Spell 'emotion' changed
killerrabbit
Member Posts: 402
Unpatched game -- affected enemies remain on ground when attacked. Patched game -- enemies rise and attacked once attacked.
Expected behavior -- enemies remain prone (too dispirited to defend themselves) for duration of spell
If this spell didn't change did 'sleep' change? Could this spell be interpreted by the engine as a powerful version of sleep and not a 'standing in place' spell?
Expected behavior -- enemies remain prone (too dispirited to defend themselves) for duration of spell
If this spell didn't change did 'sleep' change? Could this spell be interpreted by the engine as a powerful version of sleep and not a 'standing in place' spell?
3
Comments
This behavior from IWDEE shouldn't follow to BG.
That being said Beamdog shouldn't go changing things like that at this point.
For example, in this particular case, an optional ToBEx component allows to choose how the sleep effect works (i.e. whether the enemy should wake when hit or keep sleeping).
Because of changes like this, and there is plenty of them, I'll have to use a ton of mods just to restore the vanilla behaviour. No thanks, I think I'll stick with the original games.
With the improved pathfinding and those wonderful options covered here: http://forum.baldursgate.com/discussion/37833/a-bunch-of-neat-baldur-ini-options-in-bg2ee-1-3-that-ive-noticed-carry-overs-from-iwdee#latest including the sneak attacks and HoF mode now available in BG, I feel that EEs are much better now.
Could somebody make a simple mod that would change the emotion spell back to BG version, as @Troodon80 made with the UAI ability and NPCs items? A simple mod could fix everything!
The point I'm trying to make is that it should be the other way round, i.e. mods should be used to change defaults not to restore them.
Can you please explain the rationale behind the idea of changing the default behaviour of sleep (and similar spells like emotion)?
There even was a rationale behind that decision other than lazily porting an IWD feature without thinking about the consequences in terms of game balance? Please tell me that I'm wrong and that indeed there was one.
The behavior is the result of Icewind Dale handling sleep differently in the engine, and when the code was brought over it wasn't accounted for with regard to spells that use the opcode for something other than sleep. It's something that we'll be looking at for the next update, but it will likely be a case of adjusting the spells that are supposed to inflict "unconsciousness" rather than "sleep". The functionality in Icewind Dale is one that we do want in Baldur's Gate; the spells that inflict sleep are weaker than the ones that inflict unconsciousness, and being able to wake up after taking damage both makes sense and doesn't disrupt the game balance (particularly since it benefits/hinders both players and enemies alike).
Still I think that changes like this should be entirely optional and generally they are better left to mods, instead of being forced upon everyone by official patches.
Thanks.
In 1 & 2 PnP a strike on disabled humanoid monster was auto death -- in 3rd it was death with a coup de grace. The current implementation was already weaker than the desktop rules.
Of course I have to mod the game to get the experience I want, but I shouldn't have to mod the game to get the experience as it was meant by the original developers.
By the way, IMO the original developers were much better and knew better than you lot ;p
Thanks for the vote of confidence.