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Shattered Badlands - Feedback / Bugs

Posted: Thu Mar 07, 2024 6:20 pm
by CookieMonster

I will always appreciate expansions and additions in the Underdark, it's a delicate little flower that needs subtle touches which the new areas and resources do well.

I have found a couple of little bugs though and I'll list them below

The large rocks allow spawns inside them, which are untargetable

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The bridge doesn't work properly, the side I tested is acting like an exit point. So clicking it simply turns you around rather than crossing the bridge

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I'm not 100% sure how to describe this one. When you climb down, you can walk a little bit and then you encounter some sort of "Wall". A line across the ground, like different textures? You can see it on my spell mantle in the image. Where I walked to is about as far as you can go.

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This one isn't inside the shattered badlands, it's in the "area res: urdlenent" once you climb up, their is a pile of gold by the shrine, but you can't reach it to open it.

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Re: Shattered Badlands - Feedback / Bugs

Posted: Thu Mar 07, 2024 7:27 pm
by Irongron

These should be addressed for the next reset (well maybe not the first as I couldn't quite tell where that was).

Thanks for letting me know.


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Mar 08, 2024 10:33 am
by Peacelily

I picked up a few of the writs, and went exploring!

First off, this area is absolutely amazing. Love it. I can only recommended (certain NPCs) drop (captured NPC) when killed, allowing kobolds to hunt

Mobs
Scrap Golem - only drop stolen treasure
Towering Foundrey Golems seem strong for the level of the writ. +42 to hit with 30-50 damage with construct immunities spawning groups of 1-3?

Area 1 - mobs often spawn behind barricades with no way to get to them

Writ - Scrap Foundry
Execute the Current Caesar of the Scavengers is marked 0/10. I went through the foundry, one spawned. Either they're underspawning, or there's only meant to be one


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Mar 08, 2024 12:25 pm
by Peacelily

Crawler's Burrow (tunnels after Blightsmede)

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Unable to get through to this area. Unsure if due to the Ankheg, but the new spawns block the transition even after death


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Mar 08, 2024 12:39 pm
by Irongron
Peacelily wrote:
Fri Mar 08, 2024 10:33 am

Towering Foundrey Golems seem strong for the level of the writ. +42 to hit with 30-50 damage with construct immunities spawning groups of 1-3?

These only spawn for high epics. There are quite a few such monsters in those areas. Do the writ at the appropriate level and they won't be there.

Thanks for the rest of the feedback though!


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Mar 08, 2024 3:34 pm
by CookieMonster
Irongron wrote:
Thu Mar 07, 2024 7:27 pm

These should be addressed for the next reset (well maybe not the first as I couldn't quite tell where that was).

Thanks for letting me know.

My bad, I should have made it a bit more clear. Here is another screenshot zoomed out with the minimap as well. It is just behind the bridge.

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Re: Shattered Badlands - Feedback / Bugs

Posted: Sat Mar 09, 2024 6:46 am
by BattleDrake

There's a climbspot here in Blightmede. I keep attempting to go up and passing the climb check, but it doesn't teleport me to the top part. Just resets me back at the beginning.

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Re: Shattered Badlands - Feedback / Bugs

Posted: Sun Mar 10, 2024 8:58 pm
by Melchizedek14
Peacelily wrote:
Fri Mar 08, 2024 10:33 am

Writ - Scrap Foundry
Execute the Current Caesar of the Scavengers is marked 0/10. I went through the foundry, one spawned. Either they're underspawning, or there's only meant to be one

Ran into the same thing. As it currently stands, you have to clear the Scrap Foundry 10 times to complete the writ. My guess is this was intended to be kill 10 enemies as one item and kill the Caesar as a separate item and they somehow morphed into one. I have a screenshot, but the board quota's been reached and I can't attach it.

Also, kill the Illithid Operative ticked off as complete for me when I killed the Mind Frog in the waste dump. Either there was one there and my summons killed but I didn't see it and it left no corpse, or the Mind Frog ticked off an extra quest flag when it died.

Last bit of feedback... There seems to be too few Blood Rider spawns for the number you have to kill. I had to sweep the Badlands several times in order to kill enough and I was the only player around.


Re: Shattered Badlands - Feedback / Bugs

Posted: Sun Mar 10, 2024 11:14 pm
by Irongron
Melchizedek14 wrote:
Sun Mar 10, 2024 8:58 pm
Peacelily wrote:
Fri Mar 08, 2024 10:33 am

Writ - Scrap Foundry
Execute the Current Caesar of the Scavengers is marked 0/10. I went through the foundry, one spawned. Either they're underspawning, or there's only meant to be one

Ran into the same thing. As it currently stands, you have to clear the Scrap Foundry 10 times to complete the writ. My guess is this was intended to be kill 10 enemies as one item and kill the Caesar as a separate item and they somehow morphed into one. I have a screenshot, but the board quota's been reached and I can't attach it.

