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Mages cast spells when Spooked


the bigg

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When fighting Silke (with a solo 2/2/3 FMT), I managed to Spook her but she still cast her spells and attacked me. Spells with casting time one (E.G. Magic Missile) are succesfully cast, slower spells (E.G. Summon Monsters) are started and then she starts fleeing. Also, she succesfully attacked me while Spooked, whereas the Dwarven Fighter Bounty Hunter would charge and run away without getting an hit in. Also, Silke would cast Improved Invisibility even if she was of level 5/6 (as she cast 3 magic missiles, not 4 or more).

 

I don't know if this was a random fluke with her (although she did this consistently) or a symptom of larger problems.

 

Easytutu +

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Well, IIRC Horrored mages in SCSII wander around without casting spells (except Contingiencies and Sequencers), so perhaps DW took it into account later in the modding process. Dunno.

 

I'll use this as my dump thread, so...

Improved Seyanidy (sp?): fun at FMT 3/3/4 :laugh:

I won't put a detailed walk through (I had perfect stats, the Ring of Wizardry from FAI, and I'm uncapped, so this isn't going to be very useful to anybody), but here are buglets I noticed:

- if I run away to kill the dogs and then face the Druids (which ended Flame Blades), the minor ones just cast Barkskin, Command and then sit next to S. without doing anything.

- When morphed to Bear Form, S. was moving at slow speed, even if I had the Faster Bear component. Ideally, that one should affect also Druid forms (or at least the enemy ones) for consistency.

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Taslois wield Spears. When fighting an enemy wielding a shorter range weapon (E.G. a Long Sword), they attack once, retreat slightly to twart your attack, and attack again (mini hit-and-run, sort of). Perhaps this can be applied to other enemies, both in SCS and in SCSII? Archers and Mages spring to mind (but generally anybody with longer range melee weapon would still be a stronger weapon with this tweak).

 

I sometimes cast Shield when facing mages (it gives immunity to Magic Missile). Most mages still waste their MMs on me, but I noticed that at least a mage or two would wait with their MMs and cast them as soon as Shield runs out. Ideally, all mages shouldn't cast MMs on Shielded enemies (or, for an extra touch, cast it once and then figure out they're immune anyway).

(also, invisible mages not attacking sux, yada yada).

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Improved Guards and Talons appear not to have potions.

 

The Battle Horrors summoned by Improved Davaeorn sit there with a finger <edited for decency> while I attack them, they only react once I attack Davaeorn himself.

 

EDIT: Davaeorn himself doesn't prebuff at all.

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