Unfixed problems?

Discussion in 'General Modification' started by Ausir, Nov 11, 2003.

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  1. Ausir

    Ausir Beholder Overseer Veteran

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    Post all the bugs and problems that haven't been fixed by the official patch here (also those that have been fixed in past versions of Co8 mod and are not in the patch) - we need such list for the next version of the Circle of Eight mod.

    Some bugs reported so far:
    - Unfixed by patch: Survival should be a class skill for a cleric that selects the Travel domain. It is at first level, but stops being a class skill at later levels.
    - Add Hide and Bluff for the Trickery domain as only being class skills at first level.
    - When my PC has a longsword equipped with a buckler, his strength bonus coefficient is 1x instead of 1.5x. Removing the buckler "fixes" the problem. I think you didn't catch this because, in prior version the game used to apply 1.5x bonus no matter what shield you were wearing. Since I'm no fan of buckler, I can live by it, but I felt I had to post this. I'll now test a greatsword with buckler and will post soon the result.
    - Having rescued Paida and brought her back home safe, when youreturn to Hedrack's room down in the temple i find that she's there again with the other concubine. I check her home, she's not there. Plus, if i talk to her she tells me that "i've changed since i rescued her, and not for the better..." (I would gladly ask her why she thinks so, 'cause i'm not really getting it as a player) and if i talk to her more than 3 times she becomes hostile for apparently no reason.
    - Skill Focus (performance) still doesn't work.
    - My fighter with the Power Attack feat suffers a -3 penalty on 'to hit' rolls when I DO NOT select the feat in combat.
    - The Undead in my party (Neutral Evil) become paralyzed after resting.
    - Bug -- Haste bonuses, except for movement, stack if you cast more than one haste spell on a character
    - bug/Feature request -- get enlarge and rm working with size and reach -- all it does is increase your icon size. It does not increase the amount of space your character takes up (people can walk right through your) nor does it increase your reach. I know it is a pain in the butt...
     
  2. zhuge

    zhuge Established Member Veteran

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    After some discussion with folks at the Atari boards, I took Thalandor's two buglists, deleted all issues which have been declared as fixed in the list of patch fixes and combined the rest of the bugs. I have also merged some similar bugs, ignored a few trivial ones, deleted a few wrong observations and done some minor reorganization into categories.

    Huy has stated that there may be a few trivial issues that were fixed but not specifically mentioned. So some of remaining bugs in the list below may have already been fixed.

    I believe some of the bugs that you have listed can be found in the list below as well. I will try to re-sort and prune the list further for clarity and accuracy when I can.

    And so, Thalandor's 2 buglists - list of official patch fixes =
    REMAINING BUGS

    ENGINE
    - Paida, keeps spawning in the temple room, even if already been rescued.
    - I can still get stuck and unable to move when clicking on bodies. Only a map change fixes this.
    -Loading a pre-patch saved game turns my +2 Spear into a door:
    http://www.zephyrfox.com/hosted/door.jpg
    -Someone has a crash to desktop every time he casts a spell with his bard. Happened first time he tried to ID a magic javelin (Javelin of Lightning I believe)
    -During character creation, if you roll stats then go to the point buy menu, you can click where the rolled stats yellow boxes were and drag them in the white boxes. If you double click on the yellow boxes instead, something else happens, though I have to verify this one. More info later.
    -If I buy and either equip or drop a second spiked chain (unequiping the first one) the game slows down to the point of unplayability due to huge amounts of mouse lag. If I move the new chain back into my inventory the lag goes away. The spiked chain that I started the game with does not cause this issue.
    -When I fight the Vrock or Balor, as soon as I do the killing blow I get CTD.
    -Sometimes when the barter screens comes up, a console screen is also displayed. It will come back after that every time your barter until you reload the game. Screenshot: http://www3.sympatico.ca/zapaan/ToEE/ToEE_console.jpg
    -Someone has a ¡§door¡¨ listed in his creatures killed
    -Sometimes spell and arrow art remains on screen after it is cast or arrow is shot.
    -Traps give experience for triggering the trap (experienced this with every chest trap myself)
    -Logbook sometimes stops recording quests. This tends to happen at near the beginning of the game (in Hommlet)
    -Romag (head priest of earth temple) doesn¡¦t appear in the creatures log book after you kill him.
    -Save game corruption bug: Soemone loading is quick saved game to find out that all his character starts had gone to 0, with equipment having no effect in game.
    -Since entering the fire node, when I pop up the radial menu, I have a permanent dotted green line linking my character avatars to the radial menu. It won't vanish with reloading, changing area, etc.
    -Someone has two characters making reflex saves for no reason every few seconds. It doesn't do anything if they fail or succeed.
    -When sneaking, your black bear companion can only move approximately five feet before no longer being able to move. This occurs any time a party member is sneaking
    -Female hair has a bunch of bugs. Explained here, 23th post from top: http://www.ataricommunity.com/forum...0&pagenumber=15
    -Some locked doors can be walked through when in combat mode. I've seen this on level 2 of the Temple, central stair room, east door
    -If a spell caster uses a Meta magic feat to upgrade a spell, the new spell shows in the spell list (good). Now, if you edit the spell to remove the Metamagic feat on it, the spell disappears and is replaced with a copy of the spell before (not good). Therefore, you can have multiple instances of the same spell in the spell book.
    -Paying for the night al the Welcome Wench sometimes results in you getting gold to spend the night
    -Percentage chance to hit when pressing Tab with cursor over an enemy is sometimes displayed, although I believe this was removed before release. Seems to happen with unarmed characters. More details on that soon.
    -Character with martial weapon proficiency: all (like a fighter) can still choose the martial weapon proficiency feat [weapon] in level up screen. Should be grayed out.
    -Resting with skeletons in the party results in paralyzed skeletons


    MISC COMBAT
    -Summoned creatures seem to have their own initiative and can be killed without being able to act. Summoned creatures should appear on your turn and act immediately.
    - When my PC has a longsword equipped with a buckler, his strength bonus coefficient is 1x instead of 1.5x. Removing the buckler "fixes" the problem. I think you didn't catch this because, in prior version the game used to apply 1.5x bonus no matter what shield you were wearing. Since I'm no fan of buckler, I can live by it, but I felt I had to post this.
    -Helpless characters should have an effective Dex of 0, with the commensurate penalty of -5 to AC (in addition to the +4 bonus to attacking such a character). This is never the case.
    -Characters rendered helpless by a hold-type spell gain none of the disadvantages of being helpless, save for the +4 melee attackers get against them. They retain dex bonuses, are not vulnerable to sneak attacks, etc.
    -Sometimes, in combat, it will be one of my character's turns, and their action hourglass will be completely empty or half full for no reason
    -Rogue can sneak attack elementals and galeb duhrs, which I'm pretty sure are either elementals or constructs and hence should be immune to sneak attacks
    -If you have a character using ¡§mirror image¡¨, Iuz will go to attack him when he is summoned, but won¡¦t do anything except sit beside the mage using mirror image.
    -Dex bonus not working right for AC. Character sheet always show some item inhibiting your Dex bonus to AC, even if its not something that should. However, the displayed math is very often wrong. Also, additional Dex over your base doesn't always get applied to AC, even if it should. Eg: My rogue (base DEX 18) never could get more than a +4 to her AC regardless of armor and actual DEX score.


