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Baldur's Gate 1 No-Reload Challenge


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#626
Gorthaur X

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Bhryaen wrote...
A bit belated a reply, but this is just way too funny to have come from a silly 1990s computer game! :lol:


Baldur's Gate: it not only provides countless hours of entertainment; it also teaches you about life.

Anyway. Resurrected Kivan at the Beregost temple, went to Thalantyr's to sell our excess gear and treasure, and bought the Claw of Kazgaroth for Kivan. I've never used this item before, but from the looks of it, it should suit Kivan well enough: saves against death seem relatively rare, and +3 to saves vs. spells means that Kivan's chances of resisting a Confusion or a Hold Person went from 40% to 55%.

Oberon is nearing 160k exp, which makes me wonder if I should try to tackle the TotSC areas or just spend my remaining money on equipment and head to the city and go straight to the meat of Chapter Seven. On one hand, I'm playing without an exp cap, and I might be able to squeeze one more level out of the game for Oberon. On the other, some of the descriptions of what Durlag's Tower or Aec'Letec's cultists are like in SCS are truly terrifying...

Modifié par Gorthaur X, 25 février 2011 - 09:49 .


#627
Bhryaen

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Gorthaur X wrote...
On one hand, I'm playing without an exp cap, and I might be able to squeeze one more level out of the game for Oberon. On the other, some of the descriptions of what Durlag's Tower or Aec'Letec's cultists are like in SCS are truly terrifying...

I went with the Tutu SCS which appears to be harder, and I'm finding that I'm not as experienced at combat as I thought I was, but Durlag's was not so bad at all except for the chessboard (and that became very doable with a mass incineration startoff). You will probably benefit from Smog quite a lot, but at least nothing down there casts True Seeing like the SCS mages I was seeing with BG2 spells. The worst for me was the final battle required to go to the 2nd level- which is not so much different than teams of enemy mixed-class mercs- the chessboard, and some nasty traps in a garden that just keep sending the arrows at you seemingly forever even though you've left the garden, shut the door, and rounded a stone corner. So I'd say do it. Image IPB

The cultists, however, I think live up to their infamy. I had lots of trouble, and they pounce on you on entry like the ogre mages in front of Candlekeep (unless you're invisible, I suppose). I have not yet mastered Aec'Letec, so... but just remember that Cloudkill is a viable option from my experience... I plan to do it again if/ when I make it that far, but my last many-reload game I didn't attempt Durlag's until I'd gone nearly all the way to the Bhaal Temple and turned around again.

#628
Gorthaur X

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I guess I'll just do the Werewolf and Ice islands first, and see about the tower if I survive those. Mostly, I suppose, my biggest worry isn't so much SCS as it is the fact that it's been three years since my last BG1 playthrough (I've started a few games, including the earlier no-reloads in this thread, but never got that far), and there are things that catch me off guard due to bad memory. Prat's party was a good example of that: had I buffed, it would have been an easy fight, but I didn't expect them to do the thing this game sometimes does where enemy groups begin conversation even when you're stealthed.



Oh well. I've come so far, might as well see things through.

#629
Grond0

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Bhryaen wrote...
The duo attempts the one-lures-one-fires strategy on a pack of 8-legged vermin, but they simply both get chased by differing quantities in turn... Fortunately for their XP bonus Causing the duo consternation, a passing Morninglord pays no mind to the fray taking place in the middle of the town streets, apparently content to just smell the fresh air while villagers flee in horror.

I remember a readme somewhere explaining that the increased presence of the Morninglords was in order to make the townsfolk feel safer.  My reaction when I first saw them selling tickets for the spider parade was ... what!

#630
Bhryaen

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Gorthaur X wrote...

I guess I'll just do the Werewolf and Ice islands first...

