BG:EE Gamesman running out of tent and lets us playing game outside of the tent
Sese79
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.
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.
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EXPECTED BEHAVIOR: The bartender should probably be staying in the bar. What with patrons who need serving and the like being inside.
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.
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
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".
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.
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
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.
Why was this rule even implemented to BG:EE? What is the positive side of this feature? Just asking, not flaming. Thanks.
Thanks for your attention about this bug, hope we will see a resolution soon.
This bug will be fixed in the upcoming patch.