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BG2 Completed Mods => Assassinations => Topic started by: Kulyok on March 16, 2008, 03:34:48 AM

Title: Your impressions on Assassinations
Post by: Kulyok on March 16, 2008, 03:34:48 AM
Post them here, please. :) I'm looking forward to hearing from you.
Title: Re: Your impressions on Assassinations
Post by: Chronis on March 17, 2008, 12:55:11 AM
Just started it,

So far I really like it, I am off on my first assignment at the moment.
The story really grabs you. Humm do I go help the
annoying noble asking me clear her home of invaders, respond to the other
nobles request to clear his land of monsters or...

do I go meet that mysterious and allegedly beautiful lady who
left the strange note? Not a hard decision.

 

 
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 17, 2008, 02:19:10 AM
Heheh. :)
Title: Re: Your impressions on Assassinations
Post by: Lordrea on March 17, 2008, 03:58:57 AM
Just did got past mission 9, and find myself checking in at the Copper every few days in hopes of hearing of an update. (trying to write without giving any spoilers...)

Have to say: the story, the interaction with Lynn, the depth of the encounters... it all grabs you, and is executed perfectly. I've played most of the mods out there, gone through all of the tales they tell - some good, some bad. But, I absolutely love this mod. The shortness of it almost seemed a problem, but with all the paths it was long enough. That, and if it were much longer, the effects of Lynn wouldn't have been such a grab.

Also, love how this is the first mod (well, the first mod that I noticed) that recognized that I solo the game for the most part. Glad to see that option there, rather then the consistent 'we'.

Anywho, I could go on for quite a long time about this mod (and still not get my full point across, 'cause I don't want to include any spoilers). But, I'll leave it with this: The Assassinations mod is a deep, strong mod that adds something special to the world of evil not-so-nice characters. It is perfectly written, and is sure to keep you wanting more. Baldur's Gate can use more mods like this (meaning in quality/length/mood/audience).
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 17, 2008, 04:17:39 AM
Glad you liked it. :)

It's a semi-spoiler, but anyway: Mission 10 will happen after you've defeated Bodhi in Chapter 6. I think you might enjoy it...
Title: Re: Your impressions on Assassinations
Post by: Lordrea on March 17, 2008, 05:17:45 AM
Argh.

Argh Argh. Pftmerhg. Well, that last section of the mod was both extremely satisfying, and ridiculously ... well, arghish.

Again, well done, Kulyok. Truly an emotion-stirring mod. And you get to kill many people - what more can someone ask for?

However, one note:
You say, "... after you've defeated Bodhi in Chapter 6..."
However, I entered the Graveyard district before Bodhi was destroyed. Met with her at the entrance, then went up to do mission 10. There was also a bit of dialog that referenced my deeds in killing vampires. So, if the mission is supposed to trigger after you kill Bodhi... well, it triggers prematurely.
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 17, 2008, 05:24:09 AM
That's interesting. It's not an issue, but I wonder how did you get the last mission from Lynn? She is supposed to appear only after you got the second note from Bernard/a messenger boy in the graveyard, and they only give you the information if Bodhi is already dead in Chapter 6.
Title: Re: Your impressions on Assassinations
Post by: the bigg on March 17, 2008, 05:32:07 AM
Finished (on the beta you linked me, not V1).

One thing I noticed was that the 9th mission Journal entries were not removed after that assassination was over. Of course, I'm not sure if you fixed this since the beta you gave me.
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 17, 2008, 05:45:22 AM
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One thing I noticed was that the 9th mission Journal entries were not removed after that assassination was over. Of course, I'm not sure if you fixed this since the beta you gave me.

Yes, I noticed it and fixed it for v1.

(I had a nifty little adventure after traifying, after I noticed journal entries were in 1000-1065 range, and Assassinations.tra stretched into 1500s. I urgently had to replace all journal lines, adding one more zero to them. Fortunately, it worked in the end. :) )

Thank you for reporting!
Title: Re: Your impressions on Assassinations
Post by: Lordrea on March 17, 2008, 09:39:28 AM
That's interesting. It's not an issue, but I wonder how did you get the last mission from Lynn? She is supposed to appear only after you got the second note from Bernard/a messenger boy in the graveyard, and they only give you the information if Bodhi is already dead in Chapter 6.
Don't know what to say... just left the underdark, and went to Bernard. He said he had another note, and it went from there.

Hmm... though, I notice that the Teleport mod isn't letting me 'port after leaving the Underdark. Perhaps this is a bug caused by another mod that has some odd effect on Assassinations.

(Oh, and I fully blame you for keeping me up last night playing your mod. Three hours of sleep before school... *Zombie Ugh*)
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 17, 2008, 09:48:14 AM
Hmm. Then it seems your chapter count was boosted by another mod: it was supposed to happen in Chapter 7 or after Bodhi's death, not Chapter 6.

And "keeping me up last night" is the best compliment one can receive, in my opinion, so - thank you! :)
Title: Re: Your impressions on Assassinations
Post by: nks aka maidros on March 17, 2008, 09:27:33 PM
Okay, I played through the mod last night, and there are good points and not so good points about the mod.

The good points - it seems fairly bug free (there are some minor problems - see below), the interactions are solid, and the individual missions themselves engrossing.

Not so good - It lacks continuity - each mission has nothing to do with the next, nor has the outcome of any mission (unless you botch up spectacularly) any reprecussions.  We never learn whether there was only one employer (was Rhin the only one?), nor why he wanted all those inoffensive people dead (the servant girl, sir Alexis, Kern) dead.  Finally, there is no rhyme or reason for them to free the PC in the end.  The best assassins to be employed are those who will be dead at the end of their missions.  An answer to these would be appreciated.

Serious problem - Really, it is supposed to cause emotional turmoil and tangles.  Most missions here are something that soldiers would have no trouble accepting.  With the exception of killing the inspector, and the servant girl, almost all other missions are actually doing the world a deal of good.  I did a little dance on the corpse of the Lathanderite priest, and killing the Harpers was actually fun.  Why does Jaheira not protest at all about killing two Harpers?

Minor bug - I got the message from Lynn inside Bodhi's lair (the boy turned up exactly the moment I killed Bodhi, and there were her one of her two mages still alive - I am playing with Tactics) , when I was actually fighting Bodhi.  Surely he can turn up outside?