Oh, yeah, those places... I'd say you can pretty much take the Ice Island easy if you go fairly heavily magic-protected, but be prepared for some trouble with the regenerating boss werewolves which are resistent to low-level magic weapons. If you have no +3's though (like Slythe's short sword) which may be enough (the +2 longsword wasn't), there is always a single weapon- located in an all-too-convenient location- that Balduran just happened to have in his possession when he got shipwrecked (and apparently did him no good, nor troubled the island's occupants)...

Mostly, I suppose, my biggest worry isn't so much SCS as it is the fact that it's been three years since my last BG1 playthrough (I've started a few games, including the earlier no-reloads in this thread, but never got that far), and there are things that catch me off guard due to bad memory.

Well, even with a great memory (and mine isn't any longer), SCS throws in its zingers. I had nearly every component that SCS could throw at me though with a party of only 4, and most everything seemed straightforward with few surprises. Hm, but there are moments to prepare for... like that shifting-doors area where, if you're positioned in the wrong place when the dwarf ghost stops talking, you get plastered with area-effect magic. I stayed at the very outer edge of the throne room by chance- a vague recollection of getting blasted while by the throne years ago- and was able to watch as the dwarf ghost's militia just stood there getting damaged by their own Cloudkill. For sure you need to be trap-intensive for the entire journey, and know that you can't run across that exploding room well enough without Haste!

Oh well. I've come so far, might as well see things through.

There's no roleplay reason why a party that's been dogged and hounded by Sarevok for so long through so much trouble would not to go after him first. In my last game I pretty much just went right to the Iron Throne as soon as I got to the city. Then I spoke with Scar... heh... It just didn't make sense otherwise... but Durlag's just shouldn't be missed. It's too well done an area...

#631
Grond0

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Miseri eventually lived up to her name courtesy of a lich in spellhold.  As the weakness in my play is clearly use of spells I thought this time I might have a go at a solo elven sorceror. 
Image IPB
Thus far have got up to 4th level - just cleared the Beregost temple area, which offers very good XP for little risk for someone using magic missiles (although most of the wolves were taken down with darts). 

Problems encountered were:
- Neira.  She was difficult because she had infinite numbers of spells (at least I assume so since she threw at least 30 hold persons at me + good numbers of summon undead and doom before I got tired of the game and went to get the wand of frost to cool her down).  http://i961.photobuc...1/Baldr011.jpg' class='bbc_url' title='Lien externe' rel='nofollow external'>This was the only occasion when a real save was needed - all the other occasions I was out of sight behind a building when her spell went off and she never explored to find my stiff body.
- Umshey.  Early on in the game (before developing too much attachment to the character) I thought I would risk pinching the ogre's belt back as I wanted to keep my reputation down.  Unfortunately Umshey maintained concentration through being magic missiled and held me.  Things looked black, but it appears that your main character being rendered unconscious does not end a solo game and Umshey only seemed to have fists to do damage withImage IPB.  A lucky escape for Han to tell his grandchildren about in a few hundred years.

#632
Wierdo

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Wierdo's party just completed the Spider's nest area.

The party had a very unusual encounter with Centeol, one that I've never seen nor heard about before. Xan had an extended dialogue with Centeol, and was able to restore her former beautiful body. Then Centeol teleported out. However, I don''t think that there was any xp award for this :(

I have often wondered what might happen if Centeol were left alive and had intended to do so this game. Now this has happened! Maybe it will have an impact later in the game?

Image IPB

Modifié par Wierdo, 26 février 2011 - 01:02 .


#633
Gorthaur X

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I quickly ran through the Ice Island, and discovered that Arrows of Dispelling are really, truly, completely ludicrously powerful. For some reason or another, I've never really used them in my previous games (probably because they are also really, truly, completely ludicrously expensive), but I had bought 10 from Sorcerous Sundries on a whim, and an island crawling with mages seemed like as good a place as any to try them out.

Image IPB
"What use are your ridiculous little arrows against my arcane might?" *SNIPE* "...Oh. :("

Needless to say, Halbazzer Drin made an easy 25k selling me the rest of his stock upon our return to the Sword Coast.

