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Carceri Alignment Glitch


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#1 Silencer150

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Posted 20 August 2011 - 06:09 PM

I have the following mods installed: Fixpack, Unfinished Business, and Tweaks Pack.
Planescape version 1.1, 2CD version.

I was playing through Carceri, running around and doing good deeds in hopes of raising my alignment. With the Fixpack, your Lawful stat has to be 35 or higher before Vhailor gives you the best upgrade. Mine was at 29 Lawful, 60 Good, according to the "scale of souls." That is, until I ran into this glitch.

I entered the Distillery, where two Curst Thugs and one hostile Curst Citizen are assaulting Kester. Naturally I killed the goons and got Kester's thanks. But when I checked my alignment, it had dropped to 28 Lawful, 58 Good, same as if I'd just murdered an innocent. I reloaded and replayed the scene several times, and found the cause. Even though the Curst Citizen defaults to hostile and will eventually kill Kester if you let him, he still counts as an innocent. Furthermore, you don't gain any alignment points for saving Kester.

I don't know if the "good deeds" trigger for weakening Trias still works if you save Kester, but there's no reason saving him should lower your alignment. I'm not blaming the Fixpack, since I suspect this glitch may have been in the original (but I have no way of checking). Would it be possible to look into this issue for the next Fixpack release?

#2 Qwinn

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Posted 04 September 2011 - 01:02 AM

That actually -would- be a result of my fixpack, and nice catch. I basically extend the alignment hits to areas where they were simply never implemented due to production constraints (for example, the entire SE and SW portions of the Hive, you can kill anyone you want with impunity, but the other 3 sections you get an alignment penalty. It's not some cosmic reasoning that the 2 sections are guiltier, it just wasn't finished. So I attempted to do so.

The vast majority of Curst citizens technically do count as innocents (although there are also some evil bastard named ones that will actually give you an LG hit when you kill them). I'm basically going to have to make the toons that kill Kester "named" (not actually going to change whatever they're called, just making them distinct from regular "Curst Citizens" so I can turn the flag off for them.

Good catch, I'll take care of that next version.