    FEATS
    -I am still geting crashes when Crafting weapons, particularly the + 3 Holy Mighty Cleaving Warhammer with my cleric, when I try to move around the enchantments back and forth, BAM - CTD
    -my 9th level Lawful Neutral cleric can not Craft an Axiomatic (lawful) weapon. He has the law domain and Orders Wrath spell
    -PC's are unable to resist trip attempts with Dex instead of Str if it is more beneficial to them. This works fine for monsters, though
    -Whirlwind attack is a full round action. The game treats it as a standard action.
    -Rogues with the Improved Trip feat suffer a -4 non-lethal damage penalty to trip attack attempts, even if they are not eligible for a sneak attack.
    -Cannot craft +3 weapons
    - Acrobatic feat: Only gives a +1 to tumble and slieght of hand it seems
    -Item Crafting: Shocking Burst and Icy Burst damage (the 1d6) are listed as Negative Energy damage
    -The ¡§Silent Spell¡¨ feat apparently isn¡¦t working.
    -Opportunist ability does not seem to function.
    -If you are using power attacking and fighting with two weapons, the to-hit penalty should still apply to the off hand weapon, even if the bonus damage does not. Currently, your off hand ignores power attack entirely.
    -Unarmed Strike seems not to be available to Halflings for weapon finesse. This might also be the case with gnomes, as the game might not recognize unarmed strike as a light weapon for small characters.
    -Feat Quick Draw is selectable by players who do not meet the +1 attack bonus requirement
    -General feat problems when leveling up a multiclass character. Eg: Ranger1/rogue1 taking 2nd ranger level with 2-weapon fighting style cannot choose Two-Weapon Defense, although he just got the prerequisite. Feat is available later though. Other exemple: Fighter 1/Rogue 2 cannot select Weapon Focus: Longbow when leveling to level three.
    -When crafting a weapon the maximum combined bonus you can apply is +3. When you create an enchanted +two items, Holy is still selectable even though it is a +2 ability. This means the total sword bonus is +4, which should not be possible. Creating a +2 Holy item decrements the XP for a +4 item from the character, but only creates a +2 item.


    SKILLS
    -According to the 3.5E SRD, if a skill is a class skill to ANY of your classes, then the maximum you can raise a skill to is char level + 3 even if you are raising it cross-class. Thus a Rogue 1 who adds a level of Cleric can raise Hide skill to 5 by spending cross-class. The game seems to instead be allowing me to spend a total of 5 points, meaning it takes 4->4.5 (4 spent as Rogue, 1 spent as Cleric) or 0->2.5 (0 spent as Rogue, 5 spent as Cleric).
    - Spellcraft works strangely. I get "casts unknown spell" message, far too often, when an NPC casts a spell even though my Spellcraft rank 13 wizard is standing right there.
    -Skill synergies don't seem to be calculating properly, esp. those connected to the Bluff skill
    -My Elven Bard chose skill focus (perform) as a feat, but it does not seem to add anything, let alone +3 to the actual skill.
    -During level-up, if you have a cross-class skill at ¡¥x.5¡¦ and raise it to natural number, the calculation on the right side panel shows your new skill level with one point lower¡K it shows the value of ¡¥x¡¦ instead of ¡¥x+1¡¦. When you are done leveling the value is right in your character screen though.
    -if your increase your int at lvl 4 or 8 and your bonus raise by 1
    (say int 13 to 14 for +1 to +2) you don¡¦t get the extra skill point for that level
    -if you level up under the influence of a int boost (ex: fox cunning) you get extra skill point (you shouldn¡¦t)
     
    Last edited: Nov 12, 2003
  3. zhuge

    zhuge Established Member Veteran

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    LIST CONTINUED...

    STATS
    -ability scores should not fall under 0. Having a character with -54 dexterity is unrealistic and very annoying.
    -Intelligence and Wisdom scores above 18 aren't giving bonus spells the way they should, at least to level 1 and 2 spells
    -During character creation, ability scores with no number greater than 13 are not reenrolled. Might be the program ignoring a re-roll when both conditions for re-roll are met (total bonus of 0 or no number greater than 13)