Also, that little quest alone netted ten thousand experience points for each party member (and, surprisingly, another Robe of the Evil Archmagi - I'm not sure if this is something BG1UB adds, but it's still nice - a slight improvement for VIconia over the Elven Chain). I may not quite make it to the 250,000 that would be required for Oberon to reach level ten, but Viconia will almost certainly reach Mage 8, and Coran Thief 9, provided I go through the majority of the expansion areas.

Modifié par Gorthaur X, 26 février 2011 - 01:52 .


#634
Gorthaur X

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Bhryaen wrote...

There's no roleplay reason why a party that's been dogged and hounded by Sarevok for so long through so much trouble would not to go after him first. In my last game I pretty much just went right to the Iron Throne as soon as I got to the city. Then I spoke with Scar... heh... It just didn't make sense otherwise... but Durlag's just shouldn't be missed. It's too well done an area...

True. That's the one reason I sometimes almost consider installing BGT - it really should be possible to do TotSC after killing Sarevok - but having both BG1 and BG2 mods on the same install just seems like more hassle than I want to deal with.

#635
Grond0

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Gorthaur X wrote...

I quickly ran through the Ice Island, and discovered that Arrows of Dispelling are really, truly, completely ludicrously powerful. For some reason or another, I've never really used them in my previous games (probably because they are also really, truly, completely ludicrously expensive), but I had bought 10 from Sorcerous Sundries on a whim, and an island crawling with mages seemed like as good a place as any to try them out.

They are extremely powerful in BG1, although like you I've rarely used them.  In my last game in BG2 I tried them several times, but they appeared to be no use at all because the mages / monsters all have spells up that protect against them, e.g. protection from magic weapons.  The same applied to Carsomyr - I was actually a bit surprised at this as I would have thought the ability for a weapon to dispel magic would be tied into whether or not it successfully hits rather than doing damage.  Dispel magic can normally get rid of protection from magic weapons so the origin of the spell should not matter.

#636
Wierdo

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Grond0 wrote...

Gorthaur X wrote...

I quickly ran through the Ice Island, and discovered that Arrows of Dispelling are really, truly, completely ludicrously powerful. For some reason or another, I've never really used them in my previous games (probably because they are also really, truly, completely ludicrously expensive), but I had bought 10 from Sorcerous Sundries on a whim, and an island crawling with mages seemed like as good a place as any to try them out.

They are extremely powerful in BG1, although like you I've rarely used them.  In my last game in BG2 I tried them several times, but they appeared to be no use at all because the mages / monsters all have spells up that protect against them, e.g. protection from magic weapons.  The same applied to Carsomyr - I was actually a bit surprised at this as I would have thought the ability for a weapon to dispel magic would be tied into whether or not it successfully hits rather than doing damage.  Dispel magic can normally get rid of protection from magic weapons so the origin of the spell should not matter.


I think it is a probably good thing that Arrows of Dispelling and Carosomyr are limited in these ways, because otherwise these already powerful weapons would be overpowering.

Modifié par Wierdo, 26 février 2011 - 08:37 .


#637
Wierdo

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Grond0 wrote...

Miseri eventually lived up to her name courtesy of a lich in spellhold.  As the weakness in my play is clearly use of spells I thought this time I might have a go at a solo elven sorceror. 

Problems encountered were:
- Neira.  She was difficult because she had infinite numbers of spells (at least I assume so since she threw at least 30 hold persons at me + good numbers of summon undead and doom before I got tired of the game and went to get the wand of frost to cool her down).  This was the only occasion when a real save was needed - all the other occasions I was out of sight behind a building when her spell went off and she never explored to find my stiff body.
- Umshey.  Early on in the game (before developing too much attachment to the character) I thought I would risk pinching the ogre's belt back as I wanted to keep my reputation down.  Unfortunately Umshey maintained concentration through being magic missiled and held me.  Things looked black, but it appears that your main character being rendered unconscious does not end a solo game and Umshey only seemed to have fists to do damage withImage IPB.  A lucky escape for Han to tell his grandchildren about in a few hundred years.