Overall grade - B

Regards,
Maidros
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 18, 2008, 02:19:30 AM
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Not so good - It lacks continuity - each mission has nothing to do with the next, nor has the outcome of any mission (unless you botch up spectacularly) any reprecussions.  We never learn whether there was only one employer (was Rhin the only one?), nor why he wanted all those inoffensive people dead (the servant girl, sir Alexis, Kern) dead.  Finally, there is no rhyme or reason for them to free the PC in the end.  The best assassins to be employed are those who will be dead at the end of their missions.  An answer to these would be appreciated.

Starting with the end: I'd mention Lynn's personal regard for the PC, but you won't buy it. :) So it's the simplest reason: they know PC is a powerful Bhaalspawn who _will_ exact revenge if wronged, so they decide to abide by the contract.

Missions are separate, yes, as they should be. Consider it a game(and a way to earn money, which matters) Lynn(and PC!) is playing: she's a judge, executioner, and sometimes she just can't see filth like that Lathanderite continuing with their dirty work.

Each mission opens a small story behind it, but they are not and were never intended to be interlinked. Missions 7,8 and 9 shed some light on what Lynn's up to behind the scenes, though: the link with the Shadow Thieves, Harper infiltration, and rogue assassins.

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Serious problem - Really, it is supposed to cause emotional turmoil and tangles.  Most missions here are something that soldiers would have no trouble accepting.  With the exception of killing the inspector, and the servant girl, almost all other missions are actually doing the world a deal of good.  I did a little dance on the corpse of the Lathanderite priest, and killing the Harpers was actually fun.  Why does Jaheira not protest at all about killing two Harpers?

Personally, I felt very strongly about killing lord Melyin and Kern - I really, really didn't want to. I was reluctant to kill the Harpers and the inspector, as well. The servant girl, on the other hand, was killed without remorse or regret. It's good that at least two missions worked for you emotionally, but my point is that neither of these people: nor the overly ambitious inspector, nor the lusty Lathanderite, nor the greedy merchant, nor the frightened civil servant, not the retired assassin, not even the drug dealer - deserved death. Imprisonment or fine, possibly, but PC kills them outright.

Jaheira reacts/interjects at least twice during the conversation with Harpers(twice, if Galvarey is dead), but she leaves the decision to the PC. I'm basing this on her reaction to the Harper assassin and Xzar(and as it's mission 8, it's very, very likely she's no longer a Harper) - she is resentful, and she doesn't seem to approve assassination in any form, but she maintains balance: PC decides. I'd include a banter with her afterwards, but it seems to me it's a painful topic for her she doesn't want to talk of it.

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Minor bug - I got the message from Lynn inside Bodhi's lair (the boy turned up exactly the moment I killed Bodhi, and there were her one of her two mages still alive - I am playing with Tactics) , when I was actually fighting Bodhi.  Surely he can turn up outside?

He should be, it's in AR0800. I'll look into it, thanks.

Thank you for taking time to post your impressions; I appreciate it. And good to see you around, of course.
Title: Re: Your impressions on Assassinations
Post by: nks aka maidros on March 18, 2008, 02:46:49 AM
Jaheira reacts/interjects at least twice during the conversation with Harpers(twice, if Galvarey is dead), but she leaves the decision to the PC. I'm basing this on her reaction to the Harper assassin and Xzar(and as it's mission 8, it's very, very likely she's no longer a Harper) - she is resentful, and she doesn't seem to approve assassination in any form, but she maintains balance: PC decides. I'd include a banter with her afterwards, but it seems to me it's a painful topic for her she doesn't want to talk of it.

You can add this to the list of bugs then.  In my game, Jaheira did not react at all during the conversation with the Harpers (she was well within sight of the Harpers).  One thing though - Galvarey was still alive when I completed the mission, and I had not done the Xzar quest either.  Jaheira was on excellent terms with the Harpers, so her not reacting at all was extremely out of character for her. 

Quote
Thank you for taking time to post your impressions; I appreciate it. And good to see you around, of course.

The mod is different and refreshing.  But some of the missions could be made outright evil - killing people who are palpably innocent, but are in the way of Lynn and/or her employer.  In your defence, you have pointed out that almost none of them deserved death.  That is true, but you are judging by today's jurisprudence.  FR has a much more medieval tinge to it - from the weapons, and its outlook, it seems to be something of the late medieval world.  In *that* age, many crimes were punished by death, mutilation, and branding.  Adultery was punishable by death (only for the female, of course, not for the male :P).  Perjurers had their tongues torn out with red hot pincers, and most died of the shock, pain and associated infections.  The assassin was just that before - a murderer for hire.  The Harpers, the drug dealer, and the wannabe ambusher were the ones who attacked first - so my PC had no qualms about slitting their throats.  The only ones whose murder is indefensible from the historical point of view are those of the inspector, and the nobleman.  You may want to include some mission/s which are really evil and morally indefensible.
Regards,
Maidros
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 18, 2008, 02:52:24 AM
I'll definitely look into Jaheira's interjections, then. And I'll think on your second point - it's very well made. Thank you!
Title: Re: Your impressions on Assassinations
Post by: jastey on March 18, 2008, 02:00:38 PM
He should be, it's in AR0800. I'll look into it, thanks.
In the Windspear Hills area, I made the experience that NPCs turn up in Garren's hut albeit spawned outside, if they are supposed to move / talk to Player1. Maybe this is the problem here, too.

And congratulations on the release! I won't play it, though, as the content is nothing for me.
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 18, 2008, 02:09:21 PM
It may be. Thank you for sharing, I must think of a way to counter it. AreaType(OUTDOOR), probably.
Title: Re: Your impressions on Assassinations
Post by: guest on March 22, 2008, 03:05:35 PM
Oooh nice material for my first evil runthrough :)  Thanks Kulyok
Title: Re: Your impressions on Assassinations
Post by: theacefes on March 25, 2008, 01:49:14 AM

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The mod is different and refreshing.  But some of the missions could be made outright evil - killing people who are palpably innocent, but are in the way of Lynn and/or her employer.  In your defence, you have pointed out that almost none of them deserved death.  That is true, but you are judging by today's jurisprudence.  FR has a much more medieval tinge to it - from the weapons, and its outlook, it seems to be something of the late medieval world.  In *that* age, many crimes were punished by death, mutilation, and branding.  Adultery was punishable by death (only for the female, of course, not for the male Tongue).

