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I'm not sure why it would do that as I did check the entrance last night and it does have two extra cells away from the door to provide clearance for six party members. Weird.
Also, the units didn't do it to me in testing multiple times. I only found it was possible by the final boss of morrows deep being reported as teleporting behind locked doors.
As far a LOS ignoring teleporting enemies, the only reliable way to prevent it is dungeon design itself, they need to be in a room at the end of a hallway without neighboring rooms, so they can't do it at all.
2) Yes, unfortunately the AI uses teleports in some dumb ways. We can't add or remove abilities like this from individual units so any unit like that, which teleports by default, is capable of doing it. If the battle is essentially won, you can use the in-game Cheat Menu > Kill All option but you need the actual json file present from mod.io or to enable it in the Unfinished Business mod. Other than that, trying to fight them away from the arena walls is your best bet.
1.In the first forest zone, there are two little islands with lootables on them that cannot be accessed by flying or teleportation, and someone with expertise in athletics couldn't make the jump either.
2. In the dungeon with the Iron Legion, the vampire guy Romaric does the same stuff that two teleporting enemies in the main game does, and teleports on to the other side of walls to places that are many, many turns away by normal movement and they tend to just sit there and not come back on their own. You have to spend 6+ turns dashing across the dungeon to get back into combat with them and then you have to hope you can kill them before the teleport back into the previous room again, very frustrating.
I'd rather Steam just show the full up votes and down votes rather than try to assign a mostly meaningless five star system.
Crafting supplies and patterns dropped enough that I never felt compelled to buy recipes from merchants. My mage had a crafted soulstealer light xbow she liked so much she barely used her spells. With a few feats she outdamaged the bard but not the monk or ranger. The only things I purchased were see invis rings, elf boots (for the forest imp xbow wizard) and a periapt vs poison so the cleric could play in the cloudkills with the monk.
Excellent work once again. For anyone else reading this, Artyoan's games are excellent and well worth playing.
That one will have a world map and more locations/enemies since it include Palace of Ice material.
Two other things to not the light bringer shield's daylight spell will not recharge after 24hrs. and after using all the charges in the magic missile wand it diapered
Just to let you know that the split in legions respite worked for me, it loaded and I was able to finish it. Thank you.
what a dungeon.
If you've already started a campaign before this patch, I do NOT recommend updating. I do not believe the newly created location will be recognized, which will make the lower half of Legion's Respite unable to be entered.
I tried from all three entrances.
I had been in once but got such an @** kicking that i thought I would come back later.
No luck.
Great mod, as was the forsaken isle, I was hoping to finish this one before trying your latest, now it has a 6 man version.