Comments (3)
My 2 cents: implement a logic closer to how vanilla works: do a teleport if the npc is outside a certain radius of the player, regardless of direct visibility. The source or destination theoretically might be observable by the player but I'm not sure it will be actually visible in practice. Would need a playtest to confirm.
Bonus: do a teleport animation. In case of mages it would even make sense :)
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Played gothic long time ago, and what to ask what is the results of this behavior? Quests non-completable?
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Quests non-completable?
As mention in description: at least 2 quests are not same. In ring of water meeting, the ring members should appear in tavern shortly after quest starts. In OG they wont appear fast, instead they will literally walk to place.
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Related Issues (20)
- FXAA and resolution scaling issue HOT 14
- Perceptions framework refinements HOT 8
- Refactor/Remove `Pose::translateY()`
- Game crashes HOT 1
- Torch disappear bug HOT 2
- Clear key binding not working HOT 2
- Vanilla graphics ? HOT 6
- Friendly fire in both ranged (bow/crossbow) and magic projectiles HOT 8
- Camera turn speed slower then original HOT 1
- [Gothic 1] Common directory for save-games with Gothic 2 NOTR HOT 2
- Save/Load are slow HOT 10
- Crash in Game HOT 3
- Magic HOT 1
- Spell animation transitions, from walk state HOT 4
- Walking under water & switch for moving bookshelf HOT 3
- [Gothic 1] equipped weapon cannot be looted from NPCs inventory HOT 1
- [Gothic 1] NPCs corpses standing on environmental objects HOT 1
- [Gothic 1] Trading with Merchants working the "Gothic 2 way" allowing too much ore
- Monsters lay on the floor after falling off a cliff HOT 1
- [Gothic 1] Old camps gates do not close after chapter 4 started
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