List of stuff we need to fix

Discussion in 'General Modification' started by Sol Invictus, Sep 25, 2003.

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  1. Obex

    Obex Member

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    The brothal bug seems to have disappeared. I was using a female character before when it wasnt working, but regardless, it seems fine now. I still am quite popular in the temple despite never picking up any of the robes. i did open one of the chests though. who knows.

    Additionally, i get a predictable CTD whenever i attempt to craft arms and armor while in my slum house in nulb. if i step outside, things work fine. magical creation must not be allows in the leasing agreement.
     
  2. Obex

    Obex Member

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    Random Encounter CTD

    Also, ive found that i CTD every time i engage in a random encounter. it worked fine before, but lately it CTD without fail. any solution for this would be nice. im looking to pick up scather.
     
  3. finbury

    finbury Member

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    Don't know if this was fixed in 1.0.0, but I did note that with the fanpatch installed, The armor check penalty for Masterwork Studded Leather is 1. Not -1 like normal Studded Leather, not 0 like it should be, but 1.
     
  4. ThunderFoot

    ThunderFoot Member

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    "Additionally, i get a predictable CTD whenever i attempt to craft arms and armor while in my slum house in nulb. if i step outside, things work fine. magical creation must not be allows in the leasing agreement."

    I get something similar... I have a sorceror with Craft Arms and Armour and a Druid with Craft Wondrous Items.
    In the house in Nulb I've saved the game, if I load it up and
    go straight into Craft Arms and Armour with the sorceror it works fine. If I cancel and go in again it normally crashes.

    If I use Craft Wondrous Items with the Druid and _then_ go to
    Craft Arms with the Sorceror it _always_ crashes.

    My current theory is that the item creation stuff corrupts something so it doesn't like doing it twice in a row.

    (I haven't managed to nail down if it's dependant on what items are in inventory yet)
     
  5. ralph

    ralph Member

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    I know very little of these things, but is it possible to fix the problem with running the game?

    the thread on Atari
     
  6. JHunz

    JHunz Member

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    Those problems are engine and copy protection issues, and basically impossible for anyone but Troika to fix.
     
  7. Shin

    Shin Established Member

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    In another thread, an official Troika programer said a spyware such as Gator would make the game crash on loading. The upcoming official patch will fix it.
     
  8. Darthiir

    Darthiir Member

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    Magic Missile scrolls always cast 1 MM and not the ammound you can cast when you scribe them.
     
  9. Ligur1

    Ligur1 Member

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    Meta Magic

    I'm having trouble with meta magic.

    Only some of the spells can have them applied (for instance I can quicken "cure light" but not "cure critical") and then when I go back to that spell it is not in the applied slot anymore.


    I haven't checked if those effects that do seem to apear in the effects column (at least when I am looking at the spell) are actually working but I imagine that is not how the interface is supposed to work anyway.

    Thnx

    Ligur
     
  10. Daishar

    Daishar Member

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    Dont know if this has been mentioned before, but could we fix the secret door bug? It's not a major thing, but it's certainly annoying.

    Daishar
     
  11. JHunz

    JHunz Member

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    Ligur, no offense, but I think yyour troubles stem from a lack of understanding as to how metamagic works. When you apply a metamagic feat to a spell, you memorize the spell at a level (or multiple levels) higher than the spell really is. The reason you can't quicken cure critical is because a quickened spell is *four* levels higher. You'd have to be able to cast a level 8 spell to be able to cast the quickened version, and that's not possible with the level cap.
     
  12. Ligur1

    Ligur1 Member

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    Meta Magic

    Ok that's good to know.... and makes sense. Thank you for pointing that out.

    However that does not account for my second question concerning the interface. Why does the spell (the 2nd time I look at it) have no effects applied to it when I just put an effect on it?

    And as far as I could tell my spell isn't working any different than it did before with maxemize spell?

