How about the AI ? I believed that there were going to be improvements in the AI ala SCS.
Are ennemies less stupid ?
I'm not in the beta, but I have not heard anything about that, and it would surprise me if that were the case. It's not a bad idea, mind you, but it would increase the difficulty.
As for making it more like SCS, I haven't used that mod, but my understanding is it mainly (exclusively?) dealt with mage AI and contingencies, and mage fights are already the most complex and challenging part of the game. Honestly I wish they would junk the spell/combat protection spells and lift the ones from 3.5e. They have the same effect with fewer spells and no need to consult a spreadsheet.
How about the AI ? I believed that there were going to be improvements in the AI ala SCS.
Are ennemies less stupid ?
I'm not in the beta, but I have not heard anything about that, and it would surprise me if that were the case. It's not a bad idea, mind you, but it would increase the difficulty.
As for making it more like SCS, I haven't used that mod, but my understanding is it mainly (exclusively?) dealt with mage AI and contingencies, and mage fights are already the most complex and challenging part of the game. Honestly I wish they would junk the spell/combat protection spells and lift the ones from 3.5e. They have the same effect with fewer spells and no need to consult a spreadsheet.
I really enjoy the complexity. It makes magic really seem like a school that needs studying to be mastered, like it should. It adds to the overall setting, even though you are not playing a wizard yourself.
Anything new on the C/T lockpick/picpocket button?
Never tried a C/T til just this second to test it for you. The Thieving button is not on the default hotbar, but is under the Special Ability button. (f12)
So if the button not appearing at all was the issue they fixed it. If its that its under the SA button then no its the same.
Personally I'd put the Thieving button on the default bar and move either Turn Undead or Find Trap under Specials. Since both of those can be automated somewhat with the new scripts in the patch.
Turn Undead and Find Traps are both toggles, so putting them in the Special Abilities button would be complicated. The Thieving skill behaves more like a spell: you select it, you choose your target, and it goes.
It's one of the most annoying parts with playing a C/T and the reason i normally don't play that combination. Having to go into the special bar everytime you want to open a chest, urgh.
And i agree with you on the Turn undead getting moved, you don't use it nearly as much and it's not something you spam. It's a one click button for a fight.
Turn Undead and Find Traps are both toggles, so putting them in the Special Abilities button would be complicated. The Thieving skill behaves more like a spell: you select it, you choose your target, and it goes.
Then swap it with the backpack button. Its underused anyways.
(Edit: nevermind, I'm a moron. Removing suggestion for option that was always there. )
@SionIV So true. None of my attempts at C/T have made it past the first 5 minutes. It'd be tolerable if the keybinds at least worked, but as it stands the "specials" icon has to be clicked first and then the bound key in order to work (as of 2014 anyway))
@SionIV So true. None of my attempts at C/T have made it past the first 5 minutes. It'd be tolerable if the keybinds at least worked, but as it stands the "specials" icon has to be clicked first and then the bound key in order to work (as of 2014 anyway))
Its a two press process currently for them. f12, then f1. Seems to work reliably. Its just annoying. Glad I never tried to play a C/T before. I like my thief skills too much.
But I think an even better option that would be incredible for every rogue are thief skill keyboard hotkeys you can customize in options. Button are nice but just being able to tap a 'T' key for thieving regardless of hotbar setup would be awesome.
You mean that's not working for you? I always map T to thieving abilities, it works for C/T as well.
Turn Undead and Find Traps are both toggles, so putting them in the Special Abilities button would be complicated. The Thieving skill behaves more like a spell: you select it, you choose your target, and it goes.
Has the bug where Turn Undead instantly shuts itself off if you activate it while attacking been fixed?
I might be the only one, but I've always wondered why Detect Traps is a toggle ability. It would be a lot more practical if it were just always on, especially if you're trying to sneak at the same time. Now you have to dance between Detect Traps and Stealth all the time, and it takes up valuable space on the hotbar.
I dont mind that Detect Traps is a toggle, but it absolutely should be able to run at the same time as Stealth. I'm assuming it must be an engine limitation since it makes no sense otherwise.
Turn Undead and Find Traps are both toggles, so putting them in the Special Abilities button would be complicated. The Thieving skill behaves more like a spell: you select it, you choose your target, and it goes.
Has the bug where Turn Undead instantly shuts itself off if you activate it while attacking been fixed?
Pretty sure that's a scripting error, it's making the character to attack instead of standing around when Turn is activated.