    CLASSES AND CLASS ABILITIES
    - My druid was wildshaped into a brown bear. When charging, she would do regular unarmed nonlethal damage (1d3) instead of the bear's natural attack damage. However, she correctly did the bear's damage when attacking normally. Don't know if it matters but the character is a female dwarf level 6 druid and had greater magic fang cast on her at the time
    -On combat rounds following a wildshape action, the druid's movement rate is reduced to 5.
    -A druid only gets 1 attack in a form allowing multiple attacks
    -Ranger Track ability detects NPCs in the party. I gave up using it since it always said "Spugnoir"
    -Gnomes don't get proficiency with gnome picks
    -Cleric of St. Cuthbert can't choose the strength domain
    -Cleric Travel domain gives Survival as class skill, but once you are past level 1, it is not a class skill anymore.
    -Cleric Travel domain level 2 spell Bear's Endurance not showing
    -Clerics of the sun domain can use greater turning more than once a day (maybe unlimited or same as turning limit)
    -Cleric Air domain doesn't give any spells and the domain power (turn Air elementals) doesn't work in combat. The icon is there but it does nothing.
    -Clerics with the sun domain is unable to use regular turn undead more than once in the game (resting doesn¡¦t reset counter for turn undead)
    -As a general rule, cleric domains are messed up and some spells don't show on the list
    -Clerics can't use long spears although it is a simple weapon
    -People report having the cleric able to Turn Undead only once in the game, after that it says "Not enough charges" and resting doesn't help. This did not happen to me though.
    -The manual states Inspire Greatness will last 5 rounds after the song ends. I thought this coincides with each of the IG spell icons above the character portrait. However, my characters have had more than 5 Inspire Greatness icons above their portrait at times
    - Using Inspire Greatness has resulted in permanent yellow notes floating around the heads of the group members my bard has cast it on...even after reloads.
    - Inspire Greatness doesn't add additional hit points
    - My bard didn't get the song Inspire Greatness until she was level 10, (different from manual). I have always maxed Perform every level, so that shouldn't be the reason.
    -Bardic music: Inspire courage never stops
    - The additional +1 for Inspire Courage granted at bard level 8 is definitely not working for both the saves or the attack and damage rolls. The song doesn't improve like the manual says
    -Bardic music: inspire competence just doesn't seem to work right. I can be standing right next to my aly and it won't work
    - The manual states bards should be able to fascinate 1 extra creature every 4th level during the initial start song action. I've never been able to fascinate more than 1 creature. Trying to use fascinate again from the radial menu while the original song is playing, results in "invalid action."
    -Level advancement for restricted classes seems messy. Someone had a level 7 fighter, then took a level of monk. At the next level up, he wanted to take monk again, but he could not.
    -Someone with a druid/bard has the problem where casting a read magic memorized in his druid spells uses up that spell slot and a "read magic" memorized in his bard spells too.
    -Druids don't get Woodland stride
    -An evil cleric can cast Lantern Archon (good type spell)
    -strength domain give you access to 2 spell at level 2: bull strength (ok) and cat¡¦s grace (not ok)
    -Problem multiclassing a spell caster class and fighter class. For exemple, fighter/wizard:
    1) Start PC as a wizard
    2) @ level 2 selected Fighter
    3) @ level 3 selected wizard: 2 blank level 2 slots open, but level 2 spells don't open (you should not get level 2 spells until wizard level 3)
    4) @ level 4 selected wizard - another slot became blank, but still cannot select a spell to put in the blank spots (as the character at this point is Fighter1/wizard2.
    Tried similar thing with a fighter/sorcerer, and it gives the same results.
    Looks like a Fighter X/Spell Caster Y is considered a Spell Caster X+Y by the game. I have not tried this with other classes...
    -have a wizard (diviner) who went from 1st to 2nd level. When he did this, his specialist-school spells got moved into regular slots, rather than staying in the bonus slots for his school - so I had to memorize them over again and move something else into the regular slots.
    -Cleric of Boccob with the Trickery domain gets Bluff and Hide as class skills at FIRST level, but NOT after that
    -Cleric¡¦s Trickery domain doesn¡¦t give the first spell ¡§Invisibility to Undead¡¨
    -After reading a few reports, I've concluded that when leveling up a newly made multiclass character, the game doesn't acknowledge the new feats and features of the new class. eg: A Cleric 2 takes 1 Fighter level. The game doesn't recognize that the character has martial weapon proficiency from the newly taken fighter class. More examples like this in past bug reports.
    -Someone has 2 evokers in his party with different opposing schools. He scribed a magic missile with one of the evokers and gave it to the other to copy in his spellbook. The other evoker can¡¦t copy it, although another character (druid/wizard) can copy it fine. The evoker can learn magic missile at level up, no problem. It seems that his opposing schools are stopping him from copying the scroll¡K Scroll of magic missile might not be tagged as evocation. I¡¦ll try to get more info on the exact opposing schools of that evoker.
    -Paladin detect evil doesn't seem to work all the time. Search forum for examples.
    -Stunning attacks for monks can be used more than its normal usage times/day (i.e. three times at level 1)
    -The Bard ability Inspire Courage should be a standard action (according to 3.0/3.5) but instead it is treated as a free action in combat
    -Halfings don¡¦t get +4 to Hide (but Gnomes apparently do)


    ITEMS
    - Masterwork light crossbow still can't be used by halflings 'cause "too big". Wonnilon's repeating crossbow has the same problem.
    - The dagger of venom is still worth only a gold piece when you try to sell it.
    - You still have Identify the cloak/boot/arrows you get from Black Jay for his wife's ring, even though in the dialogue box he tells you what you're getting.
    -Not a bug per see, but there is no Fireball scrolls to be found in the game… and maybe other spells too (haste ?)
    -Certain items in my inventory keep showing up as needing identification multiple times. An emerald belt, which is not magically to my knowledge, has been identified twice by the same character with the same result: -100gp and no new information. Seems to happen when I reload
    -Some magic items that NPC's possess when you find them are identified, while others are not. Wierd.
    -Some items have their price listed very wrong when you sell them (a couple of GP for a magic item...)
    -Javelins are two-handed weapons and they shouldn¡¦t be.
    -Someone¡¦s bolts +1 enchantment bonus was being used when calculating attack bonus using a heavy mace. Screenshot of this: http://site.voila.fr/toeefiles3/bonuses.jpg
    -After picking up the Golden Orb of death, I could not cast any spells on my party that affected members of my party like healing, bless, bull's strength. The spells would fizzle but say nothing, However I could cast on NPC's in my party then everything would work fine. If I blessed my entire party, only the NPC's would say blessed above their head.
    -Halfling Sianghams don¡¦t appear in the list of exotic weapon proficiency for haflings. The weapon (sold in hommlet) is also printed as ¡§Halfing Siangham¡¨. Notice the typo of the inverted l and f. Also, regular sianghams don¡¦t seem to be in the game (weird).
    -Dust of disappearance has no creation cost (0 xp, 0 gold)
    -There are no sling stones to be found and merchants don¡¦t restock them. Makes slings useless
    -Wand of Identify doesn't charge you for material components. Also, Identifying is free of charge when you use it.
    -rod of smiting (not the staff of striking) do X4 crit dam (item description say X2)
    -Potions description says they weight 1 pound, but they actually weight 0.
    -Amulet of the Mighty Fists only gives a bonus to hit, and not to damage as its supposed to
    -When a 3rd level wizard creates a scroll of magic missile, it fires only one missile when used. Unfortunately the poster didn¡¦t mention the level of the scroll that came out after scribing, but obviously its lower than it should and is consistent with other similar problems posted before. More info: According to the rules, lowest level required to cast should be applied when scribing a spell, but the game sometimes uses the caster level, or at other times the min level required to cast the spell¡K Basically, it¡¦s very inconsistent from spell to spell.
    -Someone with a wizard of their level created a wand of fireballs that has a save DC of 111. Minimum for a 3rd level spell is (10 + spell level of 3 + Intelligence bonus of the minimum Intelligence to cast of +1 =14).
    -Having an item equipped which raises your intelligence (ex. Headband of Intellect) gives you extra skill points at level up (it shouldn¡¦t) but doesn¡¦t allow you to memorize more spells (it should).
    -Necklace of Adaptation doesn't work (at least not against stinking cloud)
    -Holy Sword +1 gives +3 to attack
     
    Last edited: Nov 11, 2003
  4. zhuge

    zhuge Established Member Veteran

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    LIST CONTINUED...

