chevalier
Thu, 23rd Mar '06, 12:19am
Here are today's Neverwinter Nights forum highlights, collected by NWVault (http://nwvault.ign.com). Please take into account that these are only single parts of various threads and should not be taken out of context. Bear in mind also that the posts presented here are copied as-is, and that any bad spelling and grammar does not get corrected on our end.
<font size="3" face="Verdana, Arial" color="#cc6600">Georg Zoeller, Designer</font>
Problem with touch attacks and no-Strength creatures (updated bug submission) (http://nwn.bioware.com//forums/viewpost.html?topic=473760&post=4041828&forum=49&highlight=)
<hr />Hi again,
Found some more clues in the default scripts:
"nw_s0_rayfrost" has a comment indicating Andrew Nobbs fixed a "bug" on 17 Apr 03 by removing the ranged attack roll. However, this is a ranged attack spell, per the PHB, so I think the TouchAttackRanged function should be included. Why was it removed?
"nw_s0_ghoultch" (and "nw_s0_vamptch") has a comment indicating the Georg added a melee touch attack check on 11 Sep 03, since "the fixed attack bonus is now calculated correctly." What does this mean?
I wish "dm_enablecombatdebugging 1" gave me more details on how the "TouchAttackMelee" and "TouchAttackRanged" functions calculate the target's AC (to see if they bypass the appropriate types of armor, per the PHB). Can anyone assist?<hr />At one point in time melee touch attacks where not calculated properly, so the touch attacs were removed to balance for that fact.
After the bug was fixed, I added checks back into the script for HotU.
Do some digging in the archives, Craig posted a lengthy explaination on how that stuff works now - very close to the PHB implementaiton.
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4041829&forum=47&highlight=)
<hr />Does anyone know if this Auto Tracking AI fix made has been fixed in the Beta?
This post explains it.
Click Here (http://nwn.bioware.com/forums/viewtopic.html?topic=466476&forum=47&highlight=)<hr />Given the nature of the scripts, it is very unlikely that we can make this change without serious side effects and potential breaks in the official campaigns and other modules. Modules out there might rely on the way the AI has been behaving for so long.
Since that change can be easily made on a per user module basis (or, if you feel like a bit of adventure, in override), I do not see any pressing need to risk breaking existing modules over this.
<font size="3" face="Verdana, Arial" color="#cc6600">Georg Zoeller, Designer</font>
Problem with touch attacks and no-Strength creatures (updated bug submission) (http://nwn.bioware.com//forums/viewpost.html?topic=473760&post=4041828&forum=49&highlight=)
<hr />Hi again,
Found some more clues in the default scripts:
"nw_s0_rayfrost" has a comment indicating Andrew Nobbs fixed a "bug" on 17 Apr 03 by removing the ranged attack roll. However, this is a ranged attack spell, per the PHB, so I think the TouchAttackRanged function should be included. Why was it removed?
"nw_s0_ghoultch" (and "nw_s0_vamptch") has a comment indicating the Georg added a melee touch attack check on 11 Sep 03, since "the fixed attack bonus is now calculated correctly." What does this mean?
I wish "dm_enablecombatdebugging 1" gave me more details on how the "TouchAttackMelee" and "TouchAttackRanged" functions calculate the target's AC (to see if they bypass the appropriate types of armor, per the PHB). Can anyone assist?<hr />At one point in time melee touch attacks where not calculated properly, so the touch attacs were removed to balance for that fact.
After the bug was fixed, I added checks back into the script for HotU.
Do some digging in the archives, Craig posted a lengthy explaination on how that stuff works now - very close to the PHB implementaiton.
1.67 Beta 2 (http://nwn.bioware.com//forums/viewpost.html?topic=472008&post=4041829&forum=47&highlight=)
<hr />Does anyone know if this Auto Tracking AI fix made has been fixed in the Beta?
This post explains it.
Click Here (http://nwn.bioware.com/forums/viewtopic.html?topic=466476&forum=47&highlight=)<hr />Given the nature of the scripts, it is very unlikely that we can make this change without serious side effects and potential breaks in the official campaigns and other modules. Modules out there might rely on the way the AI has been behaving for so long.
Since that change can be easily made on a per user module basis (or, if you feel like a bit of adventure, in override), I do not see any pressing need to risk breaking existing modules over this.