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Joined: Sep 2017
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Defoxx Offline OP
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It is necessary to refine the mechanics of invisibility

First, when the enemy uses invisibility, this stupid inscription "Invisibility" is displayed on it, after which it becomes invisible, but this inscription reveals his position, following him over his head, and as a result we see where the enemy has moved. As a result, it is very easy to knock it out of invisibility by any ability in area. It is necessary to remove this inscription so that the player does not know where the enemy moved after using invisibility. Or to make so that the inscription does not move behind the invisible enemy.

Second - when the player uses invisibility - enemy characters do not take any measures, they just do not do anything. It is necessary that the opponents tried to dislodge the player from the invisibility by spells in the area, trying to strike roughly where the player was using invisibility. Also, if the player is unaware, the computer has not managed to dislodge the player from the invisibility by the ability of the area, and there are no more enemy targets for the computer, then he must start using abilities that restore health, armor and magic armor and various strengthening spells.

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I don't think that the AI does need to take measures if the player goes invisible. Invisibility does not work with the Guerrilla Talent, so no bonus damage. Invisibility breaks when pickpocketing, so no thieving exploits. Invisibility breaks when taking any damage at all, so one surface you don't see and it's gone.

Really, all it is good for is sitting quietly for 2 turns (5 if a potion). It is not overpowered. It does not need to be nerfed any more.

EDIT: Yeah, what Try2Handing said below.

Last edited by Stabbey; 18/10/17 04:49 AM.
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Your first point does sound like something that should go into Technical Problems. It's true that the "invisibility" floating text gives away a bit of the general direction the enemy goes in, but I think it's not that big of a deal anyway. Like you said, invisibility is very easily removed, especially by spells that have big area of effect like Rain. In most cases, they don't move far from the initial spot anyway, so chances are good that you can still hit them with such spells even if you don't know where they're headed. Also, I'd say in most cases, they would be heading toward your party's positions. Still, some fine-tuning here certainly wouldn't hurt.

As for your second point, it really should go into Suggestions instead. It is work with the AI. Since you mention it here, I might as well point out that what you said are specific elements of the whole "combat stealth mechanics" - which is something that is almost nonexistent in D:OS2. Anti-stealth measures, NPC behaviors against stealth, etc. I mean, you can't really discuss anti-stealth measures when combat stealth doesn't exist in the first place. There have been one or two threads in here that discuss how underwhelming the stealth in this game is, and ideas for changes in that department.

Long story short, we need to first implement a solid combat stealth mechanics before we can even talk about what to do against it - and this first step should take a whole lot of work, I believe.

Last edited by Try2Handing; 18/10/17 03:49 AM.

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