Sorry to be off topic, but I'd be interested in seeing a source in FR lore that says this (the whole adultery thing) is true in this setting as well. I understand that most DnD/ADnD settings *look* like they are perhaps set in a middle age style time, but it's still a made up world. In the late medieval world, you didn't see a crapload of 20 year old women running around in chainmail wielding broadswords either. (Unless they all have the brandings on their asses already.) At least, not a ton that were in recorded history.

So...I think that as long as we've got that going, it's safe to say (without a manual at hand) that Kulyok can easily get away with something like that.

Then again, if you've the source, please share it.

Title: Re: Your impressions on Assassinations
Post by: nks aka maidros on March 27, 2008, 10:19:36 PM

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The mod is different and refreshing.  But some of the missions could be made outright evil - killing people who are palpably innocent, but are in the way of Lynn and/or her employer.  In your defence, you have pointed out that almost none of them deserved death.  That is true, but you are judging by today's jurisprudence.  FR has a much more medieval tinge to it - from the weapons, and its outlook, it seems to be something of the late medieval world.  In *that* age, many crimes were punished by death, mutilation, and branding.  Adultery was punishable by death (only for the female, of course, not for the male Tongue).

Sorry to be off topic, but I'd be interested in seeing a source in FR lore that says this (the whole adultery thing) is true in this setting as well. I understand that most DnD/ADnD settings *look* like they are perhaps set in a middle age style time, but it's still a made up world. In the late medieval world, you didn't see a crapload of 20 year old women running around in chainmail wielding broadswords either. (Unless they all have the brandings on their asses already.) At least, not a ton that were in recorded history.

So...I think that as long as we've got that going, it's safe to say (without a manual at hand) that Kulyok can easily get away with something like that.

Then again, if you've the source, please share it.



See the Keldorn quest.  His wife was to be imprisoned for life.  Sir William of Thorpe would be hung, if Keldorn complained to the judges.
Regards,
Maidros
Title: Re: Your impressions on Assassinations
Post by: theacefes on March 28, 2008, 12:57:01 AM
So...the men *would* or would not be punished? Would there be mutilation and branding involved in Mrs. Firecam's jail visit? (This is the same game that let's you begin your adventure as a 20 year old elf.)

It's really not a huge deal, I was just wondering if the FR societies (humans only?) was actually a direct take from the medieval age societies and customs.

If you're correct then that's great; one more thing I didn't know that I can learn. :) You may also want to be more specific as to what "today's jurisprudence" applies to. It's 2008 but how many cultures today look at the sort of crimes you speak of with a "Oh, well...that's okay. Let them get away with it. It's the modern thing to do, anyway." attitude.

Hm, my entire point was to explain that the modder could get away with something like this but I fear this might end up being more useful in somewhere like the Gen. Discussion or something, should it go on.
Title: Re: Your impressions on Assassinations
Post by: nks aka maidros on March 28, 2008, 08:42:10 AM
So...the men *would* or would not be punished? Would there be mutilation and branding involved in Mrs. Firecam's jail visit? (This is the same game that let's you begin your adventure as a 20 year old elf.)

Even in the olden times, men would be punished (just not with death).  In Babylonia and Assyria, if women were caught cheating on their husbands, the husband had the right to dump the woman in the river.  Her lover would be executed.  However, if the husband was caught in an act of adultery, he simply had to pay a certain sum in compensation.  No one dumped him in the river.

Coming to the medieval ages, the way the inquisitors punished adultery involving married women in ways that are too nauseating to describe (the woman, of course, was the only one punished cruelly).  The man would get a far lighter sentence, although if the husband of the married woman demanded, he might also  be put to death.  The point I am trying to make here is that a married woman cheating on her husband would be always punished more harshly than a married man cheating on his wife.

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It's really not a huge deal, I was just wondering if the FR societies (humans only?) was actually a direct take from the medieval age societies and customs.

As for FR, I don't think it is a direct cut-and-paste from medieval ages.  In fact, we have slavery abolished almost everywhere (except in areas whose inhabitants the authors want to demonise).  Personally, I think FR customs and jurisprudence are medieval customs that have been cleaned up for modern consumption (many people would have their sensibilities offended if they started a game with a slave and no way to emancipate that slave).  That is why you have guilds (an almost exclusively medieval institution), crusaders/inquisitors/knights, medieval forms of governance (monarchy, oligarchy, etc), walled cities, medieval weaponry, market districts in cities, etc.  I think jurisprudence would be an extension of their society and its evolution.  That is why I mentioned the medieval jurisprudence for FR.  I am not sure if any source book deals directly with FR jurisprudence as such (at least I am not aware of one).

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If you're correct then that's great; one more thing I didn't know that I can learn. :) You may also want to be more specific as to what "today's jurisprudence" applies to. It's 2008 but how many cultures today look at the sort of crimes you speak of with a "Oh, well...that's okay. Let them get away with it. It's the modern thing to do, anyway." attitude.

As you say, there is no one single jurisprudence pervasive all over the world.  The Taliban still stoned prostitutes in public.  What I was referring to as modern jurisprudence is roughly what is prevalent in the western world.  No judge in the western world executes/mutilates/imprisons people for adultery.

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Hm, my entire point was to explain that the modder could get away with something like this but I fear this might end up being more useful in somewhere like the Gen. Discussion or something, should it go on.

There is no question of `can'.  She already has.  My point is that when you are creating a mod, you also have to be sensitive to the surroundings of the world in question.  An anachronism would stand glaringly against the rest of the said world.  Also, Kulyok could have missions that are irrevocably evil and morally indefensible (like murdering a child who is in the way of Lynn's or her employer's chain of succession, or burning down a place that will involve dozens of innocent civilian deaths).  These were never accepted at any time - they would be considered barbaric crimes, no matter the time and place.

Regards,
Maidros
Title: Re: Your impressions on Assassinations
Post by: theacefes on March 28, 2008, 11:35:13 AM
Quote
Quote
So...the men *would* or would not be punished? Would there be mutilation and branding involved in Mrs. Firecam's jail visit? (This is the same game that let's you begin your adventure as a 20 year old elf.)

Even in the olden times, men would be punished (just not with death).  In Babylonia and Assyria, if women were caught cheating on their husbands, the husband had the right to dump the woman in the river.  Her lover would be executed.  However, if the husband was caught in an act of adultery, he simply had to pay a certain sum in compensation.  No one dumped him in the river.
 

Coming to the medieval ages, the way the inquisitors punished adultery involving married women in ways that are too nauseating to describe (the woman, of course, was the only one punished cruelly).  The man would get a far lighter sentence, although if the husband of the married woman demanded, he might also  be put to death.  The point I am trying to make here is that a married woman cheating on her husband would be always punished more harshly than a married man cheating on his wife.