Wow, you have been lucky. But I guess you had bad luck with that Baalor in your last game, after such a good run. Still, it is good to have you back on the BG1 thread Grond0

#638
Bhryaen

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Grond0 wrote...
Miseri eventually lived up to her name courtesy of a lich in spellhold...

I didn't mean you had to come back right now!... Well, it's a bittersweet welcome back to the days of being called a "whelp" and remaining temporarily under Irenicus' radar... I want to just say it's good to see you back, but... [smilie]../../../images/forum/emoticons/unsure.png[/smilie]

Grond0 wrote...
I remember a readme somewhere explaining that the increased presence of the Morninglords was in order to make the townsfolk feel safer.  My reaction when I first saw them selling tickets for the spider parade was... what!

:lol:So that's how they're getting the money for all those troops and fancy armor... Well, that's the difference between troops that make townsfolk feel safer and those that actually make them safer...

Gorthaur X wrote...
True. That's the one reason I sometimes almost consider installing BGT - it really should be possible to do TotSC after killing Sarevok - but having both BG1 and BG2 mods on the same install just seems like more hassle than I want to deal with.

Due to my modding experiences I'm in no position to advocate, and I'd say there are other significant drawbacks to BGT's engine, but if that's your only concern, note that if you're planning to go to BG2 from here it's not as if you're really avoiding the hassle of BG2 mods, only postponing them, and in some cases having to install them twice. BGT allows it to all be done in a single- albeit more convoluted- go.

Andrizztyl, DAY 4: Tymora's Fist
The Duo decides to head south to do some ranged hunting... Some ogrillons fall easily enough, but then comes the Flaming Fist Trio. It is fairly simple to outrun them with a single character, but with two... and with one Fist swinging at both separately, it became a very dangerous enterprise. [Having to pan back and forth on the map between two distant and constantly changing battlescenes- even with *PAUSE* constantly active- there were far too many close calls of underestimating how soon one Fist would catch up with one of them.] At one point Imoen ended up in melee in which the Fist missed maybe twice while she hit him with a spear for 8HP damage [on auto-AI] before she got running again. With AC's of 2 and 3 on the Buffleheads, and scarcely over 10HP on either (7 for Andrizztyl), the chances weren't looking too good. So at one point Imoen decided to use one of the measely 3 charges allotted to the Balduran Cloak on her chaser. [In my last game I'd seriously hoarded those charges and was able to inject them at just the right moment each time... so I was trying to ration them here as well...] Unfortunately the one she charmed was already at Badly Wounded, so his assistance didn't exactly make the Cloak charge feel strategic, but...

Tymora stayed with the Duo! Andrizztyl managed to avoid his uninjured Fist until the new Fist arrived. Fist met Fist with a loud clash that brought the Duo's Fist to near death... so the Duo's fist started running roundhouse maneuvers that forestalled any blows from the other Fist long enough for archery to indeed trump melee. The third Fist [strange animal to have three fists...] surprised the Duo-and-a-Half by having stopped chasing the Duo in an odd location, but the Duo's Fist once again demonstrated that Open Palm is mightier than Clenched Fist...

Image IPB
Fist [living]: "I AM the law!... Uh... was the law?... What's the law again?"
Andrizztyl: "Don't beleaguer yourself with such conundrums at this juncture..."


Since Tymora seemed to be with them... and since the Charm was still in full effect... [and since Fists are only 15XP anyway...] the Duo and their Fist  lured the melee fighter mercenery Tristan- having been lurking nearby- away from his dagger- (or dart-) tossing companion in order to utilize the Open Palm technique once again... But on the first hesitation of the Duo's Fist...

Image IPB
Andrizztyl: "Right! Time to go..."
Imoen: "Gotcha!"
Andrizztyl:
[while scrambling away furiously] "And Imoen! *dodge, weave* If you're going to charm up an ally with that thing... *duck, bolt* ... you might want to be more discriminating next time!"
Imoen: "Gotcha!"

