
QUICK Campaign
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- Graphical God
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Re: QUICK Campaign
I just remembered to check the ingredients list ingame and they are dropping and collected, after all. Looks like I was just unlucky with the troll intestines drops in that run. But still their drop rate and availability will need some adjustment. So, false alarm, sorry. 

~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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- Sher'Tul Godslayer
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Re: QUICK Campaign
Small typo in the main Zemekkys chat, in the fifth perk handling:
which prevents the Wild-gift/Fungus reward from actually taking effect. Once again, I can commiserate…

Code: Select all
{_t"Choose the anti-magic scroll (gain the fungus talent line and enhanced anti-magic zone talent)",
action = function(npc, player)
player.__quick_perks = player.__quick_perks or {}
player.__quick_perks[#player.__quick_perks+1] = "Anti-magic: Adept"
player:hasQuest("campaign-quick+start-quick"):fifth_perk(player, "anit-magic", {antimagic=true})
-- ==> ^^^^
end,


"Blessed are the yeeks, for they shall inherit Arda..."
Re: QUICK Campaign
Aha, whoopsZizzo wrote: ↑Sun May 19, 2024 4:28 pm Small typo in the main Zemekkys chat, in the fifth perk handling:which prevents the Wild-gift/Fungus reward from actually taking effect. Once again, I can commiserate…Code: Select all
{_t"Choose the anti-magic scroll (gain the fungus talent line and enhanced anti-magic zone talent)", action = function(npc, player) player.__quick_perks = player.__quick_perks or {} player.__quick_perks[#player.__quick_perks+1] = "Anti-magic: Adept" player:hasQuest("campaign-quick+start-quick"):fifth_perk(player, "anit-magic", {antimagic=true}) -- ==> ^^^^ end,
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Re: QUICK Campaign
Alright, v1.0.1 is up with the typo fixed, and a little help for wandering tinkers. The tinker master is a bit smarter and nicer, and some anomalies in the timeline seem to be causing random ingredients to appear when monsters die. I know the drops were working properly, but I hadn't considered them at all before Rexo mentioned there might be a problem with them. Once I thought about it, it seemed reasonable to have some extras drop since in Quick you are going to be fighting far fewer monsters than even in Orcs, and aside from that you don't have the luxury of picking your zones to try to hunt down specific drops. We'll see how the random extra works out. Maybe it will need a little rarity balancing for some ingredients?nsrr wrote: ↑Sun May 19, 2024 5:26 pmAha, whoopsZizzo wrote: ↑Sun May 19, 2024 4:28 pm Small typo in the main Zemekkys chat, in the fifth perk handling:which prevents the Wild-gift/Fungus reward from actually taking effect. Once again, I can commiserate…Code: Select all
{_t"Choose the anti-magic scroll (gain the fungus talent line and enhanced anti-magic zone talent)", action = function(npc, player) player.__quick_perks = player.__quick_perks or {} player.__quick_perks[#player.__quick_perks+1] = "Anti-magic: Adept" player:hasQuest("campaign-quick+start-quick"):fifth_perk(player, "anit-magic", {antimagic=true}) -- ==> ^^^^ end,
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I'll get that fixed up. Thanks for the detailed report
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v1.0.1
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Fixed a bug in the anti magic adept reward option.
Updated the Tinker Master chat to check for knowing both talents that it teaches rather than checking for the 'create tinker' talent. If you know one but not the other (adventurer, wanderer), you can pay the money and cat point to gain the other tree and talent (plus an extra point in the talent you already). If you know both talents it can teach but do not have an APE (wanderer), the teacher will provide you with one if you ask nicely. (Applies in any campaign)
In the Quick campaign, creatures that normally drop ingredients will drop one extra ingredient, chosen at random. This is just to help out Tinkers, since the alchemist quest does not exist.
Re: QUICK Campaign
I may have forgotten to address that space dwarf cave issue that Rexo reported previously... but it didn't take long for someone else to run into another one of these zones, which prompted me to go over my method for gating transitions with regard to these sub-level type areas and try to come up with something that was more general purpose than the band-aids I had in place. Thanks to a helpful comment from minmay, I was able to work out something that should cover all such situations. I have tested it with the collapsed tower vault (which had a band-aid before) and the new method appears to be working as intended.
If anyone still runs into this problem, please let me know and I will see what might be going on, but hopefully this will put the issue to rest for good (of course, it won't now that I have said that...)
Thanks again to Rexo and SomethingSomethingUsername for the reports on Discord
v1.0.2
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Fixed temp zone transition gating
(Not yet uploaded to Steam, but it should be by the end of the day)
If anyone still runs into this problem, please let me know and I will see what might be going on, but hopefully this will put the issue to rest for good (of course, it won't now that I have said that...)
Thanks again to Rexo and SomethingSomethingUsername for the reports on Discord

v1.0.2
___
Fixed temp zone transition gating
(Not yet uploaded to Steam, but it should be by the end of the day)