Larian Banner: Baldur's Gate Patch 9
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#887327 27/08/23 06:30 AM
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Easy fix, make the AI not stand in fire while out of combat not just in.

Short version in act one I help the 2 numpty's in the cave against the knolls. I had my druid's spike growth down. The entire fight they avoid stepping in it. As soon as the fight ended one of the 2 morons decides to walk into it getting hurt and go hostile.
This should not be an issue. If the AI says "That's a bad place to stand." during combat why does that logic get skipped out of combat?

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I wouldn't even mind that much the occasional NPC "standing" on harmful surfaces or AOE.
What really bothers me are NPCS *entering* lethal areas after a combat is finished.

But you know, even putting "AI improvements" aside, it would already help a lot of we could have a bit less of these filling up spaces.
I can't even begin to explain how annoying I found moving around Moonrise Tower after the Harper assault (just to name an example out of many) only to get constant "chip damage" simply for wandering around without measuring every step.
It doesn't help that as usual you don't have direct control of how your unselected-but-autofollowing companions move and they don't seem to mind diving head first into lethal shit.

Last edited by Tuco; 27/08/23 07:27 AM.

Party control in Baldur's Gate 3 is a complete mess that begs to be addressed. SAY NO TO THE TOILET CHAIN
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Agree

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As another improvement how about NPCs not freaking out over player summons. It's really annoying to have to burn a spell slot dismissing summons, all because NPCs are a pain to talk to as they run away from them and will run to the ends of the earth. Don't get me wrong it has its uses. Like I used one to scare the Gnomes away from the rock at the cave in so I could throw grenades at it without pissing them off, but for a gameplay element can we make them like speak with dead. allow us to "re-summon" as many times for free without using a spell slot unless they die or are dismissed in combat. This way I can have my little army but be able to do conversations and stuff without running a damn marathon to speak with everyone. Why the dismiss in combat breaking it, to help prevent people from dismissing them just before they die, dismiss in combat could = death just to help stop some cheese.

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Sometimes the AI works well, like when in the goblin camp in Act 2 a goblin attacked a weak pillar and made it collapse on me. Other times it works really poorly, such as in one of the fights in Wyrms Rock while I was trying to get to Gortash: there was a pair of "Iron Consuls" who just kept using Bane's Voice of Command or some such thing on each other over and over again while I cleaned up all the other bad guys.


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