Yes, I am familiar with history; I am not contradicting you on that. My question was whether or not the same customs applied to FR. Lady Firecam going to jail sounds like a nicer thing than being hung, as her lover would have been.

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It's really not a huge deal, I was just wondering if the FR societies (humans only?) was actually a direct take from the medieval age societies and customs.

As for FR, I don't think it is a direct cut-and-paste from medieval ages.  In fact, we have slavery abolished almost everywhere (except in areas whose inhabitants the authors want to demonise).  Personally, I think FR customs and jurisprudence are medieval customs that have been cleaned up for modern consumption (many people would have their sensibilities offended if they started a game with a slave and no way to emancipate that slave).  That is why you have guilds (an almost exclusively medieval institution), crusaders/inquisitors/knights, medieval forms of governance (monarchy, oligarchy, etc), walled cities, medieval weaponry, market districts in cities, etc.  I think jurisprudence would be an extension of their society and its evolution.  That is why I mentioned the medieval jurisprudence for FR.  I am not sure if any source book deals directly with FR jurisprudence as such (at least I am not aware of one).

That was my question. :( I suppose I'll just ask around or see if I can get a hold of a friend's source books.

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If you're correct then that's great; one more thing I didn't know that I can learn. :) You may also want to be more specific as to what "today's jurisprudence" applies to. It's 2008 but how many cultures today look at the sort of crimes you speak of with a "Oh, well...that's okay. Let them get away with it. It's the modern thing to do, anyway." attitude.

As you say, there is no one single jurisprudence pervasive all over the world.  The Taliban still stoned prostitutes in public.  What I was referring to as modern jurisprudence is roughly what is prevalent in the western world.  No judge in the western world executes/mutilates/imprisons people for adultery.

Nope, typically we just stick it on TV and tabloids. :P

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Quote
Hm, my entire point was to explain that the modder could get away with something like this but I fear this might end up being more useful in somewhere like the Gen. Discussion or something, should it go on.

There is no question of `can'.  She already has.  My point is that when you are creating a mod, you also have to be sensitive to the surroundings of the world in question.  An anachronism would stand glaringly against the rest of the said world.  Also, Kulyok could have missions that are irrevocably evil and morally indefensible (like murdering a child who is in the way of Lynn's or her employer's chain of succession, or burning down a place that will involve dozens of innocent civilian deaths).  These were never accepted at any time - they would be considered barbaric crimes, no matter the time and place.

Well, obviously she has since she released the mod. It wasn't a physical "can or cannot". But as long as we don't have a source book anywhere, which was my original question in the first place, I don't see how one can tell a modder to be sensitive to the surroundings of the world in question when we're not even sure if we have a correct source by which to judge. (Although a mod where you throw stones at people *does* sound fun...;) )

Er...yeah, I'm dragging this. Good mod, Kulyok.  :pirate
Title: Re: Your impressions on Assassinations
Post by: SimDing0™ on March 29, 2008, 06:19:59 PM
Lady Firecam going to jail sounds like a nicer thing than being hung, as her lover would have been.
For what it's worth, I think this is probably more to assist in the construction of the quest than it is to establish FR lore. Keldorn lays out his dilemma by suggesting that "the love of [his] life is to be imprisoned". I suspect that when faced with the prospect that the love of his life is to be fucking mutilated, the characterization might be that bit less convincing.
Title: Re: Your impressions on Assassinations
Post by: theacefes on March 30, 2008, 01:38:40 AM
Agreed there. :) I've never been an expert (or really too interested) in the ins and outs of FR lore (or DnD knowledge other than what I've learned in the PC games). Guess the games are only so reliable.
Title: Re: Your impressions on Assassinations
Post by: Ryuken87 on March 30, 2008, 05:30:44 AM
I've done the first 9 missions and really enjoyed them overall. Nothing was forced upon you like some other mods who put themselves at the centre of the game and I could take things at my own pace. The dialogues with Lynn were pretty good too. I would say the only thing I would have liked was a couple of missions where the target just didn't know they were being attacked before they were dead.
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 30, 2008, 06:19:16 AM
Yes, I agree it would make a lot of sense. On the other hand, then I wouldn't have been able to tell a story(which was my major motivation in making this mod), so I'm not sure "sneak and kill him" missions would've worked well for me. Though I recall it's possible to do so with the Harpers or the inspector, at least.
Title: Re: Your impressions on Assassinations
Post by: Abigail on March 31, 2008, 05:12:14 AM
Finished it :)
You released it in a perfect time for me as I decided to play with a neutrally-evil party and as everyone knows, being evil in BG II usually isn't easy. Doing something in evil way generally meant "receiving less experience" or "not doing it at all" (which still leads to "receiving less experience" :P), so this set of missions was like a blessing. I enjoyed all of them, they gave me a reason to stay in Athkatla a few more days :)

However, I do agree with some points made by nks aka maidros -  something even more evil would add some spice. More extensive dialogues with victims could make the decision a little bit harder too. AFAIR only a servant girl tried to explain herself and beg for her life, others didn't really leave me much choice - except for the officer, but I didn't want the adventure to end, so I killed him anyway.

Well, I'm definitely going to play this mod again :)
Title: Re: Your impressions on Assassinations
Post by: Kulyok on March 31, 2008, 05:50:48 AM
Thank you for taking time to post your impressions!

I enjoy reading the dialogue with the victims, myself, but, unfortunately, at some point, it cannot be stretched any further, or it turns into "Please, please!" - "No, NO! Myahahaha!" - at least, for me. Melyin's dialogue and Amara's dialogue do stretch a little, and they do beg.  However,  with others, it is mostly "Mercy! - No? - Very well, then, you will not find me wanting!" It is deliberate, and it is a part of the original design: most targets are not entirely helpless, otherwise it would be a slaughter.

As for more evil missions... I admit it may be partly my fault: I view things somewhat differently, and my "really evil and morally indefensible"(if there is such a thing) may be a complete opposite of someone else's, which doesn't help. I certainly agree that you and maidros both have a point.
Title: Re: Your impressions on Assassinations
Post by: Abigail on April 02, 2008, 05:25:14 PM

As for more evil missions... I admit it may be partly my fault: I view things somewhat differently, and my "really evil and morally indefensible"(if there is such a thing) may be a complete opposite of someone else's, which doesn't help. I certainly agree that you and maidros both have a point.