I dont mind that Detect Traps is a toggle, but it absolutely should be able to run at the same time as Stealth. I'm assuming it must be an engine limitation since it makes no sense otherwise.
If those two abilities can't be activated simultaneous due to engine limitations maybe it would be possible to add trap detection to Stealth. So anytime you Stealth you automatically start detecting traps based on your trap finding skills.
Turn Undead and Find Traps are both toggles, so putting them in the Special Abilities button would be complicated. The Thieving skill behaves more like a spell: you select it, you choose your target, and it goes.
Has the bug where Turn Undead instantly shuts itself off if you activate it while attacking been fixed?
That's a scripting mismatch - you order the cleric to turn undead and the script tells him to attack right away. There's new AI scripts for Clerics and Bards that let you toggle between turning undead/singing and doing normal combat. Similar to the Thief script that makes you search for traps in combat, but you can toggle the behavior with a key.
That's a scripting mismatch - you order the cleric to turn undead and the script tells him to attack right away. There's new AI scripts for Clerics and Bards that let you toggle between turning undead/singing and doing normal combat. Similar to the Thief script that makes you search for traps in combat, but you can toggle the behavior with a key.
I don't use scripts. It does it with AI turned off...
I didn't mean to hijack the thread, so let's leave it alone and I'll update my thread in the bug forum if I can get any more information.
I just tried to reproduce it in Candlekeep and wasn't able to, but maybe it's because I was solo. As I recall, I would attack as a party, select my cleric, activate Turn Undead, and TU would switch off and the cleric would attack.
I've come across a few small subtle changes since I started this playthrough. I'm only up to Nashkel, so I'm sure I haven't found everything. One thing is pickpocketing Algernon seems to require a specific level of pick pockets skill, no matter what the roll comes out as. Even when not detected, my bard gets the message "the target requires a better cut purse." or something along those lines. Perhaps he requires the quest to steal his cloak to actually be active. I'm not sure yet.
Another thing I noticed, is in the area South of Beregost, where the Flaming Fist would show up and accuse you of being bandits. Now instead of the one Flaming Fist, it's 3 of them.
Another thing I noticed, is in the area South of Beregost, where the Flaming Fist would show up and accuse you of being bandits. Now instead of the one Flaming Fist, it's 3 of them.
Damn! That was how I get my first set of plate mail...
Another thing I noticed, is in the area South of Beregost, where the Flaming Fist would show up and accuse you of being bandits. Now instead of the one Flaming Fist, it's 3 of them.
Damn! That was how I get my first set of plate mail...
Meh, it's not like they're that hard. One sleep spell and they're all down, and you now get 3 sets of full plate
@DrHappyAngry Algeron mechanically has the cloak in his quick slots. Anyways, because of this you need 50 pick pockets to have any chance of taking it from him (at that point it shouldn't be too difficult actually).
Comments
I believed that there were going to be improvements in the AI ala SCS.
Are ennemies less stupid ?
@elminster said in this thread that that is not fixed in this patch.
I'm not in the beta, but I have not heard anything about that, and it would surprise me if that were the case. It's not a bad idea, mind you, but it would increase the difficulty.
As for making it more like SCS, I haven't used that mod, but my understanding is it mainly (exclusively?) dealt with mage AI and contingencies, and mage fights are already the most complex and challenging part of the game. Honestly I wish they would junk the spell/combat protection spells and lift the ones from 3.5e. They have the same effect with fewer spells and no need to consult a spreadsheet.
So if the button not appearing at all was the issue they fixed it. If its that its under the SA button then no its the same.
Personally I'd put the Thieving button on the default bar and move either Turn Undead or Find Trap under Specials. Since both of those can be automated somewhat with the new scripts in the patch.
And i agree with you on the Turn undead getting moved, you don't use it nearly as much and it's not something you spam. It's a one click button for a fight.
(Edit: nevermind, I'm a moron. Removing suggestion for option that was always there. )
If those two abilities can't be activated simultaneous due to engine limitations maybe it would be possible to add trap detection to Stealth. So anytime you Stealth you automatically start detecting traps based on your trap finding skills.
I didn't mean to hijack the thread, so let's leave it alone and I'll update my thread in the bug forum if I can get any more information.
I just tried to reproduce it in Candlekeep and wasn't able to, but maybe it's because I was solo. As I recall, I would attack as a party, select my cleric, activate Turn Undead, and TU would switch off and the cleric would attack.
Another thing I noticed, is in the area South of Beregost, where the Flaming Fist would show up and accuse you of being bandits. Now instead of the one Flaming Fist, it's 3 of them.