So are there any plans to restore the unused voice sets to the game? I'm mainly interested in the ones that are dependent on the morale level of your companions since I think they'd add a lot to the game. Although the game doesn't track morale for Nordom, Ignus and Vhailor, I could see ways of implementing those as well. The ones for Vhailor could play depending on how (un)lawful your alignment is (similar to the Strength bonus he gives you). For Ignus, it could be the same, albeit in the opposite end of the spectrum: chaotic/evil. Although I remember there was a dialogue option to show remorse after remembering what you did to him, so maybe that could be used. Or maybe having him burn you when he teaches you magic could improve his morale. The ones for Nordom could play depending on how you help shape his identity: how you upgrade him (especially the speech that requires high charisma) and if you get him to regard you as the new Director of the Modron Cube.
Athelas
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In Topic: Comprehensive Analysis of Sound Files
24 May 2014 - 02:47 PM
In Topic: Known Issues v4.1 (post bug reports here)
02 February 2014 - 01:26 PM
Found a possible oversight with the Deionarra dialogue in the Mortuary. When she asks you for a promise before telling the prophecy, you can reply (among other things):
#1 (Charisma check) "I find it hard to believe that a woman I once loved would blackmail promises from me with the promise of revelations. Have you no faith in me, Deionarra?"
#2 "The price of such a promise is too high."
If you reply #2, you get taken to another set of replies, including #1, but without the charisma check.
In Topic: Known Issues v4.1 (post bug reports here)
26 October 2013 - 06:32 AM
I don't think it's possible to let yourself get arrested in Curst, is it? I checked the dialogue files with NearInfinity and there are some dialogue responses that let you confess to murdering any of the important NPC's that are part of the assassination quests, after which you get arrested (you are teleported to the prison, I think). I couldn't get them to trigger though. Can they be implemented?
In Topic: Known Issues v4.1 (post bug reports here)
17 September 2013 - 02:48 PM
In the Buried Village, when you pick the lock or bash open the gate to the catacombs, it turns the guards hostile, even after you get the quest from Pharod and even if you go through the dialogue where you threaten one of the guards when he asks for money to open the gate when you first return from the catacombs (after that, he always opens the gate for you if you talk to him).
This isn't a bug, but I noticed that after you get Morte to reveal the truth about how you pulled him from the Pillars of Skulls, Morte still acts suspicious around NPC's who comment on how unusual of a mimir he is. He shouldn't act that way, since he already fessed up. Of course, this would mean removing dialogue, so I'm not sure how this could be solved. I noticed it with an NPC in the Clerk's ward, but I think it also happens with some other NPC's (like the guy who sells cranium rat snacks in the Hive).
One thing that isn't a bug either, but it always bothered me how the various limbs you can use as a weapon always look like a mace. Since the paranoid incarnation can attack you with his arm - and it actually looks like an arm - I wonder if it's possible to let the the Nameless One use this animation as well, since they have the same sprite.
And thanks for all the hard work and great fixes you've put into this.
In Topic: RFE: a component to make the thugs 'respect' you.
23 August 2013 - 01:37 PM
Yes, I had a similar thought. They still attack you even when you have the crazy wizard in your party that almost burned down Sigil a while back.
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