Bug - Mechanics
Priority - Medium
If you attack NPCs from range with spells, and the NPC is set as "stationary", it seems fairly random if a combat is triggered; they will stand still taking damage. Having said that, NPCs who are supposed to trigger flags, e.g. the drunken guards, will switch into combat without triggering dialogue. Doing this to the drunken guards & killing the one on the left leaves the one on the right "incommunicado". i.e. doesn't respond to dialogue tooltip, although you can force combat in the same manner.
I've seen this mentioned for Evelyn in the healer's hall breaking the main quest progression. i.e. you won't be able to obtain her stone as she won't give you the options to heal either NPC.
Solution - quest specific NPCs should definitely force dialogue on taking damage.
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Bug - Mechanics
Priority - Low
Hostile mobs don't seem to target non-hostile combatants. In the first orc assault, the orcs will target you and ignore the green legionaries and you do not receive XP if the legionaries kill the orcs. This is opposed to Black Cove, where the orc<>undead battle works fine.
Solution - set friendly NPCs as temporary party members?
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Bug - Mechanics
Priority - High
Fairly sure you can massacre the entire of the city abusing the infinite range of flare and never trigger any quest progression, but also never trigger being thrown into prison. This isn't that easy with level 1 chars, but I suspect it's doable.
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Bug - Mechanics
Priority - Low/Medium
Not being able to loot bodies is just plain weird, especially given the amount of containers lying around. Surely, on death, all NPCs / mobs should become containers? (With If Empty = Decay) This is notable in that weapons used by humanoid mobs have a seemingly random % at dropping - the orc from the 'buried brother' quest is a particular one; occasionally, you'll get a very nice weapon drop, but most of the time nothing at all.
Last edited by SteamUser; 25/01/14 07:59 PM.