I had visited the dungeon previously, yes. Got plague with no Cure Disease, so I had to leave and come back.
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If you visit it for the first time, classic mechanics will work without bugs. I posted that earlier, just repeat to make sure it's clear for you.Elricwulf wrote: ↑Tue Jan 14, 2020 8:52 amI had visited the dungeon previously, yes. Got plague with no Cure Disease, so I had to leave and come back.
In practice with this mod you still have to clear the dungeon at the first visit basically, almost as in vanilla. Bug prevents multiple visits abuse. However, this mod allows you at least to loot all the stuff later, which is a good and immersive thing.
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I can +1 that, although this mod does what it's advertised to do, it really needs some more thorough bug testing and squashing.
What's pissing me off right now is the local map resetting randomly. I just crawled Woodborne Castle for loot (off the back of a Cartographer's quest) and found too much gold. So I traveled to Tuncart to make a deposit, and while I was there I received a random quest to travel half a day to a town to heal someone at a palace. I did that and returned to Woodborne Castle, and lo and behold, I've completely lost track of where I was because it's reset and I use the local map extensively to mark where I have and haven't been, among other things like locations of switches.
I realize that it was this way in DFDOS but I'll chalk that up entirely to the RAM and disk space limitations of the time. There really is no reason that the local map should forget what you've discovered in these days of octacore processors, multiple gigabytes of RAM, and terabytes of storage space.
I've found that if I exit a dungeon briefly and go back in the local map stays as I left it. I'm not sure what the trigger is for it to forget.
Actually, I'm not even certain Persistent Dungeons has anything to do with this, as the OP doesn't mention saving the local map, but it would go hand-in-hand with the rest of the features.
One other thing: it's be great if the corpse decay time ended in a pile of bones, instead of removing the corpse altogether. This would distinguish old enemies from new, and mark the passage of time in a fulfilling way.