When Gypsies attack!

Posted by Zygon Dragon on 27th January 2012 in Updates

AgentOrangeGuy taking a little break to clear his head from all that usecode programing:

I was playing U6 for SNES last night to play a few areas for comparison to the pc game and get a few ideas. The SNES version is known for a pretty interesting glitch… where the gypsy party goes berserk and will kill you. The first part of this glitch is that the schedules for the gypsies get mixed up after you play maybe a week or two in game. The gypsies seem to “split up” and can be encountered in different areas – Kador along the path to “the Long Haul” – Minoc side, Blaine is usually asleep in the water off the shore from Minoc (???), and Zoltan seems to be somewhere between Britain and Skara Brae. This glitch seems to affect Mandrake as well, I once found him wandering in the swamps before the Shrine of Justice. After a while(few days in game), it clears up on its own and the gypsy group “re-assembles” and goes about their normal schedules.

Encountering them during the daytime in this state of disarray, nothing happens – they function normally when conversed with. However, it seems that when you encounter these gypsies as night falls, all hell breaks loose. I noticed this glitch a long time ago when I’d wander out of Britain at sundown and along the path, out of nowhere, Zoltan would come running up to me and start attacking! Since the SNES version is very “politically correct”, you cannot kill npcs nor can you attack them. This causes a problem when Zoltan attacks, you cannot pause, you cannot run, you cannot fight back… you are completely at his mercy. Combat music goes on for a split second, Zoltan gets his hit in, the combat music ceases. Rinse and repeat. At this point you pretty much have to reset the game, or let Zoltan kill you (at 4 to 5 hits a pop, that will take a while).

So, while playing last night I was flying in the balloon towards the path between two rivers along the way to the Minoc side of “the Long Haul”. I was going to fight the group of bandits that you encounter between the rivers. I landed right before that area and it was night time, and out of nowhere, Kador comes running at me like a rabid dog. Again, nothing I could do. I reset, and did the same things to see if I could repeat the glitch – teleport from Trinsic to Shrine of Compassion, board the balloon, go to the spot. Yep, Kador still attacking. Reset, and this time, I repeated this glitch but landed on the other side of the river. I noticed I could still talk to Kador, and yes, I did pay him for his tricks, just in case he had been trained to attack cheapskates. I lobbed a powder keg that way, but alas, he was immune to it. I reset, then tried to repeat the glitch again, but going the long way by walking. Kador was gone. I believe the gypsies schedules might reset at midnight, but I’m not entirely sure.

– AgentOrangeGuy

January update

Posted by Zygon Dragon on 25th January 2012 in Updates

 

 

Crowley has been busy and finished a few custom shapes such as the Yew staff. The Yew staff can be equipped and used in combat as a normal staff. He’s finished a few different colours of the Yew staff also that will correspond to what type of spell the staff will be charged with.

Sythifuge has been working on a Hydra shape and a grave shape to contribute to the mod.

AgentOrangeGuy has been working on a few usecode things, finished the Spider cave, Moonglow crypts except the last level, and will be working on a few side quests. Mandrake and his mishaps with the stones of virtue…

ZygonDragon has been cleaning up the mountains and forests around Britain. Still quiet a bit of map work to go but we’re getting closer to an official release.

Here are some new screenshots of the Shrine of Compassion and the stocks in Yew.

Shine of Compassion Original

Shine of Compassion Original

Shrine of Compassion New

Shrine of Compassion New

Yew Stocks Original

Yew Stocks

Qucik New Years update

Posted by Zygon Dragon on 10th January 2012 in Updates

AgentOrgangeGuy stops for no-one. He’s been very busy over christmas and new years and has completed work on all the shrines. The shrine’s can now be restored.

Minoc has also been populated with its NPC and all conversations have been converted. The NPC’s portraits still need to be done but the rest is pretty much complete. Work has started on some of Moonglow’s crypts too.

The custom book submission is still open so if you would like your material to appear in the remake send it in. Just keep it relevant to the game. Please email your books to AgentOrangeGuy.

Christmas update

Posted by Zygon Dragon on 28th December 2011 in Updates

AgentOrangeGuy has finished coding the Shrine of Compassion and the Shrine of Valor. Both shrines are now freeable and the runes can be found. He has also nearly finished Sutek/Blackthorne’s former castle.

Crowley has been busy creating some new shapes too.

