Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Personally I think this makes the Fly spell MUCH less useful, and also makes way less sense. There shouldn't be any (in-game) reason to prevent a character from flying across a gap to reach a new area. I'm sure the devs decided to make Fly work this way to prevent sequence breaking, or falling out-of-bounds as Reconciler says, but I definitely think more could be done to accommodate Flying across gaps - if it doesn't break any major sequences then there should be some sort of "Fly only" type of tile that you can't walk on but which can be Flown over. As for falling out of bounds, I'm sure something can be worked in to account for this - maybe have the character lose all hit points and fall prone at the edge of the gap or something.
I found my party unable to continue in the Secret Caves in Caer Lem - the rotating bridge was rotated away from the party. It would be so simple to just Fly over the gap to the controls and rotate it again, but I wasn't able to. This is the sort of thing Fly would be great for, and this is definitely how I would use it in a pen and paper game. I hope the developers rework Fly in the future.
I encountered an area where my party had to jump over a gap to continue, but for some reason my Flying character couldn't move over the same gap - I had to stop concentrating my Fly spell so the character dropped to the ground, THEN have them jump over the gap.
It also seems you can't enter crawl spaces if you are flying - I guess that makes sense if you interpret "flying" as "being unable to touch the ground", but the description of the spell says that it gives a creature a flying speed of 12 cells, not that it forces them to fly and prevents them from touching the ground.
The idea is that the place you're flying to has to be connected to the one you're flying from by a walking path.
So if it's only accessible by a jump, you can't, but if there's a walkway (including if you create one by pushing a pillar) you can.
This kind of defeats the purpose of flying? If you can walk over then why not just walk over?
someone suggested that a lot of this because the devs don't want people to fly into an area you can't walk or jump out of. If your spell expires or you accidentally cancel it and you have no more spell slots you could get perma stuck and have to reload a previous save because you can't long rest unless your party is gathered. It may not be the whole reason but I can see how that could be problem if they let you fly anywhere.
Also with the winged boots you don't need concentration, so you can't cancel it. At least I couldn't find a way. I had to copy scrolls into my spell book to burn time until the flight expired so I could jump again and escape the area I was in.