New Temple+ Available

Discussion in 'General Modification' started by _doug_, May 6, 2020.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I'd love for stupid enemies to not automatically wake up their sleeping allies when I've cast one of my precious 1st level spells on them to put them in that situation in the first place... o_O
     
  2. Sitra Achara

    Sitra Achara Senior Member

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    It already has an intelligence check actually, but maybe the threshold is too low (int>=3).
     
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  3. Shiningted

    Shiningted I want my goat back Administrator

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    This was something I didn't like about KotC - bears making 5' steps, or attacking the party strategically rather than lumbering at the nearest threat. Great game otherwise (much about the combat I absolutely DID love).

    I tried to have smarter or dumber folks in KotB attack accordingly, but sometimes it is hard to tell, and even animals like wolves work as packs, work to their strengths etc. Ditto kobolds.
     
  4. FDR4PREZ

    FDR4PREZ Established Member

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    So what is the combat behavior if your INT too low?

    Can we make it INT>=18 and see how the combat changes?

    Is there a file we can temporarily change to play with this?
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    That only applies to enemies who's allies are affected by a sleep spell, I believe the threshold is too low currently as only animals are unaffected, and there aren't many of those in ToEE.
     
  6. anatoliy

    anatoliy Established Member

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    TemplePlus has a feature, when NPC travels some space, and it is less or equal of 5ft distance, it will automatically do 5ft step. This gives ability for monsters to make full attacks more often.

    We are discussing (privately) new feature in T+, which is going to be optional via config, to make auto-5ft-step for PC as well. Which is quite handy, and will allow to bypass the need of manually picking 5ft step action. But it is up to Sitra and Doug to introduce it.
     
  7. FDR4PREZ

    FDR4PREZ Established Member

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    Oh, thanks for the clarification.

    So there is no mechanics for a dumb enemy to make mistakes in combat.

    Is there a morale check?
     
  8. WinstonShnozwick

    WinstonShnozwick Established Member

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    Would this be just; If you are out of reach of a melee attack target, and that distance is within 5 feet, it will auto change the move to 5ft step action?
    Definitely keep optional, that sort of thing is tilting when unexpected.
     
  9. _doug_

    _doug_ Established Member

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    Yes. That is how it will work and it will be an optional feature.
     
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  10. Ludget

    Ludget Member

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    Great idea! I can't even begin to count the times I lost my second attack because I didn't realize my character wasn't quite in range or I simply forgot to make the 5foot step.
    When can we expect this to be implemented?
     
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  11. _doug_

    _doug_ Established Member

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    Should be in the next version. Which should be released fairly soon.
     
  12. Sitra Achara

    Sitra Achara Senior Member

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    btw, something to consider: when this is applied, the path preview can be forced to alert the user that this is happening. IIRC KotC has a 5ft step indicator for that.
     
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  13. _doug_

    _doug_ Established Member

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    Interesting idea. What do you think that should look like?
     
  14. Sitra Achara

    Sitra Achara Senior Member

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    The path was marked with a blue indicator in KotC.
     
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  15. WinstonShnozwick

    WinstonShnozwick Established Member

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    Bug with charge attack logic not implemented correctly from vanilla. In game help says you must move at least 5 feet to perform a charge attack (i.e. if you are closer to the target than 5 ft you can not perform a charge attack), but D20srd says you must move at least 10 feet to perform a charge attack. Just tested and it looked to me like I was able to charge attack when moving between 5 and 10 feet.
     
    Last edited: Jul 26, 2020
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