- If the dialogue is supposed to mention a local store (blacksmith), the game will crash
- V1.07 starts with a different occupation list than V1.03 through v1.06
- How does V1.07 have a different occupation list?
- Does the occupation list ever change? - When/How?
- V1.06
- animal handler, artist, astrologist, butcher, goldsmith, idiot, joiner, mason, physician, playwright, publican, rogue, tanner, thug, toll collector
- V1.07
- bodyguard, cook, fieldhand, guildmaster, historian, hunter, innkeeper, interpreter, mercenary, nomad poet, servant, squire, thief, weaver
However, if I try to fix V1.07 list by removing the calls for STORE names, it still crashes. I probably need to understand how 1.07 has a different list and/or how the random occupation function works, in order to test why 1.07 still crashes.
TEMPLATE.DAT includes 100 occupations. Now some of that belongs to static NPC's like alchemists, and jugglers, and monks...etc. They also stack as options like Monk, Druid, Priest. So I'm not sure what the actual number is supposed to be for walking NPC's. There may be a different list for those in the wilderness vs those in the city.
(EDIT: I haven't actually tested the part about some of the occupations being for static NPC's, that's more of an assumption based on some of the titles.)
I am assuming that the list changes with some trigger. Changing cities or provinces or city sizes doesn't seem to change anything. What about player level, staff collection, season? I'm hoping someone has more info on that.
P.S. My DOS 6.22 machine crashes or doesn't crash equivalent to DOSBox for the same reasons. (Although it has the curtesy of restarting itself after a crash instead of just hanging.)
Talk to NPC Crash Test:
- 1.Travel to Rihad (stay at inn if night)
2. Create a save just outside the city gates and shutdown.
3. Enter the city and walk around the city wall talking to every unique NPC.
Unique meaning walking NPC's you haven't talked to before.
4. Stop if you get to 50 NPC's.

