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Characters not remembering conversations(/ meeting the party) #6
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This is just how simple NPCs work. Basically they are text popups without any logic. It would be a huge effort to change that and I am not sure if other RPGs of that era were different. |
Sure. Pyrdacor, You're right. |
It is pretty hard to implement that. At least for the simple NPCs which are only text popups. You have no possibility to add logic here so the only possibility would be to replace the whole NPC by another one which looks the same and has a different text index. Not only is it much effort but also a waste of resources. So I rather would focus to do it for real NPCs with a conversation window. There you can add logic. Indeed I tried to consider this for all new NPCs so that they will react dependent on the state of quest or other events and they react to words they should know something about. I also extended some old NPCs in the Advanced version and plan to do it a lot more. But I won't have the time to adjust every single old NPC for the upcoming episode. And as mentioned won't do it for the simple NPCs. They represent hints and have basically no connection to your actual game progress. |
But I have an idea. If you could identify all NPCs which are affected and provide a list, I might improve them if it's possible in a reasonable time at least for the Advanced version. |
This is a cue at the start of the game introducing you to shops in the game. You can't delete this cue until the user has visited the Spannenberg Weaponry Shop. And even then you might not delete it in case the user forgets about it. I personally don't think it is a bug unless the NPC text is about an event that has already completed. e.g. the NPC tells you about a mission, you go away and complete the mission, the NPC still responds with text as if you had not completed the mission. P.S. This is not a high quality bug report. The more detailed the bug report, the more likely we can action it. e.g. the location, exact name of the NPC (if they have one) and the exact text they say (character for character). This will make it much easier to find the exact part of the game code. |
Great ! I could start making a list ! |
Ok, here's some characters to begin with: Aman (thing) To be honest; I don't remember; whether the problem Generally, i think one most first decide how to If there problem has to do something with saving game states; By the way, I did upload my recent Ambermoon Advanced I hope my list doesn't get too long. |
I'll look what I can do about it. |
I will track the state here with check boxes.
|
According to my current experience of the game; I would also add Canth to the list (wine goblets). |
But checked means it is fixed and he would recall it. It is the bugfix status. |
Some more characters I'd add to the list: Tristan (Cavetown / tavern) Darbog Tar Der Dunkle Kire (the response you get when you have already returned with |
Added |
I know this is kind of minor Issue;
and may have been discussed earlier;
but many people you meet in the game; when traveling with your party; don't necessarily seem to remember the conversations you had with them before
(keywords !?) , or generally, meeting them,
at all.
One example is the bandit you meet when
approaching the shop of the thieves guild.
One bandit appears and he tells you
that he's in a hurry, to get to
the Spannenberg weaponry shop;
but doesn' t leave the area ( disappear).
Instead, he's still there, repeatingly telling you his
plan; after you have left the place and re-entered
later on.
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