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Showing content with the highest reputation on 08/18/2022 in Posts

  1. 1 point
    Hello again. In short, it checks on the distance between the party leader and the henchmen, if there are any, and then if some specific conditions are met, the henchmen jump to the party leader. The condition being several, including checks for no party member being in combat and no "combat zone" nearby, no solo mode activated, and no conversation taking place. The drawbacks are in the execution: 1) I could either choose to make the jump a "cutscene" or not. The first one would make it a bit less jarring but it'd slow down the game pace and the frequency of it would become an annoyance. The second (which I went for) doesn't really pause the game for the jump but rather triggers a short fade out / fade in and a short message when a party member jumps. 2) It may happen that the jumping party member and the party leader get "stuck" against each other (I suppose they "share" the same coordinates or something similar). If that happens, the player needs to switch party leader back and forth and the party members "disentangle" from each other automatically. It is not game breaking and it doesn't happen often but it surely is quite bad. Because of the issues I'd not call it an improvement over the stock game. Of course if somebody more capable than me could work things out to remove those issues then I guess you could say it'd be.