    Thnx

    Ligur
     
    Last edited: Oct 18, 2003
  13. Crichton

    Crichton Member

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    I posted this over on the atari boards, but apparently they'll be no time for it in this patch. It's a list of suggestions for additional content that I'd really like to see implemented. I don't know how much of it is possible w/ text modding, but maybe it'll give someone an idea.

    The purpose of this thread is to showcase any content changes (as opposed to bug-fixes) that fans would like to see in the patch. PLEASE limit it to things that would be simple to implement, no new art, no new areas, no new vidoes, etc, this is a patch people, not an expansion.
    Here are mine:

    1. New Enemies: I felt the enemies in the game lacked varety, the humans, gnolls and bugbears really didn't feel distinct to me. Here are a few suggestions:

    a) Supporting Elemental-robed casters for Bugbears. Instead of just having a few named elemental preists, why not take wizards, bards and sorcerers, slap the appropriate temple robe on them and give the bugbears a hand.

    b) Evil cultists to avenge Lareth. After killing Lareth, the player could have random encounters w/ parties of Lareth's buddies scaled to the party's level. They might include, evil clerics w/ unholy smite, evil monks, fighters with spiked chains, giant spiders and rogues with crossbows.

    c) Gnoll Druids. The gnolls seem particularly bereft of support, a few of the sheild+club gnolls with levels of druid who can cast produce flame and call lightning might even the odds a bit.

    d) Skeletal clerics and wizards. The skeletons in this game are real push-overs except for the skeletal gnolls. A few skeletons with ray of enfeeblement, bane, protection from good, magic missile, and the like might make these fights a little more dangerous.

    e) Greater Greater temple guards. The human guards in the temple get beaten like small children, adding a few fighter levels and giving them a few leaders who can use whirlwind attack would give the party a taste of it's own medicine.

    2. Expanded text for the temple. The only reason I knew anything about the temple was from reading stuff outside the game, a little explanation might go a long way.

    a) The first night the party sleeps in the temple, give them a text description of a dream about Z. It'll give the temple more of a Lovecraftian feel and alert the party as to who's running this pop-stand.

    b) Text on Entering rooms. I don't know how complicated the scripting would be, but adding some of the original module's room descriptions and triggering them when the party steps foot in the room might add a little to the whole indiana jones exploratory aspect.

    c) Encounter a la "Arronax". I really liked that encounter from arcanum, having some agent of the temple warn the party off going to the temple when they first travel towards it might make it seem a little scarier.

    d) Frightning stories from prisoners. Every time the party frees a set of prisoners it aught to get a horrifying story about dark rites, demons and old powers being brought back to the temple by human sacrifice. It would add flavor.

    e) Last words from dying priests. When the party kills one of the temple high priests or Hendrak, they might get a little bit of the plot explained to them. As an example, Hendrak could laugh while coughing up blood and say "ha, you think you're so clever to have beaten me, when she's done with you, you'll wish you'd never heard of this fungus-pit..." Or whatever, I'm sure your writers can come up with something.
     
  14. JHunz

    JHunz Member

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    1) it's fairly easy to define new enemies in the protos (and the other necessary files). However, AFAIK there has been no progress on figuring out how to actually have these NPCs automatically placed on a given map.
    2a) If there's a way to trigger a python script on resting, I haven't found it. Be cool though.
    2b) I'm actually working on this right now. version 1 should be available within a few days, although it won't have nearly the full functionality I'm hoping to add.
    2c) Could be implemented easily, *if* we could figure out how the random encounters are defined.
    2d and 2e)These are simple dialogue file edits. Do it yourself or motivate someone with writing talent :)
     
  15. Crichton

    Crichton Member

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    I'll be happy to do the writing myself, but I need to know a little more about what's going on myself before I do. Does anyone know where I can get (ideally) a copy of the old module or even reliable information on it?

    Nevermind, a friend has a copy
     
    Last edited: Oct 19, 2003
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