    SPELLS
    -The demons summoned by the four Gems seems to be permanent for most people. Some people reported that they sometimes go away and sometime they stay... From my experience, the Vrock, Glabrezu and Hezrou are permanent. I have yet to test with the Balor.
    -Invisibility does not work for players or NPC's. My wizard casts greater invisibility before entering a room filled with giants and bugbears. Although invisible (when you mouse over him, it says invisible), he is still attacked. Do they have an extraordinary ability to see invisible folk? But when an enemy wizard casts invisibility, he still appears on the screen, even when he moves, and all my player characters can attack him. My cleric cast invisibility purge, the enemy wizard still displayed invisible and had the same "look" to him. Mordekainen Faithful hound is attacked too when he is invisible.
    -If you craft a wand of Summon Monster, you cannot select the monster you want to summon. EXCEPTION: If you cast a regular Summon Monster spell, your selection remains as a default selection. You can then summon the same monster repeatedly with a wand. Applies to scribed scrolls of summon monster as well.
    -When someone casts clairvoyance and party moves the automap does not reflect the party's movements.
    -I have a hold portal scroll that no one can use.
    -Mind Fog saves are not implemented. Targets in the Mind Fog always take -10 to will saves, even if they saved vs. the Mind Fog.
    -Blind characters can still make ranged attacks. My party members were blinded in the lamia encounter but I could still throw Produce Flame attacks with 100% accuracy.
    -After my wizard cast a Summon IV, I was able to use my Summon II wand to summon in more of the monster type chosen for the Summon IV. Potentially, you could make a Summon Monster I wand, and use it to "dupe" the monster of your choice from any Summon Monster spell you cast, even Summon Monster V!
    -Spells with secondary selection (spells requiring selection of a subtype) do not function properly when implemented as wands/scrolls. Such spells include, but may not be limited to: endure elements, summon monster (x), restoration spells, etc.
    -Design Flaw: No illusion spells for 0 level or 5th level! Transmuter also lacks 3rd level transmutation spells.
    -monk unarmed damage is not increased by Enlarge Person
    -Spiritual Weapon should bypass DR
    - Call Lightnings continue to roll Spell Resist checks each use until the target(s) resist spell. At that point all further damage is automatically resisted even if later resist rolls are unsuccessful
    -Ice Storm. Extended by the feat, lasts for 2 rounds but only deals damage to creatures once. A creature moving inside the storm (or standing still) should take damage again on round 2.
    - if a cleric Extends a spell then later uses SHIFT to convert it to a Cure Wounds, the spell will not vanish from memory
    -Grease Spell: When cast in moat house and covering two rooms it expires in the first room and stays in effect in the second room affecting only the NPC characters. PCs can run freely through it.
    -The spell magic circle against evil does not seem to be applying the +2 AC and +2 save bonuses against evil creatures as it should, neither for the target of the spell nor for thsoe within its 10' radius.
    -Protection from Evil sometimes makes my characters Invulnerable. My thief got hit repeatedly by the Glabrezu, the balor, Efreets, and even a gnoll on occasion, and took no damage. I looked at the rolls history and it deducted damage due to "Invulnerability". No other spell effects, items, or cheats running. Other times, she took damage.
    -Any time I have cast Tasha's Hideous Laughter the opponent has always made their save. When I eventually checked their roll the DC of the spell was listed as 12. This is a second level spell with a caster with a 20 Int. It seems to be failing to take the Int bonus into account.
    -Creatures with their ability scores drained to 0 should be rendered helpless. They are not. I managed to get an efreet down to a -6 Strength bonus with rays of enfeeblement, which makes his strength -2!
    -An empowered ray of enfeeblement drains no more strength than a normal one.
    -Nothing cures Rays of enfeeblement (dispel magic, restoration or break enchantment don't work). Only solution is to sleep it off.
    -A character under the influence of gaseous form can still perform melee attacks
    -Cloak of charisma +6 doesn¡¦t give bonus spells to a sorcerer. Should it ?
    -Spell Righteous Might penalizes the character twice from for the larger size (-1 from Righteous Might and -1 from size). Also he player doesn't get the +4 natural AC bonus and the longer reach with weapons. Screenshot: http://site.voila.fr/toeefiles11/righteous_might.jpg
    -When casting Mordekainen's Faithful Hound, they become permanent although they start behaving like regular wolves (although invincible) once you sleep. I have two hounds following me for a week now. No option to dismiss them.
    -Mind fog is rolling against fortitude saves. It should be using will saves
    -Charm person should not make your allies attack you (you allies often target you with AoO).
    -Info on magic vestment bug: Magic Vestment spell does increase the enchantment of armor but it does not apply to AC. Magic weapon/vestment¨ do not increase magic bonus on items that are already magical. They should. However, it works for some crafted items.
    -The level 1 cleric spell Remove Fear doesn't work against balor/zuggi fear.
    -Elementals that are summoned by enemy spellcasters are considered enemies of the spellcasters who summoned them. (elementals attack anything in range and the group who summoned them attack the elementals).
    -Greater Invisibility duration when casting from a want lasts for only 1 round.
    -Righteous might grants +1 to hit. By the rules, it should not.
    -Fear is under the level 4 spell lists for sorcerer and it should be level 2.
    -Scribing Tasha¡¦s hideous laughter on Spugnoir shows up as a level 1 spell.
    -A rogue receives two time the +2 bonus from being invisible because the player cast ¡§greater invisibility on her two times. Screenshot: http://site.voila.fr/toeefiles17/critical.jpg
    -When you are enlarged you can equip 2 two-handed weapons or a two-handed weapon and shield. And when the spell wears off they are still equipped
    - Using a wand of magic missiles does not flip my sorcerer out of invisibility.
    -Crafting a wand of magic missile with level 5 wizard results in a wand that can cast up to 6 missiles per cast
    - Modenkainen's Private Sanctum listed in the wiz/sorc spells (level 2), is not available in the game.
    - The spell divine favor is only giving a bonus to hit, not to damage at it should.
    -Invisibility is listed as third level in spell book when it should be 2nd.
    -Weapon reach doesn't increase with Enlarge Person
    -Produce Flame is supposed to have maximum of +5 damage (+1/level), but there does not seem to be a limit or it is much higher.
    -The following is the list of spells that wizard can¡¦t copy into their spellbooks using scrolls:
    level 1:detect undead, endure element, protection law/chaos/evil/good, summon monster 1 (through 9)
    level 2: the 6 stat buffer (bull strength, etc),resist energy, shatter
    level 3: dispel magic, hold person, magic circle law/chaos/evil/good, protection vs. energy, wind wall
    level 4: animate dead, bestow/remove curse, Greater Invisibility
    level 5: break enchantment
    This list was posted on the 09/24/2003 update, but there was a little misunderstanding with the original poster, as I thought he meant clerics were not able to scribe these spells.
    -Scribing a Fireball with a level 5 character produces fireball scroll, which once scribed into another spell book results is listed under level 5 spells
    -Wizards can scribe the scroll "Order's Wrath", although it is a cleric domain spell (Law 4)
    -Someone¡¦s scribed version of Hold Monster is a 4th level spell for a wizard. Should be level 5th. Screenshot: http://site.voila.fr/toeefiles5/hold_monster.jpg
    -The Spell "Detect Secret Doors" may not be working. I tried it in the Moat house after my Ranger failed to find the secret doors I knew were there. The spell did not reveal them.
    -Magic missile can hit a mirror image target all the time
    -When I cast Sleet storm and one of my own charcters gets caught in it, if he slips, when he tries to stand up, the enemy gets(this time it was gargoyle's) INFINTE AOO's causing an infinte loop that never ends and forces me to CTRL+ALT+DEL.
    -I killed a Hill Giant, and he kept rolling for saving throws for the stinking cloud that was hanging around, this is still consistent.
    -I just tried casting WindWall with my 9'th level wizard and it froze my character's turn, now I have to exit and reload (CTRL+ALT+DEL). --> It looks like the problem was that my character was just frozen, even out of combat he had no animation going, just froze. I couldn't move him or anything, it happend tright next to the green mold things in TOEE level 1
    -I cast invisibility on my bard and now sometimes she's visible, sometimes invisible and it doesn't seem to follow any pattern I can discover. She walks around invisible in town often, but every now and then she's visible and can talk to people. Quite a problem for me as I need her to be able to talk to people to get the more interesting conversation options.
    -DC calculated wrong for Suggestion from said bard. Level 2 spell at 18 CHA(+4) with spell focus and greater spell focus enchantment says DC is 17 when it should be 18.
    -Gitterdust seems to cause enemies to skip their turns when it blinds them, but only sometimes. The behemoth frog in the swamp sat motionless for four or five rounds while I whacked on him after he failed his save vs. glitterdust.
    -grease trips the untripable and does not check free action or ring of free action
     
