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Maze spell on main char


Guest Blood Beast

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Guest Blood Beast

Hi, I was overjoyed to see your fixpack comeout this week, I thought this was the greatest thing. Still, I have 3 issues I hope you have answers to.

 

1st, I noticed that when playing solo, a maze spell from a lich ended my game. I think maze is not supposed to kill anybody, just moves the target to a different plane, depending on their intelligence, they find their portal back home sooner or later. They come back regardless.

 

2nd, As a different tweak perhaps, could you possibly delay the death movie for 10 seconds, so the player can see the text messages and find out how they died?

Or is this built into the engine?

 

3rd, how come when playing SOA without TOB and just the fixpack, enemies will chase your character through area transitions, but when playing SOA with TOB installed, enemies just stay in their rooms, and never come out in pursuit?

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1st, I noticed that when playing solo, a maze spell from a lich ended my game. I think maze is not supposed to kill anybody, just moves the target to a different plane, depending on their intelligence, they find their portal back home sooner or later. They come back regardless.

It's possible we can address this, but in a really roundabout hacky way as it is more or less hardcoded. I believe the bigg's Maze/Imprisonment fixes from his tweak pack may address this but his recommendation was that they weren't 'clean' enough to be included in the Fixpack. I'll defer the question of whether this is a fix or not until we even know if this can be fixed. :)

 

2nd, As a different tweak perhaps, could you possibly delay the death movie for 10 seconds, so the player can see the text messages and find out how they died?

Or is this built into the engine?

Hardcoded, I believe.

 

3rd, how come when playing SOA without TOB and just the fixpack, enemies will chase your character through area transitions, but when playing SOA with TOB installed, enemies just stay in their rooms, and never come out in pursuit?

Transitions between areas include a flag, 'can not be passed by NPC', that allows or disallows non-party members from using the transition. We alter a number of these, but the changes should be the same on both SoA and ToB installs so it may simply be a difference in the games themselves. If you can cite specific areas where you spot differences we can investigate this a bit further.

 

For those wondering, the 'cannot be passed' flags are altered mainly for one of two reasons--it's flagged differently in one direction or it makes no sense, i.e. Rimli in the Crooked Crane leaving through the concealed door to the hidden lich room.

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