List of stuff we need to fix

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

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  1. Darthiir

    Darthiir Member

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    Magic missile scroll

    Always scribed with one missile.
     
  2. Bigwilly

    Bigwilly Member

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    Butcher of Hommlet reprise (bug)

    So after a couple of attempts I finally rescue Paida (she got a bit killed in the first two). I go back to Hommlet and as reported elsewhere when she leaves the party she attacks me. Being a good aligned party we only knock her out - and her husband too.

    However, when I next enter the inn, half the people there attack me too - innkeeper and his wife, the scroll stealing mage, guard and the Valdorn? and Tupurello? (not sure about the spelling on these.

    I didn't kill anyone, except Tupperware (and that was an accident, honest) as when I took on the broad outside the brothel and then let her go she also attacked but after knocking her out and then coming back later she was friendly.

    Hope that patch come soon.
     
  3. Bigwilly

    Bigwilly Member

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    Re: Armor Check Penalties?

    Even with the 1.1.0 patch installed, I noticed that my gnome bard has a -4 penalty on tumble from green elven chain. Checked the skill details and it's as follows:

    Green elven chain -2
    Masterwork -1 (should be +1)
    Masterwork -1 (should be +1)

    I think the fact that there are two masterwork entries is correct as elven chain is made from mithral which normally reduces (NOT increases) the armor check penalty by 2.

    Can this be fixed by editing the proto file?

    Bigwilly
     
  4. Bigwilly

    Bigwilly Member

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    Longbow bug?

    I was doing some enchanting the other night and hit a strange bug.

    I was trying to enchant my ranger's longbow. It was a +1 weapon that I had found and unlike many other magic items was actually listed as being enchantable.

    Tried enchanting it from +1 to +3 - system hangs.
    Tried enchanting it from +1 to +2 - no problem
    Tried enchanting it from +2 to +3 - system hangs.

    Finally settled for a +2 Icy burst - nice!

    Note that in the same session I did succeed in enchanting a masterwork shortsword directly to +3.

    Now to take on them Ghaleb Dhurs again.

    Bigwilly
     
  5. Flit

    Flit Member

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    First off, I want to thank the devs for producing an amazing patch; the documentation and utility -- everything is fantastic! This is extremely high quality work.

    Here's a list of problems I've found. I'm not sure if some of these are game engine issues or not. I'm hoping they're all moddable issues. Please let me know if this isn't the right place to post this.


    Combat Bugs:

    - I've taken AOOs from enemies wielding crossbows, shooting into my PCs. I believe that you can only do an AOO with a melee weapon (or improved unarmed strike) in d20?

    - Sleet storm: it cuts off vision, but bad guys are still shooting out of it, which they shouldn't be able to do. I haven't tried many other visibility-obscurers, but I bet they have the same problem.

    - Spring attack: haven't figured out how to get this to work! (This may be an issue with me; I haven't exhaustively tested it yet.)

    - No way to get out of combat once you're in, without killing all of the enemies. Probably an engine bug; I hope it gets fixed in the patch.


    Magic bugs:

    - Edges/spread on area spells. The targeting icon may indicate that I'm not including my people, but then they'll get hit. Or they might not get hit the first round, but they do when they become active again. I'm willing to buy that I just shouldn't cast area spells around my PCs because it's hard to tell where the edges will go.

    - Long duration spells get cancelled (web, spike stones, etc.) when you blip out of combat mode. Not that this isn't a relief with web, which is broken in already-documented ways. However, it might be good to be able to lay down spike stones and then use that to channel enemies, as an example.

    - Spell slots: I should be able to rack lower level spells in higher level slots. This is especially frustrating because I foolishly played a diviner, and there are no sor/wiz divination spells in the game above third level. The NPC druid seems to have a 14 wisdom, so doesn't get 5th level spells -- it would be nice to be able to put lower level spells in the available slots, which you can do in 3.5 rules.

    - Call lightning, entangle, and other druid spells - should not work indoors, in most cases! This combined with the incredible power of entangle spells makes druids even more powerful than they ought to be. I just stopped racking them so I wouldn't be tempted.

    - Dominate animal: After dominating the animal it levels into a character class! Barbarian wolves!

    - Ice storm - should only last one full round. Lasts longer (have only managed to end it by ending the combat), but I didn't count rounds to see if it was rounds/level.

