!!! ATTENTION: PLEASE Check here regularly for the latest PATCH !!!
Absolute latest versions will be available from here!
I want you to have the best experience when playing The Scroll. This campaign has taken years to write, and I do not want you to have a spoiled experience just because of a missed bug (at the time of your download) giving you a potential game-breaking problem! If you have the latest patch, then any problem you may have experienced should already have been dealt with and your game will be fixed. If, however, you think you find a bug that everyone else has missed, then PLEASE let me know. Check out the IMPORTANT NOTICES below as examples of why it is important to keep your game patched & to give any feedback!
ALL LATEST PATCH UPDATE INFO FOLLOWS …
I have been looking closer at trying to minimise the “engine” issue described above, which in my tests do appear to be related to computer resources. i.e. From testing, it appears that older (slower) computers are more likely to “lose” a henchman or summoned creature on a transition. As my own computer (more powerful than my wife’s) has never had such an issue.
However, by rearranging some calls that occur around transitioning, I hope to help reduce, if not totally eliminate the problem. I have made some changes and will allow my wife to test for a few days. It also includes a warning if a player does a transition and the engine “drops” any henchmen/Summons, giving the player the option to reload if they wish, which generally fixes the issue anyway.
Hopefully, v2.77 is looking like it may be the last “majorish” update with respect to module one, and will hopefully only update after that with respect to any new modules released. Although, as always, time will tell.
EDIT: v2.77 Will also address the following:-
- Clockroach Summons: Will now be made to unsummon like other summons when rested. (*)
- Holy Books: Will not break resting if left on the wrong PC and they are “borrowing”.
- Waiting Option: Will now calculate food rations required and usage more fairly, especially shared.
- Vigour/Hunger: Fixed some logic and tidied the feedback. (Streamlined.)
- Clockroach Follow: Clockroach type summons/henchmen now follow after transition.
- Tailor Comment: Stop an unnecessary comment from Tailor.
- First Examine: Fixed an instance of right-click examine fail on first enter.
- Performance: Improved performance in Holy Crypt area: Environmental Objects (Module)
- Stores Performance: Improved store open checks via XML open/close rather than store open/close.
(*) Also Fixed a premature unsummon if REST was cancelled due to not being required.
- PAUSE INFO: After combat fixed. (Workaround, simply switch PC.)
- GHOST AMMO: Now also when first inventory open after combat and not just on switch PC.
Latest v2.79 has (minor alterations) … (Link below)
- EXAMINE INFO NOTICE TEXT: Fixed logic with companion examine viewing via possession.
- EXAMINE VIA MAIN PC: Added info to examine non-companion party members via the Main PC.
- AI TRANSITION CONSISTENCY: AI now stays active after transition (even if SENSED active).
- PARTY COUNT CHECK: Removed check as it is no longer required. (Also due to cut scene.)
Now available in v2.80 …
LIVE ENCUMBRANCE FOR ALL ITEMS: Moved the weight calculation for items carried/bought to start of function, meaning AMMO weight will be calculated live too. E.g. During buying at shops. (But not as a result of individual ammo usage.) Previously, the encumbrance figures for ammo calculated when opening inventory for the said PC, now it will update live on any acquisition. It takes a second to update.
PLOT ITEM FORCE COLLECT JOURNAL UPDATE: Prior v2.80, if a player misses a potential plot item drop and leaves an area, that plot item is automatically given to the player. In v2.80, now any journal updates that may be associated with such item acquisitions will be updated too.
MOLDS QUEST (UPDATE): Module updated to allow PCs who may have resolved Todd’s Quest prior to encountering Billy to still have an encounter with him. NB: If you avoid opening Todd’s chest with own skills prior to meeting Billy, you will not require this update anyway. UPDATE WORKS WITH JUST A CAMPAIGN UPDATE TOO! (I simply added extra checks to the exiting campaign code.)
As I changed a door tag, I also updated the module to v2.80 to synchronize build numbers. (Although, as I say above, I ensured the campaign code made this update backward compatible anyway.)
Now available in v2.80b …
Keeping latest recorded at v2.80 to stay in sync with Module folder, as this is a minor update only anyway.
SKILL CHECK FIXED: A minor incident where a conversation skill check was broken when using the Fairchild’s Doors.
DOOR LOCK EXPLOIT FIXED: A player could “accidentally” bypass some locked doors. This has also now been fixed.
Now available in v2.81 … As v2.81 is such an important update, I am updating the MODULE to v2.81 as well as the CAMPAIGN.
