ToME: the Tales of Maj'Eyal

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PostPosted: Wed Jan 15, 2014 2:02 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Aaand after getting curbstomped twice in as many world-map turns by two undodgeable orc patrols, I think it's time to float the question: should Opt-In Adventurers Parties apply to orc patrols the same way it applies to adventurers parties and ziguranth patrols?

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PostPosted: Wed Jan 15, 2014 3:38 am 
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Higher

Joined: Sat Dec 21, 2013 5:40 pm
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I would say that yes. Yes it should.


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PostPosted: Fri Jan 17, 2014 3:43 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Seian Verian wrote:
I would say that yes. Yes it should.

Okay, followup question, then: do we want separate game options to control handling of orc patrols vs. adventurers parties and ziguranth patrols, on the premise that the player may want to handle them differently? Or do we think that that everyone will want to treat them the same?

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PostPosted: Fri Jan 17, 2014 7:25 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
The game feels like orc patrols are supposed to be handled differently, and a greater challenge to the player. Adventurer parties just wander and can (usually) be avoided. Orc patrols actively harass and chase you across the entire freaking continent until you get cornered and have to fight them. They always felt like a required challenge.

So if you handle them via this, I vote for a separate function.

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PostPosted: Sun Jan 19, 2014 8:40 am 
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Wayist

Joined: Wed Jan 01, 2014 8:15 pm
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I'd say give options for all three differently.

Also, if possible, when someone has the "prompt" option going, if they ignore a given encounter, can you auto-ignore encounters from that party for the next 15-20 turns?


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PostPosted: Sun Feb 02, 2014 3:50 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Crim, The Red Thunder wrote:
The game feels like orc patrols are supposed to be handled differently, and a greater challenge to the player. Adventurer parties just wander and can (usually) be avoided. Orc patrols actively harass and chase you across the entire freaking continent until you get cornered and have to fight them. They always felt like a required challenge.

So if you handle them via this, I vote for a separate function.

My thoughts exactly, hence the question. The new game option is "Orc patrol reponse strategy", and works the same way as the current option.

rod wrote:
I'd say give options for all three differently.

? Do you frequently treat adventurers parties and ziguranth patrols differently?

rod wrote:
Also, if possible, when someone has the "prompt" option going, if they ignore a given encounter, can you auto-ignore encounters from that party for the next 15-20 turns?

For that, I went with a new game option "Extended evade duration", to specify the number of turns of auto-evade you want (defaults to zero). The extended evade will show up as a new "Extended Evade" temporary effect, which you can cancel early in the usual manner.

All of this is now out in v2 (still not yet on Steam, annoyingly... :evil: )

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PostPosted: Sat Feb 27, 2016 8:53 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
And the new Embers of Rage DLC gives us new baddies to dodge on the worldmap, namely Sun Paladins patrols and Anorithil patrols. v3 (just pushed out) protects against them in the usual manner, as controlled by new game option "Sunwall patrol response strategy".

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PostPosted: Tue Apr 24, 2018 1:30 am 
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This addon seems to have broke with the 1.5.7 update. Anyone have an idea how to fix it?


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PostPosted: Tue Apr 24, 2018 6:57 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Sinzar wrote:
This addon seems to have broke with the 1.5.7 update. Anyone have an idea how to fix it?

?! Details? Do you have a stack trace?

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PostPosted: Tue Apr 24, 2018 7:35 pm 
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Zizzo wrote:
?! Details? Do you have a stack trace?


It doesn't give an error or anything, it just doesn't work. When I run into patrols in 1.5.7 it doesn't give the popup anymore asking if I want to fight or evade, it just automatically throws me into combat. Was working fine before the patch.


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PostPosted: Wed Apr 25, 2018 4:04 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1553
Location: A shallow water area south of Bree
Sinzar wrote:
It doesn't give an error or anything, it just doesn't work. When I run into patrols in 1.5.7 it doesn't give the popup anymore asking if I want to fight or evade, it just automatically throws me into combat. Was working fine before the patch.

[sound F/X: source diving] Well, the relevant code hasn't changed in any obvious way… [sound F/X: testing] …urk. Are you using the addon separately or as part of ZOmnibus? I can't reproduce the problem with the stand-alone addon, and I can't test with ZOmnibus ATM because of an unrelated error with image loading. I'll try to figure something out…

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PostPosted: Wed Apr 25, 2018 4:14 am 
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I use opt-in patrols standalone.

On my character that was started in 1.5.5 it worked, then when I patched to 1.5.7 the addon suddenly stopped working for unknown reasons. That character has since died though.

Now that I'm playing a new character (which was created in 1.5.7) the addon works again. I have no idea why. Maybe something in the patch broke it for characters created before the patch? In any case, it's working fine on my new character, so I guess it was just a fluke?

Wish I could provide better info!


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