Not screwed in that way - but I'm not able to fight the current spawns so I can't enter the area ever again.
Right now I have a blade lvl 7, bard lvl 7, cleric 7/mage 6, thief 7/mage 6 party and I have 2x shadows, 2x skeleton warriors, 4x archers, 4x orc mages and the new spawn. I tried to go back invisible but I had the mages use Detect Invisibility and the party had to flee. The orc mages uses spells of too high level to be able to battle them now, and four of them is really too much.
The main problem is that I didn't know in advance it was intended of working this way, and left some spawns behind instead of fighting.
Personally I think that the spawns every 8 hours are, RPG-wise, already enough to ensure areas are high populated and difficult to explore (for example, in the Firewine Bridge area I had to fight a group of five ogre berserker and a greater basilisk), while the persistent creatures might mean an area becomes off-limit because of the high number of spawns left there time after time. After all, if you meet some creatures and you flee, the creatures are supposed to move around and do their business, you'll eventually meet them again (same spawn) or meet some other creatures (different spawns) while the first ones just wandered away.
Anyway, keeping the persistent spawns isn't an issue - just point it out clearly in the readme, since fleeing and going back when ready is the usual way to go with the
BGT/Tutu/vanilla spawns, and if the player doesn't know with BGSpawns it works in a different way it could lead to some troubles.
EDIT: forgot to mention, I really like the philosophy behind the mod. The spawns themselves aren't impossible, but are very though alone already. Having them stacking if someone flees and comes back later increases the difficulty a lot anyway (if 1x spawn is really hard, 2x are REALLY hard and 3x are.. Well.. You know.
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)
Edited by kthxbye, 29 May 2009 - 10:04 AM.