Faction Membership, Badges, and NPC Control

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*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


A number of things today. I can't list them all and other contributors can add their own detailed explanations. However, I will say blindly running around some areas is now going to provide some surprises.

On to my contributions (and as usual, all bugs please submit via the bugs forum):

Faction Badges
Yup, they are in. I hope they help support and encourage more faction based RP. For more info and explanations, see:
http://z13.invisionfree.com/nwn2planesc ... &p=3503317

Henchmen Persistence
If this works as intended (was unable to fully test due to having no SQL running on my local install) then any henchmen created by either Faction Badge, or by item (such as the Thugs from the the Night Market in Hive Ward) can be regained in event of crash/disconnect/etc if it is within 12 hours of the initial summoning.

To regain a faction henchman lost in such a way, use your faction badge and you should get an option for it to be returned.

To regain a regular henchman lost in such a way, use the feather that appears in your inventory and it should resummon them.

If the henchman did not disappear and is just standing masterless, it should actually just reattach it to you rather than summoning a replacement.

NPC Remote Control
Tired of trying to position your Animal Companion? Summons not staying put? Henchmen wandering around the Bazaar with weapons out?

Why not pay a visit to the store in the OOC room and buy yourself an NPC remote control?

For the paltry sum of 1 jink you gain the ability to position your own NPCs how you want and command them to draw and put away their weapons (You can tell Faction Henchmen to put away their weapons by talking to them... both methods are compatible with each other).

There are some known quirks with it, nothing major though. And some are obvious - eg: You can't tell a creature that does not have a weapon to draw a weapon. Some summons (Spirit Shaman ones seemed to be problematic) will not draw their weapons after putting them away.
Also when commanding them to move, sometimes they rotate and then forward becomes back.... don't worry, you'll soon get the hang of it.
*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


Important note about NPC remote

You have to disable your NPCs follow mode (tell it to Stand Ground or whatever) before the movement options will work.

Ill look into making the script do this automatically with the next version.
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