General update

Posted by Zygon Dragon on 7th December 2011 in Updates

AgentOrganGuy has been hacking and slashing away at the usecode. The part of the rune of valor quest where you enlist Sherry’s help is done.  As of right now, it is scripted due to the game locking up when ‘going solo’ with Sherry (Avatar polymorphed into Sherry and vice versa). The rune of Valor can be obtained now, and soon the shrine will be able to be freed. All cities and towns are structurally complete, some just need npcs and conversations finished.  Right now he’s working on the main points of the plot (being able to get the runes, free the shrines), and cleaning up some areas here and there on the map.

Map of Britannia

Screenshot section updated

Posted by Zygon Dragon on 5th December 2011 in Updates

I’ve just updated the screenshot section with the latest builds screenshots. Britannia has never looked so good!

New shapes and animation

Posted by Zygon Dragon on 17th November 2011 in Updates
This weeks update does not boast a whole lot of new changes other than AgentOrangeGuy has been working on the crypts and cleaning up dagger isle and the Shrine of Honesty .He did make a relic from U5… Windemere (which oddly enough was located near where Ambrosia is in u7). The castle is in ruins of course, but he plans on making a sidequest on getting a magebane sword and magic armor from the castle. it will have a back story on what happened to it after U5 and it is obviously sinking due to the earthquakes.  He pretty much made the castle almost an exact replica of how it looked in U5, just that it is in ruins (there will be a story for that too).
Crowley has done some fantastic shape and animation work. He’s created a new shape for Gwenno and the man in the stocks, Sinjen. Check out the images below:
 SinjenSinjenGwenno Body :)GwennoGwennoGwenno

World Build update

Posted by Zygon Dragon on 3rd November 2011 in Updates
Moonglow is complete structure-wise, it just needs roof work done and some slight fixing of the map, and then npcs.  U6 books will be imported to fill the Lycaeum, and then the U7 books that would fit in. We will be taking submissions via the website for custom books to be imported into the game.  Here are some ideas we are looking for: “historical accounts” of events from past games or current (u6) events, diaries, treatises, stories, poems and other written things similar to the random books you’d find in U7.  Just keep them relevant to the game, and not too big (about the size of u7 books). Please email us all submissions.

Weekly progress update

Posted by Zygon Dragon on 18th October 2011 in Updates

AgentOrangeGuy has been working on random things like the map, getting a few areas structurally fixed like New Magincia and currently building Sutek’s castle. Also, he’s been fixing the Fens of the Dead and adding the shipwrecks, and working on some in-game books… one of which will explain what happened to The Empire… Captain Hawkins ship that according to Homer, was wrecked “on the cape southwest of here, near Serpents’ Hold”.  Presumably, this was after the crew offed Hawkins. This ship was also where a piece of the map was located. He has tied that all together very nicely.  Only 2 towns remain to be built, New Magincia and Moonglow.

AgentOrangeGuy thinking big

Posted by Zygon Dragon on 6th October 2011 in Updates

Here are some ideas that AgentOrangeGuy has and is trying to implement:

I have a ton of good usecode ideas that I flutter back and forth to. One such idea was having animals spawn raw meat, that would need to be cooked to be edible.  It worked somewhat, but I needed to work some bugs out of it first.  It would make more sense having to cook it rather than carving it straight from the animal and shoving it into the mouth of a hunger stricken, complaining Iolo.
Another idea is one that could be used in a different, unique mod once we’re done.  I could probably implement it in the U6 mod in one area – the gargoyle war.  once all the shrines are cleansed, and the avatar needs to go through Hythloth, there will be a fortress built into the first level (some of it above ground) that will need to be cleared out. There will also be a few gargoyle war parties that will wander the area.  So, one of the guard units I will make will be freed up to help for the final assault on the gargoyles in Britannia.  I plan on doing some usecode into the commander’s conversation to allow for user input in coordinates and to be able to give an attack order at a given time.  So, basically you’d talk to this npc, who is waiting for orders. You’d give him an attack order , user input coordinates (sliding scale input) and time of day (0-7)(also sliding scale).  That would teleport  the soldiers tot hat area (putting it in their schedules), put them in attack mode, and have them attack all evil enemies like gargoyles. theoretically, you could have them patroll certain hotspots you want back up in (for example, placing htem on the crossroads to fight the bandits).