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(Not a Bug)Crooked Shank - when angering The Mayor, a number of the Guards do not turn hostile

Discussion in 'Quests, Conversations, & NPC's' started by Anpu, Jan 7, 2020.

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  1. Anpu

    Anpu Avatar

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    01/07/2020 14:04
    Title: Crooked Shank - when angering The Mayor, a number of the Guards do not turn hostile
    Reproduction Rate: 2/2
    Blocker?
    Details: When finishing all the quests in this area (following this guide I wrote), the Mayor does turn hostile and attacks the player as well as a near by guard and some of the villagers in the Gilded Carp. A few of the guards however continue on and are still friendly to the player. I would *assume* these guards are not set to the same faction that the Mayor is set to. So they remain friendly to the Player.
    Steps to Reproduce: Follow the sequence linked above, with a player that has used a quest reset. When you anger the Mayor he turns hostile, but if you walk through the town, several guards are still on a friendly basis with you and are not hostile.
    User Specs:
    OS: Windows 10 (10.0.0) 64bit
    CPU: Intel(R) Xeon(R) CPU E5-1620 0 @ 3.60GHz (8) System RAM: 16303
    GPU: NVIDIA GeForce GTX 1080 GPU RAM: 8079
    SotA.QA.Win.64.919.Date.01.04.20
    Area: Novia_R8_Hills01_Road
    Area Display Name: Crooked Shank
    Loc: (127.9, 75.7, -139.5)
    Debug: Tm92aWFfUjhfSGlsbHMwMV9Sb2FkfHwoMTI3LjkzMywgNzUuNzUsIC0xMzkuNDUxKXwoMCwgMC4xMzIsIDAsIC0wLjk5MSl8MTA2NS4xMTF8MTYuNzgwMzl8NS43MDk4OTk=
     
  2. Toular

    Toular Avatar

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    Might be intentional? Maybe those guards are disgusted by the rest of the villager's actions?
     
  3. Anpu

    Anpu Avatar

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    To me, that came across as awkward and seemed bugged.
     
  4. Sannio

    Sannio Lead Quest and Level Designer Moderator SOTA Developer

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    You're seeing correct behavior for the game mechanics we have, although I wish things would happen a little bit smoother. We don't have a robust faction-switching system whereby groups of enemies can fully switch from friendly to enemy. The system we do have works like the Red Sash bandits in Hidden Vale. Specifically, like this:

    - The residents (guards and most civilians) in Crooked Shank are a special "neutral" faction.
    - The residents will not attack players on sight, but can be attacked and will defend themselves.
    - If you fight a resident of Crooked Shank, any nearby resident who witnesses this combat will join the battle.
    - If a nearby resident isn't aware of your fight with another resident--for example, maybe they were around the corner and not within line-of-sight--that nearby resident won't attack you.
    - If you leave the area and your "aggro" wears off, you can return to the area and none of the residents you just fought will attack you on sight.
    - If you kill any resident, or make the Mayor angry, you will gain a special quest flag that tells the resident they should attack you. However, this combat is conversation triggered and they can only attack you when you talk to them. It's like they only remember you're "public enemy number one" after you speak to them directly.
     
    OzzyOsbourne, Anpu and Alley Oop like this.
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