Oh, don't get me wrong - it's not like I would kill any of those people in real life :D I'm not an expert when it comes to D&D or Forgotten Realms, but moral standards in BG do seem to be rather... different. Or, more accurately - standards are fine but their implementation is a completely different story. During the game you kill a lot of people, not always simply in self-defence (like in that mission for Edwin when he's still in Mae'var's guild etc.), so I think some of the missions in Assassinations just don't appear THAT evil in relation to the usual game.
Title: Re: Your impressions on Assassinations
Post by: ardek on April 09, 2008, 08:40:19 PM
I've been stalking here for ages, thinking about actually giving my thoughts on the PPG mods that I've played (it's the least I can do after all the work that everyone's put into them) although it was my first impressions on the mod made me decide to actually make an account... Then I remembered that I'd already made one aaaaggggeeessss ago  ;D

If found the start of the quest chain to be extremely well paced, "Mysterious note - Awesome! ... Simple test of trust - Ooh nice touch ... And now the first mission ... Excellent!"... Unfortunately that's when the problem began.

I could only make it as far as coming face to face with my target during the first mission - I tend to play as "good" characters and the moment that that man starting begging and pleading for his life I realised that I wouldn't be able to go through with it  :'( ... (well, I did kill him, twice in fact, but I felt bad and ended up reloading to before I murdered him and just let him go). Long story short: I love what little I've seen and consider the fact that the mod caused me to feel that sorry for that man as nothing but good modding.

I feel that I need to try and find something I didn't like about the mod, just to be proper.  I was going to say that it felt like an age before it tocked round to the time when I could be murderous, but then realised that this was my fault since er... I only just realised that you can use the pendulm to check what hour it is, so I ended up waiting far longer than I would have otherwise.

I guess I would have found it nice if the barman had been a little more specific about when my target would probably arrive since upon finally finding out what time it actually was I waited until the evening and then was surprised when the barman told me that it wasn't time yet, my first thoughts were that maybe I hadn't managed to intall the mod correctly and so the timer might not be working (Although upon checking the spoilers section in the readme I realised that the target wouldn't arrive until later), although if I'd known about how to check the clock sooner and not been waiting prior to the start of the evening I may well have been more patient and stuck around for long enough rather than start worrying about whether I installed the mod properly or not.

Also it occurs to me... do we know that we have to talk to the barman (I don't remember there being any hints in the missions briefing, although I admit that I might have missed it), or might it be possible to not realise that this is what you should do and just end up waiting in the bar all evening for the target to show up?  Upon entering the inn I had a moment of confusion as to how I was meant to achieve my aims.  Whilst I did think that talking to the barman for infomation was a good thing to have put in I didn't find it immediately obvious that I would need to be checking with the barman to see if the man had entered the bar (and subsequently left), I kept on looking around the bar for when my man arrived and outside its entrance in case he actually spawned outside the door.  Having said that I admit that had I not checked the readme I would have probably ended up talking to the barman at the right time anyway since the desire to see if the barman would say that it was the right time for the assassination to take place would need to be quenched at least once within the period of 3 game hours.

I feel that it's worth pointing out that even though I managed to spin out my "criticisms" more than my compliments, my positive feelings for this mod dominate any of the less positive feelings that I had for it, especially since I admit that my criticisms may well be down to me not noticing the obvious and being impatient rather than anything with the mod.


Looking forward to my evil playthrough (where I will force myself to kill all comers and kick puppies, even though it's not very nice of me) so that I can finally enjoy this mod the whole way through.  :pirate

Edited: a comma
Title: Re: Your impressions on Assassinations
Post by: Kulyok on April 10, 2008, 12:39:16 AM
Heh. Thanks a lot.

(I *was* curious if I was the only one who had qualms about killing Lord Melyin! Now I know!)
Title: Re: Your impressions on Assassinations
Post by: ardek on April 10, 2008, 03:53:45 AM
Any time.

;D I find it amusing that you had qualms about killing someone that you yourself created.  Glad to see that I'm not the only one who felt guilty.
Title: Re: Your impressions on Assassinations
Post by: PrincessSuzie on April 18, 2008, 03:38:48 AM
I'm really enjoying this mod! Thank you for yet another awesome mod, Kulyok!  :)
Title: Re: Your impressions on Assassinations
Post by: Kulyok on April 18, 2008, 04:59:17 AM
Thank you. :)
Title: Re: Your impressions on Assassinations
Post by: lulz on April 21, 2008, 05:31:57 PM
:-ban
Title: Re: Your impressions on Assassinations
Post by: DeathKnight1728 on June 16, 2008, 11:53:59 AM
Hi everyone, I just started playing the Assassinations mod. I beat the 1st quest and I am completely obsessed with it. I even think it's better than the Dungeon Crawl. Though I will admit I don't want to spoil it for anyone. Other than that:

Congrats to Kulyok, and everyone else that made this mod. Know that you give me inspiration!
Title: Re: Your impressions on Assassinations
Post by: Kulyok on June 16, 2008, 11:58:51 AM
Thank you. Inspiration is the greatest thing of all.

I hope the mod's voice actors will not disappoint, either. By the way, one of the mod's editors has a birthday today  (http://forums.pocketplane.net/index.php/topic,25544). :)
Title: Re: Your impressions on Assassinations
Post by: DeathKnight1728 on June 16, 2008, 02:16:03 PM
Well then tell that person I said happy birthday.

