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#487600 Westgate Question

Posted by Yowenir on 16 May 2010 - 05:25 AM in Classic Adventures

I have just finished the temple and decided to clear out Westgate first, went round once, to finish Capt Girana. It seems I cannot enter the quarter in the south-west of westgate even though it is on my map. Where do I need to exit to get there? (havent found Rivian yet so I presume she's hidden there? Y/N please, no additional spoilers)
Or do I have to go to and finish the stronghold first to be able to reach that part?

regs
yow



#485938 Bug Report for 0.51

Posted by Yowenir on 25 April 2010 - 07:33 AM in Classic Adventures

who will take you to the ship... and then you see the ship and gain some weapons. :whistling:

Do I need Althon to enter Selgaunt City?

No, it will be there after you come back...


Thanks Jarno, I can continue. Once more it shows, I wasn't patient/thorough enough...

regs
Yow



#485925 Bug Report for 0.51

Posted by Yowenir on 25 April 2010 - 05:24 AM in Classic Adventures

You leave the gnoll area the same way you came in. The dirt road should show the icon for moving to another area when you get to the dark area around the hamlet. That will allow you to continue to the fortress.


Thanks, checked afterwards -yes, it is just hard to find. Scanning comments in other threads, it seems I'm not the only one who hat first missed it. Does make me feel not quite so stupid.

Different topic now: Currently I'm stuck on Selgaunt Bridge. The guardpost at the gate sent me to the watchhouse to speak to the captain about passes, but the captain wouldn't talk to me. Did talk to Elminster, Elminster informed me about my parent's fate. Afterwards went to Myth Drannor. Returning from Myth Drannor Pel'ja is still on the bridge, if I talk to her she tells about Rihn's problem (same dialogue previous to Myth Drannor), but rightly so no teleport to Llewtharin happens. Talked to Jak -can't remember if that was possible previous to Myth Drannor. He pointed me to the inn, but no-one was there.(searching other bug-threads, there should be someone new there?) Captain in the guardhouse still "has nothing to say".

Party currently:
PC (archer), Shadow, Rihn, Aesdale, Vildamyr, Narcissa. I arrived with this party in Selgaunt bridge from Saltmarsh, via Mistmoor(caravan), in Saltmarsh I had last done the Crypts, before that Mistmoor, The Gauntlet. I had Althon cheated out of the Myth-Drannor party, completed it with this group(don't like Althon).

Do I need Althon to enter Selgaunt City?

regs
Yow

PS. When I included Rhin, she didn't have the Bardic Ring of Wizardry that is mentioned in her character description on CA-homepage. Will she gain that later on? I tried to cheat it in via shadowkeeper, but it doesn't work(no spelldoubling) -did you maybe leave it out because it isn't fully programmed yet, or is this a bug?

PPS. I liked Myth Drannor a lot. Tough monsters. Too bad I didn't have Aleigha, when I try a new game, she will definitely be with me then.



#485219 Weapon Upgrade Questions

Posted by Yowenir on 18 April 2010 - 02:28 PM in Classic Adventures

The forge found in the basement of the Villa cannot be used at this point. Icar and Rurik will talk about something being wrong. That is as far as that dialog and forge goes.

Icar can upgrade some items in Piney Bluff. If he is with you at this point, you will not get a chance to fight him later in the slavers. There are several upgrades that will not be possible until you return from the slavers. You pick up the components during those mods.

Rurik can upgrade some items at his place in Saltmarsh.

There is a new forge on the map TC1560. However, currently the map does not show it. There is a future quest to pickup a missing anvil for Icar so he can work here.

Thank you for these clarifications.

regs
Yow



#485165 Weapon Upgrade Questions

Posted by Yowenir on 18 April 2010 - 06:28 AM in Classic Adventures

Just to clarify - Wrack states, that shatterspike and glowfire to be upgraded in Piney Bluff, true - he but encountered the openended dialogue at villa (Van Arthog villa TC0422 as I interpret him).

Have just found out that Icar can upgrade Glowfire and Shatterspike in Piney Bluff after doing the Gaunlet quests.

[...]

