I am now opening the beta hak update to open playtesting, so you all can preview the content we are adding.
This is not the final version, as there are still a few icons and .mdl files for the alternative combat pack being finished by Eurgiga. This means, if you download this version, you will need to download another when the hak is finalized and added to the Amia Abroad and Amia Island module.
The test module is being hosted on my computer, not the amia server. There is a limit of 8 players being able to be online at the same time, as not to make it too straining for my laptop. You may also encounter some lag because of it. The module also does not include many of the standard scripts and settings, so there will be many regular functions unavailable. I will be hosting the module a few times for a few hours the next two days.
If you think you encountered a bug, please write down the "area name - location - problem description". You can post those in this topic, or pm them to me. Whatever you prefer. Now with all the disclaimers done with, enjoy looking around the mod!
Last edited by Pony on Wed, May 06 2015, 14:36 PM, edited 5 times in total.
In the creature and item testing areas there can be longer load times, because of the amount of NPCs those areas have. It is a line of sight issue, when you suddenly got to load another fifteen additional NPCs all at once. That is a little heavier on my laptop. It is nothing to worry about.
With the haks, you can indeed create your own module. The test mod I made you can however only look at online, as I can not release a copy of that to the players. Too many scripts in it, being one of the reasons.
Joined: 24 May 2009 Location: South of Grumdek Murr
A lot of great stuff in this hak. Bravo!
Here are my notes :
Kohlingen seems even larger than previous revamp ! We couldn't get the gates to work properly with the keys. Fortunately, we could walk through the walls and use the transitions behind the gates. (issue applies to most castle walls in Greengarden and Feylake I think)
Kohlingen, Greengarden : The portal to Brog should be moved back to Feylake I think ? Also, it should be heavily guarded.
Copper Industries moved inside city walls. I missed the transition or is it not active?
Temple of the Triad : one of the three idols (Helm I think?) is not named.
Kohl, Tristram's Path, South : - when using the transition from North, PC is facing north, should be facing south. - the Rock Pines look like stumps. was the Tree PLC changed in this tileset? - splitting Tristram's Path in two maps adds for longer walk from Minmir to Kohl. Not sure if this is intended ?
The mask vfx was buggy at times. we were three players testing two masks simultaneously (crown + mask 2), which probably caused issues with the script variables? These masks are great. The vfx would ideally remain while resting, like ioun stones?
No bug with creatures. great additions. No bug with items. awesome additions !
(Claps) L.
_________________ Nana Anvilmar - Slower Talking, Faster Running Lester, Jester, Chandler, Alchemister ! Pauris Sennemen de Laelith - Merchant (currently in Suzail, Cormyr) Metzlitemoctzin - Payit slave, now freed from Silent's sadostyle of plotting !
Kohlingen was actually downsized. One of the reasons so many interior areas got a revamp, was not as they needed an update, but because I needed to use a single tileset that could support many of them. So there were areas completely removed, partially removed by merging them in a single area, etc. It only gained two wilderness exterior areas, which makes it immediately feel more spacious.
Copper Industries had it's two interior areas scrapped. The faction was gone long enough, and the NPCs who now run it are not in need of an area. The door is indeed intended to be permalocked.
Portal to Brogendenstein had it's interior removed, and is intended to be in the GGD. Given its position, it is pretty well guarded, and I rather not add more NPCs to the area. The single guard will need to suffice, given there are more a stonethrow away at the city gate.
Rock pines are intended as are, and just use a different placeable. The longer walk north is indeed intended with the Tristram's Path North. This due to a number of different reasons.
I will take a look at the rest. Thanks for testing and taking the time to write up the test report!
I was on today. I appreciate all that you do for us pony and it was extra great to reconnect with you. Goodness has it been so many years since the days of Arrabett and Tinnerai!
Beyond that, I have to say Gondor-Like Kohligen is vast vast improvement. It makes me want to make Nya more involved in Kohligen!
Thanks a bunch!
_________________ -Ryoko I’ve been playing at a new fun sever!
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