Bug: Monster respawn issue
Kobold in the labyrinth respawn about every minute, really frustrating to clear a corridor to find the kobold in between your team specially when the npc tend to get lost and not follow through because of the narrow corridor. Hopefully this is only specific to this dungeon.
The behavior is consistent with what happen in the outdoor, however the bad path finding make it worse. Story wise it make sense wildlife spawn, but not in a corridor you just secured.
The behavior is consistent with what happen in the outdoor, however the bad path finding make it worse. Story wise it make sense wildlife spawn, but not in a corridor you just secured.
Post edited by Aedan on
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You bastard.
http://mikesrpgcenter.com/bgate/maps/northofgnollstronghold.gif
Rather, it wasn't happening before as part of the bugged spawns in BG:EE, a recent patch claims to have fixed the spawn system, and thus original behaviors such as this are restored.
In terms of Firewine Ruins understand the kobolds are much smaller than you and might fit into cracks and crevices that you can't, and you may not even be able to see. The plot of the area is that the sneaky kobolds are living right under Gullykin, the challenge of that area is the attrition of the constant ambushes in tight quarters by Kobold Commandos.
If you don't enjoy it you're free to not do that particular area, trust me when I say many in the original game chose to skip it for those reasons. In particular imagine for a moment what it would be like if party members couldn't push each other out of the way and the pathfinding was half as intelligent as it is now: that's what it was like in BG1 vanilla.
It was intentional and it makes these areas challenging. When I have cleared the Firewine Ruins, for instance, I feel a sense of accomplishment like almost nowhere else in the game.
Edit: For "cleared", I mean fully explored given that they cannot never be completely cleared
And I'm all down for ruins and dungeons to attract new tenants after they've been emptied, but literally ten seconds so is a bit ridiculous.
However, I agree with you on Algernon's Cloak. That was clearly an exploit and needed to be fixed, like many other exploits (for instance the books exploit in Ulcaster, etc.).
I noticed this problem (i.e. immediate respawn out of LOS) in other areas as well, where is not supposed to happen, so it seems there is something still wrong with the respawn in BGEE. I agree that this needs to be fixed in general. However, I still believe that in areas like Firewine Ruins, Gnoll Stronghold, etc. the respawn time should be kept sufficiently short to make them annoying. These areas are supposed to be annoying.
[edit] firewine - i'm not sure if it was originally intended to be that annoying. The respawn method field is set to totally random values for firewine. Like the editor was not yet supporting that field at the time they worked on it, or such. Just look at it in NI
But of course, in some cases (such as Firewine dungeon) the intended respawn time is very short, so it should still be almost as soon as the spawn point is out of LoS. That was always the point of the challenge in that dungeon - and this was always very useful to the player, if you wanted to stock up on the excellent Fire Arrows +2 dropped by the Kobold Commandoes.
However I played in the past both vanilla and tutu and the respawn in Firewine Ruins has always been very intense.
From Dan Simmons famous walkthrough (written for BG1 vanilla): That's how is supposed to be.
Thanks for adding the comment on the tracker.
I'm aware that some of my posts may seem too harsh, but this is out of love for the original BG1. I'm just afraid that too many changes in the wrong direction will result in a dumbed down version of the game. I really hope that the developers will take that in account.