    Last edited: Nov 12, 2003
  5. zhuge

    zhuge Established Member Veteran

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    LIST CONTINUED...

    QUESTS
    -I could tell Romag I already took care of the giant snake in the banquet hall even if I didn't
    -The woodcutter's quest to remove the spiders from the grove is never marked complete in the logbook. Every time you talk to the woodcutter, you receive the XP for the quest and the logbook lights up like the quest is completed, but the status never changes from accepted to complete.
    -Quests items are not given if your inventory is full (NPC keeps it on him, you have to kill him(or maybe steal) to get the quest item
    -Finishing Black Jay¡¦s dying sheep quest by talking to Corl and letting him go home before getting the quest from Black Jay results in incomplete quest (Corl won¡¦t be there at night anymore)
    -Exposing the spies in the trading post in Homlet doesn¡¦t give the 200 gold it should


    NPCS/NPC BEHAVIOR
    -Weird bug the water temple high priest going hostile. Please read the 3rd message from top: http://www.ataricommunity.com/forum...30&pagenumber=4
    -If Lareth joins the party and the PC party members attack him he does not fight back or attempt to run. He just takes the blows and dies.
    -NPCs can be raised via scroll or party member casting. The NPC is then neither a party member nor not a party member. He doesn't act like a party member, but his dialog options indicate that he still is a member. This makes it impossible to recover the NPC. Same thing happens with an NPC is charmed and then leaves the group for some reason during combat (maybe because one of my PCs got an AoO on him due to another bug ?)
    -If you cast "scare" or "turn undead" and the scared enemy finds an exit to run out of you never see him again and are stuck there hitting the space bar. I sat hitting the space bar for 10 minutes once hoping it would come back. I am not going to crawl through a big dungeon like the Temple without scouting first and only moving one character at a time in combat mode.
    -lareth the beautiful falls back to his old dialogue outside the back entry into the temple - that is he asks what we're doing there and then calls in his lieutenant... i think it happened after i attacked him but didn't kill him just made him unconscious, and then returned later - he was standing around naked...
    -Break enchantment is considered a hostile effect if you cast it on Dala. She will join your party, but it will initiate combat. This is fine, until you let her go in Hommlet, where she will attack the party.
    -Stinking cloud seems flawed in 2 ways: monsters AI and AoO. Monsters simply stay in the cloud until it disappates rather than leaving. Also they are able to make AoO's, which they should not because of the nauseous effect (maybe this is a problem with the nauseous condition, not the spell?).
    -When Otis goes back to his shop after you have him for a little while, he only sells the loot he found with you instead of his stock of masterwork items.
    -NPC Zert could not attack any enemies (at least in the moat house) unless he chose Full Attack and he was still referred as ¡§Inn Guest¡¨ when highlighted with the mouse pointer.
    -Once you went in the ToEE and go in the southwest in, Rentsch behaves as if he knows you even if he doesn't, and options to complete the Wat quest are available
    -The wheelwright's wife becomes hostile after you take her out of the temple and bring her back to her husband (she attacked the party¡¦s cleric after the quest is completed and she left the party)
    -Elementals that are summoned by enemy spellcasters are considered enemies of the spellcasters who summoned them. That is, the elementals attack anything in range, and the group who summoned them attack the elementals.
    -Sargen (a wizard) has no spells
    -Ashrem (a cleric) has no domains
    -NPCs do not level up correctly. Spugnoir doesn¡¦t get 2 new spells per level, nor do his skills ever increase. Meleny doesn¡¦t get a feat at 3rd level. There might, of course, be more.
    -Myself and other people have had monsters cast ¡§Bull¡¦s Strength¡¨ on our party. Pretty interesting, especially when a Greater Temple Bugbear Shaman on the 4th floor of the temple decided to cast this on Scorrp.
    -Smigmal in the temple will be permanently invisible (nothing dispels it) if you let her go the first time you see her, and then come back.
    -Some NPCs attack when leaving the group (Elmo, Olaf), some villagers will go hostile after completing the Moat house, for no apparent reason. This happened to me with Pheobius and the two other villagers in his house.