VISUAL EFFECT: A visual effect helping to visualize a movement was accidentally broken during an earlier update. This has now been fixed. (VITAL REQUIREMENT!) NB: This fix only works on freshly started games, as it relies on the placeables first heartbeat.
KNOCK/BREAK LOCK SPELLS: This version also fixes the Knock and Break Lock spell for casting and the Break Lock scroll usage during a conversation option.
IMPORTANT NOTICE: I thought versions 2.72 - 2.80 had a GAME-BREAKING bug, but it turns out that the critical place that counted is not affected! This is good news, as it means the game can be completed, even if people miss later patches. The only broken section (without any patches) will be gaining entrance to the Fairchild’s place (a side quest). It turned out that the problem is caused by an object having zero hit points (or usability), due to having its placeable>environmental option switched (and back again).
If you ORIGINALLY STARTED the campaign using any of the versions between (and including) v2.72 - v2.80, then the SIGILS above the Fairchild’s doors may not appear in the game. However, the game can still be played and spells can be cast if done at the correct time, between 7.00 pm and 5.00 am, AS LONG AS you have updated to the latest version of the campaign (v2.82 +). The journal entry now reminds players of these times too. NB: If you have “lost” or “used” the Break Lock spell already, then you can use a “Knock” spell instead (between the same hours). However, only use the Knock spell by “target casting” it near to the door between 7.00 pm and 5.00 am, as the “conversation method” will no longer be available to you.
HOW TO KNOW YOU (WILL) HAVE THE “FAIRCHILD” PROBLEM: If you cannot recall which campaign version you started with, and you think you may have started with a version released between 10/06/19 - 09/07/19 (when the problem was introduced), then you can check the following places:-
- INITIAL SAVE GAME INFO: The Scroll makes an initial save when you first enter the game. If you kept it, then this save game file name will indicate what version campaign you started with. Just check the file name mentioned. v2.72 - v2.80 have the problem. (If the file name does not start with a version number, then you started with an older version than when the problem was introduced.)
This is where the problem occurs in the game (in two places), in likely order of encounter:-
SIDE QUEST: “Mercy Mission: Poor Communication!” - SIGILS above the Fairchild’s door will fail to return at night, likely making point 2 below impossible, because there is nothing to interact with! NB: If you patch to v2.82 or above, then you can still cast the spells even if the sigils do not display due to the bug. NB: You must still do so between 7.00 pm and 5.00 am.
SIDE QUEST: “Mercy Mission: Poor Communication!” - When moving the carpet: If the carpet completely disappears, then you have the problem. If you see it rolled up, then you are OK. (This is a cosmetic issue only, but does reveal the issue if present. Those running 2.81 + will not have this problem.)
IMPORTANT NOTICE (EVERYONE): Versions between v2.66 and v2.81 (inclusive) are subject to a game-breaking bug that requires v2.82 + to fix. (v2.65 was the last I have recorded without this problem, but had its own crafting issue.) In these earlier versions (2.66-2.81), the ability to craft the Ammonite Key within the Talanthian Tower was broken. Version 2.82 onwards has the appropriate fix in place for all games to date. Simply replace your CAMPAIGN folder with the latest version and the crafting will now work.
Now available in v2.82 … As v2.82 is such an important update, I am updating the MODULE to v2.82 as well as the CAMPAIGN. This version also fixes any games started with v2.72-v2.80 when casting a spell to bypass the Fairchild’s SIGIL locked door. (See IMPORTANT INFO above for more details.)
This version also fixes:-
AMMONITE KEY: GAME BREAKING BUG! My wife discovered a game-breaking bug that has somehow slipped in. Somehow, an important item creation had broken, which is now fixed! This next patch is required by EVERYONE to get past this bug.
HARDNESS LEVEL: Clarifies hardness integrity.
MONTY NAME COLOUR: Monty’s name colour FIXED (for new games only). (Module Fix.)
WAIT FOR MODULE TO LOAD: After resting at the tavern. Removed error. (ESC workaround.) (*)
(*) Important fix to stop message requesting “WAIT FOR MODULE TO FINISH LOADING” after resting at the tavern when trying to leave. (Accidentally broken in v2.81.)
MOVING FORWARD: So far, I have not seen any more problems since v2.82 release. Starting in v2.83 (which does not yet contain any fixes as none are currently required), I will, however, be including a BUILD check system that from v2.83 onwards, records what build that person originally STARTED with, so that the player has more information when it comes to certain build issues. It will also stress the importance of keeping up to date with the latest patch release for the module. The new information will be found in the same place as the current build info, under “Rule Information” tab (and also the “Lore Information” tab).
