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  1. #1
    UbiQuB3's Avatar Community Manager
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    Sep 2015
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    Story Creator Mode Update: August 15

    Hey everyone,

    We'll be deploying a Story Creator Mode Update tomorrow (August 15) during a scheduled maintenance starting at 9am EDT | 3pm CEST.

    Story Creator mode downtime: 30 minutes

    Please find the most notable changes below.


    GENERAL IMPROVEMENTS


    STORY CREATOR

    • New Features:
      • Daily Routine (Patrol Behavior): Allows the creator to enable the Daily Routine depending on the NPC’s archetype, e.g. a Spartan will patrol around the camp/fort, or a civilian will perform different actions during the day, within a certain distance from the spawn point. It can be found in the Character Creation window.
      • Modify Routine: Allows the creator to enable or disable the Daily Routine at the moment where the operator is present in the Quest’s flow.

    • Feature Improvement:
    • Quest Items: Added 10 new Quest Items to the list of those available.


    BUGS FIXES

    • Improvement: Movement and connectivity of operators and links to a destination out of view;
    • Improvement: Better threat icons representation for camps and forts that can be Spartan or Athenian on the map;
    • Fixed: Can no longer use the same name for 2 unique variables (variables are case sensitive);
    • Fixed: Typo found in a Validation Error message;
    • Fixed: Fields requiring a number of characters can no longer be filled with spaces only;
    • Fixed: Placement of a Quest Block while zoomed out on the Canvas;
    • Fixed: Destructible Objects can no longer be selected twice;
    • Removed: 2 Quest Items that could create a Bad Story;
    • Removed: Player Character’s Hamburger menu in Talk Starter and Talk Objective.


    STORY CREATOR MODE WEBSITE:

    • Update to the User Manual: Fixed the Table of Content and added the Daily Routine (in Assets – Characters) and Modify Routine (in Behaviors – Modify Routine) entries.
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  2. #2
    You forgot the most logical fix: to place an Icon over a Quest Item Location. Once an NPC holding a quest item dies, he disappears from the map. This can be problematic if there are lots of bodies lying around....
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  3. #3
    Originally Posted by Steynkie Go to original post
    You forgot the most logical fix: to place an Icon over a Quest Item Location. Once an NPC holding a quest item dies, he disappears from the map. This can be problematic if there are lots of bodies lying around....
    Ooops - next patch
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  4. #4
    But the creators did say MOST, so hopefully it's included.
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  5. #5
    Yeah I got a little problem too…

    I'm making a story and was trying to test what I already had (10 quests, all pretty elaborate), but once I tried loading it (in game)... I got a notification saying it couldn't load for some reason.
    Is this a more common problem or am I just $h!t out of luck?

    Everytime this happens Alexios/Kassandra will be in their outfit at the start of the game. When you have no armor, just a blank canvas.
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  6. #6
    Originally Posted by Danny_Janssen Go to original post
    Yeah I got a little problem too…

    I'm making a story and was trying to test what I already had (10 quests, all pretty elaborate), but once I tried loading it (in game)... I got a notification saying it couldn't load for some reason.
    Is this a more common problem or am I just $h!t out of luck?

    Everytime this happens Alexios/Kassandra will be in their outfit at the start of the game. When you have no armor, just a blank canvas.
    Not much to do with the August update but i had that problem heaps.
    I found it was an error in one of my blocks so it wouldn't load properly.
    My solution was to "Make a copy" of a know working story and edit the copy in small sections, and test.
    If the copy worked, save that then edit a copy of that. If a problem did arise you could go back and check the small section you edited from the know working version.
    I found out the hard way by putting hours into a story for it to have an error and not load properly.
    You can test your story faster by putting in debug blocks.
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  7. #7
    Yeah, I'm not sure if I'm using them (debug blocks) wrong, but if I load one of them nothing happens. For instance I can't start from quest 3 without starting the whole thing

    99,9% sure I f*ck€d up somehow
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  8. #8
    Originally Posted by Danny_Janssen Go to original post
    Yeah, I'm not sure if I'm using them (debug blocks) wrong, but if I load one of them nothing happens. For instance I can't start from quest 3 without starting the whole thing

    99,9% sure I f*ck€d up somehow
    Since the only place you can use a story checkpoint (debug starter) is in the story portion BEFORE a quest or group of quests, you can only start from a debug starter itself in the myStories section of the game itself.

    If I have three different quests I put a debug starter before each one so I can start them separately. CAUTION: It has been my experience that if you have ANY character behaviors enabled in quests BEFORE a debug starter they are NOT recognized by the quests AFTER the debug starter.
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  9. #9
    I've placed them before each quest, but it's probably what you say with your caution. But mine NPC's start in Kephallonia, go to Aipeia, Sparta, etc. All these Travel-behaviours probably aren't registored which result in me not being able to start midway a story

    P.s. was able to play my story. I made a copy of it and without changing anything it worked for some reason
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  10. #10
    I agree with your assertion about the behaviors. I always start my behaviors at the beginning of the quest and us a stop operator after the quest. Even if I then use the same behavior again in the next quest. Seems to work so far.
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