Cavestalker abilities active?

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yyj

Cavestalker abilities active?

Unread post by yyj »

I keep getting this message yet the ranger abilities still behave like normal (Doesn't work inside caves) .

The troll claws, Ogre cave is an example of this place where ranger abilities plus cavestalker do nothing.

And there are other caves where the cavestalker abilities work?

What gives? Are there other parameters to take into consideration or is it another bug?
EasternCheesE
Posts: 1947
Joined: Sat Jul 28, 2018 8:51 am

Re: Cavestalker abilities active?

Unread post by EasternCheesE »

yyj wrote: Sun Aug 08, 2021 3:04 pm I keep getting this message yet the ranger abilities still behave like normal (Doesn't work inside caves) .

The troll claws, Ogre cave is an example of this place where ranger abilities plus cavestalker do nothing.

And there are other caves where the cavestalker abilities work?

What gives? Are there other parameters to take into consideration or is it another bug?
Basically, it's not a bug, but builder's mistake who didn't mark area as "natural".
It's a flag for area that is put in toolset. We know about it and we wait when devs have time to review areas and check the flags.
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Anchor
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Joined: Thu Jul 22, 2021 9:00 pm

Re: Cavestalker abilities active?

Unread post by Anchor »

I thought it was meant to only give partial bonuses for surface caves?
yyj

Re: Cavestalker abilities active?

Unread post by yyj »

Anchor wrote: Sun Aug 08, 2021 5:14 pm I thought it was meant to only give partial bonuses for surface caves?
Only if bugs start to become features :mrgreen:

But on a serious note, some abilities are just hardcoded like the ranger fast camouflage movement, and so on.
The cavestalker abilities are either active or they're not, they never give half/partial bonus.
EasternCheesE
Posts: 1947
Joined: Sat Jul 28, 2018 8:51 am

Re: Cavestalker abilities active?

Unread post by EasternCheesE »

Checking that from mechanical side of things, cavestalker abilities do only work fully when area is marked as UD area, is natural and is Underground area.
All three flags are set in area properties in toolset. So only areas that have all three flags, will work.

Basically, there are possible combinations:
1) If area IS underground and IS natural, but is not in UD, Cavestalker provides 1/2 bonuses.
2) If area IS underground and IS natural and IS in UD, Cavestalker provides full bonuses.
3) If area IS underground and NOT natural, no matter what UD flag is, Cavestalker provides no bonuses.
4) If area NOT underground and IS natural, no matter what UD flag is, Cavestalker provides no bonuses.

Troll claws ogre cave is marked both underground and natural, but it's not underdark, so it applies partial bonuses from spelunker feats.
But, no matter the bonuses, your hips should be working even in underground caves in surface, like ogre cave in case you have enough ranger levels for outdoor hips.
And, my test PC (ranger 17/rogue3/CS 10) actually got hips in there. Though, it feels that mob spot and listen is quite high as i wasn't able to sneak reliably with 46 hide/35 MS) reliably.
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