Also, kill the Illithid Operative ticked off as complete for me when I killed the Mind Frog in the waste dump. Either there was one there and my summons killed but I didn't see it and it left no corpse, or the Mind Frog ticked off an extra quest flag when it died.

Last bit of feedback... There seems to be too few Blood Rider spawns for the number you have to kill. I had to sweep the Badlands several times in order to kill enough and I was the only player around.

Ah, that's a script error, there should only be one ceasar, that's their leader. I'll add more blood riders in those areas too.

Thanks!


Re: Shattered Badlands - Feedback / Bugs

Posted: Tue Mar 12, 2024 6:55 am
by Iceborn

Some thoughts as we were going around:

Starting with the blatant bugs.
Scrap golems consistently turn into "Remains" where they have Stolen Treasure instead of regular loot bodies.

There's a good chunk of places where mobs spawn into the terrain. We encountered at least 4 inaccessible spots going around the areas.

There's a place that is accessible but only from the other side, in a place that LOOKS like should be walkable without issue and mobs gets stuck trying to go through. (First zone away from the caravan)
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Other inaccessible place where enemies got stuck, this one in the 'main' area that connects to Rider's Peak and the forge.
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Finally: New dreadsteeds have Nightmares descriptions. I assume they need their own, since I don't think those are necessarily nightmares.

Feedback now:
The whole place is great, I'd gather that it is meant to be a low 20/high teen area.
One of the greatest strengths we found, both mechanically and aesthetically, is the array of different enemies. Just getting swarmed with ogres, trogs, drow and constructs all at the same time was great.

What aren't great are the Towering Foundry Golems.
We managed to kill all mobs outside with relative ease with a party of 3 lvl 30 meleers, but there was one type of mob that I didn't like.
The Towering Foundry Golems slowed us down to a crawl every time we encountered one in the forge, and they spawned in groups of 3. They hit considerably harder and they have not the worst AB - this is OK- but they have a stupid high DR to everything and only a few types of damage went through. This is not OK. This sole mob seems to go against the diverse, myriad-mob design of the outside area and pretty much defeats the purpose of having mixed spawns when they are the only thing that is an actual threat, and simultaneously the hardest one to bring down by far.

On another note, as we entered the forge room boss it was completely overfilled with enemies, and we ended up very slowly fighting at the door, as they were stuck and had no way to go through. Since the other door was locked, we couldn't go around to flank them either to make better sense of the space and the map geometry.

I don't know if Rust monsters are scripted to work as one would suspect they do, and if they are, that'd make them very scary opponents.

We found a few chests around.

The slime dungeon was the tamer one, and it had... nothing of note. The ambushes were a nice touch, but I feel it's missing both a loot incentive (we found a lot of zinc at the entrance, but that hardly qualifies to explore the rest of the dungeon), perhaps in the form of chests, and some meaner trick, like dropping acid fogs, some mind saves, sneak attacks, etc.

Something happened with the black dragon:
He acid breathed on us three times in a row, and then kinda stood there, like it was trying to cast an out of reach spell. So unless this particular dragon knows how to parry or counterspell, something borked out, but that could've been just NWN being a 2004 game or the server instability in general.

That's all for now.

That's all for now.


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Mar 15, 2024 3:41 am
by RedGiant

Love the Shattered Badlands. They are a significant, themed, visual upgrade to the UD.

I just started tonight, but will try to take notes as I go.

First small thing: Frogs enemies are not animals, thus empathy and spells don't work on them properly. NPC frog spawns are though...and everything works as intended.


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Mar 15, 2024 8:40 pm
by Irongron
Iceborn wrote:
Tue Mar 12, 2024 6:55 am

What aren't great are the Towering Foundry Golems.
We managed to kill all mobs outside with relative ease with a party of 3 lvl 30 meleers, but there was one type of mob that I didn't like.
The Towering Foundry Golems slowed us down to a crawl every time we encountered one in the forge, and they spawned in groups of 3. They hit considerably harder and they have not the worst AB - this is OK- but they have a stupid high DR to everything and only a few types of damage went through. This is not OK. This sole mob seems to go against the diverse, myriad-mob design of the outside area and pretty much defeats the purpose of having mixed spawns when they are the only thing that is an actual threat, and simultaneously the hardest one to bring down by far.

On another note, as we entered the forge room boss it was completely overfilled with enemies, and we ended up very slowly fighting at the door, as they were stuck and had no way to go through. Since the other door was locked, we couldn't go around to flank them either to make better sense of the space and the map geometry.

I don't know if Rust monsters are scripted to work as one would suspect they do, and if they are, that'd make them very scary opponents.

Something happened with the black dragon:
He acid breathed on us three times in a row, and then kinda stood there, like it was trying to cast an out of reach spell. So unless this particular dragon knows how to parry or counterspell, something borked out, but that could've been just NWN being a 2004 game or the server instability in general.

Cut the parts I wanted to respond to - The Towering Foundry Golems, the Rust Monsters and the Black Dragon all spawned because you were level 30. At the appropriate level for the writs none of these appear.

