What Threat Legacy does is carry over a percentage of the difference between the previous threat value and the current one, but only if the previous value was higher. For example, if your threat was 1,000 on the previous turn, Threat Legacy is set to 25%, and your threat this turn is 500, you will receive a Legacy bonus of 125. That is 25% of 500, which is the difference between the previous and current threat values.Quote:
Threat Legacy, I'm not sure what % it's doing but doesn't seem to be working correctly as a % of anything I can tell.
Personally, what I would like it to do is keep a % of the last threat carried over to the new threat amount.
I tested it here and encountered no issues. Can you confirm that your NPCs meet the minimum Intelligence requirement configured in the extension options (there are options for you to define the minimum Intelligence value to be considered 'rational' and another one to be considered 'intelligent')? Also, which ruleset are you using? Only intelligent character will consider spellcasting, healing or Opportunity attacks as threats, I made it like that so that irrational beasts or really dumb characters could be a little more "realistic" with their choices.Quote:
Spell Casting Threat is not working at all.
This is probably caused by the same issue mentioned above. Can you confirm whether your NPCs meet the minimum Intelligence requirement?Quote:
Healing Threat doesn't seem like its working correctly. I can see it sometimes but other times I don't see it working correctly.
I fixed the duplicated states in the option buttons.Quote:
In the options, there is 2 options for the same thing (Verbose) (Both Messages: GM and Messages: Player)
In the options, (Discreet) is not correctly giving the summary, its acting like Verbose. (think its related to the other options issue)
In the options, "Logical Chance" has 2 options for the same thing, likely causing some issues.
In future releases, I plan to add options to show or hide the widget and adjust its position and size. I will also consider using alternative graphics.Quote:
I love the new widget icon things, but can I suggest maybe using another icon for =< #2 because it's very hard to see the number in that white skull, so if maybe you can use like color dots around it instead or something on the skull. Those graphics look awesome but saying for ease of use it's hard to see.
FG already has a NEUTRAL faction. Wouldn't that be enough to solve this issue? AGGRO also has the "Valid Target: Any Friendly" option, which prevents neutral actors from being selected as targets. Finally, you can assign the "NOTHREAT" effect to an actor, and it will be ignored as a potential target.Quote:
Can we have an option for FACTION = NONE to not display any info and not target anything? The main reason is a lot of the times things that are faction none are likely objects that don't need to target anything.