Also wondering if atm the forge in the Villa is meant to lead to anything? Icar mentions he can't make anything in it because of the weave being too strong/out of control.


Shatterspike/Glowfire/Piney Bluff - i'm not involved there, i don't have either sword.

Van Arthog villa - i encountered the same problem where Icar states "something amiss" or something like that, don't remeber the exact wording. Wondering what would trigger/ activate this forge. I remember, I even cheated in Rurik there, as he was not part of my group at that time, just to test if he could do anything there (seemingly he can't).

regs
Yow



#485157 Weapon Upgrade Questions

Posted by Yowenir on 18 April 2010 - 03:56 AM in Classic Adventures

Which forge? I need to know if it is in a house or if it is the forge outside. Also no quest requires you to kill Icar. You have the option to duel him if he did not join.


I'll just step in for a sec, because I've been wondering about the same point, where Icar has a dialogue that seemingly ends in Nirvana. Wrack must be referring to the forge in the van Arthog villa, on TC0422.

I don't have glowfire or shatterspike though, maybe that is why?

regs
Yow



#482963 Bug Report for 0.51

Posted by Yowenir on 27 March 2010 - 04:29 AM in Classic Adventures

After the Sahuagin Swamp I decided not to head to Selgaunt directly but to continue via Piney Bluff. I found the Gauntlet and completed the dungeon but can't reach Adlerweg. When I try, I get to an intermission map with a hurt gnoll. This map (TC0550)doesn't have an exit, also the gnolls story doesn't appear in the journal.

Any advice how I can get to Adlerweg that doesn't involve clua'ing on top of the tower?


found a way -clua'd to tc0400 where i came from, then tried again and landed in tc0500. sometimes its simple and you just don't get it after a night of playing....

thanks
yow



#482764 Bug Report for 0.51

Posted by Yowenir on 24 March 2010 - 09:53 AM in Classic Adventures

Finally able to continue the quest. Went back to a point previous to lizardmanlair and found more levels on the smugglers ship. Did it right this time and thus found the way to the sahuagin heel, Aesdale along my group. I like Aesdale and Blush.
Small bug at Sahuagin Heel - the stun bolts weigh 1 pound each, while all other bolts/arrows are weight zero. Of course this is not grave since i can use the ammo belt for spares.

regs yow



#481165 Bug Report for 0.51

Posted by Yowenir on 09 March 2010 - 05:47 AM in Classic Adventures

Thank you for your replies, but

P L E A S E - someone help with the biggest problem first - my game is stuck in a loop!!!
How did this happen? Where can I beam myself into, or at what point should I start over again? I would really like to continue!

Stuck in Lizardman Lair :crying: [...]

Game stuck:
After routing the Wyvern I went back to the Lizardman chief who told me to report to Saltmarsh Captain. Instead of sending me to the Sahuagin Fortress the Captain is repeating the pre-swamp dialog routine (which she had already given before I had set out to the swamp). Even though she is located in the study, she starts out with "Yxburt(hero) has screwed up on the smugglers, we have come together in this council... and so on, finishing with "your map has been updated" (which of course isn't).
Can't get out of that.
I ran into Eldarin and his Band of Pirates twice between Swamp and Saltmarsh, this is probably part of the same bug.

Any advice would be greatly appreciated.


Nice one, SirBillyBob. lol :woot:

Who is to say that the gambling tables aren't there to sell to a town that bans gambling.


... Is it the +1 Flame Tongue with +4 bonus to certain enemies? If so, it would hurt a normal troll. ...

Yes it must be the same one you have in mind. In the description it is just called Flame Tongue +4, while it actually has Thac0 of +1, with damage bonuses +1, +2 vs regenerating, +3 vs cold using, +4 vs undead.

flameTongue.JPG
The random encounter was with a giant troll, just like the two in front of the wyvern lair. Here's a pic of the situation. Dirbert with free action (thus ignoring his failed save vs. web) attacking the prone(0HP)+ webbed giant troll. Shouldn't he kill the troll with this blade? Instead: Troll was immune to my damage.

