Monster Scaling Issue (Second Version!)
As promised, I have uploaded a second version of v1.12 that fixes the potential scaling issue on some monsters. This second version is also backward compatible and fixes any “bugged” creatures that may already be bugged to now be correct.
So, if you have noticed the issue, or just want the latest files to be fixed from it, then grab the latest second edition of v1.12 from the usual place …
Check out the full list of v1.12 fixes here.
UPDATE: There is one other minor issue that I have addressed, and so am considering keeping to another release of v1.13 around the 6th September, at the same time as the next blog release. If you have found any other issues or have any request, be sure to let me know no later than end of 5th September.
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Predestinated Days (Build Episodes)
If you have any comments, ideas or suggestions that you would to make to help me along the way, please let me know in this thread, or at my blog, and I will respond.
Check out the full list of v1.13 fixes here.
I am hoping that v1.11 will be the last required update until module two …
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Guard Conv Game Crash Fix
Due to a guard conversation potentially causing a game crash (since v1.4 released 7th May 2024), I decided to bring this latest release out now. The update comprises mainly of simple quality improvements (see link), but also includes the guard conversation crash fix.
Without this fix, if you speak to the guard by the well, or the one in the Bloated Buckle, then the game will crash. You have no need to speak with either of these guards, and they will still speak to you if required. This fix allows you to initiate any conversation instead without crashing the game.
If any other update or fix is required, I will look at an October release unless a critical bug is discovered.
Check out the full list of v1.14 fixes here.
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CONVERSATION HOOK BROKEN
I have absolutely no idea how this has happened, but every creature instance in my campaign (except those already placed) has had its conversation hook broken!
I have never touched any of these creatures, but from v1.14, the hook attached to the script has changed! This must have only been due to some corruption, as I have never gone to any creature to change scripts attached to hooks at all.
So, my apologies for yet another upload, which I will endeavour to have ready later today after checking all the creatures.
If anyone can shed any light how this can have possibly happened, I would be grateful, as I would not want this to happen again.
The issue will raise itself if the player clicks on a newly spawned creature (such as a villager or patron), and they do not have anything to say.
I repeat, this was NOT due to any error of my own making.
BROKEN: The conversation hook script should be: alb_mon_convers only.
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CONVERSATION HOOK FIX
See post above for details. This has now been fixed.
Somehow v1.14 had the wrong script on the conversation hook - It had changed! I have no idea how and any speaking on newly spawned creatures could fail. The latest v1.15 will fix this.
NOTE: If you update your game with the latest campaign files and continue from a saved game, then enter the village at NIGHT (unspawns broken villagers) and then either wait or return during the day and the newly spawned villagers will now speak correctly. (Patrons cannot be fixed this way, but their conversations are not essential.)
If you start afresh, you do not need to do this, and all will work as normal.
Check out the full list of v1.15 fixes here.
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ANIMAL COMPANION ORIGINAL CHOSEN
This latest v1.16 is basically the same as the last v1.15 but with the Animal Companion script reinstated, which had been erroneously altered in that earlier version.
Basically, in v1.15, the default summoning reverted to a low level badger. You would have to manually change the creature to your chosen Animal Companion (via the Animal Companion Character Sheet), which would then fix its type and its level. This would have to be done every time you summoned them.
This latest v1.16 fixes that issue and means your default Animal Companion will be summoned correctly.
Check out the full list of v1.16 fixes here.
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HARD CORE DEATH MAJOR ISSUE
I am sorry to say that from v1.15 (12 SEPTEMBER 2024), a bad Hard Core Death Bug was introduced that caused plot items to go missing. I am trying to give a heads up warning to any players that may be playing any of the last two versions v1.15 and v1.16, in Hard Core Death mode, where this can happen. It is a game-breaking issue for this means of playing if missed.
Basically, you are at risk of losing plot items if carried by a companion that died. (Main PC death are not a problem.) I am working hard to fix this issue and a couple of others that have come to light over the last few weeks where some last big changes were made in readiness for the second module.
If you play with Companion Protector (the most popular method), or have not had any companions with plot items die, then this is not an issue for you.
Once again, I apologise and will have v1.17 with this fix and fixes for some other outstanding issues as soon as possible.
Thank you for your patience. I will update you all when I have it ready.
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ESSENTIAL CAMPAIGN FIXES
My apologies again for having to address not one, but two game-breaking issues. One is to do with losing plot items if a companion died with them on them in Hard Core Death mode. The second, is the inability to start a conversation with a fire elemental in the Chaos Vortex, which is required to leave the area.
This latest v1.17 update fixes the latter conversations that may have been broken in your saved game, but I am unable to address any missing plot items caused by the former. The latest fix, will, however, prevent any more Plot Items from going missing, of course.
If, however, you believe you are a victim of the lost plot items bug, then send me a PM and I will check/patch your game needs separately. I believe only around 10 people downloaded the game in this time, and it only affects your game if did not play with the Vol Gift of Companion Protector. If you played with the Companion Protector gift of Vol (the most popular choice by players, I believe), then you will not have been affected anyway.
Check out the full list of v1.17 fixes here.
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LATEST ALTHEA FILES
This latest release handles a number of updates, clarifications, and fixes to some game logic and general cosmetics. The Bard and Sorcerer classes have been added to the Favoured Soul and Spirit Shaman as two other classes whose spell recovery is not affected by poor rest environment, as per the rules.
The Bloated Buckle has just had a Mage Workbench installed… Karl (wrongly) thought it would help encourage ideas to help deal with the barrier. The PCs can probably put it to better use if need be. (Only available from this 01 October module build.)
Finally, for those that use the TB Combat system, there have been some general improvement for targeting, and the “Initiative” spam message of v1.17 has now been stopped.
Check out the full list of v1.18 fixes here.
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Predestinated Days (Build Episodes)
If you have any comments, ideas or suggestions that you would to make to help me along the way, please let me know in this thread, or at my blog, and I will respond.
Check out the full list of v1.19 fixes here.
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LATEST ALTHEA FILES: BROKEN DISMISSED PC
I decided to bring v1.20 early as it contains two fixes that can affect a game moving forward.
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ENEMY ENCOUNTER: The creature spotting the PCs was too sensitive, which meant a creature could see PCs at an unreasonable distance. This was particularly noticeable if you use TB Combat mode, as it could force a paused encounter upon entering an area and the creature still be some way off.
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BROKEN DISMISSED PC: This could be a potentially bigger issue if you have dismissed a PC for any reason (abandoned them and have them go out of play) and then re-import them to join the party again from the stage at the Bloated Buckle. Such a re-imported PC will break the next time they “rebirth” using Life Essences, as the “raise” variable had been incorrectly set upon being initially dismissed. WARNING: Any PC abandoned without this latest v1.20 fix should NOT be re-imported to use to play again. It is broken and will break your game. You can safely dismiss and re-import PCs with this latest fix.
Check out the full list of v1.20 fixes here.
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Predestinated Days (Build Episodes)
If you have any comments, ideas or suggestions that you would to make to help me along the way, please let me know in this thread, or at my blog, and I will respond.
Check out the full list of v1.21 fixes here.
1 Like
Predestinated Days (Build Episodes)
If you have any comments, ideas or suggestions that you would to make to help me along the way, please let me know in this thread, or at my blog, and I will respond.
Check out the full list of v1.22 fixes here.
EDIT: A second upload of the CAMPAIGN folder was released a few hours later, which also removes some debug code if you happen to find and open the world map alongside all the other important updates. Only one person had downloaded at this time (as far as I could tell).
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Predestinated Days (Build Episodes)
If you have any comments, ideas or suggestions that you would to make to help me along the way, please let me know in this thread, or at my blog, and I will respond.
Check out the full list of v1.25 fixes here.
EARLY UPDATE: I have brought v1.25 out early (16th January 2025) to fix a potential game-breaking bug in a SP game if the UPDATE MAP PIN button was used, especially if in the first area. Any transition thereafter would fail.
My apologies for another update, but I am hoping this will now stay stable for a while, and I will continue with further updates from 1st February if need be.
In the meantime, I am continuing to work on latest quests for module two, which is also being tested as it is being built.