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About Ess-Eschas

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  1. Getting to Annwn

    Hello iris56, You should be able to get Mugain to tell you how to reach Annwn, but it's a little hidden away in her dialogue chain. When talking to her, try using the following options in sequence: 1. What are your duties here? 2. Have you been required to perform many tasks? 1. What service can you perform for me? That should open up the option for her to tell you about Annwn!
  2. Homeland progress report

    Oops. And here I was inadvertently bragging that my confidence level was higher than everyone else's. That's not quite what I meant!
  3. Homeland progress report

    Ooo, this is exciting! Such an important scene in the scenario is coming together and, if even the introduction takes place over two towns, it sounds like it’s even more broad in scope than I’d imagined! Moreover, the consequences are likely to be quite something. I can understand being nervous about it, too. At least to me, there a curious sort of responsibility in finally committing to words an idea that’s been spinning around in your head for a long time, especially if its one of the focal points of a work. Crystallising a fluid idea into reality is oddly daunting, and it never seems to get much easier, even with plenty of experience. However, its that same experience that helps ensure the final product is a good one, even if starting the process off is difficult. With your excellent track record, I have the upmost confidence that you’ll make something exceptional out of this!
  4. 3D models of sprites

    That’s an interesting find! In terms of making your 3D model, you’re probably closer than you think! The model you’ve linked to is part of a large store associated with one particular type of software: DAZ Studio. The software used to be commercial, but a few years ago the main body of the program was released by the company for free. However, the company still charges for extras, including models such as this hatchling dragon. If you wanted to do some work on this model, you’d need to download DAZ Studio from the front page of the website. If you bought the model, you’d then be able to import it into the program and play around with it. The program should then offer the option to export to a format that a 3D-printing firm would accept. You don’t need to worry about the legal complications of printing this model. The company is quite careful in its conditions to state you’re entitled to print any models you buy for your own personal use. Here’s some text from their licence agreement: ‘The creation of three-dimensional physical representations (3D-print, molded copy, CNC-routed copy, and the like) of Content or any three-dimensional art derived from the Content is permitted only for personal, non-commercial use by the User. Additionally, the user may not grant other entities or individuals the right to produce such physical representations of the Content except for the sole purpose of providing the print to the User for their personal use.’ It’s worth pointing out that the pose of the creature won’t start out looking like that of a drayk. The modelling software should allow you to pose the creature in any way you want, but that might not be very intuitive if this is your first time using software like this. However, you might be in luck. If you didn’t mind spending a little more for a set of things you mostly don’t need, someone has put together a pose that seems to be very similar to the drayk’s pose. Look here and have a look at the pose of the turquoise hatchling at the top of the picture: https://www.daz3d.com/ss-hatchling-maps Just as a caveat, this isn't software I've used myself. I'm more familiar with 3D modelling applied to engineering diagrams. Still, I'm assuming the software behaves in similar ways!
  5. Nightsade Perimeter quest bug?

    I think the most likely explanation is that Cerise has been reset again. The fix I posted above is slightly fragile, and could be overwritten by doing things such as exiting the zone or even entering certain buildings. The first thing to try would be to enter the 'sdf 0 28 1' or 'sdf 0 28 2' code again. This should work anywhere within the boundaries of the actual camp but, just to be on the safe side, I suggest doing so standing in the same room as Cerise. Hopefully, that should allow Cerise to recognise that you've completed the task. If that doesn't work, then let me know what her dialogue options are this time. That will help me to figure out what your problem might be. If necessary, I can use a brute-force method and produce a more complicated set of flag changes that should convince the game that you've completed the mission. In either case, this bug is unusual. Just on the off-chance this might help diagnose the real cause of the problem, would you mind giving a little more information about your original playthrough? Where was Redbeard? What was the last major mission you worked on (that is, a mission related to the main storyline)?
  6. Nightsade Perimeter quest bug?

    Ah, that explains the problem! Have you noticed that Cerise makes no reference to Redbeard? This is because she has two independent sets of dialogue choices: one for before Redbeard arrives at the camp, and the other for after he arrives. The quest involving the Nightshade perimeter is only connected to the later set of dialogue choices, and can't be accessed from the earlier set. This makes sense, since I suppose Nicodemus would only feel the need to shore up the perimeter once Redbeard has arrived. However, your game has shunted you back onto the earlier set of dialogue choices. This means that you can't report back your victory, since part of the game thinks that Redbeard hasn't visited the camp yet! This also means that the fix I posted above won't work. However, fixing this problem is a little simpler. All you need to do is to enter one of the following debug commands while in Camp Nightshade: sdf 0 28 1 sdf 0 28 2 Choose the one ending in 1 if you're at the part of the game where Redbeard is still in the camp, or the one ending in 2 if he's left. It's important that you do this while inside the camp, since this flag is reset when you enter the area. The way of entering the debug command is slightly different for the iPad. In the designer's words, select the File button and then 'Use Cheat Code'. I don't have the game on a tablet myself, but I'm assuming that will bring up a keyboard for you to enter the code. This type of debug command is treated like a cheat code by the game. Don't worry, though! You won't be locked out of anything by doing this.
  7. Nightsade Perimeter quest bug?