    CREATURES
    -Will o' the Wisps Spell Immunity ability simply doesn't work
    -Some XP awards are silly. A single Eye of the Deep earns my 9th-10th level party 1200 XP apiece or so. (*** From Thalandor: I noticed the ridiculous exp awards for the eye of the deep too…***)
    -Lantern Archons (Summon Monster 4) are supposed to use Ranged Touch Attacks. Instead, in Toee they attack normally (with a Strength penalty too) making them far too weak.
    - sometimes monsters (Lamia) and wildshaped druid-bears have penalties on damage for no reason. (i.e. 1d8-4 damage)
    -trolls sometime become unkillable. If knocked unconscious and you come back later and fight it again, you can hit him and damage taken won't change and will be written in gray color (when you mouse over the troll). If you do not kill a troll the first time around, the second time you visit the same area the game combat stays stuck with the troll's turn. The first attack takes a long time to complete and the second attack never happens so you are stuck waiting for the troll.
    -Incorporeal doesn't do anything. All weapons will damage a Groaning Spirit. Incorporeal creatures should get a 50 % immunity to corporeal attacks.
    -Some monsters immunities are not working. Skeletons, elementals, spiritual weapons affected by poison, disease, stinking cloud, etc.
    -getting up from prone give enemies AOO but enemies getting up doesn¡¦t give you AOO (like for drinking potions)
    -Minotaur gore attack does 1d8-5+Str damage. Should not that be 1d8+5?
    -Hydras have one AoO per round. It should be one per head.
    -Ettins apply only half of their strength bonus to damage with off-hand attacks when in fact they are one of the few creatures who can apply their full strength damage to off-hand attacks with weapons
    -Snake venom is supposed to deal Con damage, but it deals Str damage (like the huge viper in the moathouse)



    TYPOS/TEXT ERRORS/QUIRKS (IMPLEMENTATION PROBABLY CORRECT)
    - Typo in the map screen: "Mother Screng's Herb SHIP - Third Floor" instead of "Mother Screng's herb SHOP".
    -The spell "Cure Light Wounds, Mass" has its hyper link broken in the info interface. For example, cast the spell and it will say something like "Player casts -Cure Light Wounds, Mass[]-", and the spell will not be in blue font. The brackets suggest that the hyperlink command it there, but there must be a typo in it.
    -Looking at my ego for killed monsters and I have to creatures listed as a negative CR and a couple with a CR 0. Is the CR system being implemented properly?
    -The Falrinth skill focus bug. He probably had skill focus concentration, just as my character had skill focus bluff. The dice window just displays the wrong skill focus as Appraise (character does get the correct benefit as selected by the feat).
    -Spell Resistance checks seem not to be handled properly. If the SR roll equals the SR, the check succeeds and the information panel says that the SR has been overcome (that¡¦s good), but the actual in-game effect that the spell fails to work.
    -coup de grace critical hit damage doesn¡¦t count in ego "most damage done" log
    -Logbook keys are always listed as unused even if you use them on chests
    -Selecting for rogue special ability at lvl 10 is messed up. almost all feat are golden and once you have picked one,you cannot cancel it for something else (you have to cancel lvl up and redo)
    -If you kill Scorpp anywhere other than his "pleasure dome" (e.g. after having him in your party for awhile), his body "auto-magically" returns to his original room.
    -Someone's party walked though a magically held door on ToEE dungeon level 1
    - The character creation process does not advance from the "Stats" step to the "Race" step when alternating between the "Advanced" method and "Basic Method" of stat generation (like if you change your mind and decide to roll instead of using point buy)
    -When using a longbow +2 enchanted with the Shock property, an arrow animation is often displayed in addition to the ¡§shock¡¨ animation, each taking a seperate path to the target.
    -detect magic does not work on corpses (well, on magic items which are on corpses.. )
    -Elmo would enter sneak mode when my rogue and sorcerer did too. If Scoorp in the above bug can't sneak, so he would swing his club. Perhaps that's his default move


    PERMANENT SPELL GRAPHICS AND EFFECTS (PROBABLY HAS BEEN CORRECTED BY * added a catch-all to remove lingering spell effects that persist after duration expires)
    -Ghoul Touch lasts forever
    -Silence lasts forever
    -Spike growth is permanent
    -Grease is permanent
    -Calm emotions spell leave the particle effect on characters permanently
    -Good Hope can leave particle effect on character permanently. Someone thinks it might be related to selecting the same target twice when targeting the spell.
    -Had my rogue charmed by Falrinth and returned to town without killing him (did not know how at the time). Charm prevented me from opening the radial menu for the rogue. Resting and dispel magic did not remove effect. Went back and killed Falrinth, but that also did not work, though another member that became charmed during the fight lost the charmed effect.
    -Having an NPC cast enlarge on a party member in combat, the enlarge becomes permanent.
    -you can hold a charge of a melee touch spell indefinitely (well for chill touch I rested 1 week and still holding it)
     
    Last edited: Nov 11, 2003
  6. Ausir

    Ausir Beholder Overseer Veteran

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    That's a pretty long list.
    Please post any bugs that are not listed in this list AND any bugs that are in this list, but are actually fixed.
     
  7. zhuge

    zhuge Established Member Veteran

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    The long list above is meant as a general reference. I'll tidy it up later. Many are isolated findings which were reported once and never confirmed. I have not experienced many of these myself and cannot really comment as to why they occurred in the first place. Of the confirmed and easily duplicable issues, I certainly do not expect Co8 to cover all or even most of them but I hope the list will provide a place to start.
    I know some of the bugs cited above sound really doubtful. I have voiced a few of these at the Atari forums but the response has not been that strong lately. As such I highly welcome forumers here to voice their opinion regarding them. I'd be only too happy to strike them off the list if they are not bugs.

