Hatchling Cockatrice Lilith Posted December 23, 2005 Share Posted December 23, 2005 When talking to Queen Annatolia after getting Crewl's mission to assassinate her, you get a conversation option to tell Annatolia that you're there to kill her. If this conversation option is selected, the whole town of Spire goes hostile. On the other hand, if you just initiate your assassination attempt by whacking her with a sword, only she and her guards go hostile and the rest of the town stays friendly. Just a little peculiarity (with fairly significant consequences) that I thought I'd mention. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Student of Trinity Posted December 23, 2005 Share Posted December 23, 2005 I figure the game is doing its best to implement the idea that if you betray Annatolia while she is still in power, her whole town has to follow her lead, but if you do succeed in killing her, most folks don't actually mind. Too bad it can't turn off town hostility after the Queen dies. Or could it? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 23, 2005 Author Share Posted December 23, 2005 The engine is certainly capable of making a large number of hostiles go friendly all at once -- remember the slime-feeding quest, for example? I'm not entirely sure why it doesn't in this case. Maybe the intended behaviour is for Spire to go hostile and stay that way regardless of exactly how you assassinate Annatolia. Maybe not. But the way it actually works at the moment is just strange. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast *i Posted December 23, 2005 Share Posted December 23, 2005 Probably should report it. Would be nice if the town went back to friendly after she died (well, except for her guards at least). Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted December 23, 2005 Share Posted December 23, 2005 Huh. This is an interesting change from the beta when the conversation option just made the conversation end with nobody hostile and attacking made all of Spire hostile. —Alorael, who can't explain the reasoning for either the old way or the new one. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Donald Hebb Posted December 23, 2005 Share Posted December 23, 2005 Bargha doesn't go 100% hostile if you kill the Warmaster, but on the other hand, that's probably because there's some vital services there that aren't in Spire, including the pylon. PS- Am I the only one who thought the "war between two cities" thing was FAR too poorly executed? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 23, 2005 Author Share Posted December 23, 2005 Bug report sent to SW. It's not a showstopper either way, since Spire isn't really that important, but I figured I may as well bring it to Jeff's attention. Quote Link to comment Share on other sites More sharing options...
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