Originally Posted by Dexai
I have high approval ratings for Laessie and she still aggressively rejects me.
I haven't touched the files related to dialog so I can't go and see if the change went in the opposite direction but that may be the case


when you fall into a nondescript hole (for example when you activate a landmine on a wooden bridge in the zent hideout) your character appears dead at camp even with feather fall active ( I added the "IgnoreFallDamage()" boost to the feather fall boots, so, it is technically not feather fall specifically but it should still count since it results in the same boost ). it kinda is video gamey so I wouldn't complain but once your character gets cured from their temporary "dead" status and try to go back to where they were... well... I do get the logic and shouldn't be too surprised to see my character dead again, after all, choosing where to put the character back is a trick question but since you already designed a bottomless pit of instant death, why not choose and link a safe spot to warp the character to ?

also, while I am ranting on the topic of feather fall, I activated it before "connecting the nerves on the transponder" as bossy Mc Squidface puts it in my mind (rude) and, guess what ? it turns out that jumping from a flaming ship counts as a long rest so my feathers and my cat were gone ( mainly sad about the cat though ) which was a bit of a disappointment since feather fall is usually one of my favorite spells, specifically because it is meant to help you avoid taking damage when jumping from a flaming squid spelljammer... or a cliff if you lack imagination, I gess...

don't get me wrong, I like the fact that there is a story and the attention to the detail is already huge, the simple fact that you are taking the route of showing hands do handsy things like open a book, fiddling with its lock, flipping its pages, flipping a coin or holding amulets by the chain to show blood on it was enough to make me care about what you are doing, which is why I am here asking about others details you might have already considered (the change to the check for the underdark passage from explicitly feather fall to check whether or not I should survive the fall is great. I was already under the effect of the "IgnoreFallDamage()" boost the first time my character fell to her death and it felt a bit bad (she was actually under the "fly" boost with added "IgnoreFallDamage()", which made for a really sad surprise...) )

tl:dr, falling in instadeath holes brings you (dead) to camp. once revived "going back" makes you go back to being dead (*not* what I meant)

Last edited by auriejir; 28/10/21 02:45 PM.