McBaconEggen said:
Prismatic Wall, perhaps? I'm not entirely sure how creating a wall would work in terms of coding and design. I guess you would spawn an object in front of you or at the target location, and that object would basically block movement and projectiles? But I don't know how well the engine supports spawning objects like that, unless it's a "character" with a wall model of sorts, which doesn't move or attack. Although, I think the Prismatic Wall in particular doesn't block movement, just certain attacks and has other utility effects. Interesting idea, though!McBaconEggen said:
NinjaSloth said:
I do have a question about this. What about certain unique armors, such as the Twilight Armor? I would definitely consider Twilight to be heavy armor, but it has that very minor boost to magic, which I assume was less intended as a tangible bonus and more of a way to allow you to wear it without taking the penalty for wearing "non-mage armor." Will things such as Twilight Armor and Elven Mail Shirt still be just as feasible as before, trading the magic bonus potential for some protection? And what of the boots and gauntlets of the Twilight set? When you say that gloves and footwear will be a factor in the future, I assume this means we'll also be getting some that might give a small bonus as well, so as to not incur the penalty, too. Great job as always.guspav said:
SmurfInHell said:
Morrowind Mod Man said:
SmurfInHell said:
Okay, thank you!SmurfInHell said:
I had something similar happen before. There is a script in place to kill off combatants that go overboard, and I suspect that maybe it's being naughty to people still on the ships. I could be wrong.Xzayler said:
I think this might be a bug within the Mount & Blade engines themselves, as I recall my first experience with it in the 1866 mod of the original M&B. My first thought was that the mod allowed for companion deaths, but after my panic was subsided upon seeing that my party member didn't actually die, I figured it must have simply been some strange bug.Xzayler said:
DeathByRabbit said:
guspav said:
guspav said:
guspav said:
Well, it should be fixed (in a way) in the next version, so if you can be patient and maybe play another character for the time being, you ought to be able to return to your current character after an update. It's up to you, though, and I wouldn't blame you for starting over to get around it. Just be sure to export/import the character so you at least don't lose all of your progress!YeoL said:
guspav said:
I think I had something similar happen to me at some point with the Forest Bandits; they used to be reasonable but then something in them snapped and now they rush at me all suicidal-like. I haven't gone near them in a while so I cannot say without testing if they still do it to me or not.YeoL said:
Did you help the bandits fight someone else? Any time you help a group of people and they likely would have died without your help, you'll gain relation with that faction, be it Bandits, Forest Bandits, Mountain Bandits, Deserters, Undead, or whatever. Whenever your relation with an antagonistic faction goes into the positives, they'll stop attacking you. Due to a bug, you unfortunately cannot attack a befriended faction. For example, I helped save bandits from their undead attackers numerous times as my redeemer paladin, so now Looters/Sea Raiders/Corsairs/Taiga Bandits/Lawless Elven Warbands/Drow Surface Raiders/Orc Raiders/Greedy Dwarves/Crazy Mage/Sanctimonious Fundamentalists and I cannot fight each other unless I help someone else fight against them, which for some reason does not reduce my relation with them regardless. On a side note, you'd think the new bandit armies in this mod (racial and religious ones, and crazy mage) would be within the Deserter faction instead of the Bandit faction, but whatever; I guess the normal Deserters already fill that role of sorts too.YeoL said:
Suminagashi said:
guspav said: