Darkness.
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Darkness.
The darkness update doesn't seem to be working for me.
The update says darkness will not affect undead.
The darkness cast by driders will cause my undead to stop attacking, until I run into it .. spot the enemy and playertool1 my undead to attack it. Then the enemy is protected by 50% concealment. All of this exactly the same as before the update.
The update says darkness will not affect undead.
The darkness cast by driders will cause my undead to stop attacking, until I run into it .. spot the enemy and playertool1 my undead to attack it. Then the enemy is protected by 50% concealment. All of this exactly the same as before the update.
Re: Darkness.
Sorry, but ... What's the difference? Shouldn't my undead follow the same rules as the rest of the undead?
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Re: Darkness.
I see what you did thereHazard wrote: Tue Mar 31, 2020 2:55 pm The darkness update doesn't seem to be working for me.
The update says darkness will not affect undead.
The darkness cast by driders will cause my undead to stop attacking, until I run into it .. spot the enemy and playertool1 my undead to attack it. Then the enemy is protected by 50% concealment. All of this exactly the same as before the update.

It wasn't a buff for Necromancers, it's nerfing what was a very powerful vs PvE spell and somewhat overused in a particularly unlimited of a night time undead area on he Surface spell.
Essentially you could kill any mob, or boss bar from True Sight and Slimes by dropping a darkness
DM Spyre wrote:Someone has watched too much Dragonball Super.
Re: Darkness.
I legitimately was expecting this to count for all undead and I was pretty excited.CookieMonster wrote: Tue Mar 31, 2020 3:13 pmI see what you did thereHazard wrote: Tue Mar 31, 2020 2:55 pm The darkness update doesn't seem to be working for me.
The update says darkness will not affect undead.
The darkness cast by driders will cause my undead to stop attacking, until I run into it .. spot the enemy and playertool1 my undead to attack it. Then the enemy is protected by 50% concealment. All of this exactly the same as before the update.![]()
It wasn't a buff for Necromancers, it's nerfing what was a very powerful vs PvE spell and somewhat overused in a particularly unlimited of a night time undead area on he Surface.
Nevermind, I guess. Just embarrassing myself on the forums! Nothing to see here.
Re: Darkness.
Well, maybe if a mod sees this they could move it out of bugs and into questions or feedback or something, because I'm about to ramble!
If I were to say, have my undead fighting some NPC undead, and I cast darkness on them. Would they ALL have 50% concealment and continue fighting (given that I did the playertool1 thing) or would only the enemies have 50% concealment?
Is there anyway to make it so it does apply to all undead, or any chance at all this is an oversight? I just get really hung up on inconsistencies like this. I still remember how frustrated I was (and still am) about player Balors losing True Sight while NPC Balors kept it. REEEEEE.
Am I the only person that goes absolutely insane over these things?
... Speaking of, is there any chance of removing True Sight from NPC balors too? *Cough* Could just replace it with see invis and high skills to maintain dungeon difficulty.
If I were to say, have my undead fighting some NPC undead, and I cast darkness on them. Would they ALL have 50% concealment and continue fighting (given that I did the playertool1 thing) or would only the enemies have 50% concealment?
Is there anyway to make it so it does apply to all undead, or any chance at all this is an oversight? I just get really hung up on inconsistencies like this. I still remember how frustrated I was (and still am) about player Balors losing True Sight while NPC Balors kept it. REEEEEE.
Am I the only person that goes absolutely insane over these things?
... Speaking of, is there any chance of removing True Sight from NPC balors too? *Cough* Could just replace it with see invis and high skills to maintain dungeon difficulty.
Re: Darkness.
Gee, here goes my favorite past time of setting this area on fire. *sighs*CookieMonster wrote: Tue Mar 31, 2020 3:13 pm It wasn't a buff for Necromancers, it's nerfing what was a very powerful vs PvE spell and somewhat overused in a particularly unlimited of a night time undead area on he Surface spell.
Another forum ban, here we go again.
Re: Darkness.
Oh, man. If this whole change was because of that area, couldn't we just .. change the area, or give them ability to cast ultravision or something >_>
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Re: Darkness.
It's not an inconsistency. It's how the spell works. Any creature inside the AoE of Darkness, that is not warded to pierce it, or ignores it as some NPCs do now, is blind. This gives them a 50% miss chance and a -4 penalty to all attack rolls, while giving those attacking them a +2 bonus to attack rolls. Furthermore, a blind creature is considered flat-footed and is unable to directly target distant creatures with spells or attacks. Additionally, there is a -4 penalty to discipline, hide, move silently, open lock, parry, pick pocket, set trap and tumble.Hazard wrote: Tue Mar 31, 2020 3:24 pm Well, maybe if a mod sees this they could move it out of bugs and into questions or feedback or something, because I'm about to ramble!
If I were to say, have my undead fighting some NPC undead, and I cast darkness on them. Would they ALL have 50% concealment and continue fighting (given that I did the playertool1 thing) or would only the enemies have 50% concealment?
Is there anyway to make it so it does apply to all undead, or any chance at all this is an oversight? I just get really hung up on inconsistencies like this. I still remember how frustrated I was (and still am) about player Balors losing True Sight while NPC Balors kept it. REEEEEE.
Am I the only person that goes absolutely insane over these things?
... Speaking of, is there any chance of removing True Sight from NPC balors too? *Cough* Could just replace it with see invis and high skills to maintain dungeon difficulty.
Anyway, you have neither lost nor gained anything from the spell being nerfed so your wanting it to be changed to suite your summons is a bit far fetched.
DM Spyre wrote:Someone has watched too much Dragonball Super.
Re: Darkness.
Ohhh! Okay!CookieMonster wrote: Tue Mar 31, 2020 3:50 pmIt's not an inconsistency. It's how the spell works. Any creature inside the AoE of Darkness, that is not warded to pierce it, or ignores it as some NPCs do now, is blind. This gives them a 50% miss chance and a -4 penalty to all attack rolls, while giving those attacking them a +2 bonus to attack rolls. Furthermore, a blind creature is considered flat-footed and is unable to directly target distant creatures with spells or attacks. Additionally, there is a -4 penalty to discipline, hide, move silently, open lock, parry, pick pocket, set trap and tumble.Hazard wrote: Tue Mar 31, 2020 3:24 pm Well, maybe if a mod sees this they could move it out of bugs and into questions or feedback or something, because I'm about to ramble!
If I were to say, have my undead fighting some NPC undead, and I cast darkness on them. Would they ALL have 50% concealment and continue fighting (given that I did the playertool1 thing) or would only the enemies have 50% concealment?
Is there anyway to make it so it does apply to all undead, or any chance at all this is an oversight? I just get really hung up on inconsistencies like this. I still remember how frustrated I was (and still am) about player Balors losing True Sight while NPC Balors kept it. REEEEEE.
Am I the only person that goes absolutely insane over these things?
... Speaking of, is there any chance of removing True Sight from NPC balors too? *Cough* Could just replace it with see invis and high skills to maintain dungeon difficulty.
Thank you. I thought that it only affecting spawns would mean none of that would happen to hostile NPC undead, and only player controlled ones.
If all the undead are getting the same penalties, then that's cool beans.
Re: Darkness.
Yeh, I'm nuts.CookieMonster wrote: Tue Mar 31, 2020 3:50 pm Anyway, you have neither lost nor gained anything from the spell being nerfed so your wanting it to be changed to suite your summons is a bit far fetched.
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Re: Darkness.
Hostile Undead NPCs and Undead Spawns are not affected by Darkness. Just Summons.Hazard wrote: Tue Mar 31, 2020 3:53 pmOhhh! Okay!CookieMonster wrote: Tue Mar 31, 2020 3:50 pmIt's not an inconsistency. It's how the spell works. Any creature inside the AoE of Darkness, that is not warded to pierce it, or ignores it as some NPCs do now, is blind. This gives them a 50% miss chance and a -4 penalty to all attack rolls, while giving those attacking them a +2 bonus to attack rolls. Furthermore, a blind creature is considered flat-footed and is unable to directly target distant creatures with spells or attacks. Additionally, there is a -4 penalty to discipline, hide, move silently, open lock, parry, pick pocket, set trap and tumble.Hazard wrote: Tue Mar 31, 2020 3:24 pm Well, maybe if a mod sees this they could move it out of bugs and into questions or feedback or something, because I'm about to ramble!
If I were to say, have my undead fighting some NPC undead, and I cast darkness on them. Would they ALL have 50% concealment and continue fighting (given that I did the playertool1 thing) or would only the enemies have 50% concealment?
