropping on your head.
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Re: Eschalon: Book II 1.05 Beta 2

Post by SpottedShroom »

I just played through with a bow specialist, and I'd like to add my vote for not making the golem any easier. He wasn't bad at all for this character.

To make up for him being so hard for mages to beat, I'd suggest adding a potion of fortify mana (and maybe one of haste III) to the loot somewhere on the final level.
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Re: Eschalon: Book II 1.05 Beta 2

Post by xolotl »

SpottedShroom wrote:To make up for him being so hard for mages to beat, I'd suggest adding a potion of fortify mana (and maybe one of haste III) to the loot somewhere on the final level.
There's honestly no need, really. As I mentioned elsewhere, I took a pretty low-level mage through Fathamurk, and while it was true that my spells alone couldn't take him out, the supplies given elsewhere in the level allowed my mage to kill him with only three or four spells cast, no Mana Potions or Fortify Mana required.

In response to a couple other points in the other thread, btw:

1) My Cartography wasn't high enough to do anything in the invisible maze bit (it hadn't even occurred to me that a higher-level Cartography would map anything in there). It was maybe slightly frustrating, but it wasn't exactly a huge maze. A little bit of pencil-and-paper mapping as I went along and it didn't take me long to get through at all.

2) The "element armor" thing doesn't really bother me either. You've got pretty much the same requirements as being able to get through to the Hallows of Abigor, and at least the lava stuff is right near the beginning, so if somebody wanders in without adequate protection, you wouldn't have to go too far back in your saves in order to head out and get prepared.
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