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Announcing New Tweak Pack Component - RunningAttack!


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#1 Qwinn

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Posted 11 December 2008 - 09:01 AM

As Sicatrix pointed out a month or two ago in the Tweak Pack forum, very few creatures actually run in combat. Good point, thought I. And I checked it out. And it's true. And it's -not- difficult to make them run in combat, at all.

There will be at least some form of a tweak coming out to address this in the release coming out this week. I'm not going to do it wholesale to every creature - though, actually, technically, there's no reason I couldn't, but I'd then have to retest the whole game. So I'm just going to do it to selected creatures, and only towards the end of the game.

As of right now, that means everything in the modron maze, greater glazebrus, and the Fiend FMB. Possibly everything in the area before the Pillar, too. Doing this for the Fiend FMB will be a -very- cool change and make it an actually challenging fight, because previously it was ludicrously simple by just kiting him with whichever PC he was fixated on while everyone else beat on him from behind. As I finish my testing, if I see mobs that this would make more challenging, I'll add 'em to the list.

There's part of me that thinks this should actually be more along the lines of a fix than a tweak... it's hard to believe all the Rubikon constructs whose dialogue ends with "It leaps to the attack!" were really meant to casually saunter to the attack... but for now, a tweak will do, I guess. If anyone would like to argue for it being a Fix instead, by all means please do.

Anyway, I've already tested it out in the modron maze and it -does- make it a lot more fun and challenging, enough so that I'll make the effort to add this component for this release. Thanks to Sicatrix for the idea :)

Qwinn

Edited by Qwinn, 11 December 2008 - 09:03 AM.


#2 Icendoan

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Posted 11 December 2008 - 09:24 AM

Yeah, all creatures wouldn't be optimal. I wouldn't expect the zombies I am cutting to death (?) with a scalpel in the Mortuary to run!

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#3 Qwinn

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Posted 11 December 2008 - 09:32 AM

LOL, didn't think of that, good point.

This post will maintain a running list of creatures and encounters I'm intending to do this for. Please add any suggestions, even if earlier in the game, and if appropriate and easy enough to implement and test I'll add 'em to the tweak and edit this post to include it.

1) Strahan Runeshadow's skeletons
2) All Rubikon Constructs
3) Fiend FMB
4) All demons in pre-pillar area
5) All undersigil creatures

Note that I haven't tested all these, nor visited the areas to make sure it would be appropriate for all creatures therein, so please feel free to correct me on whatever grounds you wish, and add new ones as you think of 'em.

Qwinn

Edited by Qwinn, 11 December 2008 - 12:04 PM.


#4 -Guest-

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Posted 12 December 2008 - 05:42 PM

I don't think that those slug like creatures in undersigil should run.

#5 Qwinn

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Posted 12 December 2008 - 07:42 PM

The larval worms, you mean?

As ridiculously easy to kill as they are, at 8000xp per, they should freakin' teleport onto your shoulder with their "teeth" (?) already clamped into your neck.

Yes, they move a bit faster with the tweak, I tested it out, and their speed doesn't appear strange or out of whack or anything.

Qwinn

#6 -eom-

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Posted 07 January 2009 - 06:10 PM

haha....good timing on this.

all the time this game has been out and I just got around to playing it.
a few days ago I noticed the autorun setting while I was in curst, and have been lamenting it ever since.
it'd be too hard to go back to walking, but that autorun makes combat ridiculous.

also, along the lines of a fix/tweak, they shouldn't let you run while sneaking, or just take you out of sneak while running.
I cast strength on annah and she runs around one hitting everything.