Originally Posted by Redunzgofasta

Even that won't really work.
I was told by a dev at steam that "same level area transations" such as to the cave with the elves and the interior of the Fort won't work because of that being scripting. Therefor you may asume that "atmosphere triggers" won't work either.
Of course the GM can change the atmosphere. but that will be "level wide" so player(s) not in an interior will also have the interior lighting, or the player(s) inside will have exterior lighting.

It looks like the GM mode really forces you to run a campaign as a series of encounters in small areas unless you are willing to suffer long loading times every time the party leaves an interior like a shop and goes outside to the "large exterior".

Some limited scripting, such as same level transitions and atmosphere triggers are a must if you ask me as they will hugly expand the experience and actually allow for larger areas instead of forcing the GM to stick to small encounter based ones.


I'd be surprised if atmosphere triggers counted as "scripting." They're more part of level design than anything. As far as transitioning to other game areas, yes, you're right that if that's impossible that's annoying. But the GM could still teleport players to the other areas (assuming the GM can look outside the primary map to find the other locations. May have to modify the map area to make other locations closer for the GM to reach.)

But yeah, I really want even basic options for scripting to. I mean, characters scripts HAVE to work, right? If not, you literally wouldn't even be able to add my bard class to the GM mode...