Search found 142 matches

by Pongo
Sat Aug 21, 2021 5:57 am
Forum: IceBlink Engine
Topic: Bug Report: Convos with moving props
Replies: 2
Views: 736

Re: Bug Report: Convos with moving props

Thanks Slowdive
by Pongo
Fri Aug 20, 2021 11:20 am
Forum: IceBlink Engine
Topic: Bug Report: Convos with moving props
Replies: 2
Views: 736

Bug Report: Convos with moving props

Ok this is a weird one. I have a moving NPC prop that triggers a convo if the pc steps on the same tile. This works fine. It is a standard convo. The first time the pc triggers the convo, the NPC introduces themselves; that convo node has an action to set a global integer. The second time the pc tri...
by Pongo
Wed Aug 18, 2021 6:46 pm
Forum: General IceBlink Project Discussions
Topic: Creature Caster AIs
Replies: 32
Views: 5007

Re: Creature Caster AIs

Yes, I like the idea of a weighted system with randomisation on the last three options. It's a good balance and will keep things unpredictable but with a degree of intelligence.
by Pongo
Tue Aug 17, 2021 1:36 pm
Forum: IceBlink Modules
Topic: Pescua [title work in progress!]
Replies: 83
Views: 13861

Re: Pescua [title work in progress!]

Thanks Slowdive. Yeah I'm finding bugs all over the place, my own errors usually. My most common one is getting the "action" and "conditions" the wrong way round in the convo editor, which is at least a quick fix! I think I'm still going to wait to complete Chapter 2 before putti...
by Pongo
Mon Aug 16, 2021 12:44 pm
Forum: IceBlink Modules
Topic: Pescua [title work in progress!]
Replies: 83
Views: 13861

Re: Pescua [title work in progress!]

I realised one of the reasons I wanted to move straight onto chapter 2 was because I was enjoying making new content. On reflection, I'm going to spend August and September playtesting and addressing bugs and gaps in the Chapter 1 content before I move on. There is plenty of stuff I've been putting ...
by Pongo
Sat Aug 14, 2021 5:19 am
Forum: IceBlink Engine
Topic: Flatfooted
Replies: 3
Views: 816

Re: Flatfooted

Thanks Slowdive - I'll turn it off for now.
by Pongo
Fri Aug 13, 2021 4:14 pm
Forum: IceBlink Engine
Topic: Flatfooted
Replies: 3
Views: 816

Flatfooted

How does "flatfooted" work? At the minute the monsters seem to always get flatfooted at the start of combat, giving the PCs a free attack round. What should I tweak to give the monsters a chance of winning "flatfooted" and getting the advantage? Is it possible to turn flatfooted ...
by Pongo
Thu Aug 12, 2021 10:33 am
Forum: General IceBlink Project Discussions
Topic: Creature Caster AIs
Replies: 32
Views: 5007

Re: Creature Caster AIs

That sounds brilliant - and the fireball example is a really good one. Combat is going to be a lot of fun with these ai casters causing problems!
by Pongo
Wed Aug 11, 2021 8:15 am
Forum: General IceBlink Project Discussions
Topic: Creature Caster AIs
Replies: 32
Views: 5007

Re: Creature Caster AIs

I was reflecting on how to determine which spell the caster chooses to use. In a Vancian system I guess you just start with the highest level spells and work your way down to lower level spells as they run out (I think this is how Baldurs Gate does it). I don't think that translates well to a SP sys...
by Pongo
Tue Aug 10, 2021 10:52 am
Forum: General IceBlink Project Discussions
Topic: Creature Caster AIs
Replies: 32
Views: 5007

Re: Creature Caster AIs

Melee Caster (eg cleric) - Same as general caster but if pc is next to caster, and casting a spell would trigger an AoO, the caster attacks with its melee weapon instead. - In the reactive round there is a 50% chance the caster will actively move closer to the PCs to engage in melee combat instead ...