Anyway, So far what I like most about the mod is that it is very realistic in that you have to pull things off like an expert in stealth. No charging into a group full of people, and screaming: Prepare to die!. It just wont work that way. One thing I will say is that you must seriously plan before you attack, and don't let the guards see you or you are screwed. I guess the best thing about the mod is that I finally feel like Artemis Entreri.
Title: Re: Your impressions on Assassinations
Post by: Cal Jones on June 21, 2008, 07:44:34 PM
I've just started this today and am on to my fourth mission.
I don't normally like to play an evil character (mine are typically neutral) so some of the missions have given me qualms, but that's all to the good. I felt bad about Lord Melyin and the Inspector but not about the servant girl - she was a husband-stealing liar, after all.  ;D
Title: Re: Your impressions on Assassinations
Post by: Kulyok on June 22, 2008, 03:22:02 AM
Heheh. :)
Title: Re: Your impressions on Assassinations
Post by: evildevil on August 01, 2008, 11:03:38 PM
I only played the initial mission thus far, but I have one mild complaint from my perspective. The journal entry is entitled "Assassinations" as soon as Bernard gives the note to Charname. Unless I completely missed it, there is no way the party would know that it's for anything of that nature until later on. Other than that, I'm enjoying the mod, though I haven't gotten too far into it.
Title: Re: Your impressions on Assassinations
Post by: Kulyok on August 01, 2008, 11:59:19 PM
Yes, it's possible to correct this in the next version. And glad you're enjoying the mod, naturally.
Title: Re: Your impressions on Assassinations
Post by: Prine on August 08, 2008, 06:30:35 PM
Well, I played it through to the ninth mission so far and enjoyed it a lot. I like the fact that just about everyone involved is in some way morally questionable, it gives the whole thing kind of a gritty feel. Felt notably conflicted over the first, third, fourth and eighth assignments... probably the fourth and eighth moreso than the others, since you're literally doing your employer's own dirty work. The characters and brusque dialog are very well written in general, I really loved Kern's characterisation as a burnt out killer. The intrigue is well done. Also liked that the fights weren't all absurdly difficult, though a few of them were challenging enough to be fun.

Suggestions... I haven't played it thoroughly enough to comment on most of the party member interjections, but I did have Jaheira with me and thought her reaction to one of the missions in particular stood out. Frankly I'd have expected her to attack me outright for it. Maybe two different reactions for her depending on how far along the business with Galvarey has gone? I liked Yoshimo's little interjection during the first assignment. I'm tempted to go through it with each of the NPCs just to see how they react, especially Keldorn. ;)

And I'm another one who was hovering around the tavern on the first assignment waiting for the guy to appear. I thought asking the barman might make it a little obvious what had happened when the guy turned up dead in a gutter the next morning. Could have Lynn suggest it just to give the player an idea of how to conduct it and later assignments.

Overall though, very fun mod, not as game-dominating as many I've played and a high level of polish. :)
Title: Re: Your impressions on Assassinations
Post by: Kulyok on August 10, 2008, 03:29:10 AM
Thank you. I liked writing the interjections, Edwin's and Viconia's in particular; perhaps I'll add a few more for the next version.

(And, I should really take a look at the immortal inspector thingy. :) )
Title: Re: Your impressions on Assassinations
Post by: strayshift on August 10, 2008, 10:18:28 AM
Played the assasination mod and for me this was excellent and was very much needed for evil characters but in addition to earlier points there were two areas I questioned in an otherwise excellent plot.

1. To me the first mission was the simple transit of a letter - it proved very little if anything - I would have preferred something that implicated the pc in a wrong doing... Perhaps tricking the p.c. in someway into fulfilling the first assassination thus compromising them?
2. The romance - to me it went against my instincts to trust an assassin - I just couldn't trust her. And that was fine since I didn't pursue it beyond a certain point, so this point is moot to some degree.

Overall though excellent and much needed for evil characters; MORE! What about a 'larceny' mod?
Cheers
G
Title: Re: Your impressions on Assassinations
Post by: strayshift on August 10, 2008, 10:24:25 AM
Oh and a happy belated birthday...  ::)
Title: Re: Your impressions on Assassinations
Post by: Kulyok on August 11, 2008, 12:30:11 AM
Er, like 300 days belated? It's not due until late September, so. :)

Assassinations used to start straignt with mission 1, but as SimDing0 pointed out, Lynn wouldn't trust PC right away, so PC had to do something small first, to prove themselves to her.

And, yes, the romance part was supposed to be a little creepy - Lynn points straight out that she's interested in sleeping with PC because of what he is.
Title: Re: Your impressions on Assassinations
Post by: strayshift on August 11, 2008, 08:34:09 AM
Yes I accept that - thats why I think compromising the pc is a better lever - she can always blackmail him afterwards... But excellent mod and as said much needed
G
Title: Re: Your impressions on Assassinations
Post by: MisterDebris on August 22, 2008, 10:26:00 AM
I must say I really enjoyed this mod. It was well thought out and as far as I can tell has no or very few bugs. When i first tried this i was expecting to be all sneaky and stuff but i really like that you instead went with a route where the PC interacts with the targets before taking them out because it adds a nice backing story being each of the characters. I really liked that you added the stories behind the characters because it really makes you feel bad or good about killing the target based on what kind of person they were. The only problems i had with this mod were that it was a little bit short, there wasn't a whole lot of variety in the assassinations(Find, talk to, kill) it would have been fun to change it up a bit like adding a mission where you sneak around or some thing like that, and finally that it wasn't very difficult for an experienced player. But in a way the difficulty is good because it allows for newly made pcs(and people who are new to BG) a chance at being an assassain. Now believe me when i say these complaints are pretty much just nit picking and that the greatness of this mod definantly outways any issues with it. I only brought those up to bring about some constructive criticisim. Overall this mod is awesome, it is very well put together and fun. I really enjoyed playing it and it is probably one of my favorite mods.
Title: Re: Your impressions on Assassinations
Post by: Kulyok on August 22, 2008, 10:38:19 AM
Thank you for the compliments. I really would've liked to create more complex missions, but I'd have needed an area artist for that, a good one, and as I do not do areas myself... well. If you're looking for more action-and-adventure types, though, Dungeon Crawl and Tower of Deception may interest you.

And welcome to PPG, naturally. Feel free to look around. :)
Title: Re: Your impressions on Assassinations
Post by: MisterDebris on August 22, 2008, 11:18:52 AM
Thank you for the compliments. I really would've liked to create more complex missions, but I'd have needed an area artist for that, a good one, and as I do not do areas myself... well. If you're looking for more action-and-adventure types, though, Dungeon Crawl and Tower of Deception may interest you.

And welcome to PPG, naturally. Feel free to look around. :)

Yes i plan on trying more mods. I've been playing Baldur's Gate games since i was really young but i started getting into them again like 3 mounths ago and started trying mods and modding and stuff and it really enhances the experience. Once again I thank you for making such a great mod and thanks for the warm welcome. I am thinking about trying Dungeon Crawl.
Title: Re: Your impressions on Assassinations
Post by: lac on November 08, 2008, 12:51:41 AM
Right now my greatest problem with Assassinations is that  there seems to be no way to sneak up to your target
and kill him/her without the bother of listening to their pathetic conversations and having them alert their own bodyguards.  case in point: Right now I am trying to kill Amara.  I am very stealthy, so why can I not sneak up behind her and backstab her for all I am worth?  I cannot seem to sneak up on her.  I've tried this invisible, too.  And I had Xan charm her, but I still  cannot get her to walk with me to some place further away from the guards before I kill her.  Instead I have to talk with her, and so far I cannot seem to avoid needing to kill the guards as well.

