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Cargo Warehouse "Rat" Dungeon

Posted: Mon Feb 15, 2021 10:35 am
by Kuma
Love that, thematically, the first thing your character can do in Guldorand as a level 14 is go kill rats... or, rather, very large rats.

However, they're making a LOT of werewolves. Way more than might be expected for what is basically now a new-starter dungeon.

May I suggest changing their race to Monstrous?

Or if this is by design, can they at least turn us into wererats instead?

Re: Cargo Warehouse "Rat" Dungeon

Posted: Tue Feb 16, 2021 7:49 am
by Kuma
Update: I observe their type is actually "Vermin", not shapechanger. Is ability to cause "nasty scratch" contingent on spawn name, appearance, or variable? Either way, turning it to "no" would be much healthier I reckon.

They're also now not dropping any loot currently. Which is weird.

Update 2:

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This door doesn't have a usable transition, it just closes it when I click on it. It's the one located here:

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Which is weird, it worked yesterday.

Re: Cargo Warehouse "Rat" Dungeon

Posted: Tue Feb 16, 2021 10:24 am
by Irongron
I adjusted the base race last night, following your suggestion, but I haven't reviewed the code and I suspect that won't prevent the lycanthropy infection.

As for the broken transition? I looked in game, and it is indeed broken, but absolutely fine in te toolset. Will investigate a little more.

Re: Cargo Warehouse "Rat" Dungeon

Posted: Tue Feb 16, 2021 1:41 pm
by NauVaseline
Make sure the creatures have a unique resref/tag, and check any variables the blueprints might have placed on them. Check the trigger that spawns them variables too.

edit: To be safe give it unique resref/tag creature weapons as well.