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Posted: Sun, 2nd Feb 2014 20:06 Post subject: imperial sentinel blocking the road to Seahaven |
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Hi, all.
I also have encountred the problem with the elemental forge and the road to Saehaven. And this looks like the solution.
Just to make sure, if I copy the two files from mmx_unlocks.rar into my save games dir and add the lines to Orbit\401\RLD!\saves.ini , even with my actual game (I am just outside of seaheven) it should remove the cart from the bridg and unlock all the rewards? Or do I still have to start a new game?
Thank you for your help, and thanks for this solution.
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Posted: Sun, 2nd Feb 2014 22:05 Post subject: Re: imperial sentinel blocking the road to Seahaven |
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hawat wrote: | Hi, all.
I also have encountred the problem with the elemental forge and the road to Saehaven. And this looks like the solution.
Just to make sure, if I copy the two files from mmx_unlocks.rar into my save games dir and add the lines to Orbit\401\RLD!\saves.ini , even with my actual game (I am just outside of seaheven) it should remove the cart from the bridg and unlock all the rewards? Or do I still have to start a new game?
Thank you for your help, and thanks for this solution. |
Yepp, it works, you dont have to start a new game.
Just keep your other saves!
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Doh!
Posts: 1361
Location: Wellhigh DK
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Posted: Mon, 3rd Feb 2014 01:25 Post subject: |
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Remember to save often to multiple saves. I just had the "no content blah blah" error, which happily only set me back 4 saves (!). And ofcourse the quicksave is the first to go.
My blademaster is getting insane btw. Level 15 with 110 evade, master in daggers and with some armband that gives +9 damage to every strike (x4). He wields 2 10000+ gold Kriss and in a normal round of combat he is seldom below 200 damage. Earth master and that acid spell is also the bomb, that, poison cloud and cyclone kills of things in a jiffy (also very good as crowd control).
So funny how this game came about and blew Banner Saga and Blackguards totally away atleast for me.
There are two kinds of people I can't stand in this world. People who are intolerant of other people's cultures, and the Dutch.
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wawrzul
Posts: 2336
Location: Cracow, Poland
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Posted: Mon, 3rd Feb 2014 12:55 Post subject: |
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So where did u guys go after Portmeyron? I already did the Lighthouse, Thieves' Den and Portmeyron. I guess i'll leave the ghosts be for now and go to the forge via the gryphon to fight the elves?
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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Mon, 3rd Feb 2014 13:53 Post subject: |
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Yes that's the intended destination, deal with the enemies you can within the first chapter and leave the stronger monsters for later, the area is pretty small but once you reach the second chapter you'll have a much bigger part of the world available.
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wawrzul
Posts: 2336
Location: Cracow, Poland
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Posted: Mon, 3rd Feb 2014 14:00 Post subject: |
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Thanks, JBeckman. I left the ghosts, cyclops and the dragon. I entered the dragon's dungeon yesterday and he one-hit killed my party. Lulz!
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Posted: Mon, 3rd Feb 2014 15:43 Post subject: |
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Mister_s wrote: | I wish there was some kind of fast travel. It happens sometimes that I'm stuck with a full inventory in the middle of nowhere. |
You can use Spirit Beacon spell from Prime Magic school.
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Posted: Mon, 3rd Feb 2014 16:15 Post subject: |
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I didn't know that, thanks. Is there any way to travel from Crag to Seahaven (and back)? I assume the boat is for FT, but the orc Ameyro won't take me.
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JBeckman
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Location: Sweden
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Posted: Mon, 3rd Feb 2014 19:23 Post subject: |
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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Tue, 4th Feb 2014 10:40 Post subject: |
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Tydirium wrote: | Man, I am glad that the game is at least as bug free that it recognizes quest parts (items) as solved if you got them earlier (by exploring the area or dungeons) than you are supposed to find them by completing the main quest. Yesterday I almost thought the main quest was broken if you find "Blackfangs Chest" earlier than you should. But its working nevertheless. Only a bit running around required.
Thats always a major risk in this type of (relative) complex old-school RPGs. But it seems that free-roaming and exploring isnt bugged. You will find some things (or NPCs) to interact with but its not possible (yet) if you are not far enough in the main- (or certain side-) quest  |
Yeah, most of the quest work, I had the same thing with the same quest, was a bit afraid, but it turned out ok.
Then there are those quests that will mess up, like the Shieldguard promotion quest. If you enter the cave and talk to the npc before you get the quest, you are fucked.
A beer before dinner, makes you a winner.
Drink it before breakfast, then you're a sinner.
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Posted: Tue, 4th Feb 2014 11:53 Post subject: |
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Hopefully that kind of bug is fixed by the time I get home at the end of the month and start playing it myself, as I love to explore every nook and cranny in a game. The thought of breaking later quests just because I explored a cave when I came across it earlier than the fame "intended" is aggravating.
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wawrzul
Posts: 2336
Location: Cracow, Poland
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Posted: Tue, 4th Feb 2014 13:49 Post subject: |
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Christ on a stick, those air elementals (encountered in elemental forge) one-hit rape my party. One shot and teh party is gone.
What level did you guys take those bitches on?
The light elementals were a little bit tough when i encountered them, but beatable.