Below is an example of two screenshots: The first shows a loaded “save game” from year 2017 that has been “patched” with the latest v2.83. Note that this save game is so old that even the module version is “unknown”, as that saved game was from a build before I started recording such information. As this game has been “patched”, it does, however, indicate to the player that a newer module build is available at the time of the patch. This is for info only, as updating a module does nothing unless the player starts afresh. The “Original Start” campaign version reports “Prior v2.83”, as this is only recorded from the next update. The second image shows a new game started with all the latest files. If this newer game is ever patched to even later than v2.83, then the “Original Start” version number will remain unchanged and show v2.83, whereas the “Now Playing” will update to the latest patch employed.
Also with v2.83 … I found a few other minor issues that I wanted to fix while releasing …
ORECHIN CONVERSATION (FREE WOUND HEALING NODE): Stopped conversation line dropping out. (IMPORTANT FIX)
NAMES: (MODULE) I made it so the NPCs have their full names display (inc last name where appropriate). The CAMPAIGN fix also fixes the colour and trade references. NB: Tailor (a potential companion) has his name colour fixed in v2.83 too.
PASSWORD DOORS: Thieves using these doors no longer have to wait to fail at their pick lock.
HENCHMEN INFO: A reminder in the RULES that any attacks (including accidental) on HENCHMEN (not companions) will make them leave the party and attack back as if an enemy!
BARD PERFORM: Fixed Karl’s conversation to give same responses as Sandy’s.
MONTY NAME COLOUR (VERY MINOR ISSUE): At the moment (in v2.82) I have added some code that ensures “Monty” is called “Prisoner” while he is in his cell. A module update ensured he had his correct name of “Monty” prior to being relabeled “Prisoner” when players enter the area. In latest modules, Monty’s name is then “updated” back to his real name during a conversation, which then displays the correct colour during further play …
However, if (prior to v2.82 patching) a player had already freed Monty and he was in their party, then his name has the wrong colour (even after the last patch). BUT, (and here’s the point), if the player enters the caves again (after patching), then Monty’s name now changes to “Prisoner”. In the next v2.83, the name is checked and reverted back to “Monty” if he is asked to LEAVE the party (but wait around), and immediately then asked to join as a companion again. It means the issue of Monty’s name colour can be resolved for those that want it with the next patch.
However, this is such a minor problem and the likelihood of anybody encountering it slim (my wife did though), and only if you play with an older module and play in a certain set of events … As such, the patch will only come out of anything more significant comes along that requires such. I’m just letting you know for completeness … Obviously, if you are starting fresh, the problem is never encountered.
v2.84 NOW AVAILABLE …
My wife discovered a bug with Scar caches. This problem (which is fixed in v2.84) occurs if you kill Scar and enter the sewer … the caches have already been ransacked. So, it’s only a problem if you kill scar, but as that is an option, then this will fix it. NB: This FIX only works if you have it in place BEFORE entering the sewers after killing Scar!
Thanks for bearing with me here … and persevering! I am hoping your patience will be rewarded with an exciting module! (My wife is also getting closer to finishing, which means it will have had its final testings. She played through a completely different way and is why we have had some new issues!)
v2.85 NOW AVAILABLE … (CAMPAIGN AND MODULE)
FONT COLOUR (MINOR ISSUE): The font colour in a conversation with TALOY goes awry towards the end. (Other conversations may also be affected.) This is fixed in 2.85, but only fixes NEWLY started games.
GOLD PILE: Fixed an error where gold piles randomness was broken. As I am aware how precious PCs are about their gold, an immediate update is now provided. Only fixes piles before entering the area where they exist. The largest impact in one haul was only 150 gp instead of 3800 gp! (My wife spotted this one.) Although a “minor” error, I appreciate players may not think so.
ENCHANT RANGED WEAPONS: Allowed some modern recipe type enchantments to work on ranged weapons too. (E.g. +1/+2/+3 ETC Type Enchantments.)
For those wanting the absolute latest v2.85 (Now AVAILABLE), as there are potential benefits to add up to an overall “improvement”.
At the moment, v2.85 has had no further additions, and my wife only has now played 51 hours and 38 minutes of her third play through, which she normally takes around 70 hours to finish. This time around she concentrated on the main tasks (as she knew which ones they were) so that she could test other quests after completing the main tasks.
Once she has finished the game for a third time, the “fixes” should have finished by then, if v2.85 does not turn out to be the last. However, as the remaining play is side quests, I am reasonably hopeful any further repairs will be of “minor” to “cosmetic” only.
Once again, I do thank you for all your patience as The Scroll goes through its patching process.