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Jun 7 2021, 09:10 PM
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#161
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![]() Premium Member Tactical reputation: 2 Posts: 6273 Joined: 23-February 08 |
Good to know the issue is resolved. I have zero experience with UI mods to be able to diagnose something like that.
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Jun 8 2021, 06:52 PM
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#162
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Forum Member Posts: 226 Joined: 26-May 15 |
Would it be possible to change the Twisted Rune fight in Hard Mode, so that the Greater Twisted Golem and the Twisted Golem spawn a bit earlier? Not necessarily increasing the frequency, but let them spawn when Layene goes invisible directly at the beginning of the fight.
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Jun 8 2021, 07:14 PM
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#163
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![]() Premium Member Tactical reputation: 2 Posts: 6273 Joined: 23-February 08 |
Probably, yes, unless there are certain specific conditions for their appearance that are not related to time exclusively (which is the case, IIRC)
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Jun 8 2021, 07:28 PM
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#164
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Forum Member Posts: 226 Joined: 26-May 15 |
Yes, it looks more complicated
Greater Twisted Golem AR1008.BCS: CODE IF Global("Iap1hidden","AR1008",1) // Twisted Rune GlobalLT("Iagtwists","AR1008",2) // Twisted Rune !GlobalTimerNotExpired("Iapunish","AR1008") // Twisted Rune Global("Iapcastts","GLOBAL",0) Global("Iaexit","AR1008",1) // Twisted Rune InMyArea(Player1) THEN RESPONSE #100 IncrementGlobal("Iagtwists","AR1008",1) // Twisted Rune SetGlobalTimer("Iapunish","AR1008",THREE_ROUNDS) // Twisted Rune CreateCreatureObjectDoor("S!gtwist",Player1,0,0,0) // Greater Twisted Golem S!LAYENE.BCS: CODE IF !GlobalTimerNotExpired("Iauseitem","LOCALS") ActionListEmpty() !Detect(Player1) InMyArea(Player1) Global("Iap1hidden","AR1008",0) // Twisted Rune THEN RESPONSE #100 SetGlobal("Iap1hidden","AR1008",1) // Twisted Rune END Twisted Golem S!LAYENE.BCS: CODE IF
!GlobalTimerNotExpired("Iauseitem","LOCALS") !GlobalTimerNotExpired("Iawishcombo","LOCALS") Global("Iapcastts","GLOBAL",0) !StateCheck(Myself,STATE_HELPLESS) Detect(Player1) !See(Player1) Global("Iamoregolem","LOCALS",0) THEN RESPONSE #100 SetGlobal("Iamoregolem","LOCALS",1) CreateCreatureObjectDoor("S!twist1",Player1,0,0,0) // Twisted Golem END This post has been edited by Azoth: Jun 8 2021, 07:36 PM |
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Jun 9 2021, 05:39 AM
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#165
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![]() Premium Member Tactical reputation: 2 Posts: 6273 Joined: 23-February 08 |
I have a feeling that you've only scratched the tip of that particular iceberg.
SPOILER! I haven't checked personally yet, but I remember some of the mechanics being connected to player using stoneskin as a trigger to summon more golems. Feel free to use it if you're not having enough problems with that particular fight :-)
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Jun 9 2021, 11:53 AM
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#166
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Forum Member Posts: 226 Joined: 26-May 15 |
I was just thinking that Layene is going down too quickly, almost immediately after her wish, and almost all the complex scripting and the spawns attached to her are wasted.
Maybe another option would be to force always Time Stop as her Wish result for Hard Mode. |
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Jun 9 2021, 12:56 PM
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#167
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![]() Premium Member Tactical reputation: 2 Posts: 6273 Joined: 23-February 08 |
I'll make a note to check this out, but no hard promises.
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Jun 10 2021, 02:20 AM
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#168
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Forum Member Posts: 610 Joined: 20-November 09 |
I can’t say I’ve ever fought the battle with the golems.
One note on hardmode tweak - it’s currently only setup for Ch1-3 encounters, so there may be other encounters from Spellhold on that could be “buffed.” Generally adding additional existing summons/mobs to existing encounters is easy, changes to AI is hard. Great to get some new suggestions! This post has been edited by bulian: Jun 10 2021, 02:21 AM |
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Jun 20 2021, 07:38 AM
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#169
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Forum Member Posts: 226 Joined: 26-May 15 |
A little bug again related to IATweaks: Remove traps & locks (i guess):
It is possible to force open the door to the Sealed House in Suldanessar without having the Mirror of the Lakesider. |
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Jun 20 2021, 08:37 AM
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#170
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![]() Premium Member Tactical reputation: 2 Posts: 6273 Joined: 23-February 08 |
Noted, thanks.
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