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Posted: Tue, 4th Feb 2014 16:19 Post subject: |
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Elite air elementals are some of the most hard hitting enemies in the game (other than crystal spider) but they have pretty low hp compared to other monsters. Get some air resistance/wards/hp and come back later. If you have Windsword in a party then he trivializes encounters such as these air elementals or crystal spider (basically, with him you can move and heal/shield the same turn).
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Posted: Tue, 4th Feb 2014 19:36 Post subject: |
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sabin1981 wrote: | Hopefully that kind of bug is fixed by the time I get home at the end of the month and start playing it myself, as I love to explore every nook and cranny in a game. The thought of breaking later quests just because I explored a cave when I came across it earlier than the fame "intended" is aggravating. |
This isn't a game in which you avoid the MQ imo. The MQ areas are along the path so to say, so you'll stumble on them while exploring the area. Unless you intentionally go the other way, you shouldn't be too 'late' doing the MQ. Since there's also no level scaling (I assume), you won't be able to deviate from the path very much anyway.
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Posted: Tue, 4th Feb 2014 19:52 Post subject: |
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@Mister_s
Then why are people reporting, and complaining about, breaking side quests by visiting areas prior to those quests? It seems like you can enter places and talk to NPCs and break quests.
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Posted: Tue, 4th Feb 2014 19:57 Post subject: |
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I entered every cave/dungeon I could (unless I was killed instantly) and I haven't seen any broken quests yet. I might be lucky though. As I said, I'm not actively avoiding the MQ in this game though.
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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Tue, 4th Feb 2014 20:35 Post subject: |
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It's mostly related to the class promotion quests or at least in my experience it's only been those quests.
Spoiler: |
One is the paladin promotion, if you enter the ruins and speak to the ghost you get the opportunity to check four notes scattered in the area, if you check all four of them before taking this quest then the quest will get stuck when you try to continue since the objective will be stuck at finding those notes.
(Which you can no longer interact with since you already checked them before.)
If you don't have a palading you'll just get stuck with four notes (And later on a disc.) in your inventory.
(Same with a amulet you can take later on if you don't have a hunter or what the orc hybrid class was called.)
For the dwarf shield guardian promotion there's also a dwarf in a cave you rescue and talking to him before accepting the quest apparently breaks the progress much in the same way as the above ruins.
Other minor bugs include the combat music not stopping if you've played for a prolonged period of time (Might be related to some memory leak?) and a quest from Jassad while still possible to complete you miss out on the relic dagger since there's a typo in the script file.
(Not a bug but a quest that you can't complete until after beating a game since the item needed is in the last dungeon and you can't return to the main world while doing this anyway if you explored and did what you could before the point of no return you'll get this relic and it will be stuck at level 1 since there's nothing left to kill or quest for.)
EDIT: Oh and just as a heads up there's three places where you need either a dwarf, a orc or a elf to access, they are mostly for the quest(s) for those classes but you will miss out on some enemy encounters and thus XP if you can't access these.
(Plus aside from the endgame dungeons these locations are pretty amazing looking.)
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Last edited by JBeckman on Tue, 4th Feb 2014 21:58; edited 1 time in total
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Posted: Tue, 4th Feb 2014 20:42 Post subject: |
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Doh!
Posts: 1361
Location: Wellhigh DK
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Posted: Wed, 5th Feb 2014 09:50 Post subject: |
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Just returned from the Lost City, holy cow, that room with 10+ badguys was crazy!!
There are two kinds of people I can't stand in this world. People who are intolerant of other people's cultures, and the Dutch.
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JBeckman
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Posted: Wed, 5th Feb 2014 12:31 Post subject: |
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Hope no one has posted this already but :
Ive been modding for fun already and I wanted my Barbarian to be Grand Master in SWORD...
But the Barbarian could not use sword... Seriously havent they seen Conan yet?.
Anyway here is a list of what to MOD for Grand Master in every skill...
Goto file - CharacterClassStaticData.csv
First Character is Mercenary, this I edit here to show what to do...
After the text of easy reading "HUM_MALE_NAME_1,HUM_MALE_NAME_2"
You will see numbers "HUM_MALE_NAME_2","7,8,12","13,14,16","1,2,4,5"
The first set of Numbers are Expert Skills, second Master Skills, third Grand Master.
You must Delete the numbers in the Expert and Master skill number sets, then put 1 through 25
in the Grand Master skill set...
,"","","1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25","7,15"
Now you see the example above, the numbers "7,15" are the skills that are obligatory for this
Character you get in creating a new Char... IF you put 1-25 (where the "7,15") is then you will have all skills activated... Which would make the game boring I think, but thats up to you...
Skills are :
1 = Dagger ... 2 = Bow ... 3 = Crossbow ... 4 = Mace ... 5 = Axe ... 6 = Sword ... 7 = Spear
---
8 = Two Handed ... 9 = Shield ... 10 = Dual Wield ... 11 = Warfare ... 12 = Medium Armor
13 = Heavy Armor ... 14 = Dodge ... 15 = Endurance
---
16 = Arcane Discipline ... 17 = Magical Focus ... 18 = Mysticism ... 19 = Fire Magic
20 = Water Magic ... 21 = Air Magic ... 22 = Earth Magic ... 23 = Light Magic
24 = Dark Magic ... 25 = Primordial Magic ...
So looking at the file you can see what skills goes to who ever...
Have fun...
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