    This is odd. I've had a look at the code for this encounter, and on the surface it looks quite straightforward. All you need to do is to go in to the circle and place the stone. This sets a couple of flags that let the game know that you can claim your reward (along with removing the stone from your special items list). Just to clarify this, since some of the stone quests differ, for this quest you only need to place the stone once, spawning the skeletons. You don't need to do so again after you've fought the skeletons. In fact, you don't even need to fight the skeletons if you don't want to. The set flags aren't used anywhere else in the game, so you should be able to go back and claim the reward at any time; nothing else in the game seems to interfere with this quest. Just for my curiosity, what is Cerise's dialogue option about the quest when you talk to her? Is one of the options 'I suppose that I can place another stone'? If it's something else, then something isn't behaving as it should be. If you want to force the game into thinking that you've completed this quest, you could try using a debug option to set the appropriate flags. If something has gone amiss, this should fix it. Hold down shift, and press d. This should bring up a dialogue box. Now, type in: sdf 0 21 3 Do the same for all of these as well, one at a time: sdf 0 23 1 sdf 0 24 0 sdf 0 54 3 Strictly speaking, you only need to first two, but the last two are there for safety's sake.
  8. av3itemschars.txt

    Hello Avadon 3 Player, Welcome to the forums! I've had a quick look, and I've come up with a way to alter the Scorched Greaves for you. I've also written a little about the general format of the items in av3itemschars.txt underneath. Before going on to the solution, though, I think it's worth mentioning for reference that the Scorched Greaves giving a sorcerer skill isn't actually a bug. It's intentional. According to the designer, he wanted the strange magic of the greaves to make other characters behave a little bit more like a sorcerer: http://spiderwebforums.ipbhost.com/topic/22430-scorched-greaves-glitch/?tab=comments#comment-292662 In order to allow the Scorched Greaves to be equipped by a sorcerer, first make a copy of av3itemschars.txt and put it in a safe place. This is just to make sure that you can revert back to the original game should there be any problems. In the version that is still in the scripts folder, find the Scorched Greaves (item 213), and add this line: it_sorceress = 0; Make sure it's somewhere before 'begindefineitem 214;'. Crucially, you also need to add: it_sorceress = 1; to the following item (the Pitted Greaves). This allows the Scorched Greaves to be worn by a sorcerer, but prevents all the other greaves from also being allowed to be worn by the class! It's worth noting that the Scorched Greaves require a minimum strength of 10 to be worn, and it's possible that your sorcerer might not have reached that level of strength when you first find the greaves. Even making the alteration, it's possible your sorcerer won't be able to wear them! One other option, then, is to make a different change. Instead of allowing the item to be worn by a sorcerer, you could change its properties to not add Focus Mastery, but have a different effect. For instance, you can revert the item's effect to that of Avadon 2 (adding 20% fire resistance), by changing these lines: it_stats_to_affect 0 = 58; it_stats_addition 0 = 1; to: it_stats_to_affect 0 = 206; it_stats_addition 0 = 20; For reference, the format of av3itemschars.txt takes the same sort of format as many of Spiderweb's recent games, but the Avadon series as a whole does make a few changes. For a quick summary, items are grouped into sets (such as, say, a set of shields, a set of helmets and a set of cloaks). The first item in each set is fully defined, which includes information about which characters can equip these types of items, the minimum strength needed to hold them, the amount of protection they provide etc.. Each subsequent item just updates this base item. This will include its name, and icon, but not necessarily anything else. If the item is more or less powerful than the base item in one or more stats, this will be changed. The items generally seem to be arranged so that they become more powerful as you move down a set. I'm guessing it's arranged like this to allow an easy way to balance items over the course of the game. It means that the items are all going to be consistent, and can easily be made to be consistently more powerful by only ever updating the item stats. The characters that can use an item are defined by the variables it_sorceress, it_shaman etc.. If these have a value of 0, the class can use the item. A value of 1 means they can't use the item. A value of 2 means that only that class can use the item.
  9. Willpower

    To give you some more data, I went and checked back on a couple of my parties in the level 35 range. Here are the willpowers for the two spellcasters for an early level-35 party of mine which isn't particularly optimal: Level 35 Nephil Priest: Willpower 18 Level 37 Human Mage: Willpower 18 For the sake of contrast, here are the willpowers for a newer, much more optimal party: Level 36 Slith Priest: Willpower 23 Level 37 Slith Mage: Willpower 17 This bears out with Kel's comments, I think. As an early player, I was getting willpowers of around 18 without particularly trying to do so. However, as a more experienced player focused on building magic power, I was getting willpowers of over 20 for roughly the same level. So I'd suggest a check of around 21 or so if you want the check to be reasonably difficult.
  10. Homeland progress report

