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Updates on building progress and PGers needed!

Posted: Mon Sep 18, 2017 6:36 pm
by ayergo
Hey all,

Sorry for the lack of updates of late. I've hit a snag where the module kept corrupting. A lot of this occurred while trying to fix the dreaded rust monsters, and I believe at this point it is due to having too many scripts. Adding a near duplicate of even a working one seems to crash the mod! As such, I'm going to be tidying up a bit before I can move forward.

I've put up a latest stable release that has (I think) the goblin AI sorted with minimal errors. Please PG it a bit and let me know how it goes!

Re: Updates on building progress and PGers needed!

Posted: Mon Sep 18, 2017 11:50 pm
by Stormbringer
Pg'ed about 300 xp including ears in sewers.. rust monster should give more than 1 xp since they are tough to kill if you wear armor. Xp for goblins was ok. Average was 1-3 with an occasional 7 for Kree. They should drop more items worth gold though.. we charged in on every encounter and I used 8 clw potions and only gained around 150 go back to replace used potions. So maybe ear reward give a little more gold say 7 go per ear instead of 5? Xp per ear I think is good at 5 per ear.

Re: Updates on building progress and PGers needed!

Posted: Tue Sep 19, 2017 2:07 am
by ayergo
Stormbringer wrote:Pg'ed about 300 xp including ears in sewers.. rust monster should give more than 1 xp since they are tough to kill if you wear armor. Xp for goblins was ok. Average was 1-3 with an occasional 7 for Kree. They should drop more items worth gold though.. we charged in on every encounter and I used 8 clw potions and only gained around 150 go back to replace used potions. So maybe ear reward give a little more gold say 7 go per ear instead of 5? Xp per ear I think is good at 5 per ear.
If you want more gold, sell the babies to the Thayans. :twisted:

Did you get a lot of on_perceive errors? Any other errors?

Oh yeah, and hoping to totally overhaul the dreaded rust monster once I clear up some space.

Re: Updates on building progress and PGers needed!

Posted: Tue Sep 19, 2017 2:14 am
by Stormbringer
ayergo wrote: If you want more gold, sell the babies to the Thayans. :twisted:

Did you get a lot of on_perceive errors? Any other errors?

Oh yeah, and hoping to totally overhaul the dreaded rust monster once I clear up some space.
That would not be a IC thing :-D

Sometimes.. I should have taken a pic of it but it seemed the normal errors

Re: Updates on building progress and PGers needed!

Posted: Tue Sep 19, 2017 2:26 am
by Magile
Whenever the Goblins would realize the PCs are there/charging them, a string of errors would run.

Re: Updates on building progress and PGers needed!

Posted: Tue Sep 19, 2017 2:31 am
by ayergo
Magile wrote:Whenever the Goblins would realize the PCs are there/charging them, a string of errors would run.
Good info, thanks. I'll try and track it down. For some reason it didn't show up when testing with Ponlin for reasons I can't understand.

Re: Updates on building progress and PGers needed!

Posted: Tue Sep 19, 2017 2:56 am
by ayergo
Stormbringer wrote:
ayergo wrote: If you want more gold, sell the babies to the Thayans. :twisted:

Did you get a lot of on_perceive errors? Any other errors?

Oh yeah, and hoping to totally overhaul the dreaded rust monster once I clear up some space.
That would not be a IC thing :-D
I frankly love the fact that in order to make money you'll have to compromise your morals. Actually I think I need to add some more of that...

Re: Updates on building progress and PGers needed!

Posted: Tue Sep 19, 2017 12:03 pm
by dergon darkhelm
Seem like varying spot/listen skills. The elites and the goblins that both fight well and cast seem to perceive PCs earlier and attack while the remaining grunts simply will continue their patrol.

Re: Updates on building progress and PGers needed!

Posted: Tue Sep 19, 2017 3:42 pm
by dergon darkhelm
Just romped through ---- killed about 30 or so


Most give Tragnar 1 xp

Shaman give 4 xp


No script errors.


Some minor AI issues with grunts being less eager to fight, often walking around for a couple of rounds before joining in.

The only strange script I saw looks to be an experience calculator. It only came for a couple of the gobs. On one it gave 12xp and on the other 1 xp.

Re: Updates on building progress and PGers needed!

Posted: Wed Sep 20, 2017 12:57 am
by Rick7475
I saw him romping through, just followed the green guts plastered on the floors and walls.

Re: Updates on building progress and PGers needed!

Posted: Wed Sep 20, 2017 2:00 am
by ayergo
dergon darkhelm wrote:Just romped through ---- killed about 30 or so


Most give Tragnar 1 xp

Shaman give 4 xp


No script errors.


Some minor AI issues with grunts being less eager to fight, often walking around for a couple of rounds before joining in.

The only strange script I saw looks to be an experience calculator. It only came for a couple of the gobs. On one it gave 12xp and on the other 1 xp.

Yeah, milling about might also be morale checks from the slaughter. XP is low probably because your level is too high. Ponlin still gets about 20xp for most advanced gobbos.

Re: Updates on building progress and PGers needed!

Posted: Wed Sep 20, 2017 1:25 pm
by dergon darkhelm
ayergo wrote:

Yeah, milling about might also be morale checks from the slaughter. XP is low probably because your level is too high. Ponlin still gets about 20xp for most advanced gobbos.
Oh yeah. Not complaining on XP ... it's reasonable for the challenge for a lvl 8. Just giving data points. :)

Re: Updates on building progress and PGers needed!

Posted: Thu Sep 21, 2017 10:01 pm
by ayergo
I think I broke stealth accidentally, but otherwise they seem to be behaving better. Take a look.

Re: Updates on building progress and PGers needed!

Posted: Fri Sep 22, 2017 2:06 am
by Arianna
ayergo wrote:I think I broke stealth accidentally, but otherwise they seem to be behaving better. Take a look.

Their stealth or ours?

Re: Updates on building progress and PGers needed!

Posted: Fri Sep 22, 2017 7:08 am
by ayergo
Arianna wrote:
ayergo wrote:I think I broke stealth accidentally, but otherwise they seem to be behaving better. Take a look.

Their stealth or ours?
Goblin stealth.