Frenzgyn Posted April 13, 2022 Share Posted April 13, 2022 (edited) From what I get, Running Attacks was deliberately left out. I don't agree with Beamdog decision, but that's it. Quote For people asking about the integration of the PST Fixpack: we contacted Qwinn in the early development stages of PST:EE and obtained permission to use it. During development, the fixpack has undergone a thorough review by the PST:EE team and Chris Avellone was consulted whenever there was uncertainty. As a result, all objective bugfixes have been integrated into PST:EE. Note that some of the more subjective fixpack changes have been deliberately left out for PST:EE because they contradicted the original (Black Isle) developer intent. This is not Qwinn's fault, as he didn't have access to the original PST design documents (which we do) nor to the PST source code (which we also have) so he had no way of knowing. As an example, PST:EE leaves out the fixpack change that gave enemies the ability to run towards the player while engaged in combat. The original design documents and the source code both confirm that enemies were deliberately prevented from running in that situation. Maybe it could be considered as a tweak in Tweak Anthology? Another "broken" script (is it a bug? a leftover of a discarded option by choice? An unfinished business?) in original PST was a conversation to pop up on a failed attmempt to Pickpocket Eli Havelock (Thief trainer). I need to verify if It's fixed (or not) in PSTEE, but I have a hunch it isn't. Edited April 13, 2022 by Frenzgyn Quote Link to comment
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