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Hmm. I did read the Verse of the Dark Shadow. I'm unable to decipher anything that might that point toward Grey Clan leaders being found in Beregost.
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I'm thinking the scroll is beyond most players' puzzle-solving skills.
This is the situation which we all get into sometimes
We expect something difficult, and thus don't realize that it's actually very easy. In other words, we try to interpret it in a difficult way, searching for something special in it. Check the relevant part of the walkthrough written by Derkoth the Disgruntled (a pinned topic in this forum).
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Perhaps then the mod should be coded so that when Linda is defeated Tergius will appear?
Since he is not required for the plot for the above reasons, he doesn't have to be there. Many players expect to be linearly driven by the mod, they expect the usual scenarios in every case. On the other hand, I (will) prefer some variety and occassional uncertainty in quest mods. For example, Tobordur looks like a usual half-ogre among the many enemies you encounter. If you don't loot his corpse (because you expect the same items as for the other 100+ half-ogres), you will miss one of the important keys for the Mold Golem. His name (i.e. that he is not called "Half-Ogre" like the others) is intended to be a hint, "you might want to check me out". The fact that you might need the assistance of Flaming Fist is another example to this different approach.
One of the many excellent features of Improved Anvil (most of which features GCE1 does not have, including enemy intelligence) is the requirement of searching for new solutions for your party and characters (between some predefined limits, as everything in the world). Improved Anvil applies this principle primarily in the tactical system and encounters, but in other fields as well. GCE1 contains a very little foretaste of what I intend to do in GCE2. Grey Clan Episode II will contain quite a few unusual elements. It will not be nearly as complex (and as intelligent) as Improved Anvil (and it has different goals anyway), but one point might be common in the two mods: both require more
thinking than a usual (but possibly big) quest mod.
In my opinion, the real educational value (besides its many other useful features) of Improved Anvil is the compelling for players to improve themselves and their tactical skills. Players who enjoy the game in these circumstances (e.g. they consider it as a challenge) can improve their skills to a great degree. While GCE2 will not try to do this, it will still be important to be open for unusual, different elements which might require some
thinking or some easy but slightly tricky decisions.
So I suggest all players to be more open for unusual ideas and solutions when playing mods, for more
thinking. Due to most mods, they got used to the well-known scenarios, and automatically expect them in every mod they play.
On a side note, you've written "... should be
coded so...". Let me make a minor correction here. Just like any other software, (quality) mods are designed, not coded. Coding is one of the steps of development, an important (and required) step but the mod's quality depends on many other things as well. (The misbelief that modding is about "coding" originates from the sites Gibberlings3 and Pocketplane to my knowledge. I hope their representantative, known mod developers will also realize the problems with their approach.) If you want to do quality work, you must design a component first, and then you can code it. If program code that can "fly" (i.e. which can be run while your aeroplane is in the air) or the software of your car's engine controller would merely be "coded", thousands of people would die each day. Of course, these are the extreme examples, but think of your favourite website or of the operating system of your PC and mobile phone (what if they crashed in every hour?!). As I've emphasized somewhere (in some other post), IE modding is not easy. Making a slightly more complex mod is
not easy (as opposed to what one can hear, "WeiDU is surprisingly easy" etc.), provided the author wants a bug-free, reliable work. To cut a long story short, the technical side of modding is not merely about "coding". Sorry for this slightly off-topic parapraph, but when I encounter misbeliefs and similar issues in IE modding, I find it important to correct them (so other readers, possibly under the same incorrect impressions, will also hear about it). Players and visitors don't need to understand the deeper, technical reasons behind this, but it's important that they know about it and realize its importance.
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Btw, what happens to him when he disappears like this? Was he killed in the battle? Did he take off after someone?
The latter.
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Anyway, I'd like to CLUA him now via the filename.
I'm not sure about the exact consequences in this case, but it is possible that Tergius won't tell what you expect (and perhaps will speak some nonsense instead). CLUAConsole is strongly discouraged in all mods which have some minimal level of complexity in their quests, dependencies. To be brief, this is because "CLUAConsoling" (especially SetGlobal, but other commands too) might put the state automaton of the mod to an "undefined" state. As opposed to some misbeliefs I heard, whether this causes bugs or not does not depend on how "well" the mod is written. It is impossible (and makes no sense) to prepare a mod for random "CLUAConsoling". Since I have promised that I would give the identifier, here you are, but use it at your own risk -- I don't remember the implementation details for this part of the mod, so I don't know what it will cause. The identifier is BW05 plus the first four letters of the wizard's name.