And they fled to Beregost... Depositing a few treasures in the spider's nest they've confiscated for loot storage, the Duo rested and cashed in on a ring for Andrizztyl's finger,  then returned to collect the scattered Flame plate and such. Tristan- still uninjured- had returned to his own partner's side, and the Duo steered clear. Intent on hunting a particular pack of hobgoblins [who knows why?] Andrizztyl fails his Level 1 backstab attempt on a lone melee hobgob and the Duo ranges him to death a moment later. Alas this brings a handful of hobgobs and Andrizztyl decides that... no... those archers aren't worth the risk, and they get the hint: the more fingers on a hand, the stronger the fist...

Image IPB
Andrizztyl: "He who lives and runs away returns to fight another day..."
Imoen: "Oh, you feelin' chicken again?"
Andrizztyl: "That spear thrust was Tymora's doing, not yours, Ms. 12 STR..."


[Nearing time to collect Gavin...] The Duo heads northeast to the Morninglord Temple area... where the troops are somewhat thinner (in more ways than one)... and more shapely... and walk peculiarly... And they finally get to put their ranged skills to good use after all on a large pack of dogs and hobgobs... [whereupon they both level up...]

Andrizztyl: 
                        Imoen:
MAGE 1/ THF 2                 BARD 3
STR 18, DEX 19               STR 12, DEX 18
CON 16, INT 18                CON 16, INT 14
WIS 10, CHA 8                  WIS 11, CHA 17
HP 11;  TK 23                   HP 24; TK 11
Huge Spider                     Huge Spider
Bow & arrows                  Crossbow & bolt

Modifié par Bhryaen, 26 février 2011 - 01:31 .


#639
Grond0

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Wierdo wrote...

Wow, you have been lucky. But I guess you had bad luck with that Baalor in your last game, after such a good run. Still, it is good to have you back on the BG1 thread Grond0.

But no more - Han eventually succumbed to the dubious charms of the amazon ambushers.  They originally teleported in to greet him in the zombie area, but couldn't see him.  This didn't stop them surrounding him wherever he went, which effectively would make it impossible to attack anything else in the area.  I wasn't sure if this behaviour would change if they went hostile so showed myself briefly before leaving the area and returning elsewhere.  Only a few seconds passed and there they were again homing in on me (I've noted this sort of scripting behaviour before in these threads and it doesn't get any less annoying).

This time I decided to have a go at them and successfully charmed one, but was hit by an unholy smite and also poisoned before I could go invisible again.  As the poison would have killed me I couldn't travel off the map and just had to watch Han die while I futilely stabbed the extra-healing potion button again and again.

I partly took the chance because I was thinking it was about time to do a reinstallation - I'll add in Bone Hill to BG1 this time and maybe do something to make BG2 a bit easier.  

#640
Wierdo

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Grond0 wrote...

Han eventually succumbed to the dubious charms of the amazon ambushers.  They originally teleported in to greet him in the zombie area, but couldn't see him.  This didn't stop them surrounding him wherever he went, which effectively would make it impossible to attack anything else in the area.  I wasn't sure if this behaviour would change if they went hostile so showed myself briefly before leaving the area and returning elsewhere.  Only a few seconds passed and there they were again homing in on me (I've noted this sort of scripting behaviour before in these threads and it doesn't get any less annoying).


?? Is this encounter mod-related??

#641
Bhryaen

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Grond0 wrote...
I'll add in Bone Hill to BG1 this time and maybe do something to make BG2 a bit easier.

I was quite happy at how long it was that you'd been gone to BG2 since it meant you were making out ok. Now I'm glad I did reduce my own SCS2 to relative minimalism. How did Imoen fare as a bard, by the way? I'm self-exiled from the BG2 thread for now and am not sure if she's there in Spellhold...

