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Make Melinda and Aeryn friendly instead of neutral

Posted: Sun Mar 15, 2015 9:49 pm
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.

Re: Make Melinda and Aeryn friendly instead of neutral

Posted: Sun Mar 15, 2015 9:51 pm
by Radon26
and nothing here about the kidnapped merchant...
I ACCUSE YOU OF BEING SEXIST FOR NO APPARENT REASON!!

Re: Make Melinda and Aeryn friendly instead of neutral

Posted: Sun Mar 15, 2015 9:54 pm
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.

Re: Make Melinda and Aeryn friendly instead of neutral

Posted: Mon Mar 16, 2015 3:11 am
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.

Re: Make Melinda and Aeryn friendly instead of neutral

Posted: Mon Mar 16, 2015 5:32 am
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.

Re: Make Melinda and Aeryn friendly instead of neutral

Posted: Mon Mar 16, 2015 9:28 am
by 0player
In 1.3, all friendlyfire effects should behave consistently in regards to neutrals.

Re: Make Melinda and Aeryn friendly instead of neutral

Posted: Sun Mar 29, 2015 6:24 pm
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.

Re: Make Melinda and Aeryn friendly instead of neutral

Posted: Sun Mar 29, 2015 11:40 pm
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?