1.69 and distance/placement in melee

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Bargeld
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Re: 1.69 and distance/placement in melee

Post by Bargeld »

Spring attack is good, but it's not 100%... I'd say more like 90%. Every once and a while you see tumble checks as you run though combat. You should still max tumble, even cross-class.

And for posterity, my original graphic explanation isn't 100% accurate, the amount of people that surround is entirely different than what I have. The concept is true though. You can line rats up 1 at atime, or giants/ogres 1 at a time. You stand in a doorway and only 1, maybe 2 enemies hit you... no more surprise crits from bralk the unreachable with a polearm in the back row.

On one hand, it takes a total of 2 trolls to trap you in a corner once you are feared. On the onther hand, you get to fight only 2 trolls at a time, while the other 10 just fill in as they get killed... remember Guantlet and Guantlet 2 :wink:
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mgrjebbo
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Re: 1.69 and distance/placement in melee

Post by mgrjebbo »

I never really used pathfinding, i use wsad and the mouse. Maybe i have been missing out on something.
Amoenotep wrote:Interesting turn of events.....

Blystos Re
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Re: 1.69 and distance/placement in melee

Post by Blystos Re »

mgrjebbo wrote:I never really used pathfinding, i use wsad and the mouse. Maybe i have been missing out on something.
Right, we all do, but now when you click on a critter behind some dude, sometimes the game says: "FAIL! You can't get ye target." Whereas before you would automagically run around the dude to hit the critter.

Should make your tripple-logging a little more intresting. :wink: I'm excited to see you pull that off.

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mgrjebbo
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Re: 1.69 and distance/placement in melee

Post by mgrjebbo »

Hasnt been an issue. But i have noticed it. I was just saying i never used pathfinding in 1.68.
Amoenotep wrote:Interesting turn of events.....

Blystos Re
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Re: 1.69 and distance/placement in melee

Post by Blystos Re »

:shock:
How many arms do you have?

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mgrjebbo
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Re: 1.69 and distance/placement in melee

Post by mgrjebbo »

9th wonder of the world my friend.
Amoenotep wrote:Interesting turn of events.....

frogofpeace
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Re: 1.69 and distance/placement in melee

Post by frogofpeace »

The 8th is ... the NS dev and DM staff, yes?

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Flailer
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Re: 1.69 and distance/placement in melee

Post by Flailer »

FYI - the whirlwind attack improvement may be coming from this fix rather than the placement issues:
Fixes to Whirlwind/Improved Whirlwind/Great Cleave so that all the attacks
are done at the player's full BAB.
Everyone should check out the patchnotes for the fixes that went into 1.69 if you haven't already:
http://nwn.bioware.com/support/patchdetails169.html?pl=

There's quite a few changes in there that'll effect gameplay. For instance:

- The Epic Dodge feat now requires 30 ranks of Tumble skill as a
prerequisite, as per the description (feat.2da).
- The "Dragon Shape" feat now requires Wild Shape 6x/day as per the
description (feats.2da).
- Fixed prerequisite for "Epic Weapon Focus Club" to be "Weapon Focus Club"
rather than "Improved Critical Club" (feat.2da).
- Weapon Specialization Club now requires four fighter levels to obtain
(rather than one).
- Added missing Trident weapon feats.
- Tridents are now classified as a "Martial" weapon, rather than a simple weapon.
- Fixed how Damage Resistance works against weapons that do more than one
type of damage (i.e. Morning Stars and Halberds). The target now uses the
worst of the multiple damage resistances against weapons that inflict
more than one base weapon damage type.
- The Defensive Roll feat now works 1/day as per the description.
- Screenshots are now prefixed with the module name (set in the Module properties in
the toolset) rather than "NWN". Screenshots are also now placed in the
screenshots subdirectory.
- Fixed issue with "Improved Expertise" mode not being correctly displayed in
the combat log for "special" attacks.
- Fixed issue with resting not getting canceled correctly if a member of your party
started attacking something during your rest period (the OnPlayerRest event
is now properly called in this situation).
- Fixed attack bonus granted when attacking stunned creatures.
- Fixed AC Increase vs Damage Type item property to work correctly.
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frogofpeace
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Re: 1.69 and distance/placement in melee

Post by frogofpeace »

Yeah, I got a better feel for the melee placement with a big group in the confines of efreets last night. Different, but makes sense.
Three years of nursery school and you think you know it all.
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