#642
Grond0

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Wierdo wrote...
?? Is this encounter mod-related??

Sorry - this is the SCS component called "Improved Deployment for Parties of Assassins".  This turns the previously static group of amazons into a wandering party that can ambush you anywhere.

#643
Grond0

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Bhryaen wrote...
How did Imoen fare as a bard, by the way? I'm self-exiled from the BG2 thread for now and am not sure if she's there in Spellhold...

Difficult to say given she was only with the party a pretty short time in spellhold.  She learnt quite a few spells that I'd been carrying around for her during most of the game (I tend to have a sub-objective to get my magic users to learn every spell in the game), but I don't remember her actually using a single spell and I think she only sang once. 

By the way with relevance to spell learning is there any work-around to enable mages to cast all spells when they know more than 24 spells - this happens at 3rd level even before you begin adding in any mod spells.

#644
Gorthaur X

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Did Balduran's Isle. Pretty easy at this point - easier than I remembered, even. Other than some buggy behavior forcing me to replay the final cavern of the island and the Mendas battle (hopefully, my party's lycanthropy actually is cured), the quests went with no trouble at all. Upon returning Marella's baby, Viconia reached level 8 as a Mage.

Oberon spreads his brand of despair among the wolves.

Two-front battle: Upstairs, Kagain keeps Karoug and his other cronies busy.

Also, while fetching the charts for Mendas, we killed the troublemaker party in the Helm & Cloak and found the Helm of Balduran in one of the rooms. A profitable trip: Kagain got a +2 Battleaxe and the helmet, bolstering both his THAC0 and saves.

Modifié par Gorthaur X, 26 février 2011 - 08:30 .


#645
Wierdo

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Grond0 wrote...

Wierdo wrote...
?? Is this encounter mod-related??

Sorry - this is the SCS component called "Improved Deployment for Parties of Assassins".  This turns the previously static group of amazons into a wandering party that can ambush you anywhere.


OIK. I have SCS Smarter Deployment v14 installed also. Maybe my habt of moving invisibly helps. Or maybe I hve been lucky.
 

#646
Gorthaur X

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The encounters seem to be pretty random. In one of my games, the Amazons ended my run almost immediately after Nashkel; in another, Molkar showed up in the middle of the Bandit Camp (that was a fun fight). In my current game, however, I neither group has showed up.

#647
Grond0

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Wierdo wrote...

OIK. I have SCS Smarter Deployment v14 installed also. Maybe my habt of moving invisibly helps. Or maybe I hve been lucky.

Smarter deployment is actually a different component.  On my install the assassins deployment is code 6020, but that is version 16, so it might be different on v14.  And by the way who are you calling an oik - I try my bestImage IPB.

#648
Gorthaur X

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Cleared the above-ground levels of Durlag's Tower. Oberon Fireballs some Doom Guards, Coran performs stealth strikes on some basilisks, and we even avoid walking into any traps. Oberon uses a tome, getting his wisdom up to 18; this will be useful once he gets Wish in SoA.

Yes, I'm trying to think positively.

Image IPB
"Not bad for a pansy elf."

The battle with Kirinhale is a bit annoying, given her ability to go ethereal and reappear somewhere else (I think this comes from aTweaks' PnP Fiends). She manages to Dire Charm Kagain (why does this keep happening to you, Kagain, your save vs. spell is like, 5?), but Coran uses Algernon's Cloak to charm him right back, and eventually, Kirinhale is overwhelmed by skeletons, magic missiles, and +2 arrows. Kagain has managed to get himself level drained, though, so we have to make a round trip to Nashkel and back before continuing.

Modifié par Gorthaur X, 26 février 2011 - 08:39 .


#649
Bhryaen

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Wierdo wrote...

Grond0 wrote...