    Below are the status of fixable issues/bugs as I see them.
    If I have left out something below, please feel free to correct me. The final list should be as accurate as possible.


    1)Issues proported to be fixed by Troika in the list of fixes which were also resolved by Co8:
    -Mona's Orb Quest
    -Flame Strike fixed (not sure if really completely fixed, need to have another look at ToEE4.dat)
    -Burning Hands is now an Evocation spell
    -Chill touch no longer has unlimited # of uses.
    -Burne no longer gets summon monster V at 4th level
    -A catch all to prevent 'permanency' bug ocurring with touch based spells
    -A catch all to prevent 'permanency' bug ocurring with Silence, Web, Soften Earth & Stone and Spike Growth spells
    -10lb wands fixed
    -No more SPELL_NONEs (I assume all Wondrous Items are now craftable)
    -Chainmail Boots/Gloves decreasing movement issue fixed
    -Cloaks of Resistance +2 and +3 now correctly give +2, and +3 bonus to saves
    -Masterwork Armor/Shields apply proper 3.5 Ed. Skill Check Penalties.
    -Crafted +1 Armor/Shields apply proper 3.5 Ed. Skill Check Penalties.
    -Pre-existing Armor/Shields apply proper 3.5 Ed. Skill Check Penalties.
    (Troika claims to have addressed these through
    * Corrected armor check penalties for masterwork armor
    * corrected armor check penalties for crafted magic armor
    I hope "Pre-existing" non-masterwork Armor/shields have also been corrected)
    -Weapon Finesse updated to 3.5e and works with relevant items

    -fixed several inconsistencies with metamagic feat Widen Spell.
    -Added Melfs Acid Arrow and Gust of Wind to list of scrolls that can be scribed via the Scribe Scroll Feat.
    -Scrolls copied to the spellbook go into the correct level location.
    -followers will loot correctly from stacks of items (like gems or scrolls)


    2)Issues already fixed by Co8 in previous patches (not including mods/additions) but not fixed by Troika:
    -Corrected Katana's stats to simulate Bastard sword
    -Katana available at Blacksmith
    -Brothel dialogue
    -Re-enablement of the "Brothel" Map, NPC's, quest, and companion.
    -The Brothel was removed in the late stages of development. (Maybe because they ran out of time, and were unable to finish it?) New dialog choices have been added into Mona's conversation tree to access
    -Metamagic Fix (details?)
    -Fogless towns
    -All known (to us) Scroll bugs have been addressed (bugs preventing scribing, scribing at the wrong level, or didn't do what was advertised (Fox's Cunning != aid) (Except Hold Portal. Don't ask us about Hold Portal, ask Troika, We can't fix it.) (All Hold Portal scrolls magically transformed into Grease. All references to Hold Portal removed for confusion sake.)
    -All cleric domains but Air are fixed. (Air is bugged majorly, maybe a typo in toee.exe linkage?)
    -Numerous problems resolved with wands..(including can't craft it, and wrong spell bugs)
    -MasterWork Items are now "purchasable" from the blacksmith.
    -Dust of Disapearence is now worth 3.5 DMG value rather then 0 Gold.
    -All potions now work correctly.
    -Detailed Feat Hover Descriptions have been added.
    -Ingame Help files updated to reflect fixing of Cleric Domains (except Air).
    -NPC's demand an equal share of gold and no more, despite what their dialog will say. Furthermore, you can exchange equipment with them as well. They will not give up their money, though.


    3)What I think could also be easily fixed by Co8 (in addition to the above):
    -Add stuff which cannot be found in the game but are needed for quest completion or smooth, fairer gameplay, for example: Scroll of Fireball, Pouch of Bullets, etc...
    -Correct some incorrect item prices in the game
     
    Last edited: Nov 11, 2003
  8. ZephyrFox

    ZephyrFox Member

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    Loading a pre-patch saved game turns my +2 Spear into a door:

    [​IMG]
     
  9. zhuge

    zhuge Established Member Veteran

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    @Zephyrfox regrading "Door" bug
    Bug noted. Similar incidence of bug noted at Atari forums. This appears to be a new bug caused by the patch. List updated. Put under Engine section.


    @Ausir regarding misc bugs in first post:
    - Unfixed by patch: Survival should be a class skill for a cleric that selects the Travel domain. It is at first level, but stops being a class skill at later levels.

    Already in buglist

    - Add Hide and Bluff for the Trickery domain as only being class skills at first level.

    Already in buglist

    - When my PC has a longsword equipped with a buckler, his strength bonus coefficient is 1x instead of 1.5x. Removing the buckler "fixes" the problem. I think you didn't catch this because, in prior version the game used to apply 1.5x bonus no matter what shield you were wearing. Since I'm no fan of buckler, I can live by it, but I felt I had to post this. I'll now test a greatsword with buckler and will post soon the result.

    New observation. Bug added to list. Put under Misc Combat.

    - Having rescued Paida and brought her back home safe, when youreturn to Hedrack's room down in the temple i find that she's there again with the other concubine. I check her home, she's not there. Plus, if i talk to her she tells me that "i've changed since i rescued her, and not for the better..." (I would gladly ask her why she thinks so, 'cause i'm not really getting it as a player) and if i talk to her more than 3 times she becomes hostile for apparently no reason.

    Already in buglist

    - Skill Focus (performance) still doesn't work.

    Already in buglist

    - My fighter with the Power Attack feat suffers a -3 penalty on 'to hit' rolls when I DO NOT select the feat in combat.

    Hmm...not sure about this one. AB is always calculated correctly as far as I've noticed. Could it be due to being non-proficient in a weapon? If there's a strong argument for it I will include it later.

    - The Undead in my party (Neutral Evil) become paralyzed after resting.

    Already in buglist

    - Bug -- Haste bonuses, except for movement, stack if you cast more than one haste spell on a character

    This is supposedly fixed by the official patch. Can anyone confirm? Haste is supposed to give +1AC, extra movement and 1 extra strike on a full attack. Will not include this till it is confirmed.

    - bug/Feature request -- get enlarge and rm working with size and reach -- all it does is increase your icon size. It does not increase the amount of space your character takes up (people can walk right through your) nor does it increase your reach. I know it is a pain in the butt...

    Already in buglist.


    Dice game for Antonio's mace now allows retries. Entry in list removed.

