The Atari Buglist

Discussion in 'Bug Lists' started by Gaear, Oct 11, 2006.

Remove all ads!
  1. Featuri

    Featuri Maze illusionist

    Joined:
    Oct 5, 2006
    Messages:
    40
    Likes Received:
    0
    CtB, I guess Gaear means by "addressed" the fact that bug 464 was now confirmed (red font) instead of previously unconfirmed (green font) ; it doesn't mean it is fixed (black font with reference to Co8 fix).
     
  2. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,005
    Likes Received:
    27
    Sounds like this one's cracked. :thumbsup:

    ADDRESSED

    ==================================================

    Added as Bug 090.

    ADDRESSED

    ==================================================

    More specifically, an ADDRESSED notation added to your post means that your post has been addressed in some fashion or other. The status of the bug will always be reported in it's own number in the buglist. So in this case, Featuri's post became 'addressed' after I noted it and changed bug 464 to red/confirmed instead of green/unconfirmed. This helps me (and others) to know at a glance which posts have already been dealt with and which still need to be looked at. :)

    ADDRESSED
     
    Last edited: Dec 14, 2006
  3. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

    Joined:
    Apr 23, 2005
    Messages:
    1,962
    Likes Received:
    0
    Sorry. It's been a long time since I read the key to this thread. Forgive me.

    I would suggest we change Bug 464 to include all NPCs with "is dead" flags rather than just Meleny (though leave the reference to Meleny as a specific example) and to include that the san_resurrect script attachment point does not work.

    ADDRESSED - Done.
     
    Last edited by a moderator: Dec 13, 2006
  4. ShadowDragoon

    ShadowDragoon Advocate of Vengence

    Joined:
    Dec 25, 2004
    Messages:
    579
    Likes Received:
    0
    I'm not sure if it's been posted yet, but occasionally in the "Ego" section of the logbook, some portions of what should be there isn't. i.e., sometimes the portraits won't appear for characters, or their names, the number of times they used the specific skill, etc... And I've seen them all happen at the same time, and I've seen them all happen at different times, respectively. It's really hit-or-miss with this.

    ADDRESSED
     
    Last edited by a moderator: Dec 14, 2006
  5. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,005
    Likes Received:
    27
    Hm, a bit nebulous to be considered any specific bug, unless you're backing up Featuri's similar observations up the thread? Those seemed to be Livonya NPC inventory mod-related.

    ADDRESSED
     
    Last edited: Dec 27, 2006
  6. maggit

    maggit Zombie RipTorn Wonka

    Joined:
    Oct 20, 2005
    Messages:
    1,944
    Likes Received:
    0
    Barbarians are able to wear heavy armour
    from the first level even if they do not have
    Heavy Armor Proficiency feat. I reported this
    a couple of times in different topics. Here are
    some screens. Oh, and "BarbarzyƄca" means
    Barbarian. ;) And as you can see he is wearing
    a full plate. None of the heavy armour is highlighted
    red in his inventory. What the hell is up with that?

    FIXED BY Spellslinger
    I guess I can write:
    ADDRESSED
     

    Attached Files:

    Last edited: Mar 4, 2007
  7. ndsman

    ndsman Member

    Joined:
    Jan 21, 2007
    Messages:
    1
    Likes Received:
    0
    411
    Confirmed
    Rumor pages don't scroll.

    Is there any work around to check/read those rumors?

    Edit: save/load solved the problem.
     
    Last edited by a moderator: Feb 22, 2007
  8. jeffh

    jeffh Established Member

    Joined:
    Jan 9, 2006
    Messages:
    102
    Likes Received:
    0
    Back to clerics healing at range (and the similar problem with other touch spells); I think I figured out at one point that if the caster could reach the target in one move action (i.e. has an unobstructed path that's no longer than the caster's current movement rate) the spell goes off, without the caster actually traversing that path. So it seems like a pathfinding step is being performed, but the stuff that should happen afterward is happening in the wrong order. Just in case it helps.
     
  9. maggit

    maggit Zombie RipTorn Wonka

    Joined:
    Oct 20, 2005
    Messages:
    1,944
    Likes Received:
    0
    Hmm... it seems that when a party has two characters
    with animal companions, one of them always stays idle
    in combat.

    Edit: Misreported, tried again and everything was fine.
     
    Last edited: Mar 18, 2007
  10. maggit

    maggit Zombie RipTorn Wonka

    Joined:
    Oct 20, 2005
    Messages:
    1,944
    Likes Received:
    0
    Tower shields function in the game as normal shields.
    Furthermore, their maximum dexterity bonus (which is
    +2) does not affect the character's AC even though it is
    listed in the protos and its stats in the description.mes.

    Pointed out by Phil.
     
    Last edited: Apr 24, 2007
  11. Aeroldoth

    Aeroldoth Established Member

    Joined:
    Sep 6, 2006
    Messages:
    185
    Likes Received:
    0
    Bug and Fix:

    The Chill Metal spell allows too many targets. It is supposed to target one foe per two levels. Instead it targets one foe per level. Go to data/rules/spells/chill metal.txt and change:

    max_Target: 0

    to

    max_Target: -010


    This copies the info from the Heat Metal spell, which works correctly.
     
  12. maggit

    maggit Zombie RipTorn Wonka

    Joined:
    Oct 20, 2005
    Messages:
    1,944
    Likes Received:
    0
    It seems that a character gets a whole new round when it
    runs into a web. Noticed it just now, while testing KotB.
    Need confirmation from someone who played ToEE.
     
  13. Aeroldoth

    Aeroldoth Established Member

    Joined:
    Sep 6, 2006
    Messages:
    185
    Likes Received:
    0
    Re: Bugs 051 - 100

    Per the (latest) rules, druids always use the number of attacks of their native form. If their native form has two attacks per round for example, then they will have two attacks even when a bear (normally three attacks) or a wolf (normally one attack). A druid's number of attacks is based on the BAB of their native form.

    076a - animal forms in Webs have move reduced to 0. Can't even 5' step.

    NEW PROBLEM - my wildforms aren't getting AoO's

    NEW PROBLEM - the magic enhancements/modifiers from equipped magic items are occasionally affecting wildshapes. Sometimes I'll get bonuses from my ring of protection and belt of strength for example, and sometimes I won't.

    EDIT: Maggit, cannot confirm extra web round in ToEE.

    EDIT 2: Wildshape bear is not getting +4 stability bonus vs trips

    EDIT 3:
    Death Ward is not helping vs the death stare of the Bodaks.
     
    Last edited: May 28, 2007
  14. vampiricpuppy

    vampiricpuppy cuddly nosferatu

    Joined:
    Dec 4, 2006
    Messages:
    565
    Likes Received:
    0
    Did a bit of a search around, couldnt find anything regarding this (but im really quite bad at searches, so sorry if its old news):

    improved two weapon fighting's dex bonus is off - you are meant to require 17+ dex; but can select it with 16 (at the relevant BAB level)
     
  15. krunch

    krunch moving on in life

    Joined:
    Aug 9, 2005
    Messages:
    3,280
    Likes Received:
    0
    Note: In the ToEE game there are the Ranger Two-Weapon Fighting Style and Improved version, as well as the normal feats TWF and Improved TWF.
     
Our Host!