Thievery

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grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Thievery

#1 Post by grayswandir »

Addon Page?Github?Direct Download
Another contest entry!

If you side with the Assassin Lord, a new zone will open up. This will be triggered the same way the Assassin Lord quest is, starting at player level 15.

Once you've cleared this area, you can come back for access to the merchant services you would've gotten if you had saved the merchant - at a substantial markup over normal cost.

(Note: The artifact I add inflicts the "Intimidated" status effect, which won't be working correctly until version 1.3. Intimidated literally does nothing against most monsters at the moment.)

I eventually want to add stuff like raiding caravans and such. Please give feedback/suggestions!
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Dao Zeti
Higher
Posts: 79
Joined: Sun Oct 19, 2014 2:02 pm

Re: Thievery

#2 Post by Dao Zeti »

While trying to enter Shatur, game crashed:
Static generator using file /data/maps/towns/shatur.lua
[STATIC MAP] size 50 50
Lua Error: /mod/class/Game.lua:636: attempt to index a nil value
At [C]:-1 __index
At /mod/class/Game.lua:636 getStore
At /mod/resolvers.lua:330
At /engine/Entity.lua:571 resolve
At /engine/Zone.lua:473 finishEntity
At /engine/Zone.lua:444 makeEntityByName
At /engine/generator/map/Static.lua:257 generate
At /engine/Zone.lua:899 newLevel
At /engine/Zone.lua:829 getLevel
At /mod/class/Game.lua:854 changeLevelReal
At /mod/class/Game.lua:734 base_changeLevel
At /mod/addons/zomnibus/superload/mod/class/Game.lua:45 changeLevel
At /mod/class/Game.lua:1740
At /engine/KeyBind.lua:241
Reason could be something in your "stores.lua" or it is a conflict with zomnibus.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Thievery

#3 Post by grayswandir »

Ah, I fixed this already. I was hoping nobody had downloaded it yet. Just get the newer version.

(It worked fine in master, but not 1.2.4, so I just copied some code over.)
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Dao Zeti
Higher
Posts: 79
Joined: Sun Oct 19, 2014 2:02 pm

Re: Thievery

#4 Post by Dao Zeti »

Thanks!

Edit: The quest worked flawless. I didn't use the help of the shadowblades, but the idea is neat as is the design of the fortress. I liked it pretty much.

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: Thievery

#5 Post by marshmallowpeep »

I really enjoyed this quest. The shadowblade escorts are really cool, although I didn't use them much for fear of killing them; I wasn't sure if it would matter in the long term. So far, it seems like it wouldn't have. It would be awesome if you got them as permanent-unti-they-die rewards for the quest.

The zone is big, and pretty empty once you finish it. At first, I went back inside, looked in a few rooms, didn't see anything and figured they must spawn later. It might be nice if the finished quest in your log said something about how the place has the merchant in it. I never would have even known to go back there if it wasn't part of an addon that said I should.

It is also awesome to be able to side with the Assassin Lord for the sake of the prodigy (and unlocking poisons, if you haven't yet) without giving up the services of the merchant.

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: Thievery

#6 Post by marshmallowpeep »

In the assassin lord's room, I triggered a trap that summoned hostile bandits, and killing them made the assassin lord hostile before I could talk to him.

I know this isn't your fault, it's happened to me before without your addon, but since it kept me from taking this quest it might be something that you want to look at.

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