Here's a (possibly lame) idea. Put it on one of the chandeliers - either on top of one or impaled in one of the bodies. As he shows in combat, Andrei doesn't have problems with jumping that high (and besides, how else did those bodies get there in the first place). That way the blade would be much harder to notice - not every player would remember to look up - making an inspection feat useful in finding it. And the only way for the player to reach the blade would be to shoot it down with a ranged weapon - hope he picked one up earlier in the hotel. As this isn't exactly easy to do in the middle of combat, that would also make using the blade against Andrei much less likely.Wesp5 said:I'll see if I can find a place that would look okay...
I guess one way to solve it would be to make the currently equipped armor impossible to put in the container (by disabling the "give" option for it like it is done for the light clothing). But I'm afraid I don't know how this can be done (or if it can be done at all).Hmmm, I don't know if I can solve that one either but thanks for the hint...
Yeah, I still think your reasoning that the Mandarin could've gotten hold of it is still the best option. Even if the PC is only the second vampire he's ever dealt with, his benefactor has certainly dealt with many more, and any kind of artifact could've been acquired by someone way back when, far away in Asia or the middle east, and then passed along until it ended up in the Mandarin's possession. Doesn't seem impossible to me. Bloody Sabbat and secret cults are everywhere, aren't they? I don't see why an incompetent blowhard like Andrei would have first dibs on the blade just because the Sabbat would be the puppets of Black Hand, or whoever. (I know only the basics of the World of Darkness, so up until now I hadn't heard of the Black Hand in WoD.)Wesp5 said:Also some people actually liked the placing of the Ra blade in the last patch .
Zero Credibility said:Here's a (possibly lame) idea. Put it on one of the chandeliers - either on top of one or impaled in one of the bodies.
I guess one way to solve it would be to make the currently equipped armor impossible to put in the container (by disabling the "give" option for it like it is done for the light clothing).
Found another Heather related bug. When I find her Downtown after the ship, I tell her to leave - don't know what lines I used. And unlike the first time, when I return to my haven she isn't there and she never shows up - looks good so far. But for some reason the game behaves as if the Heather storyline is running normally
RGE said:Yeah, I still think your reasoning that the Mandarin could've gotten hold of it is still the best option.Wesp5 said:Also some people actually liked the placing of the Ra blade in the last patch .
I don't think that you should disable putting all the armor away (maybe only as a last resort) - only the one that is currently equipped on the character (don't know if that is possible). But I also think that making a major game balance change (such as changing the armor effects) to stop this exploit is an overkill. Sure, it's possibly game breaking, but it's also pretty obscure - I tried looking if somebody found it before me and found nothing. And in the end this won't actually prevent the exploit (who cares about dexterity when you can just blood buff it to 5 when needed), it will just cause more grief to players that accidentally get a dexterity penalty this way.Wesp5 said:That's the first thing I tried and it's easy to do but I don't like the idea that you need to carry around all the clothes even with no weight limit. I'm favouring another more subtle version, namely giving heavy clothes a -1 dexterity penalty and raising that for the heavy leather too. This would be consistent and should be an easy way to stop that exploit !
Zero Credibility said:I don't think that you should disable putting all the armor away (maybe only as a last resort) - only the one that is currently equipped on the character (don't know if that is possible).
denizsi said:Is contacting Troika people, Tim Cain, Jason Anderson, Steve Moret, whoever, an option for consulting about specific fixes and additional interpretations? If so, why hasn't it been done before? If not, well, why not?
Damn. I guess it's all for me then - as I said, changing the armor effects will not prevent the exploit anyway. It will only serve to hurt the players that used it unknowingly (a quite likely scenario). Is there no alternative? Some way to remove the equipped armor effects when putting it away (similar to what happens when putting away the occult items)?Wesp5 said:It is not so either it's all or nothing. So you would prefer something like this?
I wouldn't know how to reach them and as they never bothered to show any signs that they are aware of the unofficial patches I don't really think they are interrested
Zero Credibility said:Is there no alternative? Some way to remove the equipped armor effects when putting it away (similar to what happens when putting away the occult items)?
denizsi said:Or maybe they are so shoved up in work, they simply aren't aware of the intricacies going on with the unofficial patches?
Hope you find something. If the permanent_inventory option is the only way to fix this, then I think it would actually be better to simply call it a lost cause, rather then remove the ability to store the armor completely. Maybe doing some damage control in the form of a vague (to limit the abuse) warning in the readme file would help in preventing players from accidentally screwing up their characters.Wesp5 said:Hmmm, there may be one variable that could be the reason for this. I will check it out as soon as possible, also I noticed that you can't sell the clothes which is strange as well.
Zero Credibility said:If the permanent_inventory option is the only way to fix this, then I think it would actually be better to simply call it a lost cause, rather then remove the ability to store the armor completely.
So the dexterity penalty for heavy leather should be -2? Sounds excessive - it's the same as the penalty for the body armor. Maybe you should leave it as it is. The dexterity penalties for the given soak bonuses are now as they are in the P&P setting: no penalty for soak 1, -1 for 2&3 and -2 for 4.Wesp5 said:I didn't find another way but I noticed that the dexterity penalty of the heavy leather wasn't set correctly according to the original description in the first place, so I'll go with the penalty solution for now.
Zero Credibility said:So the dexterity penalty for heavy leather should be -2? Sounds excessive - it's the same as the penalty for the body armor.
Maybe you should leave it as it is. The dexterity penalties for the given soak bonuses are now as they are in the P&P setting: no penalty for soak 1, -1 for 2&3 and -2 for 4.
disable storing of heavy clothing only (which will possibly discourage players from using the exploit without changing any armor effects).
Not sure I follow. I meant that the appropriate dexterity penalties for the given soak bonuses are in accordance with the P&P game now.Wesp5 said:P.S.: I checked the other armors and the original description has them all +1 which fits exactly to your PnP table without any need to make another one permanent. What do you think? Would this make the game to easy? I changed the descriptions in an earlier patch to fit the ingame values but maybe they intended it the other way round?
Role-Player said:I predict hot and steamy manlove by page 20.
Zero Credibility said:Not sure I follow. I meant that the appropriate dexterity penalties for the given soak bonuses are in accordance with the P&P game now.
Heavy clothing 0 dex penalty; 1 soak bonus
Light leather -1;2
Heavy leather -1;3
Body armor -2;4
Good news about the release of the basic patch. To be honest, I must put myself in the "doesn't like this" group.Wesp5 said:So all armors were planned to be +1 more effective with the correct PnP penalties (if mentioned) which would render the exploit useless and restore original content. For people don't liking this of course I'll include the release state armor values in the basic patch...
Zero Credibility said:Also, the armor is clearly divided in groups both by name and by the original effects - clothing (both no dex penalty), leather (both -1) and body armor - coincidental or not?
It is just as possible that playtesting (what little there was) the game showed that the armor was overpowered and they just never changed the descriptions. In any case, the fact that all the armors were effected so shows that this is not a simple mistake.