DavidW Posted November 27, 2023 Share Posted November 27, 2023 Normally I leave the main announcement post for a new release open, but invariably it evolves into a one-stop shop for bug reports, which is probably less useful to people than having bugs posted as new topics. This time I'm going to experiment with locking the announcement post and creating a new thread specifically for comments, questions, and feedback. Quote Link to comment
Daulmakan Posted November 27, 2023 Share Posted November 27, 2023 Quote "Multiple changes to achieve compatibility with my forthcoming 'Talents of Faerun' mod" Is there a breakdown of this project somewhere? Foum Search turned up nothing. Quote Link to comment
TotoR Posted November 27, 2023 Share Posted November 27, 2023 Congrats on the new release! Cheers Quote Link to comment
DavidW Posted November 27, 2023 Author Share Posted November 27, 2023 2 hours ago, Daulmakan said: Is there a breakdown of this project somewhere? No, it’s a secret. Quote Link to comment
Axatax Posted November 27, 2023 Share Posted November 27, 2023 Of course this happens the day after I built a new EET. Thank you for your continued work on this! Quote Link to comment
Elder Enigma Posted November 27, 2023 Share Posted November 27, 2023 I've read the new 'Revised Resting' component description, but what are those 'provisions' exactly? Is it an item/number stored somewhere? And how do Druids and Rangers foraging? Is it a dialogue option? I've played just few minutes with v35, so I apologize if it's a stupid question. Quote Link to comment
Trouveur80 Posted November 27, 2023 Share Posted November 27, 2023 Thank for this impressive update! I didn't read in the Readme if the bug with the mad woman from the Firewine Bridge dialog loop when we meet her again in Gullykin was fixed too? Quote Link to comment
DavidW Posted November 27, 2023 Author Share Posted November 27, 2023 1 hour ago, Elder Enigma said: I've read the new 'Revised Resting' component description, but what are those 'provisions' exactly? Is it an item/number stored somewhere? And how do Druids and Rangers foraging? Is it a dialogue option? I've played just few minutes with v35, so I apologize if it's a stupid question. Mouse over the rest icon to see your provisions. Foraging is automatic when you rest. Quote Link to comment
DavidW Posted November 27, 2023 Author Share Posted November 27, 2023 38 minutes ago, Trouveur80 said: Thank for this impressive update! I didn't read in the Readme if the bug with the mad woman from the Firewine Bridge dialog loop when we meet her again in Gullykin was fixed too? I don’t specifically remember that one, so *probably* not. Remind me of the details. Quote Link to comment
pochesun Posted November 28, 2023 Share Posted November 28, 2023 (edited) poggers super stoked to play new version. I have noticed there are a lot of updates and innovations in spells field, and as SRR afficionado i am curious how those innovations will work with that mod. Edited November 28, 2023 by pochesun Quote Link to comment
DavidW Posted November 28, 2023 Author Share Posted November 28, 2023 I hope I’m playing nicely with SRv4. I can’t speak for SRR: it’s just not logistically viable for me to support multiple versions of SR. Quote Link to comment
Trouveur80 Posted November 28, 2023 Share Posted November 28, 2023 7 hours ago, DavidW said: I don’t specifically remember that one, so *probably* not. Remind me of the details. If you manage to recover the jar without killing the woman, after killing the ogre mage, you can then tell her to go to Gullykin. When you meet her again in Gullykin temple, she have a dialogue loop with her initial dialog as if she's still have the jar. Quote Link to comment
Guest Ludwig_II Posted November 28, 2023 Share Posted November 28, 2023 "...and stops the game from ending if the main character is imprisoned or petrified." Does this death effects handling change also prevent the game ending if the main char is mazed? Quote Link to comment
Luke Posted November 28, 2023 Share Posted November 28, 2023 (edited) I've got a question about some under-the-hood mechanics (if possible): it appears that you came up with yet another Lua trick to include new spells at CharGen / LevelUp without updating "spell.ids" (as an alternative to this one...?) The question is: how can we keep track of spells added in this way? As far as the aforementioned method is concerned, it is just a matter of parsing a (lua) file that collects all extra spells along with some info about who can learn them by scribing / by selecting them during CharGen or LevelUp... Edited November 28, 2023 by Luke Quote Link to comment
Guest Ludwig_II Posted November 28, 2023 Share Posted November 28, 2023 Thank you and congratulations on the new release with amazing new features and many bug fixes. Quote Link to comment
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