New map for South of Beregost(tiny spoilers)

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Snarfy
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New map for South of Beregost(tiny spoilers)

Unread post by Snarfy »

The area looks great so far, but I found a few small issues that may need to be touched up. Firstly, there's a few 'piles of bones' textures that look a bit off, one is even floating in mid air(the one on the far eastern path leading south towards the mine entrance). **Edit** There is also a tree partially floating in mid air directly across from these floating bones.

The transition to the xvart village does not work if you try to click on it, but it does if you manually walk into it using WASD.

As for the new interior...
Hidden: show
... it looks really good, I like the toggle-able torches/lanterns/brazier. It also looks really big! And I'm currently trying to figure out how to get to the areas where I can hear things lurking about(which can be heard from the northern cave)... if there's a puzzle to be solved in the new mines to gain access to the southern part of the map, I can't figure it out, although I doubt this is the case. My initial guess was that this area is perhaps the start of the Ulcaster ruins, but I'm still exploring the surrounding maps to find out if something else has been opened up and connected to this area.... dun dun dunnnn!
Nice work(to whoever created this one)!
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Snarfy
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Re: New map for South of Beregost(tiny spoilers)

Unread post by Snarfy »

Snarfy wrote:
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~snip~ ... I'm still exploring the surrounding maps to find out if something else has been opened up and connected to this area.... dun dun dunnnn!
Ah HAH, found it... :mrgreen: Very cool!

**Edit** While it's nice to see a certain NPC group make a resurgence... I found a bit of an issue with the encounter.

For those who don't like spoilers, seriously, avoid the one below...
Hidden: show
... it seems that the cave in which Castor and his fellow bandits spawn in has some buggy walkmesh which causes the NPC's to become shrouded and not attack-able. Anyone who has fought the monkey in Ulgoths pirate caves will likely know what I'm talking about. The walkmesh closer to the cave entrance seems to be fine, and one of the NPC's(whose detection values must have been given a boost :? ) started to attack me while I was hiding. Once I ran behind one of the pillars near the center torch(which, for some reason, cant be lit), the NPC became shrouded and non-hit-able when she got close to the pillar. Furthermore, it seems like the line of sight from the mid-point of the cave onward does not jive with the entry half of the cave, as the NPC's were fading in and out of sight despite my character standing out in the open and on the opposite side of the pillars. Once I managed to get their attention(by stabbing one, naturally!), I ran towards the rear portion of the cave, only to have all the NPC's fall into that little walkmesh dip and also become shrouded/non-hit-able. Which is probably a good thing for my character... because Castor is a bit scary on his own, much more-so with his cohorts also bearing down on you :lol: )
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tfunke
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Re: New map for South of Beregost(tiny spoilers)

Unread post by tfunke »

Thanks Snarfy, I'll add this to the list of fixes to do.
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Snarfy
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Re: New map for South of Beregost(tiny spoilers)

Unread post by Snarfy »

tfunke wrote:Thanks Snarfy, I'll add this to the list of fixes to do.
No problemo. If you need a hand, or want me to show you any of the walkmesh funkiness(... see what I did there?) and you see me online, just give me a holler. :)
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tfunke
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Re: New map for South of Beregost(tiny spoilers)

Unread post by tfunke »

Hopefully got them.
Fixed as of last update.
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