Thanks for the rest of the feedback, will look at getting these things fixed!


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Mar 15, 2024 9:34 pm
by Azensor

The ore node and ancient wood node near the riders peak boss, can you even access those still?
walked around it a few times looking for a climb spot or a lasso spot looked like you couldnt get to them.


Re: Shattered Badlands - Feedback / Bugs

Posted: Sun Mar 17, 2024 1:50 pm
by RedGiant

Scrap Golems, when defeated, turn into remains and drop only the 'stolen treasure' items.

Still having the blood rider problem. I've completed three writs there, been doing loops, and am at 4 of 8.


Re: Shattered Badlands - Feedback / Bugs

Posted: Sun Mar 17, 2024 3:32 pm
by Peacelily
Azensor wrote:
Fri Mar 15, 2024 9:34 pm

The ore node and ancient wood node near the riders peak boss, can you even access those still?
walked around it a few times looking for a climb spot or a lasso spot looked like you couldnt get to them.

Climb spot on the Commander side, but it's not easily visible and summons tend to path into it


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Mar 22, 2024 7:12 pm
by Shadowy Reality

I just did all of these on a level 20 Warlock, most of it seemed fine, relatively easy as I was at the end of the level range, I assume.

Inside the Scrap Foundry, I am not sure if I was missing something but there were dozens of locked doors with no obvious (or hidden) lever as far as I could see. I could bash through them, but it took me a good while, any lower damage build is just going to get stuck I feel. If I missed some level or key, then disregard this feedback.

I could not find a single Deranged Artificer for one of the writs (which requires 3). I am unsure if I missed some semi-hidden area or if they are a random spawn and I got unlucky.

On the Waste Dump I apparently killed the Mind Frog without noticing and I was on the lookout for it. Maybe make it larger, or have some sort of VFX, it just went unnoticed by me among the other frogs and that area's particular visuals.

Theme and visual-wise I think this is a great improvement to what used to be a very old area.


Re: Shattered Badlands - Feedback / Bugs

Posted: Wed Apr 10, 2024 12:50 am
by Edens_Fall

Found a missing water texture at the pinned location directly in front of the PC. Area info in the screenshot.

Image


Re: Shattered Badlands - Feedback / Bugs

Posted: Mon Apr 15, 2024 8:11 am
by A1RMAN

Overall, I really enjoyed the new areas!

Small notes:

  • As was previously mentioned, golem corpses leave "stolen treasure" instead of normal loot
  • If you're on a "Badlands I" writ, the kills you're getting don't seem to register in the southern part of Badlands. Didn't count the Artificer kills for me.
  • You cannot rest anywhere outside, but you can rest inside the Waste area.
  • And this is what one of the bandits said instead of his battlecry: https://imgur.com/a/eGfAZ5B

Re: Shattered Badlands - Feedback / Bugs

Posted: Mon Apr 15, 2024 5:17 pm
by Edens_Fall
A1RMAN wrote:
Mon Apr 15, 2024 8:11 am

Overall, I really enjoyed the new areas!

Small notes:

  • As was previously mentioned, golem corpses leave "stolen treasure" instead of normal loot
  • If you're on a "Badlands I" writ, the kills you're getting don't seem to register in the southern part of Badlands. Didn't count the Artificer kills for me.
  • You cannot rest anywhere outside, but you can rest inside the Waste area.
  • And this is what one of the bandits said instead of his battlecry: https://imgur.com/a/eGfAZ5B

I noticed that if you kill an an Artificer with one of their two weaknesses then the kill doesn't count. However if you kill them in a normal method it then counts. Which makes sense as the weakness is a one shot kill with a cantrip spell.


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Apr 19, 2024 4:20 pm
by My decency

Scrap Golems. Any way to tune their explosion at all? It's pretty frustrating to get stuck in a huge group, kill the golem, and lose all the loot because it just one shots everything when they pop


Re: Shattered Badlands - Feedback / Bugs

Posted: Fri Apr 19, 2024 9:47 pm
by Twohand
Edens_Fall wrote:
Wed Apr 10, 2024 12:50 am

Found a missing water texture at the pinned location directly in front of the PC. Area info in the screenshot.

This is fixed.

My decency wrote:
Fri Apr 19, 2024 4:20 pm

Scrap Golems. Any way to tune their explosion at all? It's pretty frustrating to get stuck in a huge group, kill the golem, and lose all the loot because it just one shots everything when they pop

I replaced their death explosion script, let us know how it feels now.


Re: Shattered Badlands - Feedback / Bugs

Posted: Sun Apr 21, 2024 12:14 am
by My decency
Dragonovith wrote:
Fri Apr 19, 2024 9:47 pm
My decency wrote:
Fri Apr 19, 2024 4:20 pm

Scrap Golems. Any way to tune their explosion at all? It's pretty frustrating to get stuck in a huge group, kill the golem, and lose all the loot because it just one shots everything when they pop

I replaced their death explosion script, let us know how it feels now.

Much better! Thanks a bunch :D