Dirbert FlameTongue.JPG

Thanks for your help


regs
yow



#481013 Bug Report for 0.51

Posted by Yowenir on 08 March 2010 - 01:22 AM in Classic Adventures

Oceanus(whose name really is terrible)

Latin ancestors? :rolleyes:

As for maps

c'mn, admit it - you only put that quick and dirty one in, so I'd be so much more impressed by the swamp ;)

---

Anyone out there who can get me out of the lizardman/saltmarsh loop to get on with my game?

regs
yow



#480991 Bug Report for 0.51

Posted by Yowenir on 07 March 2010 - 06:55 PM in Classic Adventures

Hi Sam,
thanks for your quick reply. Had to restart the game system to get the answer exact:

Which sword was it?

flame tongue +4
found it close to the Wyverns
Spoiler


goodnight
Yowenir



#480990 Bug Report for 0.51

Posted by Yowenir on 07 March 2010 - 06:42 PM in Classic Adventures

pps.: Missed Oceanus and the pseudo-dragon though on the smuggler's ship. There seemed to be a secret hold close to the bow? Couldn't find a way in there, not even with potion of perception. Also the ship had a bit strong recycling-feel to it. The gambling tables gave it away...



#480988 Bug Report for 0.51

Posted by Yowenir on 07 March 2010 - 06:18 PM in Classic Adventures

Stuck in Lizardman Lair :crying: , and some minor bugs and quirks

Game stuck:
After routing the Wyvern I went back to the Lizardman chief who told me to report to Saltmarsh Captain. Instead of sending me to the Sahuagin Fortress the Captain is repeating the pre-swamp dialog routine (which she had already given before I had set out to the swamp). Even though she is located in the study, she starts out with "Yxburt(hero) has screwed up on the smugglers, we have come together in this council... and so on, finishing with "your map has been updated" (which of course isn't).
Can't get out of that.
I ran into Eldarin and his Band of Pirates twice between Swamp and Saltmarsh, this is probably part of the same bug.

Lizardmen quaffing potions
When I entered the swamp-area for the first time, lizardmen on the bridge (still in the shadows) kept quaffing potions like the orcs in the Palace of the Silver Princess.

Combat algorithm/to hit and damage irregularities:
When I ran into Eldarin the first time, Rurik finished him off with a 20hp-blow. Just that Rurik had an attack-roll of 15 (+11) which were added up to 26 (??? should be 20, only a natural 20 should yield higher results, with bonuses). First, I cannot account for all bonuses(+11) though maybe weapon vs. armor type might add up some odd ones there. But most importantly, he was equipped with mace+1 (max8) Ogre gauntlets(+6) and he was chanted(+1)for a total max of 15p with a single blow... BG Engine fault?
Had a similarly strange high hp blow by Shadow backstabbing, in my first try of v0.51 within the Palace of the Silver Princess. She did 24 damage with a natural 20, which would imply max roll quadrupled, while by rules a x2backstab with a natural 20 should come out as x3 (the natural 20 raising the backstab multiplier by 1). But for that one I had just assumed a misinterpretation/programming error already present in BG/BG2.

Item misbehaviour:
Also on a random encounter between Saltmarsh and swamp I wasn't able to kill a prone(0 HP) Troll with my (new) flaming sword (nice animation! :Bow: ). I needed a scroll of burning hands to finish the job since I hadn't memorized any fire spell. A flaming sword with a special bonus vs regenerating creatures should suffice to kill a troll, shouldn't it?

Enemy-assignment-bug:
I sent Shadow pickpocketing in Saltmarsh. Failing an attempt, the victim turned 'enemy'(red), while the nearby guard stayed neutral, starting to attack and finishing off the victim, not Shadow. Can't rember to have bribed the guard though ;) I believe this goes for all over Saltmarsh, also indoors (but didn't check all areas).

Probably no bug?:
Can't get beyond the first secret door in the Mayor's cellar, even though the former Mayor handed over his key. Second key necessary?

Minor Quirk:
Two scrolls of 'protection from evil' and 'ray of enfeeblement' won't stack up.

