List of stuff we need to fix

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

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  1. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    Ah, right.

    There is still a problem with the way weapons work, though. Reach weapons (10ft, excluding spiked chains) shouldn't be able to hit anything at 5ft, but they do in the game.
     
  2. Nomad_Wanderer

    Nomad_Wanderer Established Member Veteran

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    I'm in complete agreement with this..

    In fact I wonder if we really want to add that much new functionality in this release (try to keep it just to bug squashing)..

    New functionality/features could potentially unbalance the game...

    (though theoretically fixing the bug, so that a non-working feature now works could do the same thing)
     
  3. Executor

    Executor Member

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    Any hope we could implement Greater Weapon Focus? It's a 8th-level fighter feat but it doesn't seem to have made it into the game.
     
  4. arcane12

    arcane12 Member

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    Here's a collection of the bugs found by the atari forum (for those who don't keep up there) I noticed a few of the "bug's" are features like: -Traps give experience for triggering the trap

    but most are actual bugs. Now obviously some/most of these we can't or won't be fixing now, but some oof them might help covers stuff we havent covered. Anyway it's nice to have someone else making a definative compilation :)


    http://www.ataricommunity.com/forums/showthread.php?threadid=319330
     
  5. Horad

    Horad Member

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    I would like to see an option to make certain characters "in charge" at any given time. For example my thief is best at bartering, but my cleric has high charisma. As it stands I have to transfer everythins to the thief to get the best price, it is a pain.
    It seems every time I walk into a room a different character goes in first. I would like to make it so my thief does it, so she can check for traps and so forth. In conversation who does the bluffing, intimidating etc? The character talking or are those skills kind of tossed into a pool?
    Is there a way to make everyone walk the same speed? When I go from one end of the town to the other a couple of characters are standing around picking their noses while waiting for the others to catch up. The party should move as fast as the slowest character.
     
  6. malichai

    malichai Member

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    Armor Check Penalties?

    Anyone have any idea how to fix the armor check penalty problems with masterwork armor and magic armor? IE, a chain shirt has an armor check penalty of -2, but a MASTERWORK chain shirt has an armor check penalty of -3! Even worse, a +3 chain shirt has an armor check penalty of -5! Obviously masterwork armor is supposed to have better armor check penalties, not worse, and magic armor shouldn't boink armor check penalties so much.
     
  7. Nomad_Wanderer

    Nomad_Wanderer Established Member Veteran

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    Re: Armor Check Penalties?

    If you can tell me what they should be it's not a difficult fix
     
  8. DrPraetorious

    DrPraetorious Member

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    +3 Items are ACTUALLY only +2

    I can't believe I'm the only person who has tried to make +3 items; I apologize if this is a dupe but I did a search. +3 Bucklers are no different from +2 Bucklers. +3 Ranseurs are 1 point better than MC Ranseurs and no different from +2 Ranseurs (made with GMW or otherwise.) Is this bug unique to me?

    Also, while Greater Magic Weapon and Keen Edge work-and-are-permanent, the spell Magic Vestment is permanent, but only changes the text box, not the actual AC bonus provided by the item (I suppose this may be a good thing.)

    Ammunition enhancement bonuses increase your attack bonus, even if you are wielding a melee weapon! The bonus does not appear to stack with the enhancement bonus on your weapon, however. I have not tried this on a monk (laughs maniacally.)

    You can click the "create" button more than once while making a magic weapon - nothing happens but it continues to bill you money and exp (minor bug.)

    Incidentally, one thing I've noticed is that if I cast Greater Magic Weapon on an item, and then turn on Craft Magic Arms and Armor, the item with GMW cast on it shows up as Craft-Eligible. Might be something odd about this, though - some of the items I've made (at level 8) have a "phantom" (blacked out, but still there - I check by equipping people and looking at the attack bonus) +2 enchantment, and a regular +1 enchantment. On others, both the +1 and +2 appear regular.

    I hope this is useful for whoever is trying to fix GMWs.
     
  9. malichai

    malichai Member

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    Re: Armor Check Penalties?

    Do you need it armor by armor? For masterwork armor, the armor check penalty should be one better than regular armor. IE, a chain shirt has an armor check penalty of -2, a masterwork chain shirt should have an armor check penalty of -1. Chainmail armor has an armor check penalty of -5, masterwork chainmail armor should have an armor check penalty of -4.

    I just checked the SRD, and it would seem that no matter WHAT the bonus is on Magic armor, it's all treated as masterwork in regards to armor check penalties. IE, a +3 chainmail armor would have an armor check penalty of -4, same as masterwork chainmail armor. I'm not exactly sure that's how Troika *wanted* it to be though, as it appears to me that they actually tried to make it so that a +3 chainmail armor would have an armor check penalty of -2. The reason I say that is because they have +3 chainmail armor as having an armor check penalty of -8, ie, they took that +3 and added it to the armor check penalty as opposed to subtracting it.

