Fatigue System Bugged
Posted by Anonymous on 2013-09-24 06:10
The current implementation of the fatigue system is heavily bugged. Under patch 2, the party has gotten fatigued immediately after resting no less than three times. The stat drain associated with fatigue also has the incredibly obnoxious effect of robbing spellcasters of spell slots, forcing additional rounds of resting (each with associated random encounter spawning) to restore them and cancel the drain. This all adds up to an extremely frustrating experience that does nothing but detract from what is otherwise an excellent module. Some suggestions for improving this horrid mechanic:
1. If you absolutely must keep stat drain for some reason, restrict the drain to physical stats only (e.g., STR, DEX, CON). This will prevent loss of spell slots.
2. Rewrite the entire script, as it seems the current one is broken past the point of fixing. Getting fatigued after rest suggest a complete misimplementation.
3. Give the party some way of estimating how long it will take to travel to each area. Travel times are highly inconsistent and nearly impossible to predict in advance.
1. If you absolutely must keep stat drain for some reason, restrict the drain to physical stats only (e.g., STR, DEX, CON). This will prevent loss of spell slots.
2. Rewrite the entire script, as it seems the current one is broken past the point of fixing. Getting fatigued after rest suggest a complete misimplementation.
3. Give the party some way of estimating how long it will take to travel to each area. Travel times are highly inconsistent and nearly impossible to predict in advance.
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