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Found 6 results

  1. Description: When the party enters the Abbey of the Fallen Moon and Maneha is in the party, the dialogue bubble appears on her portrait. The Player can talk to her. As soon as the party starts moving, the same conversation starts automatically again. Steps to reproduce: 1. Have Maneha in the party. 2. Enter the Abbey of the Fallen Moon area. 3. Notice the speech bubble on Maneha's portrait. 4. Talk to Maneha and go through the conversation. 5. Move the party anywhere in the same area. 6. Maneha initiates the same conversation with the player. Expected behavior: Maneha shouldn't initiate the conversation if the player has already had this conversation with her.
  2. Is there any way to be able to have the other party members talk to someone, in order to utilize their stats in conversation? I tried this once but it reverted back to my PC talking.
  3. I really liked the dog in Dragon Age, it was the only companion I'd always take with me. The other companions were between the annoying and the creepy, and I'd take them along only as cannon fodder or for a specific ability/ies lacking in the main character (or if I had to). Besides, the dog in DA reminded me a lot of my own dog, whom I miss dearly. Same size, same face, a thinner neck tho. So, I'd like a dog as companion. Possibly a pitbull/moloss-like dog, but I'm not too picky (if one could have a choice of how the dog would look like, it would be best), as long as the dog has a personality of his/her own. Heck, if there's a backstory and stuff like that, I'd love it (no romance option, tho.. please.. really, I mean it, don't go there). Besides, which adventurer wouldn't want a dog around?
  4. Okay, so I'm not sure offhand what the developers have said about this, but figured I would make a quick poll, to gather people's imput. Hopefully I don't miss anything. Personally, I hate forced party members. I recognize there are some developments in the plot where they "make sense" or can be justified, but also feel that there should always be a way to avoid it if you really don't want to take them (because you personally hate them, don't trust them, or someone in your party feels that way). So, please click away.
  5. One of my major loves about the Baldurs Gate and Icewind Dale games was having different AI scripts available to customize how each character was controlled by the computer, but also with how those scripts would suspend for a period or adapt if the player told that character to do something. Many of the newer games, such as Neverwinter Nights and Neverwinter Nights 2, did not seem have that same level of AI. I won't lie. I'm not super huge on having to micromanage or give orders to my party members every round in combat, but I do like being able to tell my party members to do something from time to time, and have them do it before going back to to their AI. I want to be able to have my party prioritize a target until that target is dead. I found a lot of the time in Neverwinter Nights 2 that the AI would be trying to change targets every 2 or 3 rounds, despite me actually telling them to attack someone. I guess my point here is: Please make sure to do party AI right. Have AI in the game to take over when the player isn't directly telling the party what to do, but allow player commands to trump out AI commands. Whether AI is done using a script system such as what was used in Baldurs Gate in the past, with a user defined priority system where they can use dropdown boxes to set up something like "When <ally HP> is <below> <50%>, use <skill>", or some entirely new system to determine how the AI should react in a given situation, frustrating Party AI can definitely ruin a game for someone like me. Please take the time to do party AI correctly.
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