Divinity: Original Sin 2

Divinity: Original Sin 2

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rasmasyean Mar 26, 2020 @ 3:32pm
Do some trigger spells make the enemy lose turns?
I was using Flaming Tongues and Flaming Crescendo and it looked like it did something more than damage enemies.

Sometimes when enemies approach the Flaming Tongue, it hits them and they stop and don't attack. I'm not sure it they would have not attacked anyway because of lack of AP but it seemed to happen a couple of times.

And a Flaming Crescendo went off when it was the enemy's turn and he did nothing at all. It was almost as if he was knocked down or sleeping. Not sure if it was because of surface pathing (which they usually move a bit before quitting) or an effect of the spell.
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I know for warding spells like flaming tongues/inner demon/reactive shot, if you waltz into the field while it's up, you'll stop in your tracks, be affected, and THEN have to click again to decide where you want to spend the rest of your movement points (for no additional AP cost, you essentially just have to finish the rest of your movement manually, ie. to reach that point you were heading to before you were so rudely interrupted by the roadblock move)

I can't say I've had this happen to me though, the AI usually just keeps going where they were originally headed afterwards.
Pyromus Mar 26, 2020 @ 6:56pm 
I think I got it figured out, but only 50/50 on confidence. I think for flaming tongues, they were on their last AP of movement, and would have less than one AP left to decide where to move, so it ended the turn. A similar thing happens if you use your last AP to move 5m and get opportunity attacked .1 meter into the movement; you just lose your move.

As for crescendo, I think they start their turn with a movement path queued up, THEN the explosion triggers, and their movement is all fire, which they technically didn't start their turn on. So they don't want to move " on to" the newly created fire surface, and just don't move at all because of it. Usually the AI only moves through harmful surfaces if it STARTS its turn on the surface, and crescendo's timing is unique in that it happens right after their turn starts, as opposed to all other surfaces that would have had to be created on another character's turn.
Chaoslink Mar 26, 2020 @ 7:32pm 
Originally posted by Pyromus:
I think I got it figured out, but only 50/50 on confidence. I think for flaming tongues, they were on their last AP of movement, and would have less than one AP left to decide where to move, so it ended the turn. A similar thing happens if you use your last AP to move 5m and get opportunity attacked .1 meter into the movement; you just lose your move.

As for crescendo, I think they start their turn with a movement path queued up, THEN the explosion triggers, and their movement is all fire, which they technically didn't start their turn on. So they don't want to move " on to" the newly created fire surface, and just don't move at all because of it. Usually the AI only moves through harmful surfaces if it STARTS its turn on the surface, and crescendo's timing is unique in that it happens right after their turn starts, as opposed to all other surfaces that would have had to be created on another character's turn.
Yeah, I remember it working similarly for opportunity attacks. If you only have that one AP and get hit, your movement ends on the spot and your turn with it.
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Date Posted: Mar 26, 2020 @ 3:32pm
Posts: 3