I think that this mod is a natural for people who are, well, assassins, but right now it doesn't seem to let me assassinate people with my customary discretion.  Or am I having a problem because  I am letting Viconia, whom I used Level1NPC to turn into a cleric/thief  handle the sneaking around and killing and it would work better if my PC was handling the assasinations himself?  It's not that I actually _mind_ the backstory, but I see no reason to get to know my victims better before dispatching them.  And my way ought to be safer.

The problem with the profession is the existence of raise dead spells.  You never know when a target's friends,
relatives, or business associates are going to haul his body and a suitable amount of cash to a temple and get the
recently departed up and about again.  So I never want my targets to ever know who exactly it was that put
the shine on them.  Such complications are dangerous ..... and unecessary.

Yours in unrepentant, unredeemable evil,
Bhaalspawn

Title: Re: Your impressions on Assassinations
Post by: lac on November 08, 2008, 01:00:24 AM
more from the unredeemable ...

If the first target hangs out in a bar every night, then it ought to be possible to watch him and follow him home a few
evenings just to get a sense of where would be the best place to do the deed.  Predicatable people are so easy to
assassinate.  But I spent all afternoon in the bar and he never showed up.  And talking to the barman about a
target who is a valued customer is bad policy.  When he is found, dead in an alley the next morning, people may
remember who was looking for him.
Title: Re: Your impressions on Assassinations
Post by: lac on November 08, 2008, 01:13:40 AM
I think from a role-playing point of view, if you want to bring up the dialog options, I think it would be best if at
every conversational point there was an options for 'sneak back into the shadows' for the people who want to then
get on with a stealthy assassination.

Thank you, I am´, of course, enjoying the mod and the backstory, but it's frustrating from a role playing point of
view.

Laura
Title: Re: Your impressions on Assassinations
Post by: Kulyok on November 08, 2008, 01:28:06 AM
Really? I was able to kill Amara from the distance: fireballs and poisoned darts do their job just fine. Her senses _are_ heightened, though, yeah - some of them are easy to kill, like Harpers, some are not. Sorry about that.

If there was an artist, I'd be happy to do an "Extended Goverment district", with estates and everything, so that PC could play James Bond, but alas, alas...

Thank you for your comments: naturally, I read them all.
Title: Re: Your impressions on Assassinations
Post by: lac on November 08, 2008, 11:51:40 AM
I'm an _assasssin_.  I don't go around shooting fireballs at targets.  They make one heck of a racket and attract way
too much attention.  Poisoned darts take too long to act.  Your target may have time to call for aid, teleport out of
there, or summon a demon.  The best assassinations are done quietly and with no fuss. Step out of the shadows
and carefully place 10 centimeters of steel in a vital spot.  If all goes according to plan -- and it does -- your target
will be dead before he has a chance to know what has happened to him.  Silent, quick, lethal.  Anything else is
less than professional.

yours sincerely,
Bhaalspawn

What I would like, though I can see that it would be hard to do, is to have a character go through the same walk
every night home.  By analysing his route you could find the one, two or three spots where you have a chance to
hide in shadows without the guards coming by, or some children playing getting in your way, some magician letting
off fireworks that illuminate everything, and so on and so forth.  Having found your correct spot you hide in the
shadows there one evening until the target comes by, and then you kill him.

I think this would be a lot of fun.  And challenging in a different sort of way.  But game engine limitations may make
the whole thing unworkable.

thanks very much,
Laura
Title: Re: Your impressions on Assassinations
Post by: lac on November 08, 2008, 04:21:32 PM
re: killing Sir Alexis

a potion of invisibility should be as useful to Chris as an invisibility scroll.  Or having the spell cast on him should work
as well.
Title: Re: Your impressions on Assassinations
Post by: lac on November 08, 2008, 04:44:01 PM
I just had to leave 3 bodies (2 shadow thief defectors and Gracen, their contact in Bodhi's guild) dead in a room on the top of the 5 flagons.  I would have  liked to have been able to tell Lynn to vanish  before the bodies were found.  Ideally, warning her what was up, should take place while those soon-to-be corpses were still breathing, to give her plenty of
time before any officials start showing up.

Bhaalspawn
Title: Re: Your impressions on Assassinations
Post by: lac on November 09, 2008, 04:00:43 AM
Have you checked compatibility between Assasinations and the Extended Thief Stronghold?  I just had to go rescue one of my lackey thieves who had been arrested.  When I went to the jail, all the doors were still open (from when I was
searching for Sir Alexis).  And there were absolutely no guards around. My dopey lackey hadn't the sense to escape
before I talked with her, alas.

But I am wondering about those missing guards.  Since this is the first time I have done the Extended Thief Stronghold Quest, I do not know if not finding any guards at home is normal for it.  Or whether you tidied up by removing  all the guards after the successful Assassination, in which case  they ought to be there now, and I am getting off easy.  My button man back at the guild did say that my reputation was such that the Guards would probably all run away at the sight of me, but I did not take such things seriously.  So maybe all is working as it is supposed to -- though it would be slightly more realistic to leave my idiots behind _locked_ doors.  But finding the prison empty of guards sure surprised me.

back to more villainry,
Bhaalspawn + Laura
Title: Re: Your impressions on Assassinations
Post by: lac on November 12, 2008, 12:45:19 AM
Oulav Steros wants you to deliver a bribe to the guards at the city gate.

There is a question you can ask -- why during the day?

But Oulav Steros did not ask you to deliver it during the day.  It's night now.  I will go see what happens if you
deliver the money at night, but if it is not important than removing that question seems in order, while if it is important, then Oluav should specify that.
Title: Re: Your impressions on Assassinations
Post by: GarinaRayne on January 17, 2009, 01:21:06 PM
I'm really enjoying this mod so far. I'm currently trying to learn the identiy of Oulav's supplier before I top him. It's nice to have some decent quests for evil parties, especially missions you have to think about. Great change from the usual "go here, defeat the evil, come back" or "you must collect random significant objects to put in various locations in this dungeon."

