Volunteers needed - beta testing next Temple+ release

Discussion in 'General Modification' started by Sitra Achara, Oct 1, 2020.

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  1. Sitra Achara

    Sitra Achara Senior Member

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    So basically all AoE spells do not check whether the 32 target maximum has been exceeded. You triggered this here since it's a large fight and you have a ton of zombies in your party (your party size including zombies is 18!), so the target count reaches 41 for Wind Wall. Nasty!
     
  2. hammyh

    hammyh Established Member

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    I'm confused:

    The odd thing is that I don't have any Wind Walls cast, so it must be assigning some to my party. Or some other spell is using it as a template, maybe?

    Or are you saying that Wind Wall fails when it tries to do some sort of calculation that cycles through the opposition?

    _____________________

    Also, I started most fights throught the game with 10 zombies. They tend to not last long, but are fun enough for RP. And there were very few (if any) issues related to them in combats.

    Wotgs, however, almost insists on a full complement of zombies throughout. Part of Wakefield's loot is a Black Rod with some 20 charges of Animate Dead. So about 90% of the following wotgs battles were with max zombies. There is no shortage of bodies to animate...
     
    Last edited: Oct 8, 2021
  3. Sitra Achara

    Sitra Achara Senior Member

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    The hextor elementalist casts it I think.

    I suppose it's not an issue usually because rarely do you have persistent AoE spells that cover the entire combat area - normally you place them so they cover only the enemies. This fight is one such case however :)

    I don't blame you for having zombies, it's a fundamental engine bug - just noting that in this case it is what pushes it over the edge, and that's why most people don't encounter it.
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    Ok pushed a fix for that. It should solve the crash at least, but there might still be some weirdness if targets exceed 32, haven't tested.

    BTW the hextor elementalist casts it during the pre-combat dialogue.
     
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  5. hammyh

    hammyh Established Member

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    I tested and it seems to solve the issues. Can be saved in the combat and does not crash at the end of this combat.

    It looks like you managed to replicate the overall effect as well as fix. nice.
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    Great!

    What do you mean?
     
  7. hammyh

    hammyh Established Member

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    There seems to still be a general ranged concealment on the enemies. Which was the original behavior. Just commenting on your fix being nicely done.
     
  8. Sitra Achara

    Sitra Achara Senior Member

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    Oh right, I didn't remove the effect, just made the engine respect the 32 target limit when adding spell targets via the AoE mechanism. This should apply to every AoE spell in the game.

    Also, a small request: could you edit your posts in the last few pages to indicate in big bold colorful letters whether the issue has been fixed or still pending?
     
  9. hammyh

    hammyh Established Member

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    Done.

    Only one Pending.

    The rest are fixed! (in this thread). Did you also need that done in the general temple+ bug thread?
     
  10. hammyh

    hammyh Established Member

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    So, just a fyi.

    I've finished everything except the gods combat. Generally it flowed well and with what has been fixed here, there should be no crashes (or very limited at the most). There were times when I stacked the spells so much that it was ridiculous - in order to test if it could cause crashes.

    Maximum character level was 12, so I didn't get a chance to test some of the higher level spells...but I did try to test all spells within: level 6 cleric spells, level 4 mage spells, level 4 bard spells, and level 3 druid spells.


    There is some buggy behavior noted in the Temple+ bugs thread, but in my case these were not crashes...simply [imho] undesirable gameplay. With the exception of chain lightning - which got fixed!
     
    Last edited: Oct 9, 2021
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  11. Sitra Achara

    Sitra Achara Senior Member

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    Great to hear! It does sound like it's converging towards a stable release. There's still quite some work to do though, at least two week's worth I'd say.

    And yeah I'd appreciate marking the stuff in the other thread as well.
     
  12. Pygmy

    Pygmy Established Member Supporter

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    Has anyone got burning hands to work with test beta 3172?

    False alarm - it appears to result from me mis-structuring new style overrides in spite of nothing else i've tested being affected
     
    Last edited: Oct 10, 2021
  13. Pygmy

    Pygmy Established Member Supporter

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    No there is an underlying problem with Divine Metamagic Empower and Divine Metamagic Maximise. I have tested both these feats with the Fire Domain Burning Hands spell. I have attached the result of casting an empowered burning hands spell on a very surprised goblin...


    There is no evidence that a divine metamagic heightened Hold Person spell has a higher save dc.

    You will be glad to know that divine metamagic quicken works perfectly though



    upload_2021-10-11_10-51-35.png
     
  14. Pygmy

    Pygmy Established Member Supporter

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    The more I dig the more it looks like file corruption at my end......
     
  15. Pygmy

    Pygmy Established Member Supporter

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    Correction, I have done a fresh download and install of ToEE and Co8 and am still getting the above phenomena with DMM Maximise. I am using Beta 3172 with No Overrides folder. The only extras I have are Ted's Domain spells which I am about to remove.

    I did and it didn't improve the situation
     
    Last edited: Oct 11, 2021
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