Game equilibrium:
Strange but maybe on purpose - both Hucrele rings can be worn by the same character for +2 protection and 100% fire resistance. Rurik will combine them into one ring+2 with 75% resistance. You gain another ring-slot and sacrifice 25% resistance, 300gp and a scroll of protection from fire?
Maybe the two rings shouldn't be allowed together on one person at all, so the combination feels more like a gain than a loss.
Levelling up, I noticed that Shadow can train in Katana and two weapon style. So she could even be weilding two katana at the same time? Maybe these blades are a bit long for a halfling. As a DM I wouldn't allow anything longer than a short sword, and the weapon in the off-hand shorter than the main hand. No scimitars, no katanas. A halfling fighter might wield a katana -two-handedly.
But this is the difference between Ad+d1st/2nd and BG/BG2?

regards
Yowenir

ps. great design job on the swamp area and the lizardman lair. Bridge to the lair better than in the module. Wyvern+X leagues better than the giant crocodile in the module. Good dialogues. Strong and fearsome Lizardmen. Didn't dare to go in by force. Excellent swamp/jungle ambience (sound design).



#480240 My V. 0.51 REPORT

Posted by Yowenir on 26 February 2010 - 02:12 AM in Classic Adventures

But see, there is no dragon, it's actually a small wyvern the kobolds call as a dragon...

Ah, thats why he never used a breath weapon. I thought since he would talk, and also since he was held captive... The concept of "subdueing a dragon" is very old in (A)D&D, i remember it from the first Monster Manual - so maybe thats why i mistook Calcryx for a real dragon.
But in those days, kobolds still used to bark...

xp rewards/punishments could be given according to main characters alignment.
good pc double monster xp for killing,
neutral pc monster xp for freeing,

I would like to see that one in action, as in, I cannot do it(easily), so if you can, I am happy to hear that... but show me the code. :devil:
But then again I am not the part of the CA team, so... and none of that was in the original modules the CA is based upon.


I thought i had played something in that way in baldurs gate SoA: different quest outcomes -different xp. But that must have been years ago, too, so maybe my memory is not totally right.
Of course i can't code it. i can't code at all. i don't even fully understand the mobile phone i use :whistling:
Most certainly my suggestion was not meant to be understood as a 'demand' to totally change the situation in that way. I am very happy the way this adventure presents itself and grateful for all the work you guys have put in and still are going to put in. I'm absolutely certain, 99+% will play along the expected storyline - thats how i did it first, too.
Still i acknowledge with applause when loose ends that present themselves are looped back into the story. As a DM in pen and paper i can easily handle situations like players not acting along the path i had expected with my imagination: create something on the spot. Or i nudge my players on the 'right' course. I do understand of course, that a little imagination in an adventure computer game can lead to lots of coding, which in any case might not be easy at all. I cannot judge how much work that is or if it would be worth it, 'nudging' might be the better option.

Regarding classic adventures/being true to modules - i know of no DM who used modules, who didn't (have to) flesh out a module in parts ;) . Makes it even more interesting for guys like me who own the old stuff and seem to know everything beforehand. By the way- the complete town of Saltmarsh wasn't in the modules and had to be created. And I love the outcome.

Anyway -no sweat :cheers: -excuse me if i have been carried away too much. i'll write again only if i encounter major mishaps or get stuck.

thanks for your patience and
regs
yow



#480180 My V. 0.51 REPORT

Posted by Yowenir on 25 February 2010 - 06:33 AM in Classic Adventures

I actually never got around giving them to anyone, they are in the last table in the very corner where if you go left, you get the flowers, if you go right you see the druid... so I don't know, it should be the girl friend in the hospital(the house between the majors house and tavern).

that was a misconstructed rhetorical question by me - i did find the bouquet, i did find it just before confronting the druid, and since overcoming this last foe means triggering the pirate raid, there is actually no point for the flower quest being in there -apart from a more dramatic effect of the pirates having devastated Oakhurst once you get home. If thats the point of it- ok. If not - maybe the kobold queen likes flowers. This would offer a chance to come home, heal+rest, finish the quest.

