BT Mod being tested, but some bad news as well
Posted: Sun Oct 02, 2005 7:43 am
Well, I finished just about all I can do on this mod. I am beginning my own testing right now, which should uncover a few bugs and changes that I will be making.
The bad news, however, is that I can not release it until some of the tools have been fixed, as it does drastically affect play, and I am not happy about the mod without these fixes.
The main issues that are holding this up are:
1. I can not create any Thaumaturgist spells with the action editor. I am going to try to download the toolkit again, maybe it was updated without me knowing it, and the fix may already be done, but I do not think so.
EDIT: After checking out the website, I remembered that the Action Editor was not part of the toolkit, and there is no link to download it anymore. Hopefully, this will be fixed.
2. The RestoreBP scripting command does not restore BP. Since all of my taverns are scripted, this really means that there is no way other than magical items (BardSword) that you get later in the game to restore BP. This obviously is not good.
3. I couldn't get the isBard command to work. This is critical at 1 point, which really keeps part of the game from flowing properly.
4. Not having the ability to script monster encounters makes it impossible to create figurines, except for anything which there is currently a summoning spell. If this was functioning, I could have the figurine call an event, which will then add the appropriate monster, such as Mongo, Thor, or a Lich.
5. A convienence, although not necessary, would be making a new magic classes. I had to eliminate the Elementalist, so if you have 2 mages, they will both follow the same linear path. I didn;t use the elementalist because some of the spells can not be edited, so there would be limitations on some spells, such as Trip Trap. If I could create a class similar to Bards Tale, where you could choose from 2 classes initially, have an extra option for your second class (Sorcerer), and have another option for your 3rd class (Wizard), that would be more appealing. Then, you can become an Archmage (and maybe even a Chronomancer, although I do not think you can unlearn any spells to acomplish this.
6. Another nice feature would be the ability to create walls that can not be phased. There are some maps where certain areas should be inaccessable but by simply phasing a wall, you can walk anywhere. If this couls be a feature in the walls cfg file, that would be great!
I do believe that the devs are working on some of these issues, and hopefully an upcoming patch will help. I will have to see what options are fixed, and then go from there.
The bad news, however, is that I can not release it until some of the tools have been fixed, as it does drastically affect play, and I am not happy about the mod without these fixes.
The main issues that are holding this up are:
1. I can not create any Thaumaturgist spells with the action editor. I am going to try to download the toolkit again, maybe it was updated without me knowing it, and the fix may already be done, but I do not think so.
EDIT: After checking out the website, I remembered that the Action Editor was not part of the toolkit, and there is no link to download it anymore. Hopefully, this will be fixed.
2. The RestoreBP scripting command does not restore BP. Since all of my taverns are scripted, this really means that there is no way other than magical items (BardSword) that you get later in the game to restore BP. This obviously is not good.
3. I couldn't get the isBard command to work. This is critical at 1 point, which really keeps part of the game from flowing properly.
4. Not having the ability to script monster encounters makes it impossible to create figurines, except for anything which there is currently a summoning spell. If this was functioning, I could have the figurine call an event, which will then add the appropriate monster, such as Mongo, Thor, or a Lich.
5. A convienence, although not necessary, would be making a new magic classes. I had to eliminate the Elementalist, so if you have 2 mages, they will both follow the same linear path. I didn;t use the elementalist because some of the spells can not be edited, so there would be limitations on some spells, such as Trip Trap. If I could create a class similar to Bards Tale, where you could choose from 2 classes initially, have an extra option for your second class (Sorcerer), and have another option for your 3rd class (Wizard), that would be more appealing. Then, you can become an Archmage (and maybe even a Chronomancer, although I do not think you can unlearn any spells to acomplish this.
6. Another nice feature would be the ability to create walls that can not be phased. There are some maps where certain areas should be inaccessable but by simply phasing a wall, you can walk anywhere. If this couls be a feature in the walls cfg file, that would be great!
I do believe that the devs are working on some of these issues, and hopefully an upcoming patch will help. I will have to see what options are fixed, and then go from there.