Re: The One Room Round Robin 2 [Release] *PATCH 2*
Posted: Sat Apr 05, 2014 10:01 pm
I am!boyflea wrote:Quick question to confirm: who is responsible for the areas like Vault, Arena, Condemned areas, the Six Seals etc. ?
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I am!boyflea wrote:Quick question to confirm: who is responsible for the areas like Vault, Arena, Condemned areas, the Six Seals etc. ?
Diarmuid, the ORRR2 fairy!Diarmuid wrote:I am!boyflea wrote:Quick question to confirm: who is responsible for the areas like Vault, Arena, Condemned areas, the Six Seals etc. ?

err i guess you need to look at it once more ..Diarmuid wrote:Intro and characters: you are right about how Tooum detection currently works, and your suggestion is good, we'll adjust the script.Dr.Disaster wrote:2nd: i toyed a bit with custom party creation, made me a 3 character party (with the help of "The Characterizer" mod; works similar to "Back to the Dungeon"/"Return to Chaos" party creation) and imported it into ORRR2. Now imagine my surprise when i freed my party and walked out of the prison with 4 characters. So i tried a single character but again i ended up with a full party, 3 of them being unconfigured fighters named "New Prisoner" ...
Upon mod start must be a check if the first character is Toorum. In case he is there the other characters stay disabled otherwise all are enabled. I suggest to add an alternate or second check: if any characters are disabled leave them disabled when freeing the prisoners.
If the patch doesn't affect your game, you should probably just press on, and finish the mod; it isn't broken and has been completed many times. If you are just starting out (2-3 floors in), it might be best to start again and quickly catch up. You will need to start again if you swap out for the patched Dat file.leewroy wrote:About this patch thing... if I apply it, I can continu with my current save or I have to start all again?