Is there anyway to make it so it does apply to all undead, or any chance at all this is an oversight? I just get really hung up on inconsistencies like this. I still remember how frustrated I was (and still am) about player Balors losing True Sight while NPC Balors kept it. REEEEEE.
Am I the only person that goes absolutely insane over these things?
... Speaking of, is there any chance of removing True Sight from NPC balors too? *Cough* Could just replace it with see invis and high skills to maintain dungeon difficulty.
Thank you. I thought that it only affecting spawns would mean none of that would happen to hostile NPC undead, and only player controlled ones.
If all the undead are getting the same penalties, then that's cool beans.
DM Spyre wrote:Someone has watched too much Dragonball Super.
Re: Darkness.
Oh. Okay, then I withdraw my cool beans and assert that inconsistency should be fixedCookieMonster wrote: Tue Mar 31, 2020 3:59 pmHostile Undead NPCs and Undead Spawns are not affected by Darkness. Just Summons.Hazard wrote: Tue Mar 31, 2020 3:53 pmOhhh! Okay!CookieMonster wrote: Tue Mar 31, 2020 3:50 pm
It's not an inconsistency. It's how the spell works. Any creature inside the AoE of Darkness, that is not warded to pierce it, or ignores it as some NPCs do now, is blind. This gives them a 50% miss chance and a -4 penalty to all attack rolls, while giving those attacking them a +2 bonus to attack rolls. Furthermore, a blind creature is considered flat-footed and is unable to directly target distant creatures with spells or attacks. Additionally, there is a -4 penalty to discipline, hide, move silently, open lock, parry, pick pocket, set trap and tumble.
Thank you. I thought that it only affecting spawns would mean none of that would happen to hostile NPC undead, and only player controlled ones.
If all the undead are getting the same penalties, then that's cool beans.

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Re: Darkness.
Naturally occurring creatures formed from God Like realms or curses are just more powerful than your Undead.Hazard wrote: Tue Mar 31, 2020 4:01 pm
Oh. Okay, then I withdraw my cool beans and assert that inconsistency should be fixed![]()
That more than adequately covers the reasoning behind this inability to Summon with every ability of a real creature.
DM Spyre wrote:Someone has watched too much Dragonball Super.
Re: Darkness.
CookieMonster wrote: Tue Mar 31, 2020 4:08 pmNaturally occurring creatures formed from God Like realms or curses are just more powerful than your Undead.Hazard wrote: Tue Mar 31, 2020 4:01 pm
Oh. Okay, then I withdraw my cool beans and assert that inconsistency should be fixed![]()
That more than adequately covers the reasoning behind this inability to Summon with every ability of a real creature.

Re: Darkness.
*Looks at his epic vampire lord tearing level 4 zombies to shreds*CookieMonster wrote: Tue Mar 31, 2020 4:08 pmNaturally occurring creatures formed from God Like realms or curses are just more powerful than your Undead.Hazard wrote: Tue Mar 31, 2020 4:01 pm
Oh. Okay, then I withdraw my cool beans and assert that inconsistency should be fixed![]()
That more than adequately covers the reasoning behind this inability to Summon with every ability of a real creature.
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Re: Darkness.
*IGMS is better than Magic Missile*Nitro wrote: Tue Mar 31, 2020 4:46 pm
*Looks at his epic vampire lord tearing level 4 zombies to shreds*
![]()
But your Vampire Lord still can't break darkness without buffs

DM Spyre wrote:Someone has watched too much Dragonball Super.
Re: Darkness.
Cmon it seems understandable. Let's not dogpile or mountain out of molehill here. It seems like this could've been asked 'Was the intention to exclude undead summons?" Leave it at that with a possible staff answer.
I am the champion
When they write my story they're gonna say that I did it for the glory
But don't think that I did it for the fame I did it for the love of the game
When they write my story they're gonna say that I did it for the glory
But don't think that I did it for the fame I did it for the love of the game
Re: Darkness.
Yeah, fair. You're right.Aeralad wrote: Tue Mar 31, 2020 6:10 pm Cmon it seems understandable. Let's not dogpile or mountain out of molehill here. It seems like this could've been asked 'Was the intention to exclude undead summons?" Leave it at that with a possible staff answer.