If Undead don't have runes or magic, they are not disrupted.

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Steven Aus
Archmage
Posts: 366
Joined: Sat Dec 13, 2014 3:38 pm

If Undead don't have runes or magic, they are not disrupted.

#1 Post by Steven Aus »

Undead Tinkers created in the Maj'Eyal campaign are friendly to Zigur and can betray escorts to Zigur. Maybe the code could be changed so that Zigur (but no-one else) can detect the arcane magic around the undead player, even if they can't see through the Cloak of Deception. In code terms, check if the player is an undead creature. I've noticed that Zigur doesn't show up in you're undead because the town doesn't appear if the player is undead, but the Zigur patrols are friendly and you can betray to Zigur. Since they can detect magic residue of runes, it makes sense they would sense magic residue in the undead player, even if the player is disguised as human by the Cloak of Deception (or in my Intrinsic Deception mod, by an effect of the ritual animating the undead character). So they would sense arcane magic, even if they didn't know where it came from (which makes sense, they are anti-magic, not diviners).

Here's a save:

https://www.dropbox.com/s/jrvjep8v0vvpl ... r.zip?dl=0

Steven Aus
Archmage
Posts: 366
Joined: Sat Dec 13, 2014 3:38 pm

Re: If Undead don't have runes or magic, they are not disrup

#2 Post by Steven Aus »

DarkGod, can you fix this? Depending on when the next version of TOME is due out, you could either release an official addon or correct this for the next version. All you need to do is do a check for the undead attribute for Zigur patrols which hate arcane also hate undead, and make a check for undead which prohibits the betray to Zigur option for undead.

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