Well, Meepo has an item that makes him invulnerable before the talks are over, so you can't kill him... the right way to do the thing is to talk to him, get the quest to get Calcryx, get it to go back and be rewarded with the Key by the Kobold Queen... after which you can kill all the Kobolds, by rescuing one of the imprisoned Goblins, while you kill the other two. :whistling:

played it that way the first time around, was looking for a different outcome/progress of story. No outcome at all is a bit disappointing.
There should be a "no Meepo" storyline as well. I would suggest a refinement like:
Meet Calcryx, talk. Find out he fled the kobolds and wants to stay where he's at.
a) Leave him and ok. (from there on you possibly could still go talk to Meepo and come back to subdue Calcryx)
b) keep talking to him (pesteringly)- he eventually attacks.
c) touch his treasure - he will attack (unless you are hidden/invisible or otherwise protected)
d) attack him - of course he will fight back.
Fulfilling the Meepo-quest should yield higher xp than just killing off Meepo and Calcryx.

e) if you don't want to reprogram Calcryx as being killable when Meepo isn't around, have him subdued as a result of any battle with the party and in return give up his treasure, plus an xp-reward (less than doing the Meepo-quest).
Though this doesn't strike me as very consisent, when routing out all evil kobolds and goblins would be the right thing to do, but a white dragon who eventually might become an ancient evil white dragon breathing ice should be left alive in an otherwise cleared-out dungeon...

On the other hand, once you start thinking about freeing dragons, there might even be a dialogue for meeting Calcryx again after finishing off the kobold lair (after solving the Meepo-quest the way it was supposed to). Calcryx doesn't necessarily need to stay loyal to Meepo after his <quick>death, and could confront the party with dialogue at that point.
A true neutral character might want to free Calcryx to roam some icy mountain tops, while a lawful good character would not comply to releasing this evil monster, and rather fight. A self-centred character might want to be bribed by the dragon while an evil character would subdue, enslave and sell him...
Even a treasureless dragon could be trading off something - quite plainly some information or, more elaborately for example a dragonscale with special properties(when forged into an armor with a white (expensive!)gem and the nethiphilthingy by Rurik it gives protection from cold - save for 1/2 or no damage, could also be forged into the hucrele rings. This works only if the scale is given by a dragon, it cant be extracted from a corpse)

xp rewards/punishments could be given according to main characters alignment.
good pc double monster xp for killing,
neutral pc monster xp for freeing,
ego pc no xp but the (possible) magical item,
evil pc gain the sales price but must keep Calcryx as a kind of "familiar" in the way that he needs to be protected, but unlike a familiar he doesn't convey hit points or special abilities and is not always loyal. As long as the controlling pc has 2/3ds or more of his hp, Calcryx stays loyal, turns neutral below that, and hostile at 1/3 or less. This is probably hard to program, especially as summoned monsters are not supposed to change maps once you travel to places trying to sell the beast.
Still i like the idea. But i haven't yet seen the shady guy Calcryx could be sold to ...

regs yow



#480149 My V. 0.51 REPORT

Posted by Yowenir on 25 February 2010 - 03:38 AM in Classic Adventures

Thats what i feared. So its off to Saltmarsh and flowers in the bin then. One question about storyline - which adventurer -even if romantically inclined would deliver flowers just before killing the final foe? Especially if time is pressing? I mean the bouquet can be found only late in the sunless citadel.
But that possibly makes it even more dramatic and realistic, having this impossible to solve small quest included...

reg tab key- a question of style/atmosphere. In pen and paper the dm wouldn't tell me where all things are hidden, unless i searched the right places... On the other hand, i wouldn't be able to reload a quicksaved game either in pnp, which i frequently need to do in CA/BG ...so probably a bit of bigotry on my side there.

One small question still- is the key i found on the kobold queen relevant in the sunless citadel? didn't notice. (as i also didn't that the rune stone is needed to enter the palace)

And one quirk report: I didn't talk to Meepo, did talk to Calcryx first, plundered his treasure (which i was astonished he would let me do, staying neutral). After i had finished up the kobold-level, of course Meepo turned enemy, so i finished him off. Tried to get Calcryx turn red on my way out of the complex(after the druid), he would only tell me to leave, failed pickpocket wouldn't cause a reaction, so i attacked. After delivering some 450 points of damage and him still not dying, being "near death" for the last 4 rounds in which he took at least 30p per round, i reloaded and left him.

yow



#480143 My V. 0.51 REPORT

Posted by Yowenir on 25 February 2010 - 02:10 AM in Classic Adventures

I have obviously only found the "second" ring, off the outcast... very small cache near the ratman, it contained just ...

