All characters are moving thru occupied spaces which is supposed to a halfling trait

Maximus
Level 5
7 months ago (edited)

First off......oooooh the pains of arrow management and how the new breed of devs just can't make their players suffer thru too much item management. Bah!   This game is curing my Baldur's Gate withdrawals to a level that I didn't think possible.Its done so well its freaking awesome!! And part of the reason is just the thing I have been suggesting to every new RPG dev ever since BG appeared. Projectile management,utility belts with potions and scrolls,rogues with extra use etc etc.You must play where every move counts and its just so well made in Solasta. :)


Ok back to my post....


Just now I was elevated above two enemies and my halfling could not get a bow shot off cause of his height! Every other character moved into his spot and was able to fire off spells and projectiles.

That is a first for me and I love that but I think that halflings are getting gimped of their ability to move thru squares occupied by larger characters because every character is doing it.This was a huge mistake made by the Pillars games where placement meant nothing and I hope this will get fixed.Placing high AC characters is part of the fun of D&D combat and also lends itself to that Baldur's Gate feel we are looking for.







7 months ago (edited)

Hey Maximus,

Not sure if the comment on the arrows is a complaint, but we are looking at providing more options.

As far as the halfling is concerned, are you refering to Halfling Nimbleness from the ruleset? I could swear our Lead Dev has implemented it some time ago, and I have checked at the code and data and this feature is present on Halflings.

Could you elaborate to explain what is not working properly?

Thanks

Maximus
Level 5
7 months ago

Don't streamline anything on projectiles as it feels good in game right now.I have suggested to past RPG devs that arrow management is a good thing but everyone wants to streamline games to boredom.IMO It adds a bit of realism by having to worry about ammo.Dungeon crawling in Solasta and finding downed enemies with arrows feels great and on flip side suddenly running out of arrows and having to resort to melee is great also.Just adds more flavor and thought to how you plan out your characters.

As to the nimbleness trait.I am not sure every one does it but for example a ghoul fight and the ghouls were running right thru other ghoul squares.

And while your here :) The lighting draws me so much into this game and all games in general.What do players usually do in regards to lighting mods...they get mods that remove ambient lighting.So here are my ideas of which have probably already been forked over by you guys.

Setting for players to adjust the darkness for interior levels separate from exterior levels so we can cater to how dark we like our games in interiors and also adjust specific to our monitors.

No ambient lit rooms.All rooms with no light sources to be as dark as the darkest rooms in game right now.

When any character race in Solasta walks into a dark room with no torch lit they all have the same very small amount of light that emits from them.Change this so that humans remain with this same small light emitting from them.Elves get a bit brighter,think like holding a candle and Dwarves even brighter.Just increase this light that emits from all races for darkvision characters so that when you select a single darkvision character the scene is a bit brighter.Heck even a touch of saturation loss :)

When you select all characters and a human or non darkvision race is in the group then choose the lowest brightness setting like whats in game now to force players to have to deal with it by lighting torches and making game even more nice to look at :)

Maximus
Level 5
7 months ago

Placed two characters side by side in a two square wide doorway and then was able to run right thru the square with my human.Am I understanding this wrong maybe?

WumpusRat
Level 3
7 months ago

Hey Maximus,

Not sure if the comment on the arrows is a complaint, but we are looking at providing more options.

As far as the halfling is concerned, are you refering to Halfling Nimbleness from the ruleset? I could swear our Lead Dev has implemented it some time ago, and I have checked at the code and data and this feature is present on Halflings.

Could you elaborate to explain what is not working properly?

Thanks

I'm not sure how difficult it would be to code, but one idea for arrow management would be to have a quiver item that you could put in your ammo slot. Could have several different types, each one holding a different amount of arrows.

Basic quiver could hold 40 arrows, large quiver could hold 60, and various magical quivers could hold 60, 80, 100, etc.

picklesgrr
Level 10
7 months ago

I am not a fan of inventory management but the arrows seem fine at the moment. It is easy to buy and carry enough for everyone. So while i feel it adds nothing* to the game it is not much of a chore either.

*I guess it lets me horde +1 arrows for that big encounter that never seems to arrive, I am bad at consumables. .  

Guurzak
Level 5
7 months ago

You can always move through squares occupied by your allies (difficult terrain). Halflings can uniquely move through squares occupied by enemies.

Maximus
Level 5
7 months ago

Thanks,that makes sense as to why sometimes they move around friendlies as its considered  difficult terrain.

Duriel15
Level 6
7 months ago

What Guurzak said. All characters can move through the spaces occupied by an ally but at twice movement cost. This is different for haflings.

RJM
Level 8
7 months ago

Halflings also pay difficult movement cost for passing through friendlies under official rules, but it wouldn't hurt to change that. The exception they have is passing through hostile creatures spaces, although it's not one I see used much even with a rogue or monk that gets the bonus action disengage to avoid attacks of opportunity. Pretty much only when the party is ambushed and the halfling gets cut off from their allies.

sarge33rd
Level 12
7 months ago

I am not a fan of inventory management but the arrows seem fine at the moment. It is easy to buy and carry enough for everyone. So while i feel it adds nothing* to the game it is not much of a chore either.

*I guess it lets me horde +1 arrows for that big encounter that never seems to arrive, I am bad at consumables. .  


you and me both. All game long my Wiz was scribing MM scrolls and on reaching 3rd lvl, my CL was crafting healing pots. I used those, but only about 1/3 of the MM scrolls got used and none of the in game heroism, gt strength, jump, etc etc pots ever got used. I was "saving them for when I need them" I guess. lol

goumindong
Level 8
7 months ago

As to the nimbleness trait.I am not sure every one does it but for example a ghoul fight and the ghouls were running right thru other ghoul squares.

Nimbleness lets you move through enemy squares. Everyone can move through allied squares.

Maximus
Level 5
7 months ago

Question,does nimbleness trait allow you to attack an enemy thru an allied square?Like a reach weapon?Would make that trait actually useful.

Дмитрий
Level 11
7 months ago

There once was a time when two ghouls were standing on the same square. Either one of them fell or I caught them like that when the fight started. I was also able to stand on that square with my halfling rogue and to attack while standing there. Didn't ever encounter it again (yet) though.

7 months ago

Answering to Maximus on the lighting part:

Interesting thoughts on tuning the ambient lighting for a user setting, but it is already a nightmare to do a proper setting for us now. Before granting that to a player, I want to make sure we have a default value.

Also, we have tried the completely dark ambient in the absence of light, at the beginning of the project, or also use characters vision to determine default lighting, but it was just a nightmare of frustration for the player. You would not believe what people are capable of enduring (moving their characters in almost absolute darkness) instead of lighting a torch or casting a spell. So we prefer to stress the importance of lighting in gameplay (with proper feedbacks and icons), rather than impairing the player.

Cheers,

Duriel15
Level 6
7 months ago

I thought the overall lighting effects were great as they are. I just wish dim lighting didn't impose disadvantage on attacks.