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#265 Ritual of Fire breaks, master becomes invisible

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nobody
Renderer (17)
5
2012-08-05
2012-08-05
Sean Cusack
No

Starting from right before the Ritual of Fire, things get a little weird. Normally, you return to the room with the pentagram and talk to the daemon Arcadion, who tells you to turn around and go back and that will lead to the Master. However, if you get close to Arcadion at all, he turns on you as though you attacked him (which I never did). And whether you get close or not, the teleporter behind you never reactivates... unless you go back past Arcadion to the first room, where the Master appears and tells you to stay in the Obsidian Fortress until you pass the tests. Then, if you go back, the teleporter works.

However, as soon as you appear in the Master\'s room, he immediately starts attacking you as though you attacked him (yelling, \"die, knave\" etc). You can cast the spells to pass the test, and that works fine.

Then on to the Ritual. The master appears above the pentagram instead of below it, even though his text appears where he should be at Apehelion.

And on top of that, the Avatar is way off screen. Sometimes (not always), the Avatar appears way at the top of the screen, and falls through the bottom of the screen, and then things continue.

The ritual goes as normal, but all during it, the Master, while talking to Pyros with text below the Pentagram, is actually above the pentagram and yelling \"die knave\" while casting fire bolts at the stalagmite.

When the ritual ends, he\'s stuck there and I\'m stuck in the ground. I can (r)ecall to get re-situated, but when I return to the pentagram, the Master is still there shooting fireballs. When I get close, he attacks, and I can kill him. (Though he\'s named just \"mage\".) He has nothing on his body, no Tongue of Flame.

When I return to his chambers to kill him for the Tongue, he responds, but only briefly before he becomes invisible/invincible. Spells and words come out of where he appeared, but he\'s not there. Even when I attack the spot, he never dies, so I can never claim the Tongue.

Please tell me this can be fixed somehow, I really looked forward to finally finishing Pagan after all these years. The buggy game never let me do it originally, and now it looks permanently hung here, too. :-P

Attached are all my save files. Entry 4 is just before returning to Arcadion's room, as per above.

Discussion

  • Sean Cusack

    Sean Cusack - 2012-08-05
     
  • Sean Cusack

    Sean Cusack - 2012-08-05

    Note: I just tried killing him during the trial where you're supposed to cast firebolt/explosion/summon/banish, and he is vulnerable there, and does have the Tongue of Flame. I'll try to move on with the plotline, and update whether it works or not... Hope the Ritual itself isn't plot-necessary.

     
  • Sean Cusack

    Sean Cusack - 2012-08-05

    Update: without the Master to transport you to the Ritual, there's no way to (r)ecall out, so technically you're stuck. However, with cheat mode, one can escape. When I did, I found the un-named mage firing at the stalagtite near the spot for the ritual, meaning that he is in fact not the same as the Master. That means I have to update what I said above. The master was not misplaced during the ritual and then disappearing during the fight, rather, he had already become invisible during the ritual, and continued to be so afterwards. Will continue to see what else happens. The only other oddity is that every mage now hates me and shoots fireballs at me even from within their houses (so all the walls of houses, as I walk down the street, are exploding with "die knave" coming from within ;-).

     
  • Willem Jan Palenstijn

    At which resolution are you playing?

     
  • Sean Cusack

    Sean Cusack - 2012-08-05

    [pentagram]
    defaultgame=u8
    fullscreen=no
    # Width of the game resolution.
    scalex=640
    # height of the game resolution.
    scaley=480
    # Select the scaler you want to use. Currently you can choose between
    # point, bilinear, scale2x, 2xSaI, super2xSaI, supereagle, hq.
    # hq scaler will automatically decide whether to use HQ2x, HQ3x or HQ4x
    # depending on width and height.
    # scaler=2xSaI
    scaler=hq
    # The game resolution is scaled to this width.
    width=960
    # The game resolution is scaled to this height.
    height=720
    bpp=32
    # Enable this to use the BitStream Vera font for conversations and object descriptions.
    ttf=no
    # If you don't specify midi_driver, Pentagram will automatically select one,
    # based on your platform.
    # (Note: Windows will only work on Windows. CoreAudio and CoreMIDI only on Mac OS X.
    # Alsa is Linux-only and UnixSeq will only work on Unix variants.)
    # See further down for more options on Linux.
    midi_driver=coremidi
    # midi_driver=disabled/windows/fmopl/timidity/alsa/unixseq/coreaudio/coremidi/fluidsynth
    # Enter the path to the SoundFont for CoreAudio (optional) and FluidSynth (required).
    # soundfont=path to soundfont
    # Conversation speed. Higher is slower.
    textdelay=8

    [u8]
    # replace 'path to U8 directory' with the directory containing 'u8.exe'
    path=/Games/Pentagram/data/U8/
    # replace with the directory you want Pentagram to save games to.
    # (no, loading of the original's savegames is not supported)
    save=/Games/Pentagram/data/pagansaves/
    # Enable this to skip the intro of U8 and initial conversation with Devon.
    skipstart=no
    # Gives the option to see the endgame animation.
    endgame=true
    # Gives the option to see the quotes (without having to watch the credits).
    quotes=no
    # Footsteps are audible.
    footsteps=yes
    # Enables post patch targeted jumps.
    targetedjump=yes
    # Enables cheating by clicking on the Avatar - currently cannot be disabled.
    cheat=yes
    lastSave=@save/pent18.sav

    -----------

    Though I have also tried it 640x480 scale and width (still hq renderer).

    And as an update, the rest of the game is playable from that point. Finally won this sucker, even with that one cheat. :-)

     
  • Willem Jan Palenstijn

    At least the problem with non-resetting teleporters is caused by playing at 640x480 instead of at 320x200.

    It could be several of the others are also caused by this because of triggers firing when you're still too far away, but I haven't looked at it in-depth yet.

     

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