Yandros
Savant
Well, I assume the mechanic was designed that way by LGS because the vast majority of AI you encounter are hostile, and without it being as it is, you could take keys and potions off their belts in the midst of combat, which would be ridiculous. With neutral AI (like the guards in Cell 6), they should become hostile if they're aware of you trying to nick a key, but the ghosts in this new mission don't do anything. The frob just fails for no apparent reason. It could have easily been allowed by putting AlertCap0 on the ghosts.So it uses the infamous social stealth mechanics of the Dark Engine, where once an AI has seen you, you can't pickpocket things from it till it calms down, and it won't give any indication either. I always found it annoying, and it became a problem in otherwise promising looking missions like Cell 6 as well. I'm sure the mechanic can be used well, but it's just so counter intuitive.
I'm still stuck in the mission as I apparently don't have all the components for the mixture that you need to decipher the scrolls and allow you to start placing objects in the homes. I put three things in the bowl, one of which was a dead rat, but I guess I need to put something else in there, which I probably don't have. The gameplay in this part of the mission isn't very well communicated. I have no idea really what I'm doing.
Skacky: That's undeniably impressive. Are you designing a story around it, or just planning to release it so the community can see more of the HI's lost work?