Xellos_Mt
2005-11-29 03:08:25 UTC
#3968
Mostly in regards to Rangers and Druids abilities dealing with nature areas. As the setting is an underdark setting, naturally rangers and druids would be attuned to such an enviornment, and their 'abilities' would function in this type of area.
I've ventured as much as I can with a solo new character (sneaking and invis past some things), and have yet to find an area where a druid gets its Nature Sense, or that Woodland Stride kicks in for the bonuses to Hide and Move Silent.
Perhaps I just haven't explored enough, but just wanted to mention it, as I didn't see anything else on the site about it (perhaps I missed that too :P). Perhaps it was something thats just been overlooked.
As a side note, I certainly hope the druids shifting will incorperate more 'underdark appropriate' forms, and on the same subject, perhaps the shifters forms can be made more underdark appropriate and balanced.
Howland
2005-11-29 05:05:23 UTC
#3972
I agree 100%, but unfortunately NWN determines whether a wilderness area is a wilderness by the tileset being used. So a forest area is always counted as wilderness, but an underdark cave is not. There may be a way to script around this, but in the meantime there are universal bonuses to most of our wilderness areas for hide/ms anyway.
Oroborous
2005-11-29 05:47:14 UTC
#3978
I'm fairly certain you can toggle the Wilderness Area box or Outdoor Area or something of this type in Properties for each area.
Howland
2005-11-29 07:34:17 UTC
#3983
You can toggle underground/above ground (which is relevant for subrace abilities), and also natural/artificial. However, I do not believe that by default natural/artificial makes the area count as "wilderness." In any event, our areas are indeed set to natural when they should be.
I think I tested at this point, can't be bothered to confirm now, but if anyone wants to prove me wrong about whether an area being set to natural/artificial is relevant go right ahead.
tedgoat
2006-09-17 16:16:32 UTC
#41111
Ok -
Here's what I found fiddling around testing with a first level druid with "Nature Sense" (+2 attack in wilderness).
It seems that an area must be "Above Ground" and "Natural" for it to be considered Wilderness. Natural, Exterior, Underground does not appear to work. The builders probably can't change all the areas to above ground - other scripts/abilities probably only work underground.
Bummer. Would have been nice if Bioware had created a "Wilderness" property to apply to areas...
Arkov
2006-09-18 11:24:12 UTC
#41292
Our areas now have a local variable "bArea_Wilderness" indicating whether or not they are wilderness areas. The druid bonuses are then applied manually. Expect that in as of v736.