TinyMage Posted August 1, 2006 Share Posted August 1, 2006 When you meet Seravok and get angry at him it should increase one of your stats, but seems not to be working anymore, I tried all the dialog options as far as I know. Link to comment
CamDawg Posted August 1, 2006 Share Posted August 1, 2006 Yes, we've made an error here and disabled the bonuses by accident. I've got it fixed locally. Link to comment
CamDawg Posted August 2, 2006 Share Posted August 2, 2006 Dammit, I had a nagging feeling I should have done a search first, and now I remember why--the bonuses are removed intentionally. You already get a +2 strength bonus for giving in to your wrath and killing Sarevok when you open the Tear Door. Given the lack of notification and that all other challenges reward the player at the door (instead of instantly) it was concluded that the bonuses in the area script were leftover cruft and removed. Link to comment
devSin Posted August 2, 2006 Share Posted August 2, 2006 I shall state that I didn't favor removing the bonuses. As with all mysterious stuff, there just isn't any cause to state whether it was intentional or not. Link to comment
TinyMage Posted August 2, 2006 Author Share Posted August 2, 2006 it was concluded that the bonuses in the area script were leftover cruft and removed. This couldn't be more wrong, it was part of the dialog and certainly intentional. Removing it is changing the game from the way the designers intended it. Link to comment
CamDawg Posted August 2, 2006 Share Posted August 2, 2006 it was concluded that the bonuses in the area script were leftover cruft and removed. This couldn't be more wrong, it was part of the dialog and certainly intentional. Removing it is changing the game from the way the designers intended it. The bonus itself is most assuredly not part of the dialogue--the dialogue sets a variable depending on your choices (good v. evil), the same as every other hell test. Unlike every other hell test, the area script kicks in these bonuses for taking the 'evil' path of fighting Sarevok. All trials, including Wrath, grant their rewards when you use the Tear in the door. Essentially, evil characters get a double bonus for the Wrath trial, which is inconsistent with every other trial and path. This is definitely not a B&W fix, and you can see from the linked post (and devSin's comment) that the team is split over it. Link to comment
TinyMage Posted August 3, 2006 Author Share Posted August 3, 2006 i Essentially, evil characters get a double bonus for the Wrath trial, which is inconsistent with every other trial and path. You don't get double the bonus, you get +1 str. Or at least thats what I always got. The reward for the tear is +2 str. The reward always triggered after you picked the evil choice and I assumed it was because you demanded power. Seemed like part of the storyline to me. This seems much more like game balancing then bugfixing. Perhaps it should be optional. *EDIT* Oh yes i forgot to add, Hell gives bonuses for the evil path many times, IE the part were you have to sacrifice dex and also blackrazor. Link to comment
devSin Posted August 3, 2006 Share Posted August 3, 2006 The bonus is variable depending on the PC's class. So you could get one of +1 str, +1 dex, etc. Link to comment
SimDing0 Posted August 3, 2006 Share Posted August 3, 2006 Oh yes i forgot to add, Hell gives bonuses for the evil path many times, IE the part were you have to sacrifice dex and also blackrazor. This is actually true, and it never occurred to me before. Evil arguably comes out better off in all trials: loot from the dragon, the nymph cloak, avoiding losing stats, and blackrazor. Link to comment
CamDawg Posted August 3, 2006 Share Posted August 3, 2006 It's starting to look like we should move this out of core and into OBC, no? Link to comment
devSin Posted August 3, 2006 Share Posted August 3, 2006 Oh yes i forgot to add, Hell gives bonuses for the evil path many times, IE the part were you have to sacrifice dex and also blackrazor.This is actually true, and it never occurred to me before. Evil arguably comes out better off in all trials: loot from the dragon, the nymph cloak, avoiding losing stats, and blackrazor. I'm inclined to say this is leftover cruft, but it doesn't really bother me. You get severe penalties for being good in one of the rooms, killer items for being evil; why not a 1 point stat boost for the bad guys as well? I just don't make any sense, do I? Link to comment
Kish Posted August 3, 2006 Share Posted August 3, 2006 It's starting to look like we should move this out of core and into OBC, no? Yes. Link to comment
CamDawg Posted August 4, 2006 Share Posted August 4, 2006 Moved into a new OBC component for beta 2. Default behavior is for these bonuses to remain; the OBC component removes them. Moving to archives. Link to comment
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