    I've been looking for this too, and I have a sneaking suspicion that the post has now been lost! I found a link you made to that post about a year later: http://spiderwebforums.ipbhost.com/topic/2177-ac3/?tab=comments#comment-16617 From what I can gather, the link you give here connects to a post on the spiderweb boards (when they were using earlier forum software). If that's the case, and the post was made around 2003, then it probably won't exist anywhere now. I had a look into this a while back while chasing some old BoE scenarios and, so far as I can tell, all the forum archives for this board only go back to about 2004. Forum posts like these aren't generally held on the Internet Archive, either, so the older posts might be gone for good. I do have a guess as to how the discovery came about, though. The earlier of the two scenarios I know that successfully push the 100-town limit is The Ultimate Sesame Mission. It's not one that I've played, but it's one that sparks discussion about the 100-town bug. This scenario was released in September 2003. In a review, TM credits the author with finding the workaround: https://forum.nethergate.net/index.php?p=index.phpQUERYshowtopic=904 Interestingly, the author isn't actually Vince Fizz, but his brother, Dan Fizz. So perhaps at some point earlier in 2003 (maybe during the summer), Dan discovered the solution and posted it to the spiderweb boards? In the readme, he accurately describes the problem and workaround: https://truesite4blades.com/Home/Others/FAQ.htm
  11. Homeland progress report

    Yes, you're right! I tend to remember epic scenarios like this as being larger than they actually are! Just to expand on this for the record, it looks like the main workaround was discovered around halfway through 2003. That's several years after the majority of the epics were written (and shortly before the release of BoA), so it's not much of a surprise that more scenarios didn't make use of the solution. Also, that 'article' I remembered from Alcritas actually turns out to have been a short forum post on the Lyceum. Still, here it is, for the sake of interest: https://www.tapatalk.com/groups/thelyceum/viewtopic.php?f=21&t=2465&p=13732
  12. Homeland progress report

    At least if the 100-town bug rears its head again, you have the advantage of the BoE community's attempts to work around it. As I understand it, there are are few ways of circumventing the bug in classic BoE, so at least you would have a few ideas to try out in the BoA engine. Adventurer's Club 3 had about 150 towns, and the largest scenario I've seen reference to – The Ultimate Sesame Adventure – has 191! In fact, I believe Alcritas wrote an article about a workaround at one point (in reference to Kallaskagathos). Since you're trailblazing, I share your concern. Still, here's to hoping you won't find anything! And if you do find something nasty, hopefully there's enough combined knowledge between your own significant experience with the engine and the rest of us programmers on here that we could find a workaround. You just pre-empted me, Lilith! I actually had a quick look yesterday, and At the Gallows surprised me. It actually doesn't go over 100 towns, at least in the version I have. It comes in at only 97. I had a feeling it was larger than that.
  13. Homeland progress report

    Oh, wow. This really puts into perspective for me just how large this scenario could be. Not only is this large compared to Exodus, but it’s large even compared to the old Blades of Exile epics. If I remember correctly, only a handful of scenarios broke 100 towns back then (although, given the 100-town bug, for good reason). For instance, even Falling Stars only had about 90 towns. You’re actually approaching the size of a full-on Avernum game here! That’s wonderful, since it’s another way in which Homeland could be epic in scope, and it seems fitting for the third game to be so large. It’s always interesting reading your progress on this, Kel! Keep up the great work!
  14. Hello Muscleguy, I'm not sure that Grah-Hoth's summons are actually supposed to disappear. They don't disappear on my version of the game, nor in the footage of a quick check of online videos of other players. I had a look, and there's nothing in the game's scripts for the fight that would remove summons after Grah-Hoth is defeated. Could your be misremembering previous playthroughs? As far as I can tell, the summons are supposed to stay around. The little bit of misleading text in the dialogue box you mention is: "You look around. The tiny, foul creatures gibbering in the corner have fled. The passages are quiet. Grah-Hoth's demons are gone. You are victorious. Now all you need to do is get out of here alive." I think this is flavour text, rather than actually talking about the gameplay. I've always interpreted the comment about the tiny creatures as referring to little imps that are watching the fight from the shadows. These then run off when Grah-Hoth is defeated, presumably to gain their freedom! The summons are, after all, massive, imposing and powerful undead creatures – 'tiny' and 'foul' doesn't really seem to be describing them, at least to me! Also, I wouldn't worry about something like this. Jeff is a very conscientious designer, and I don't think he would ever put anything into a game to deliberately undermine any one way of playing it – including using cheat codes. He wants people to play his games however they want to!
  15. Hello Guillaume, The guide you're looking at is a little misleading about this. The 'animal horn' it refers to is an item made out of the horn of an animal, not the actual name of the item. The item's name is 'Spiral Horn'. You can find it in the Grove of Bones in the zone called 'Western Shadowvale' (which is to the west of Spire Woods if you're having trouble finding it). The grove is a patch of brown ground covered with some skeletons and almost entirely surrounded by trees. It's on the eastern side of the river. You can use the Spiral Horn at the stone circle in the 'Southeastern Shadowvale' zone. Note that it's a piece of horn, and not an instrument! I think the quest you're referring to is the Wolf of the Fen quest. For that, you just need any horn you can find (an instrument, this time). There are quite a few around the vale. If you're having problems finding them, you can look at this list: http://spiderwebforums.ipbhost.com/topic/8263-synergy-list-—-nethergate-resurrection-items/