    But, according to 3.5 rules, all masterwork armor, and all magic armor, should have armor check penalties 1 better than regular armor.
     
  10. olaf

    olaf Member

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    I'd love to see the armor check penalty thing fixed, and I'd also love to see weapon finesse implemented per 3.5 rules, where its an all-in-one feat instead of 3.0 where its per weapon.

    Another bug that might be easy to fix, not sure, is with fast movement (+10' move rate) and medium armor. Specifically, it doesnt work right now. Fast movement only works with light or no armor in-game, but its supposed to work with none, light and medium.

    olaf
     
  11. Ausir

    Ausir Beholder Overseer Veteran

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    I brought it back here from the negative energy plane.
     
  12. Ligur1

    Ligur1 Member

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    Entangle

    First off guys I want to say you all rock. I am in no way capable of writing and changing code but I do know how much time it takes so THANK YOU ALL.

    After reading over a lot of the posts I just want to remind the mod'ers about entangle and web. I don't have the perma entangled problem atm but I'm afraid I will hehe :)

    The other problem with entangle is that there seems to be no chance to break free for me or the monsters I am fighting. Although this is good to know when you are coming to a hard fight I find it very unfair and have just stopped using it.

    I'm not sure but I heard web has the same problem for the monsters although my characters are able to break free from web.

    Once again thank you so much for all your work and time.

    Ligur1
     
  13. Phalzyr

    Phalzyr Established Member Veteran

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    You can rename the item :) all it does is add the approprite text after you add a feature. so if you add +3 then remove it the item will still say +3 you have to delete it manually.

    I few things I noticed with this feature:

    * No matter what I add to the weapon/armor it'll always say +1, +2, +3 in the added feature area when going back to it. Is this a bug or just showing that three things have already being added to it rather than being specific?

    * Once added +2 and though I wasn't high enough level a +3 appeared and I added it. It made me pay for it but didn't actually add it. Also just like other such screens it'll stay up and let you readd it over and over taking money/XP each time.

    *I know I had something else, I'll try to remember later.
     
  14. zippyhappychimp

    zippyhappychimp Member

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    post 1.0.0 bugs:

    Post 1.0.0 bugs.

    Cleric, good, Pelar (Sun/Good) Scribe scroll feat:
    -Can scribe Protection from Good and Magic Circle vs Good scrolls, even though he cannot actually cast those spells.
    -Cannot Scribe Protection from Law and Magic Circle vs Law onto scrolls, the spells are not even listed on the scribe list.

    Wizard:
    -a Scroll verson of Protection from Energy still cannot be added to the spell book.

    Misc:
    -No-one can Scribe Rage onto a scroll, it's not listed on the scribe list.

    -Sell and Buy Values for Battle Axe +1 are not correct (sells for less than a gold, buy it back from the merch for little over a gold.)

    -The "+3 is working as a +2" bug is still around, at least for Bucklers and that one dude's staff-mace of Striking.

    -Scoal (sp) in Nub wants you to kill the chick in the bar with him. After you accept payment for doing the deed, he promices retribution if you do not kill her in 3 days. Said retribution never showed up. It could be a) its an empty threat, b) the fact that I betrayed him back to the chick and he subsequently got perished stops the retribution, c) its just plain broken.
     
    Last edited: Oct 6, 2003
  15. Toshi

    Toshi Member

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    This one is tricky and may we may need to go to the Troiks for a permanent fix:

    Barbarians movement bonus is getting lost when equipping medium armor.

    Example:

    Human Barbarian - Naked = 40'
    Human Barbarian - Light Armor = 40'
    Human Barbarian - Medium Armor = 20' = DOH! = Should be 30'

    Dwarf Barbarian - Naked = 30'
    Dwarf Barbarian - Light Armor - 30'
    Dwarf Barbarian - Medium Armor = 20' = DOH! = Should be 30' since Dwarves are 20' in Medium armor.

    I have not been able to spend much time on this yet and have not found anything in *.mes or *.tab that helps me much. It seems to me that Troika might have hard coded the armor movement rates.

    SO: Instead of Medium Armor = -10' Medium Armor = 20' if Human. In theory we should be able to fix this ourselves if we can find the files. BUT, if they did not put in a variable for Barbarian Movement and hard coded all of the Racial/Armor movement rates we are probably hosed.

    Meaning they could have hard coded Medium Armor to 20' regardless of class - That would suck.

    Correct Armor Logic Path
    +30' (Race Any Man-sized)
    -10' (Medium ARmor)
    = 20' Normal Movement Rate
    +10' Barbarian Bonus
    = 30' Barbarian Move in Medium Armor

    If anyone (Chris?) can point me to the files or lend some insight I would be greatful.

    - T
     
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