BUG REPORT - My Refuge Scene

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Fearg

Recruit
My savegame is from RE 2.025, haven't tested it on 2.028. I am running the game on Wine in Linux (Debian), which is almost entirely problem-free, so I don't think its an anachronism.

The doors leading from the mead hall and refuge hall scenes to the exterior of the refuge don't appear for me. No problem, as in the menu there is an option to 'Take a walk around your refuge'

However, after upgrading My Refuge fully, and hiring the cook, after using the 'My men deserve a banquet option', the 'Take a walk around your refuge' option disappears. Not exactly gamebreaking, but means I can't access my armourer\weaponsmith and other things.

Should be pretty easily reproducible? Perhaps this was fixed in 2.028 already?

EDIT: I tested it on a fresh save on 2.028 : the problem was actually that the menu option disappears at night time (not sure if this is deliberate, I guess there's no night scene scripted for the refuge?). Went back to my 2.025 save and the same thing - the menu option was there from early morning until dusk, but not from dusk til dawn.
 
did you wait at least one week (in game time) outside your camp? It takes a few hours/days to finish building the upgrades, and you can't walk around your camp while they are working on it.

a quick test would be to sleep outside or in a town for a few days and check again
 
kalarhan said:
did you wait at least one week (in game time) outside your camp? It takes a few hours/days to finish building the upgrades, and you can't walk around your camp while they are working on it.


I did end up doing that actually. It takes one week of game time per level. I could still walk around the refuge, but only during the day. The option never appeared at night. Don't know if that's a bug or just that a night scene was never scripted? I must have only been checking after Dusk without noticing.

The doors to the mead hall and refuge hall don't seem to exist, and neither do the ones exiting the halls, but I can enter that scene from the menu.

 
Fearg said:
The doors to the mead hall and refuge hall don't seem to exist

that is WAI (not a bug, just how they did it)

about walking around

Code:
 ("lair_inspect", [
          (try_begin),  #forbidden to enter?
            (store_time_of_day,reg(12)),
            (ge,reg(12),5),
            (lt,reg(12),21),
            (assign,":lair_nighttime",0),
          (else_try),
            (assign,":lair_nighttime",1),
            (str_store_string, s13, "@It is night, and your refuge seems quiet, with some men watching while others are asleep."),
          (try_end),
          (eq,":lair_nighttime",0),
        ],
        "Take a walk around your refuge.",
        [
          (try_begin),
            (party_slot_eq, "$g_encountered_party", slot_lair_improve, 4), #Refuge
            (assign, ":lair_scene", "scn_player_hideout_5"),
          (else_try),
            (party_slot_eq, "$g_encountered_party", slot_lair_improve, 3), #Refuge
            (assign, ":lair_scene", "scn_player_hideout_4"),
          (else_try),
            (party_slot_eq, "$g_encountered_party", slot_lair_improve, 2), #hideout
            (assign, ":lair_scene", "scn_player_hideout_3"),
          (else_try),
            (party_slot_eq, "$g_encountered_party", slot_lair_improve, 1), #hideout
            (assign, ":lair_scene", "scn_player_hideout_2"),
          (else_try),
            (assign, ":lair_scene", "scn_player_hideout_1"),#permanent camp
          (try_end),
          
          (modify_visitors_at_site,":lair_scene"),
          (reset_visitors, 0),
          (set_visitor,0,"trp_player"),
          
          (try_begin),
            (eq, "$captain_ok", hire_captainok),
            (set_visitor, 11, "trp_lair_captain"),
          (try_end),
          
          (try_begin),
            (eq, "$hire_smith1", hire_smith1),
            (set_visitor, 12, "trp_town_30_weaponsmith"),
          (try_end),
          (try_begin),
            (eq, "$hire_armorer1", hire_armorer1),
            (set_visitor, 13, "trp_town_30_armorer"),
          (try_end),
          (try_begin),
            (eq, "$hire_trainer1", hire_trainer1),
            (set_visitor, 9, "trp_trainer_2"),
          (try_end),
          ###garrison troops
          (assign, ":party", "p_yourlair"),
          (assign,":count",18),
          
          ##           (assign, ":archer_no", 17),
          ##           (assign, ":cavalry_no", 26),
          ##          (assign, ":infantry_no", 30),
          
          (party_get_num_companion_stacks, ":num_stacks", ":party"), #1 man each troop type
          (try_for_range, ":troop_iterator", 0, ":num_stacks"),
            (party_stack_get_troop_id, ":cur_troop_id", ":party", ":troop_iterator"),
            (neg|troop_is_hero, ":cur_troop_id"),##
            (assign, ":total_valor", 0),
            (call_script, "script_count_troops_inparty", ":party", ":cur_troop_id"),
            (val_add, ":total_valor", reg0),
            
            (try_begin),
              (party_slot_eq, "$g_encountered_party", slot_lair_improve, 4), #Refuge
              (ge,":total_valor",2),
              (assign,":total_valor",2),
            (else_try),
              (party_slot_eq, "$g_encountered_party", slot_lair_improve, 3), #Refuge
              (ge,":total_valor",2),
              (assign,":total_valor",2),
            (else_try),
              (party_slot_eq, "$g_encountered_party", slot_lair_improve, 2), #hideout
              (ge,":total_valor",1),
              (assign,":total_valor",1),
            (else_try),
              (party_slot_eq, "$g_encountered_party", slot_lair_improve, 1), #hideout
              (ge,":total_valor",1),
              (assign,":total_valor",1),
            (else_try),
              (ge,":total_valor",1),
              (assign,":total_valor",1),
            (try_end),
            
            
            (try_begin),
              (le,":count",56),
              (set_visitors,":count",":cur_troop_id", ":total_valor"),
              (store_random_in_range, ":esposas", 0, 100),
              (try_begin),
                (ge,":esposas",80),
                (set_visitor, ":count", "trp_fighter_woman",1),
              (else_try),
                (ge,":esposas",30),
                (set_visitor, ":count", "trp_follower_woman",1),
              (else_try),
                (ge, ":esposas", 15),
                (set_visitor, ":count", "trp_nino_varon",1),
              (else_try),
                (set_visitor, ":count", "trp_nina_chica",1),
              (try_end),
            (try_end),
            (val_add,":count",1),
          (try_end),
          
          ##
          
          (set_jump_mission,"mt_lair_visit"),
          ##             (try_begin),
          ##               (eq, "$town_entered", 0),
          ##               (assign, "$town_entered", 1),
          ##               (eq, "$town_nighttime", 0),
          ##             (try_end),
          (set_jump_entry, 1),
          (jump_to_scene, ":lair_scene"),
          (change_screen_mission),
      ], "Go to the square."),

Code:
(try_begin),  #forbidden to enter?
            (store_time_of_day,reg(12)),
            (ge,reg(12),5),
            (lt,reg(12),21),
            (assign,":lair_nighttime",0),
          (else_try),
            (assign,":lair_nighttime",1),
            (str_store_string, s13, "@It is night, and your refuge seems quiet, with some men watching while others are asleep."),
          (try_end),
It is night, and your refuge seems quiet, with some men watching while others are asleep.
you can only do it on day time, so not a bug either
 
kalarhan said:
Fearg said:
The doors to the mead hall and refuge hall don't seem to exist

that is WAI (not a bug, just how they did it)

Sorry, maybe I'm not expressing myself very well - I meant that the doors from the square to the mead hall\refuge hall and vice versa don't exist even when that scene is accessible during the day.
 
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