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So we have this issue in Dingovania with our VITA cans. I don't think there is a file you can edit that will change the color of those numbers.
My guess is that by defining the "behavior" field for the item you're assigning that color attribute. If we could make custom behaviors maybe that could work, but I don't believe custom behaviors are supported.
If you happen to find a way to do this I'd love to know.

Those values are unfortunate hardcoded into the game and can't be modded.

Well, thank you so very much at all.
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Those values are unfortunate hardcoded into the game and can't be modded.
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So we have this issue in Dingovania with our VITA cans. I don't think there is a file you can edit that will change the color of those numbers.
My guess is that by defining the "behavior" field for the item you're assigning that color attribute. If we could make custom behaviors maybe that could work, but I don't believe custom behaviors are supported.
If you happen to find a way to do this I'd love to know.
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Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« Last post by t0werblade on March 27, 2017, 12:58:37 AM »
Alright, I just went to the tavern, but hunter is not there (or wickedly drunk and not responding to us because we let him down lol).

I will add another screenshot of the forest village (the one you reach with the mushroom teleporter).
Maybe that is how we got to the cave without the proper quest activated.

I think the entrance to the railway was blocked with some big rocks and some NPC was guarding the gate. Well, we killed the poor fella at the doors to try to sneak in. Didn't work (poor guy). The dead body on the floor kept talking to us anyway. :D
Then we messed up these rocks and walked in over the rails. Was it supposed to work that way? (Now as I think about it, possibly not)

I've got the debug version running with my latest save, but I did not try too much in there. Ready to shoot all the commands, else I will rerun the campaign.



Awesome!
You're right, the rocks were not meant to be breakable at the time you went through them. I went ahead and got that fixed for the next update we push, thanks a lot for the feedback there.
So unfortunately I don't know that we can fix your save without it being super jank. I was hoping there was a console command for setting global flags to clear up your problem, but after talking to Myran it seems no such commands are supported.
Looks like I owe you a puzzle solution.  :-X
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I can not find the file. XML where it defines the color of the source of damages, heals and mana.


Would someone be so kind as to tell me the route of that file?

Thank you very much for reading.
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Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« Last post by robnananana on March 25, 2017, 02:27:25 PM »
Alright, I just went to the tavern, but hunter is not there (or wickedly drunk and not responding to us because we let him down lol).

I will add another screenshot of the forest village (the one you reach with the mushroom teleporter).
Maybe that is how we got to the cave without the proper quest activated.

I think the entrance to the railway was blocked with some big rocks and some NPC was guarding the gate. Well, we killed the poor fella at the doors to try to sneak in. Didn't work (poor guy). The dead body on the floor kept talking to us anyway. :D
Then we messed up these rocks and walked in over the rails. Was it supposed to work that way? (Now as I think about it, possibly not)

I've got the debug version running with my latest save, but I did not try too much in there. Ready to shoot all the commands, else I will rerun the campaign.
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Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« Last post by t0werblade on March 25, 2017, 03:21:29 AM »
2 Notes to the game so far:

There is one secret I could not solve, I will attach a screenshot of the location. These 20 (yellow) pillars can be activated/ deactivated. Any tipps on how to solve it?


Then, I've encountered a game breaking bug for me: We've killed the spider queen, BEFORE we had the mission activated.
Now we do have to "Brave the spider infested mines to the North of the forest village and seek out Hunter" but hunter is gone (we already spoke to him). Can't progress the main questline now!

Else, the campaign is awesome. Thanks!


Thank you for the feedback! It really helps.
I think there's two ways of fixing your problem. One involves seeing if you guys can go to the tavern and talk to Hunter there.
If he isn't there, then we need to get you into the debug version of the game to break your way past.
I'm really sorry you ran into that, if we end up having to reset your progress to make it work I'll make it up to you by telling you the answer to the pylon puzzle  ;)
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Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« Last post by Xzereus on March 24, 2017, 01:14:32 PM »
I played back in the beta but ran into some issues, so I started a new character last night. You have really polished off the game quite well!

I found just one bug so far, and it wasn't game breaking. While collecting the keys for the giant door, the grave which should be locked until I've walked to each of the skeletons and killed the soldier actually allowed me in if I walked to the right side and then moved left. It's as if I was moving under the lid to the tomb. I was able to get in at this point, but I decided to walk back out and figure out how I was supposed to unlock the tomb first.

Also, is there some sort of hint for the weird electric block puzzle in "A Mysterious Cavern"? It's driving me crazy!

Overall, great map! Very professionally done. We need more maps like this.
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Editor Discussion / Re: Console commands
« Last post by robnananana on March 21, 2017, 04:47:02 PM »
Is there a console command to mark an active quest as completed?
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Custom Maps / Re: [CAMPAIGN] Dingovania - Update March 6, 2017
« Last post by robnananana on March 21, 2017, 04:39:51 PM »
Are there any console commands to finish this bugged quest?
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