Make Melinda and Aeryn friendly instead of neutral

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Make Melinda and Aeryn friendly instead of neutral

#1 Post by Effigy »

There are some skills that will harm neutral NPCs but not friendly ones, such as Throw Bomb with Alchemist Protection. Random escorts are marked as friendly, but Melinda in the Dark Crypt and Aeryn in the final boss fight are both marked as neutral. I think this should be changed. Melinda has more reason to be friendly than the random escorts you meet in dungeons, since you already saved her once by the time she starts following you. Aeryn should be friendly because she's willingly coming to your aid in battle.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Make Melinda and Aeryn friendly instead of neutral

#2 Post by Radon26 »

and nothing here about the kidnapped merchant...
I ACCUSE YOU OF BEING SEXIST FOR NO APPARENT REASON!!

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Make Melinda and Aeryn friendly instead of neutral

#3 Post by Effigy »

Well, making the merchant friendly would probably be good as well. It's debatable from a lore standpoint, but from a convenience standpoint it would be better.

MalReynolds
Halfling
Posts: 98
Joined: Thu Aug 08, 2013 3:02 am

Re: Make Melinda and Aeryn friendly instead of neutral

#4 Post by MalReynolds »

Certainly Aeryn should be friendly. You are obviously allies at that point, unless the "neutral" thing is to show that she's sort of above all this.

I think the kidnapped merchant should also be friendly: after all, he's standing one tile away when you audibly refuse to align with the assassin lord.

Melinda is less obvious to me: not clear she was exactly herself when you helped her so she may not have really seen it, and with the treatment she's received recently, she might have reason to be a bit untrusting of people.

It may be better to reexamine whether effects should target neutrals when they don't target friendlies.

And nice throwback, Radon.

Candesce
Cornac
Posts: 34
Joined: Sun Nov 16, 2014 3:04 pm

Re: Make Melinda and Aeryn friendly instead of neutral

#5 Post by Candesce »

MalReynolds wrote:I think the kidnapped merchant should also be friendly: after all, he's standing one tile away when you audibly refuse to align with the assassin lord.
Assuming you talk to the Assassin Lord in the first place, and don't simply start slaughtering his men.

I know that's how I usually do things.
It may be better to reexamine whether effects should target neutrals when they don't target friendlies.
Probably.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Make Melinda and Aeryn friendly instead of neutral

#6 Post by 0player »

In 1.3, all friendlyfire effects should behave consistently in regards to neutrals.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Make Melinda and Aeryn friendly instead of neutral

#7 Post by Sirrocco »

Making Melinda friendly would actually make that area harder - she'd be more inclined to attack your enemies, which would in turn make them more inclined to target her.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Make Melinda and Aeryn friendly instead of neutral

#8 Post by Radon26 »

wtf?

if a random skeleton (master archer) is smart enough to move away, why would a scared, scarred, naked, unarmed girl not run away?

Post Reply