    - Invisibility, targetable - things seem to move up and target my invisible people just fine. That should require either a very high DC spot or listen roll, by mechanics (to pinpoint the square) or slow movement, feeling around, by d20 mechanics. I haven't checked this one exhaustively, but it's what seems to happen.

    - Invisibility, popping out of: I stop being invisible when looting corpses, casting summons, casting heals, casting bless, and a variety of other situations which by the rules are specifically not supposed to break invisibility.

    - Spiritual weapon: monsters attack it!

    - Sleet storm also eats corpses when the combat is over. I.e., I put up sleet storm and then used an area zap to kill everything in it, and the corpses vanished at the end of combat. Things didn't seem to take a trip chance in sleet storm, which is half the fun of the spell!

    - Spike Growth and Spike Stones: the area is wrong; it should be a 20' square per level, not a radius. Probably not moddable.

    - Summoning - you should be able to do a 5' step and summon something, per the rules.

    - Wildshape and spells - when I wildshaped my druid after casting a resist fire on her, the resist fire vanished. While item states should go away while wildshaped, spell effects should remain.


    Item bugs:

    - Armor: My move silently with my +2 padded armor, silent moves is 20 (without it 21) despite the silent moves. Boots of elvenkind boost my move silently to 25, or 26 if it's not equipped. The description claims erroneously that it has an ACP of 1, even though the base ACP for padded armor is 0 and ACP should always be negative.

    - Bracers of archery: do not appear to give weapon proficiency to nonproficient characters as they ought to. And what's with greater/lesser? The PHB only recognizes one level. Is this a holdover from 1st edition?

    - Encumbrance: "normal" worn items such as clothing should not count against encumbrance. Armor worn by small characters should weigh less. I probably shouldn't sweat this as it's not like there's food, water, or backpacks either. :)

    - Frost brand: the one I found seems to be +1, not +3.

    - Ring of invisibility: I have two rings of invisibility, and when I hotkey the activation it only reliably works for one character. This may be an engine issue as sometimes it will start to work again spontaneously.

    - Slings and sling bullets: these items never refresh at the shopkeepers! The NPC druid will sell off extra javelins, and she's a huge wimp who shouldn't go HTH except in beast form, so she's pretty useless in combat once I ran out of sling bullets and spells. Pretty please can we add sling bullets to the blacksmith so they'll refresh? Crossbow bolts also do not refresh, but at least almost everything drops them so there's no fear of running out. Also, maybe it should be possible to just 'gather sling stones' in any appropriate area. There are also only two slings available in the whole game, as far as I can tell. I can live without mighty and composite bows, but it's very hard on druids not to be able to use a sling.

    - There are numerous issues with the quick tab equipment stuff which can make it impossible to equip a bow in combat. Probably an engine bug?


    Monster bugs:

    - Black puddings do not seem to be beaten down to half hit points after being split. (Don't seem to eat weapons, either, so that's probably for the best.) They do not split when being hit by natural weapons from bears and the like! In order to get out of an endless combat with them I've summoned animals to eat them. They do split when being hit by magic missiles, which I believe is inaccurate. I haven't been able to find one to see if I can replicate this problem, but I'm pretty sure I've hit the same pudding ten times in a row, splitting it every time, while my bear merrily killed them.


    [Edited to add in the silent moves issue.]
     
    Last edited: Nov 3, 2003
  6. Flit

    Flit Member

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    Addendum to my last post, a few issues with my magic domain cleric:

    - Identify as a domain spell should be free, unless that's changed between 3.0 and 3.5.

    - I should be able to use arcane wands as a domain ability -- I just got the craft wand feat on my wizard and gave a wand to my cleric and she's not able to use it.
     
  7. Elroan

    Elroan Member

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    Does anyone else have problems with the game crashing while in nulb after installing the latest patch... I cant even leave the place without the game crashing...
    Also where does one find paida?
     
    Last edited: Nov 4, 2003
  8. Peregrin

    Peregrin Member

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    Question 1. no
    Question 2. Paida aka LG Quest is not found in the moathouse as you are led to beleive but rather found when you get to the greater temple in the private quarters of Hedrak (hint: she is dominated so you must dispel magic on both concubines in order to free her) I think she is the leftmost of the concubines.
     
  9. dragonlordjones

    dragonlordjones Member

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    custom ports

    This is my first post here, although I visit often for the latest mods and fixes. ... I haven't played the full game yet... but does the patch address the problem with being able to scroll the more than 42 portraits or has this been fixed I didn't see this listed in the fixes for the official patch.

