Melcar
Arcane
The EE version introduced a new pathfinding feature: party members stick inside each other. Something that should be a BG3 feature
It simulates them humping each other.
The EE version introduced a new pathfinding feature: party members stick inside each other. Something that should be a BG3 feature
This is why I can't stand a 6-man party in BG, it turns into chaos 90% of the time, and sometimes some characters can be wiped out stupidly, whereas a 2-3-4 man party has no issue. I had more fun with soloing personally because everything happens as intended.Infinite pathfinding nodes won't change the fact that the game considers one of your characters standing in a narrow corridor to be blocking the path of your other characters even when moving them together, sending some of your party on a wild detour. It also won't prevent characters from getting temporarily stuck when walking past other characters, which can already happen in BG1 without EE.
I thought SCS and Ascension weren't recommended to be used together?Fixpack and the AI components of SCS. Ascension if you plan to do ToB.
Ascension battles can be hard and SCS would only make it worse, but the latest SCS lets you fine tune difficulty settings for various components. Then again, I would rather install SCS AI enhancements over Ascension.I thought SCS and Ascension weren't recommended to be used together?Fixpack and the AI components of SCS. Ascension if you plan to do ToB.
When there is a bridge on the map and you need to get past it and there are still unexplored areas, you risk that your squishy mage will take a detour and will be killed by a fucking kobold with a bow.I never understood all the whining about pathfinding. Any problems vanished with BG2 once characters could push eachother. I rarely click across map, but even in Ulcaster when I send people to the exits they go directly where they are supposed to. I don't even mess with node count.
I don't understand it either. It's like BG1 is the one RTS game in the 90s where people expect to be able to click across the map and groups of characters always take the best/safest (depending on what the person is complaining about) route. People don't express the same disdain for games like Starcraft 1's pathfinding despite it being similarly troublesome and it being a true RTS rather than a pausable RTS. Everyone who has played any other RTS games has long ago developed the understanding that short orders are what you give unless the path is completely unobstructed.I never understood all the whining about pathfinding. Any problems vanished with BG2 once characters could push eachother. I rarely click across map, but even in Ulcaster when I send people to the exits they go directly where they are supposed to. I don't even mess with node count.
I usually just watch the smartest one reach the destination and then CTRL+J the rest of the party to him.and sometimes you click on the other side of the map and go make some tea, and when you are back, you are angry because some shitheads are fucking in the middle of the map and not progressing to the border.