Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sun Dec 22, 2024 11:44 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 4 posts ] 
Author Message
 Post subject: Chained NPCs moving? (Outer guardians specifically)
PostPosted: Mon Sep 19, 2011 12:31 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Chained NPCs seem to have a "wimpy" set. They don't actually chase you as much as they just move when you hit them with a ranged spell. I have a feeling this is related to the change that causes NPCs to move from damaging room-affect spells?

In this log I hit a guardian with a flamestrike from one room away.

Quote:
You utter the words, 'yrawzgculatz'.
A massive guardian is massacred as you direct a large column of fire to strike it!
A massive guardian walks in from the west.
Connor's shield blocks a massive guardian's attack.
Angry spirits manifest around Connor and rain curses upon a massive guardian.
A massive guardian's deadly wrath barely hits Connor's head.
Angry spirits manifest around Connor and rain curses upon a massive guardian.
A massive guardian causes Connor some slight wounds as its deadly wrath singes his chest.
Angry spirits manifest around Connor and rain curses upon a massive guardian.
A massive guardian's deadly wrath lightly hits Connor's head.
Connor dodges a massive guardian's attack.


Happened on both the test server and live server today. In this log, the NPC isn't being "lured" in, it's actually moving as a result of the damage: I have done other tests to prove that: For example, if we had hit it with a lightning bolt from 2 rooms away it would have just moved east once.


Top
 Profile  
Reply with quote  
 Post subject: Re: Chained NPCs moving? (Outer guardians specifically)
PostPosted: Mon Sep 19, 2011 2:08 pm 
Offline
Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I think the bigger bug here is that your mercenary can cast flamestrike.


Top
 Profile  
Reply with quote  
 Post subject: Re: Chained NPCs moving? (Outer guardians specifically)
PostPosted: Mon Sep 19, 2011 11:33 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Hmm... yes, that does seem to be an unexpected side-effect of this. But other than guardians, I'm not sure there are any NPCs that you would not want to move in response to damage...


Top
 Profile  
Reply with quote  
 Post subject: Re: Chained NPCs moving? (Outer guardians specifically)
PostPosted: Mon Sep 19, 2011 11:47 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Pretty much any NPC that scripts entry/exit or scripts something in the room upon death and is chained is an NPC that you wouldn't want to move in response to damage. Outer guardians are the easiest example, because if they move as they do when you hit them, then A) no one can enter the keep because they can't ask the guardian to enter, and B)if you do actually kill the guardian away from the entrance, the door stays locked because the guardians open the cabal HQ doors by a script when they die.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 114 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group