    My second question is has anyone found a way to add all the missing stuff that's there but not playable .... the children, evil content etc.

    Anyone know somebody from Trokia who has the key to unofficially unlock this with a private patch.

    Just wondering and Keep up the excellant work guys.

    MODDERS RULE.
     
  10. rex_blade

    rex_blade Established Member

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    GREATEST MOD IDEA.... EVER!

    How about a mod that allows you to skip all of the ghey Hommelt quests? Those thing SUCK! Sooooo boring. Sound good? eh? eh?
     
  11. Shin

    Shin Established Member

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    Re: GREATEST MOD IDEA.... EVER!

    No. You still get to choose NOT to do those gay stuff. But there are other ppl who are willing to do gay stuff, EXP being the rewards.

    Why would you gain EXP for doing nuthing? Wouldn't it be "gay"? :p
     
  12. Aestas

    Aestas Member

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    Here's a nice one.
    Selecting an NPC while bartering causes merchant to steal the NPC's unequipped inventory. While useful if you are trying to unencumber a character, it is simply annoying if you had any use for the items.

    Another.
    Sleeping in the wilderness should not trigger an enemy encounter every time, i.e. "sleep until healed" should be remotely possible. The frequnecy of trolls, as a random encounter, is more than slightly frustrating.

    Lastly.
    NPCs refuse to open doors. Even when you are really cute and ask nicely.
     
  13. Kespoosh

    Kespoosh Member

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    All right, I have a few.

    1. Scather has no enhancement bonus. I assume it's the same for Fragarach. My attack bonus goes up by 4, but it won't pierce /Magic DR, or hit Shadows.

    2. That stupid elf said she'd give me some chain mail but didn't.

    3. I can add as many magical abilities on Frost Brand as I like. Yet I can't with Scather. On a side note, why are there so few weapons that aren't basic +x weapons?

    4. If you can't add a mod to a weapon, you can't see it in the list. For example, if I try to add Flaming to a Shocking Longsword +1, but can't add Shocking, the list looks like this...
    +1

    Flaming
    The blank space being where Shock should be.

    5. The Great Cleaver is just stupid. 1d10 17-20x3 1H and masterwork?? What a nice, balanced weapon...

    6. After putting all the mods I could onto a sword (BTW, why can you do that? It should be capped at 3 mods/enhancements) it cost me -49000 gold. I crafted it, and now I have 49 million copper.

    7. Greataxe +1 sells for a whopping 32GP. Just like the Dagger of Venom

    8. If you get waylaid, monsters appear RIGHT NEXT TO YOU?? Uhm, my guys aren't blind...

    9. [EDIT] Oh yeah, forgot. I summoned the Vrock, Hezrou (BTW, CR 28 in logbook???) and the Glabrezu, for the fight against the Balor. Now they're permanent...? They won't go away. And I can still summon them :) I have 2 permanent Glabrezus, a permanent Vrock, and a permanent Hezrou; I can still summon the ones that last 5 rounds... Screenshots are coming soon

    10. [EDIT] Remembered another one, Armor of SR 13 gives SR 0, this happen with anyone else?

    11. Anyone get a bug where you provoke an AO and they get like...9 attacks? Falrinth beat the shit out of me when my cleric walked past and he got 17 hits with his dagger.

    OK, here's the screen of the permanence thing. [​IMG] If you'll notice, there are a few things shown here. There are 2 Glabrezus and 2 Hezrous. The Hezrou is CR 28, which can't possibly be right. Smigmal is CR 10, also cannot be right; the Balor is only CR 9...? Check out the Giant Frogs. There are around 10 or so above the Hezrou...The screen doesn't prove this, but the Mordenkainen's Faithful Hound is also permanent, pretty sure that's not the way it works. Also, what happened to "two commands - attack and guard?"
     
    Last edited: Jan 21, 2004
  14. Ausir

    Ausir Beholder Overseer Veteran

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    Some of this stuff will be corrected in Circle of Eight mod pack 2.1.0 (soon!).
     
  15. Mikail

    Mikail Member

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    I think NPC looting is OK if the looting order is based on an initiative roll, NPC's put loot back when they become encumbered, and the opportunity to barter with the NPC is possible (every NPC becomes a shopkeeper). Maybe the best items aren't for sale, or the price is weighted so that the better the item, the more you pay over the item's actual value (since the NPC has an immediate need for the item, as opposed to a real shopkeeper).
     
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