Han eventually succumbed to the dubious charms of the amazon ambushers.  They originally teleported in to greet him in the zombie area, but couldn't see him.  This didn't stop them surrounding him wherever he went, which effectively would make it impossible to attack anything else in the area.  I wasn't sure if this behaviour would change if they went hostile so showed myself briefly before leaving the area and returning elsewhere.  Only a few seconds passed and there they were again homing in on me (I've noted this sort of scripting behaviour before in these threads and it doesn't get any less annoying).


?? Is this encounter mod-related??

I think Wierdo meant to ask "Is this tendency to follow people around despite them being invisible something that's mod-related?" The moving of the "Molkar" and "Amazon" mercs to seemingly randomly selected areas to waylay the party is one aspect. The tendency to know where party is despite invisibility is another. I would hesitate to say it's an issue with the "Improved Deployment" component itself since it is primarily just supposed to do the former. However, does it seem like it's only those mercs who do this to you, Grond0? I've only heard about those mercs doing it to you in your posts. Since I couldn't- or didn't- hide from the mercs in my last game, I didn't get to test the tendency, but I did encounter it in other situations (which unfortunately I can't remember), albeit with far less dramatic consequences than you've experienced.

After some searching, I found this post where I was mentioning it for the SCS mod creator to know about, but I didn't get a response, so it probably didn't get seen. It's probably worth mentioning in the SCS forum if we want any action on it. If I were to venture a guess (which I tend to be willing to do despite my modding inexperience) it's an AI script woven into particular NPC behavior- that of opponents who are supposed to move to the party's location and attack. It's probably in the "Improved Deployment" creatures as well as in a number of others. For sure it would be needed for the Molkar/Amazon groups because they're supposed to spawn in and do just that: move in from wherever the spawn point is, initiate dialogue, and attack. In my last game I was attacked by both groups at the Nashkell Carnival (where I frequented as an item stash area) but one group accosted me as I entered on the west side of the screen while the other intercepted me from the south while the party was en route from the west side to the center (where the many outside stashable barrels and chests are). My party wasn't invisible, but if it had been I'd presume that the script would have brought them all right up to us without attacking.

It's like: "COMMAND: GO TO PARTY, EXECUTE ATTACK DIALOGUE, ATTACK PARTY." "Going to party... !!Party moving: going to party... !!Can't talk right now: Going to party..." They should have a script of "GO TO PARTY, IF PARTY VISIBLE, ATTACK; IF PARTY INVISIBLE, CAST TRUE SEEING; IF PARTY STILL UNDETECTABLE, STOP." Instead they just get stuck on the first part of a necessary sequence of three behaviors because they can't confirm the completion of the first. What's most perturbing is that the script continues executing that way even after you've shown yourself, left the area, returned, and became invisible again.

Anyway I didn't notice it too much in my last game, but my last game was a many-reload, so I'm seriously hoping not to encounter this the way Grond0 has. I'm also hoping that if/ when it does surface that it's at least restricted to the "peripatetic" groups and not as widespread as I vaguely recall.

Modifié par Bhryaen, 26 février 2011 - 09:42 .


#650
Grond0

Grond0
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Bhryaen wrote...
However, does it seem like it's only those mercs who do this to you, Grond0? I've only heard about those mercs doing it to you in your posts. Since I couldn't- or didn't- hide from the mercs in my last game, I didn't get to test the tendency, but I did encounter it in other situations (which unfortunately I can't remember), albeit with far less dramatic consequences than you've experienced.

I agree with your analysis of what is happening.  It's not restricted to those groups, although it's particularly noticeable there because there seems to be a loop in their instructions.  Come to think of it I'm not sure if I have encountered this 'loopy' behaviour other than as a result of mods, e.g. Dark Horizons and SCS, so it may well be purely a consequence of added scripting rather than anything endemic to the game engine. 

The game over-rides normal invisibility restrictions in a number of other situations.  For instance to ensure that you don't miss game-critical dialogue or when mages 'hear' something suspicious and cast detect spells.  However, these events include triggers to turn the behaviour off.

I'll add something to the SCS forum as you suggest and see if there's any response from there.