code fix for this:[...]once you do talk to her to fool around, you lose access to the western and northern gate, and you can't trigger her battle.
[...]
if charmanekey=3:
if charmanekey>=3:
if PregnantPercy=1 and PregPercyDay<=0:
act 'move Percy to go the slum clinic'
$percyloc='SlumClinic'
minut+=5
end
end
if FrogSecret=4 and RedGF=0:
if FrogSecret>=4 and RedGF=0:
if ukonrising=5 and goblinwife=1 and foxquest!6: 'There is a kitsune doll sitting on the mantle, and you think there was a kitsune in the Avedon slums.'&*nl
if ukonrising=5 and goblinwife=1 and foxquest<6: 'There is a kitsune doll sitting on the mantle, and you think there was a kitsune in the Avedon slums.'&*nl
elseif goblinwife=1 and foxquest!6:
elseif goblinwife=1 and foxquest<6:
elseif goblinwife=1 and foxquest=6:
elseif goblinwife=1 and foxquest>=6:
if ukonrising=5 and goblinwife=1 and foxquest=6:
if ukonrising=5 and goblinwife=1 and foxquest>=6:
1. She's in your head so she's meant to be a free ally.1. once you assingn bede as a ally the rethink allies comand does not reset her, she always stays on your mind even though the slots reset.
2. also you get an error when you try to enter a tentacle hive while not in a infested state.
3. my mariko is currently showing as a bartender in the bar, i don't know if there is something to do with the tori gates quest as there is no tori gate on avedon farm, thus i can't continue the quest to then go to the tentacle island for the last one.
4. once you become a doctor the the event of fort reach triggers (it also trigger if you enter the fort through the northern path) and you start the first meting with conquest, though even without getting the key from the quartermaster you can trigger the close door command on her room, and once that is done, as long as you don't talk to her to fool around trigering the battle with her which doesn't happen, you have access to all gates from the fort, the north, western, and south one, once you do talk to her to fool around, you lose access to the western and northern gate, and you can't trigger her battle.
5. mont creek is quite buggy, as you can't access the weapons or clothes menu from three, and bastet quest in the living keep bugs if you win the battle with the bandids, bloquing you from ever entering the castle, and if you lose, you can go into it even the queen is activated.
6. also does the lumberjack dorm'gloryhole still exists? it allways says that there is a sound coming from somewhere in the dorm'bed but there is no option afterwards.
7. one question, is the thief class meant to always be on? it literaly is on my save, no idea why, also you can use this save to verify all cases above, only the first fort reach event was triggered, giving access to the gates.
1. I need to redo that quest. My plan for the next update is to add some road events so I can easily add Sol back in.1. is the trigger of private sol'rescue in the northern road after the talk with conquest in place correctly? i've been trying to find it for quite a while and nothing yet, is it still in the northern road or has it been moved to another place?
2. there is a blank event on the southern road.
3. is there anyway to have a minotaur on the arena? i've tried turn in a child just like the werewolf but there was only a option to sell it.
4. in the farm there is a bug with the minotaur children, also is there anything for satty after bringing her to the farm? there is no dialogue with her or trigger in the murals in the underwater cave for her mini quest.
There's going to be a part two for razing the prison for the remaining abominations, she can be picked up then if missed the first time.Satty can be completely missed if you get the guard support in the prison before encountering her...
possible solutions:
- make her encounter not dependent of guard support
- make the player able to loose guard support (I dunno, have the guard solicit you and if you refuse enough time, you loose support)
Foxquest 6 is where you free the kitsune from goblin slavery, rescuing Avee and giving Mariko back her followers.series of fix for ukonquest:
location: britmorshack
line: 77
original:
if ukonrising=5 and goblinwife=1 and foxquest!6: 'There is a kitsune doll sitting on the mantle, and you think there was a kitsune in the Avedon slums.'&*nl
fixed:
if ukonrising=5 and goblinwife=1 and foxquest<6: 'There is a kitsune doll sitting on the mantle, and you think there was a kitsune in the Avedon slums.'&*nl
line: 109
original:
elseif goblinwife=1 and foxquest!6:
fixed:
elseif goblinwife=1 and foxquest<6:
line: 131
original:
elseif goblinwife=1 and foxquest=6:
fixed:
elseif goblinwife=1 and foxquest>=6:
line: 140
original:
if ukonrising=5 and goblinwife=1 and foxquest=6:
fixed:
if ukonrising=5 and goblinwife=1 and foxquest>=6:
ah..I see where the problem was with my save: I used the fox action in minocave by mistake, thus the game behave weirdly even tho I freed her.Foxquest 6 is where you free the kitsune from goblin slavery, rescuing Avee and giving Mariko back her followers.
Foxquest 7 is where you own Avee as a slave.
Ukon is looking for a hero.
I have a real bad habit of working on something, taking a break, and then coming back to it and forgetting my debug tags.ah..I see where the problem was with my save: I used the fox action in minocave by mistake, thus the game behave weirdly even tho I freed her.
If I were you I would putI have a real bad habit of working on something, taking a break, and then coming back to it and forgetting my debug tags.
I know I cleared out at least ten locations that had them in it. I'll try to stop using locations as my testing ground when I have a whole cheat area to test in.
! test
before each one I add so I can find and delete them all easily using the search function before pushing the updateI used to use the Cheat passage so I could have all of my testing variables in one spot. I got lazy or something because I started putting them in passages.If I were you I would put! test
before each one I add so I can find and delete them all easily using the search function before pushing the update
so just to confirm, what i meant was that the thief class statue, stays activated even though i'm currently using another class, it is like both classes stay on at the same time when you change class it normaly switches both sigils, but with the thief just the other class switches as the thief remains like a primary class, and the other one becomes a secondary, and just the secondary changes, so things get a bit strange as it seems like it bugs dual wielding daggers for example, and the rob event is always available as a result.7. No, I had thieving in before I added in the class system so you occasionally get pop ups from spots that I missed. I am slowly going through and adding in the class features for areas.
if MineSpider=10 and billally=1 and (billbf=1 or annettegf=1):
if MineSpider=10 and ARRSIZE(billally)=0 and (billbf=1 or annettegf=1):
'<center><img <<$set_imgh>> src="images/forest/forest/df<<rand(1, 40)>>.jpg"></center>'
, the array is 1-40 while the pic number only go as far as 35.if MineSpider=10 and billally=0 and (billbf=1 or annettegf=1):