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BG:EE Gamesman running out of tent and lets us playing game outside of the tent

Sese79Sese79 Member Posts: 478
Current behavior: With the new area transition system the NPCs can run out of the areas. The first problem I encountered with this system was the Gamesman's behavior at the Carnival's first merchant's tent. We killed the thief who wanted to steal from us, but the Gamesman panicked and run out of the tent. After that we could play a game with him outside of the tent.

Expected behavior: Harder to tell. If he is allowed to run out from the tent, he should be able to come back after the battle or he shouldn't be able to play a game with us outside of the tent.

Comments

  • LuthoreLuthore Member Posts: 43
    * OBSERVED BEHAVIOR: When Merl gets pissed and starts fighting you, the bartender calmly walks out of the bar. I only noticed he was walking out the door when I argo'd Merl over near where the bartender was standing. I tried resting, then maping out of Bergost and resting. He seems to like it outside, rain, shine, or otherwise.

    EXPECTED BEHAVIOR: The bartender should probably be staying in the bar. What with patrons who need serving and the like being inside.
  • ChrisYuiChrisYui Member Posts: 94
    This seems to happen if you attack anyone in the bar. Normally, NPC's in BG1 would randomly walk about, as if feared, when you attack someone. It looks like this is the same behavior. It wasn't unusual in vanilla to see shopkeeps run out of the shop when you started a fight. I killed Algernon for his cloak, and the bartender moved to the middle of the room.

    I'm running an evil party currently, and trying to figure out how the new aggro system works. Currently, at reputation < 3, and having killed other guards and flaming fist, the guards in Nashkel auto-aggro, but no one else does. Usually in BG1 if you attacked someone in a town, the entire town aggro'd, which was quite annoying. However, I'm wondering if the guards in future towns will aggro once I raise my reputation back up.
  • LuthoreLuthore Member Posts: 43
    It's kind of odd that he just stands outside the bar now haha I would imagine that he should eventually come back inside. Maybe after you rested or something, like when guards show up cause you're looting a house and you sneak away, sleep, and come back and they are gone.

    I've seen patrons and the like run around the room and avoid you, but I didnt expect the bartender to just walk outside and chill out there haha
  • AndrasteAndraste Member Posts: 78
    I had something similar happen after fighting Marl, only in my case he ran upstairs and stayed there. Which makes marginally more sense than him setting up shop outside, I guess.
  • ChrisYuiChrisYui Member Posts: 94
    Oh, I forgot to mention - in vanilla BG1 NPC's couldn't transition areas by themselves. So this wasn't as much of an issue as it is now. Using the BG2 engine NPCs can transition and run off anywhere.

    Also, there appears to be a bug where if you target someone as they are leaving (I.E. walking down stairs) with a ranged weapon, you will continue to fire upon them and actually be able to hit them, even though they should be "offscreen".
  • RushLynxRushLynx Member Posts: 7
    edited December 2012
    The bartender for the Burning Wizard in Beregost somehow ended up outside of the tavern in my game and now just blocks the entrance (I can still get into the building but the NPC is standing right in front of the door)... If I talk to him he gives me all of the options he would usually give inside (renting rooms and stuff...) but no amount of zoning or anything seems to make him go back inside...
    Post edited by Balquo on
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  • [Deleted User][Deleted User] Posts: 0
    edited December 2012
    The user and all related content has been deleted.
  • Sese79Sese79 Member Posts: 478
    It is important that the Fleshgolems shouldn't loose this ability: other way you can't lure them out from High Hedge. (Just mentioning before someone just deletes this new ability.)
    It was annoying for me when the Bears just went out of the Area after I attacked them. Don't know what a good resolution could be in these case, scripting all the NPCs seems to much work.
  • LuthoreLuthore Member Posts: 43
    Well they (the fleshgolems) never really had the ability to area transition in the original game. And even if the devs leave creatures who become enemies as being able to area transition (because your enemy would logically chase you up stairs or outside), it can still create bugs where "at Duchal Palace when Doppelgangers run off where you cannot follow them which makes the game stuck!" I suppose you could remedy it by making it so that panic/feared/low moral creatures don't zone, but that wouldn't make sense because realistically they totally would do that.

    If creatures are left to be allowed to zone (which was a feature of BG2, and should probably not be removed) then I suppose, for NPCs, a simple global position reset script of sorts could remedy the situation. The game checks where the NPC is located, and if not in the correct place, moves them to the right spot.

    I can totally see this as being WAY down on the list of things to fix
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  • Sese79Sese79 Member Posts: 478
    Lol.
    I had another one too: If you kill someone in an Inn on the second level of the Inn (Candlekeep for example), the others panicked and went down to the first level. But if you go to the first level too they are calm and just stay there if they didn't encountered the killing above one level.
  • Sese79Sese79 Member Posts: 478
    The dwarf who offers you the scroll to change back Branwen fled into the merchant's tent and presents the statue to you from inside. (He run away from the fight with the mage who wanted to kill the girl in the tent.)
  • Sese79Sese79 Member Posts: 478
    The monsters are running away from you and disappear out of the Area (and you can't chase them outside of the Area) if you use turn or other fear-based spells. This happens if the monsters are close to the edge of an Area.
  • Sese79Sese79 Member Posts: 478
    edited April 2013
    Bump. Still present. This bugs are happening because the terrible idea of allowing the monsters to transit between main Areas.
    Post edited by Sese79 on
  • AedanAedan Member, Translator (NDA) Posts: 8,551
    edited April 2013
    This bug has been reported. Also, I merged this thread with another one that reported the same issue.
    Post edited by Aedan on
  • Sese79Sese79 Member Posts: 478
    Thanks.
    Why was this rule even implemented to BG:EE? What is the positive side of this feature? Just asking, not flaming. Thanks.
  • JalilyJalily Member Posts: 4,681
    Because BG:EE uses the BG2 engine, and creatures can move between areas in BG2. The upside is more realistic enemy behavior; players can't simply move through minor area transitions to rest up and heal while their opponents quietly wait for them to return to the fight. Monsters still shouldn't be able to move through gather-your-party transitions though. If they can disappear that way, it's a problem.
    Sese79 said:

    The monsters are running away from you and disappear out of the Area (and you can't chase them outside of the Area) if you use turn or other fear-based spells. This happens if the monsters are close to the edge of an Area.

    I tried both turning and fear effects, but could only get enemies to move through the minor transitions, where I was able to follow and find them again. Monsters at the edge of the main map usually ran away from the edge when they were terrified, while turned undead walked to the edge and stayed there. Sometimes, as I was following a yellow-circled enemy around, a combination of fog of war and building obstructions made it look like they had gone through a mysterious transition and disappeared, but if I ran around some more, I was able to encounter them again (usually when the effect wore off and they went back after me).
  • Sese79Sese79 Member Posts: 478
    I could agree with you about the minor transitions, but not only monsters are transitioning, bartenders, shopkeepers, gamesman do too. Other problem is if the monster is key to proceed but the monster disappears to somewhere you can't pursue him (the famous doppelgangers for example).

    Thanks for your attention about this bug, hope we will see a resolution soon.
  • Sese79Sese79 Member Posts: 478
    Bump.
  • AedanAedan Member, Translator (NDA) Posts: 8,551
    @Sese79
    This bug will be fixed in the upcoming patch.
  • Sese79Sese79 Member Posts: 478
    How? Thanks.
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