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stranger
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OP
stranger
Joined: Aug 2014
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In the Dark Forest you meet a cat who gives you a quest to find and kill the rats in the city. However, if you get into a fight near the cat (who hangs out near a skeleton NPC and is close to several encounters), then the cat will suddenly aggro and attack you. Considering that I'm helping this nice cat, I see no reason why this should occur.
Larian, I did not purchase this title to be forced to harm a cat. We could run from it, but this is hardly an optimal solution. Please fix this glitch immediately.
Thank you.
Last edited by Naelok; 23/08/14 05:33 AM.
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stranger
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stranger
Joined: Aug 2014
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As much as I enjoy slaughtering my way to the heart of this murder investigation (Wait, did we solve that now?), I agree that something is a little rough in this part of the game. Why are we even going to this town, besides the fact that it was the only dark area on the map. I am not positive, but I think when we attacked the rats in town, it angered the orcs and turned them all hostile, which in turn made the rest of the town's residents hostile (?). I think maybe someone (you) didn't read the quest journal carefully enough. You cannot just go around and assassinate the honest tax-paying rat families of this town and expect no repercussions. You know, just because they are skeletons and orcs and rats doesn't mean we needed to kill all of them. You monster. You racist monster. Who will investigate our crimes after this adventure is over? Divinity Second Sin will need to send in the greatest detectives of all time because there is literally miles of barren uninhabited earth between where we landed in Cyseal and where we are now. Nothing lives after being subjected to our righteous scrutiny. No one to testify against our heavy handed quest for the truth.
I really have no idea what's going on in this part of the game. We encounter guys with red outlines and smash them into dust in the name of justice. And frankly, that's good enough for me. But small children and women clearly take slight from having to beat down a cat, adulterous and conniving though it might be, we haven't actually been made privy to its private vices at this point. We know what you did in Vegas, Mr. Meowgi, but that's metagaming and we rise above that sort of thing. We need more of a context in which to feel OK about sticking a +400 double handed spiked mace up it's puckered meow-hole. Or we can reload from an earlier save and avoid all this. Either way is fine.
Last edited by Superbeef; 23/08/14 02:26 PM.
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stranger
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stranger
Joined: Jul 2014
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As much as I enjoy slaughtering my way to the heart of this murder investigation (Wait, did we solve that now?), I agree that something is a little rough in this part of the game. Why are we even going to this town, besides the fact that it was the only dark area on the map. I am not positive, but I think when we attacked the rats in town, it angered the orcs and turned them all hostile, which in turn made the rest of the town's residents hostile (?). I think maybe someone (you) didn't read the quest journal carefully enough. You cannot just go around and assassinate the honest tax-paying rat families of this town and expect no repercussions. You know, just because they are skeletons and orcs and rats doesn't mean we needed to kill all of them. You monster. You racist monster. Who will investigate our crimes after this adventure is over? Divinity Second Sin will need to send in the greatest detectives of all time because there is literally miles of barren uninhabited earth between where we landed in Cyseal and where we are now. Nothing lives after being subjected to our righteous scrutiny. No one to testify against our heavy handed quest for the truth.
I really have no idea what's going on in this part of the game. We encounter guys with red outlines and smash them into dust in the name of justice. And frankly, that's good enough for me. But small children and women clearly take slight from having to beat down a cat, adulterous and conniving though it might be, we haven't actually been made privy to its private vices at this point. We know what you did in Vegas, Mr. Meowgi, but that's metagaming and we rise above that sort of thing. We need more of a context in which to feel OK about sticking a +400 double handed spiked mace up it's puckered meow-hole. Or we can reload from an earlier save and avoid all this. Either way is fine.
yes, you are very funny, thank you for your input. Now, on topic: I thought this to be a bug as well. The Cat trying to protect the hidden villagers suddenly taking sides with those trying to find and torture the villagers seems hardly intentional.
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enthusiast
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enthusiast
Joined: Jul 2014
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Can you trade with the cat? The reason I ask is because of this piece of scripting from within the StoryEditor, //////////////////////////////////////////////////////////////////////////////////////////////////// // An evil dude is an npc whose alignment relations define him to be agressive towards a good guy - // let's take Lanilor as the definition of a good guy. // Note: this does not mean that the evil dude will be agressive towards the player - au contraire! // The evil dude will be smart enough to feign friendlyness to the player in an attempt to mislead him. // This is done automatically at game start by calling SetFriendlyAlignmentWithHero(_Npc); PROC SetEvilDudeStatus((CHARACTER)_Npc) AND NOT EvilDude(_Npc) AND //TODO: really? CharacterGetRelationToCharacter(_Npc,CHARACTER_CYS_Arhu,_Alignment) THEN SetEvilDudeStatus_1(_Npc,_Alignment);
PROC SetEvilDudeStatus_1((CHARACTER)_Npc,(INTEGER)_Alignment) AND _Alignment < 25 THEN EvilDude(_Npc);
//////////////////////////////////////////////////////////////////////////////////////////////////// // Amoral npcs don't mind if they're addressed by the hero when he has weapons drawn // Amoral npcs don't mind/comment about stealing. // // MoralNpc/1 overrides as you can see in the following rules: // IF EvilDude(_Npc) AND NOT MoralNpc(_Npc) THEN Amoral(_Npc);
IF Unintelligent(_Npc) AND NOT MoralNpc(_Npc) THEN Amoral(_Npc);
//////////////////////////////////////////////////////////////////////////////////////////////////// // Evil dudes do not trade IF EvilDude(_Npc) THEN ProcDisablePlayerTrade(_Npc);
PROC ProcDisablePlayerTrade((CHARACTER)_Npc) AND _Player.isPlayer() THEN CannotTrade(_Player,_Npc);
PROC ProcDisablePlayerTrade((CHARACTER)_Npc) AND DB_DefinedCompanions(_Player) THEN CannotTrade(_Player,_Npc); To the OP, you don't want to be forced to fight a cat in the game, okay. But... what if it's an evil cat..? DUN DUN DUNNNN.