I really enjoyed killing the Lathanderite, and really had to brace myself to kill Lord Melyn. This is the first time I've managed to play an evil character and not give up half way through due to feeling guilty (and a lack of compatible party members), but this mod makes it enjoyable and worthwhile. Silver dragons beware!
Title: Re: Your impressions on Assassinations
Post by: Kulyok on January 17, 2009, 01:26:05 PM
Thank you, and good luck with your current game!
Title: Re: Your impressions on Assassinations
Post by: agnar on February 03, 2009, 10:54:55 AM
Hi, I just played assassinations for the first time, and it's really well done! There were a couple issues, one which I saw mentioned already, the boy appearing within bodhi's tomb just after killing her, instead of outside.

The other I'm not totally sure if it's an assassinations thing, or if it's some odd BG2 bug. I was playing an elf, with viconia in the party. Viconia will not romance elves, so i thought that would be safe, allowing me to romance lynn with no other romance ongoing. For some reason, though Viconia never did a single romance talk, she reacted like we were involved in the touchy spots during the game. When I agreed to sleep with a courtesan in the CC back rooms, when I slept with Phaere, and when I was "involved" with Lynn.

I know part of the time viconiaromanceactive was set to 1, despite no romance talks going on, so I guess her reaction to all those events is triggered by that variable? But I'm totally unsure why it was 1 instead of 3, seeing as I was an elf.

I did get Viconia's threat to whip me later after I got my soul back, but I never saw any other consequences. Are there more, or do they only happen if it's a romanceactive of 2?

Anyway, great mod as it is, just wanted to mention a couple things.
Title: Re: Your impressions on Assassinations
Post by: Kulyok on February 03, 2009, 10:59:43 AM
Hello,

Welcome to PPG, and glad you liked Assassinations.

Hopefully, the boy issue is fixed in v5(I really do hope so!).

As for Viconia, yes, she is meant to react to these events if your romance variable is 1. BG2 Tweaks has certain components that remove racial restrictions; check if you installed them.
Title: Re: Your impressions on Assassinations
Post by: agnar on February 07, 2009, 11:01:13 AM
Well I was using version 5, or the zip file was named v5 anyway, so the boy thing wasn't fixed. He's a little pain in the ass huh? Just refuses to wait outside!  ;D

During that game i didn't have the racial things turned off, I purposely left the romance things off completely at that point, and i never got any of Viconia's romance talks so she clearly didn't think we were in a romance, except when I was spending time with Lynn. So sort of all the bad, none of the good there...  ;)

I'm trying to recall, I think that the viconiaromanceactive stays at 1, even if the viconiamatch is set to 0 indicating she's not interested. It will only go to 3 if the pc dismisses her actual advances, or manually sets it to 3. And obviously if she never starts the lovetalks I can't reject her. Not sure why the BG2 makers did it that way.
Title: Re: Your impressions on Assassinations
Post by: GeN1e on February 28, 2009, 02:55:22 PM
Noticed the "Inspector Daton" thread and recalled what's been buggering me during the play - you shouldn't go after police inspectors. Think of it - they put a detective on your tail and suddenly said detective dies. The conclusion would be pretty much unambiguous.

Btw he's been the only person I didn't feel like killing. Sort of had to break the fourth wall.
Title: Re: Your impressions on Assassinations
Post by: Froberg on March 16, 2009, 11:11:41 AM
Noticed the "Inspector Daton" thread and recalled what's been buggering me during the play - you shouldn't go after police inspectors. Think of it - they put a detective on your tail and suddenly said detective dies. The conclusion would be pretty much unambiguous.

Btw he's been the only person I didn't feel like killing. Sort of had to break the fourth wall.

Meh, he didn't know who you were - he was only trying to find that out :p

Sends a pretty clear message. :D
Title: Re: Your impressions on Assassinations
Post by: Luridel on July 19, 2009, 11:18:33 PM
With minimal spoilers: I was very satisfied to learn who the employer was, and (as a growing Realms lore fanatic) was very happy to be able to figure out and learn exactly who he was in the larger scheme of things.

The only real negative thing I have to say about Assassinations is that when playing as a female PC, I completely lose most of my attachment to Lynn. It would be nice to at least have the option to have -some- of the talks with her regardless of gender.

I had a hard time justifying my female PC's loyalty to her from a roleplaying perspective on any grounds other than the fact that my Charname happened to also be an assassin and was very tied up with the Shadow Thieves. A chance to develop, if not a friendship, at least some sort of mutual understanding by at least the fourth mission wouldn't be too out of place for a female PC, would it?
Title: Re: Your impressions on Assassinations
Post by: Kulyok on July 19, 2009, 11:23:53 PM
Good idea, yes. I'd think of something for the next version - maybe open up a few talks with her.  Thank you for your feedback!
Title: Re: Your impressions on Assassinations
Post by: PetrusOctavianus on December 28, 2009, 08:59:04 PM

I only played the first part of the mod, but my party just isn't evil enough - just a gang of thieves and mercenaries, not assassins. So I ended up killing Lyn. My only critisism to the mod is that it doesn't feel right that Lynn herself is an assassin. Why would a skilled assassin hire other assassins. So unless there is a logical answer to that which I would have found out if I went the evil path, it would probably be better if Lynnes was another class.
Title: Re: Your impressions on Assassinations
Post by: Daulmakan on December 28, 2009, 11:12:37 PM

I only played the first part of the mod, but my party just isn't evil enough - just a gang of thieves and mercenaries, not assassins. So I ended up killing Lyn. My only critisism to the mod is that it doesn't feel right that Lynn herself is an assassin. Why would a skilled assassin hire other assassins. So unless there is a logical answer to that which I would have found out if I went the evil path, it would probably be better if Lynnes was another class.
Scapegoating, deniability. Plus, if you had played on, you would have seen that her abilities are currently diminished, hence your hiring.
Title: Re: Your impressions on Assassinations
Post by: Celia on October 09, 2011, 03:46:41 AM
Right now my greatest problem with Assassinations is that  there seems to be no way to sneak up to your target


This is exactly how I feel. And it starts at the very first mission : I cannot sneak up on Meylin without him magically seeing me (or even delude him into thinking I'm a bystander).

I sent Yoshimo invisible, but Meylin starts a conversation anyway, and end up shouting "guards ! guards !"
I'm disappointed, I wanted to play an assassination mod, not a thug mod.
Title: Re: Your impressions on Assassinations
Post by: Ineth on June 30, 2019, 01:39:48 AM
I've posted my impressions of the mod here:

https://forums.beamdog.com/discussion/75935/mod-spotlight-assassinations/p1