Something is not right mechanically
Soido
Member Posts: 338
I cannot find explanation for this weird thing
The testing is with Zordral
1. I attack with mace speed factor 6, he casts Mirror Image (cast time 1)
I do a swing and left with 4 action points, while he casts a fast spell Mirror Image but he ends his turn as it is a spell. But the round is not over yet as I have not cast a spell and have 4 action points left in this round. So I cast immediately after my swing a Doom spell (a cast time 9) which means I should finish the spell in the next round at 6+9=15 or at half-time of the time of the next round.
Now with auto-pause at turn end activated I can see the game pauses after 6 seconds. And the new round starts.
In the new round he is programmed to cast Horror (cast time 2) while I should be finishing my Doom right after his cast. Indeed so happens.
But now here is the weird stuff half-way through round 2. So he casts Horror and his round is over, and shortly after him I cast Doom. But my round is not over (although technically I have cast a spell too Doom). But maybe the game treats Doom as being started in the previous round so that why my turn does not end (no auto-pause triggers after Doom). So okay, but how about then I make a new mace swing (speed 6). It should not connect before auto-pause. But behold it does. It is not mathematically possible because 6+9=15 + 6=21. So my mace should be executed at round 3 (during 1/10 of round 3 and only after auto-pause of round 2). But it executes before auto-pause 2.
This must be a bug. Reported.
The testing is with Zordral
1. I attack with mace speed factor 6, he casts Mirror Image (cast time 1)
I do a swing and left with 4 action points, while he casts a fast spell Mirror Image but he ends his turn as it is a spell. But the round is not over yet as I have not cast a spell and have 4 action points left in this round. So I cast immediately after my swing a Doom spell (a cast time 9) which means I should finish the spell in the next round at 6+9=15 or at half-time of the time of the next round.
Now with auto-pause at turn end activated I can see the game pauses after 6 seconds. And the new round starts.
In the new round he is programmed to cast Horror (cast time 2) while I should be finishing my Doom right after his cast. Indeed so happens.
But now here is the weird stuff half-way through round 2. So he casts Horror and his round is over, and shortly after him I cast Doom. But my round is not over (although technically I have cast a spell too Doom). But maybe the game treats Doom as being started in the previous round so that why my turn does not end (no auto-pause triggers after Doom). So okay, but how about then I make a new mace swing (speed 6). It should not connect before auto-pause. But behold it does. It is not mathematically possible because 6+9=15 + 6=21. So my mace should be executed at round 3 (during 1/10 of round 3 and only after auto-pause of round 2). But it executes before auto-pause 2.
This must be a bug. Reported.
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Comments
I can replicate the problem. I can make it even worse. But why should I do it given I pose a problem which is openly broken. Why do I have to chase the wild ? My post is very specific
You're clearly having some difficulties right now.
Saves against spells also start to look suspicious concept. Archaic concept. Artificial unnecessary concept as shown by games like Diablo where dice is eliminated in favor of % resistances. And looks like players like the % system more. It feels more natural indeed.
I mean BG is really old game. Back then this was the norm. There was nothing new. It is hard indeed to come with new concepts. Even with new games. Like few quality games emerge, we been blessed by Larian recently to play DOS2. Or Wasteland or DAO years ago. You know it, is not easy to come by new rules and make dramatic changes.
But today things like Saves vs spells/poison/breath are simply dumb. Dice on level up and getting 2 points of health on your hard earned level is too dumb, too broken.
BG is a dice system. A game of throwing dices with some animations. Back then was okay. Nowadays rpgs are much more improved. I think DnD is even going to the garbage bin slowly. But yet DnD made an important contribution. Some of the bad features are removed forever, some of the good remain even today in games. The dice system is here but just not as intrusive as in BG system.
So in this sense when I fight a save 3 vs spells enemy I am left with a hard choice. With probability game. And theory suggests that people not like this kind of problem. People would normally chose not to risk. So in game design terms it means that you have to get rid of such a undesirable system and make the game and mechanics more appealing
One thing is not changes after years, the bg-bg2 story is one of the best of all pc games. Dos2, dao and diablo never had such a good story, its full of cliche.
I mentioned Arcanum and that was an amazing concept and game. The game, nowadays forgotten mostly, stand at the top of all charts to me. It was the first game that introduced me to rpgs. On the other hand in BG I am not impressed at all by the story, a classical bad vs evil and we know which side is better. But of course that is on the grand scheme, while a lot of fun exists on smaller dialogues. I have not advanced the game beyond Cloakwood so what do I know.
DOS is very similar to BG in dialogues, with choices in between and quests. DAO was more romantic experience and felt epic, like that cutscene with the king crucified really made me cry a tear, was so emotional and sad to see this young king like that. And tactically well made game. I don't remember if there were action points there I think not but remember there was this original concept of threat and there were skills and even spells of threat management which made it very tactical and interesting.
Storywise most difficult choices are not when you clash good to evil but good to good and when you feel bad when you said something good to a good npc and especially if a bad thing follows out of it. For example a paladin, let's say you are good tief and the paladin is also good npc, but the paladin is a zealot against evil and say he disagrees on a certain evil noc and wants to kill it for his good cause but say you are pragmatic thief and want to exploit the evil forces for a greater good and then you clash with the paladin although both had a good course in mind.
It's always been recognised that it can feel unfair to get 2 or 3 extra hp when say Minsc levels up because the dice aren't going your way. You either play it hardcore and accept it, or you save scum until you get a more favourable result, or change the game mechanics by turning on the max hitpoints on level up option.
The BG games are classics, and based around a classic, if flawed in many ways, PnP RPG system. Doesn't mean it has to be everyone's cup of tea though. If BG annoys you that much, play something else.
But there is a distinction. If your character has more points in these two stats he becomes more immune and more likely to evade a spell.
But yes is still a probability. You have a point too. I have to think about it.
Yes it is probability in both cases but a level 30 fighter will likely have points in these two so is mostly saved from spells. On the other hand in BG no matter your level a dice can still roll bad.
No wait. Fighters too gain Save throws progressively getting better. So is very similar. Hm, I have to think about it.
Everything you're pointing out as archaic is archaic for that exact reason.
That's a mod. I'm referring to the game.