    List updated and certain parts edited for conciseness.
    Those who prefer to read the originally reported bugs without my editing should see:
    http://www.ataricommunity.com/forums/showthread.php?threadid=324169
     
  10. Tah

    Tah Member

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    I posted this in this thread over on the Atari boards. I hadn't seen the problem mentioned anywhere else so I thought I'd hit both places. I will run further tests with other games in the next few day or so as I get more time to do so. Feel free to PM or email with further questions as needed (if needed).

    Edit: And confirmed by a couple people over in this thread at Atari. So you're probably already aware of it. ;) :)
     
    Last edited: Nov 11, 2003
  11. Jops

    Jops Member

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    A few more!

    - Masterwork light crossbow still can't be used by halflings 'cause "too big".

    - Paida, keeps spawning in the temple room, even if already been rescued. (Forget the part of her turning hostile: it happened only once. She's still quite unfriendly in her dialogue anyway).

    - Typo in the map screen: "Mother Screng's Herb SHIP - Third Floor" instead of "Mother Screng's herb SHOP".

    - (This could be a problem only for me, i'll reinstall the game check it out later.) In the radial menu, next to "5 feet step" i have a "missing line in file combat.mes" error message.
     
  12. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    I figured out the Door bug. It changes almost every pre-patch crafted weapon into a Door (which is a placeholder item, I might add) due to the fact that the entire crafting weapons and armor script has been changed.

    They probably used a Door as a placeholder to prevent CTDs from occuring.
     
  13. zhuge

    zhuge Established Member Veteran

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    @Exitium regarding 'door' bug:
    That's good news. :) Uhm... does that mean we can fix it?


    @Jops:
    - Masterwork light crossbow still can't be used by halflings 'cause "too big".

    I've come across this somewhere. Caused by incorrect size entries. Not in Thalandor's lists though. Checked size entries (Col24) with Phalzyr's editor:
    {4096}{Light crossbow} size_medium
    {4097}{Heavy crossbow} size_large
    {4130}{Wonnilon's repeating crossbow +1}size_large
    {4177}{Masterwork light crossbow} size_large
    {4178}{Masterwork heavy crossbow} size_large
    Wonnilon's repeating Xbow and MW light XBow should be size_medium
    Checked protos.tab in ToEE4.dat. No correction done. Added. Should be fixable by Co8.

    - Paida, keeps spawning in the temple room, even if already been rescued. (Forget the part of her turning hostile: it happened only once. She's still quite unfriendly in her dialogue anyway).

    Ok, kinda missed that one in my haste. :) Added.

    - Typo in the map screen: "Mother Screng's Herb SHIP - Third Floor" instead of "Mother Screng's herb SHOP".

    Added.

    - (This could be a problem only for me, i'll reinstall the game check it out later.) In the radial menu, next to "5 feet step" i have a "missing line in file combat.mes" error message.

    This sounds similar to Tah's problem and the cause has already been identified by JHunz at:
    http://www.ataricommunity.com/forums/showthread.php?threadid=331017
    Will hopefully be fixed in coming Co8 patches.


    Added some unconfirmed bugs by hexgod and dameronx as well as the bugs listed above:

    ITEMS
    - Masterwork light crossbow still can't be used by halflings 'cause "too big". Wonnilon's repeating crossbow has the same problem.
    - The dagger of venom is still worth only a gold piece when you try to sell it.
    - You still have Identify the cloak/boot/arrows you get from Black Jay for his wife's ring, even though in the dialogue box he tells you what you're getting.

    ENGINE
    - Paida, keeps spawning in the temple room, even if already been rescued.
    - I can still get stuck and unable to move when clicking on bodies. Only a map change fixes this.

    TYPOS
    - Typo in the map screen: "Mother Screng's Herb SHIP - Third Floor" instead of "Mother Screng's herb SHOP".

    MISC COMBAT
    -Summoned creatures seem to have their own initiative and can be killed without being able to act. Summoned creatures should appear on your turn and act immediately.

    SPELLS
    -When I cast Sleet storm and one of my own charcters gets caught in it, if he slips, when he tries to stand up, the enemy gets(this time it was gargoyle's) INFINTE AOO's causing an infinte loop that never ends and forces me to CTRL+ALT+DEL.
    -I killed a Hill Giant, and he kept rolling for saving throws for the stinking cloud that was hanging around, this is still consistent.
    -I just tried casting WindWall with my 9'th level wizard and it froze my character's turn, now I have to exit and reload (CTRL+ALT+DEL). --> It looks like the problem was that my character was just frozen, even out of combat he had no animation going, just froze. I couldn't move him or anything, it happend tright next to the green mold things in TOEE level 1
    -I cast invisibility on my bard and now sometimes she's visible, sometimes invisible and it doesn't seem to follow any pattern I can discover. She walks around invisible in town often, but every now and then she's visible and can talk to people. Quite a problem for me as I need her to be able to talk to people to get the more interesting conversation options.
    -DC calculated wrong for Suggestion from said bard. Level 2 spell at 18 CHA(+4) with spell focus and greater spell focus enchantment says DC is 17 when it should be 18.
    -Gitterdust seems to cause enemies to skip their turns when it blinds them, but only sometimes. The behemoth frog in the swamp sat motionless for four or five rounds while I whacked on him after he failed his save vs. glitterdust.
    -grease trips the untripable and does not check free action or ring of free action

    FEATS
    -I am still geting crashes when Crafting weapons, particularly the + 3 Holy Mighty Cleaving Warhammer with my cleric, when I try to move around the enchantments back and forth, BAM - CTD


    Hmm... is any of the stuff in the buglist above untrue? While I certainly welcome inclusion of new bugs, we should also check on listed ones just to make sure they really exist. Anyone?
     
  14. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    That sleet storm bug is goofy. Characters always try to stand up when they are prone so that bug occurs until the character is dead.

    I'll fix Wonnilon's Repeating Crossbow and set it to small and upload the file in a bit.

    Also, the bug concerning the error in the radial menu has to do with using the OLD CO8 patch which doesn't have "FLEE COMBAT" as one of its options.
     
  15. Donovan

    Donovan Member

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    According to the 3.5E SRD, if a skill is a class skill to ANY of your classes, then the maximum you can raise a skill to is char level + 3 even if you are raising it cross-class. Thus a Rogue 1 who adds a level of Cleric can raise Hide skill to 5 by spending cross-class. The game seems to instead be allowing me to spend a total of 5 points, meaning it takes 4->4.5 (4 spent as Rogue, 1 spent as Cleric) or 0->2.5 (0 spent as Rogue, 5 spent as Cleric).
     
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