Ups, that was my mistake, the 'first ring' is on a Goblin named as Durnn, you should meat him among the gang(Goblins and Hobgoblins) on the top of the entrance to the lower level. He also has enhanced(+1) Axe, and the first enchanted Splint Mail. The second ring as you know is from the female wizard called Sharwyn who is there with the druid and the tree.

hey Jarno,

thanks for the advice. started new, still 0.51. no crashes or faults so far. left Chaarna for good and did the sunless citadel first. Found all rings, a few caches i had missed (though i had to use the tab-key), plus a whole area i had overlooked (rockworms). I even managed to kill joot the quasit, which didn't work out on my first run. After completion i found Oakhurst already destroyed. (cant deliver flowers)
What triggers the pirate raid - destroying the gulthias tree? Or having visited the palace-map + Xdays? (because i had peeked into that curious to find out about the pirate raid - since nothing had happened straight away, I just played on, maybe that was the mistake)

Is it still possible to do - and finish - silver princess without Chaarna? Or can I Clua her in?

greets
yow



#478929 My V. 0.51 REPORT

Posted by Yowenir on 13 February 2010 - 11:21 PM in Classic Adventures

...

... and the other is near the 'ratman' ...


Thanks a million for your quick advice. I didn't really progress much since then, and prob'ly won't be having much time the coming days. I have obviously only found the "second" ring, off the outcast. But I did check my savegames today. Funny though, even so I really did have missed the very small cache near the ratman, it contained just
a +1 shortbow
longsword
magical (leather)armor
a potion of healing
some throwing knives
some magical arrows
and at last one plain gold ring

Now you try to make something out of that.

I might start over again though, since I probably messed up the flower quest too - as I was desperate not starting out without a magicuser. So I had taken Chaarna from the beginning, went out for the ravine and then changed for the palace when she kept nagging and was about to leave. Parked her in exchange for Candella only to return to the ravine right away and finish up there (apples/time pressing) before continuing in the palace.

But having already been on palace-map must have triggered "Oakhurts has been raided", so that was of no avail. So "knowing" that Oakhurst isn't a safe haven I wasn't too pleased to see Chaarna leaving with the ruby, and was musing weather there was an alternative storyline I had missed, one of my initial questions.

In between I managed to screw up the tinker's as well - having taken up Erky I was going to park him there (as I wanted to re-unite with Chaarna). I had him already disbanded when I was confronted with some guys claiming Shadow and turning unfriendly. So I quickly headed for the building to reengage Erky, who cast sleep on the pursuers. Collateral damage was turning the scroll-selling daughter into an enemy, never reverting that status. I mean- whats a little nap between proprietor and customer, there hasn't anything happened really, has there?

Anyway. I really think I'll start over.

regs
Yow



#478615 My V. 0.51 REPORT

Posted by Yowenir on 11 February 2010 - 02:46 AM in Classic Adventures

Hi, I'm a new poster to this forum, although I lurk for quite a while now and have dl'd several versions of CA without ever getting to play them. Now I had started on 0.51, just a few days before 0.52 was released. Since I encountered the same problem of Rurik doubling in his smithy, I thought I might mention it in this thread. I have a clean install of 0.51 (english) with just the widescreen modification, on a German language winXP.

Many thanks to SirBillyBob and the other creators of this mod, you did an awesome job. I love the searesort feel of saltmarsh - a nice twist to the original modules. Currently I've finished U1, and am really anxoius for the rest. I played (and own) most of the original adventures, so I'm really impressed what you guys made out of them.

I will get to you later for some further comments/applause/criticism as I go along. Although I do have two questions regarding the story right now:
Spoiler


best regards and keep up the awsome work

yow