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stranger
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stranger
Joined: Aug 2014
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We ended up reloading a previous save and avoided killing the rats in public. I'm not sure what my partner was doing as he was in charge of the specifics of the rat quest, but I don't believe that killing the little rats was a necessary step in finding the Rat King. In any case, that should be made more clear. In retrospect what happened was this: We started killing rats from the get-go as soon as we entered town, and getting attacked by orcs wasn't unusual, so we didn't realize we actually broke the entire town until the cats started attacking.
But yes, this town is a hive of chaos. The only solution is Exterminatus, and we would like the cat to take refuge if possible. The emperor's purifying wrath does not discriminate lightly.
Last edited by Superbeef; 24/08/14 03:55 PM.
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stranger
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stranger
Joined: Aug 2014
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A small update : We finally "cleared" this town by giving the horn to Jar-jar, which instigated the city wide brawl. "The men of the mountain will not forget this, friend!" - A bold statement that was immediately forgotten when the entire city square erupted into a free for all. The mountain dudes were not only attacking the orcs, but us as well, which seemed somewhat contrary to my expectations. That's thug life for ya. But we still got the EXP for their kills. They were like half allies. Kind of like in Jean Claude's "BLOODSPORT" when Dux becomes friends with the American fighter, but you know they're still going to face each other in the ring like true fighters should. And then in the midst of all this ruckus.. that god dang cat comes waltzing in. Howling and clawing and spraying hisses all up in Jahan's face until Gruntilda friendly fired it in some charge attack. RIP my evil feline friend.
This entire town was bonkers and some of the quest logic could use some cleanup. So that is the bug report. Please patch. No rush since we've already beaten the area and moved on with our life and other people encountering this issue mean very little to me personally. Thank you.
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stranger
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stranger
Joined: Aug 2014
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![[Linked Image]](http://i.imgur.com/4YWTlrT.jpg) The aftermath. Orc-merchant cornered the market on golden forks and paintings of A Man, but never had the opportunity to set his plans in action. Life is cruel.
Last edited by Superbeef; 25/08/14 03:40 PM.
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stranger
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OP
stranger
Joined: Aug 2014
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I'm disappointed that we could find no way to save the cat.
Re: earlier poster, the cat could not be traded with. We did the quest to kill the evil Rat King and the cat was all like 'good job, you are a good person for doing that' and then told us where the Hidden Villagers were (even though we'd already found them).
But once again as my partner said, when the giant brawl started when we exposed the Orks, the Mountain Men immediately turned on us (we did not hit them with any AoE, they were red from the beginning)and somehow the cat showed up to get into the fight. The fight wasn't even anywhere near the poor cat, it just ran over to get a piece of the action.
Poor cat was killed by Grutilda, who paid with her life. But the cat was still attacking US before that happened. What did we do to deserve such cat ire? The cat was nice and supposed to be our friend.
In summary, please fix the cat AI and the AI for this entire town.
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enthusiast
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enthusiast
Joined: Jul 2014
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If you couldn't trade with the cat then I'm inclined to believe that it was, in fact, storywise, an evil NPC and it was lying to you - manipulating you, even - the whole time for its own nefarious purposes. This was no poor cat. Nor was it nice, or your friend. You were as disposable as a diaper to it.
If the above is the case, perhaps it's not a behavioural bug to look at, so much as another pass at the dialog and what ulterior motives can be inferred from the dastardly cat's interactions.
EDIT: Of course, now, minutes later when I actually use my brain to think, I realise we're still talking about a cat. Which would explain the no-trade thing anyway. In short: egh! No idea. I can accept the possibility that a part of me just really likes the idea of a double-crossing feline enemy and this was twisting my perceptions. Miaow. (Or meow to those across the water.)
Last edited by Noaloha; 25/08/14 01:25 PM.
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stranger
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OP
stranger
Joined: Aug 2014
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Please stop posting that dog owner propaganda in my thread. It is not needed.
I don't believe you can trade with any cat in the game besides Arhu. No other cat in the game behaves this way and again, the cat was helping the Hidden Villagers hide from the Immaculates by killing the Ork's rats that were trying to find them. Nice cat that was doing nice things.
The whole town's AI needs to be looked at.
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stranger
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stranger
Joined: Aug 2014
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To be fair, even the kindest of cats is evil aligned.
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