5.0.x Cumulative Mods & Fixes (CMF) Bug Reports and Discussion Thread

Discussion in 'General Modification' started by HobbesMG, Jul 16, 2006.

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  1. alban lusitanae

    alban lusitanae Warmage of Ravenloft

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    Re: 5.0.1 mods and fixes bug reports

    yeah I know I have the manual. My copy is legal and I DO read the manual ;)
    I do press the buttom, but there's a blank option. I'll try to reload and see if it works.
     
  2. Zebedee

    Zebedee Veteran Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    This is going to be an issue your end. Certainly works in my game. Check which patches you have installed.

    re. Wizard carrying dead party members - no other way to handle it in game without starting to mess about with your 'core' group of PCs. Not a bug.

    re. No xp for failed traps. Rules lawyers will need to weigh in here :)

    Other questions can help even less :drunk:
     
  3. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    The way it's supposed to work is the trap goes off, the party (if they survive) get XP for the encounter and then the trap no longer functions until it is manually reset. (There are some magical and other traps that do have automatic reset functions, but their CR is higher to account for it. The party still only gets the XP once even if the trap goes off repeatedly.) Unfortunately, all the traps in ToEE keep firing no matter how many times you trip them and used to (until Liv removed it) grant XP each time. So someone could concievably run their rogue with evasion up to the trapped chest and keep trying to open it over and over again to gain XP.
     
  4. Zebedee

    Zebedee Veteran Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Thanks Kalshane. So Livonya changed a massive exploit into a minor rules incompliance. That sounds fair in the absence of a big hack.
     
  5. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    Pretty much. I'd love to see it eventually setup where traps only go off once and then reward the correct XP, but I have no clue what that would actually take to implement.
     
  6. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 mods and fixes bug reports

    There might be a very simple solution, though it will make the trap do damage only once, even if it appears to go off again and again. I will have to do some testing when I get to a trapped chest.
     
  7. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    That's cool. Though the big question is will it allow the chest to be opened (or lock-picked and then opened) once the trap has fired once. Because AFAIK, the game won't let you open a chest that still has a trap on it.
     
  8. krunch

    krunch moving on in life

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    Re: 5.0.1 mods and fixes bug reports

    Maybe that would be another good reason to add smashing a chest to the list of reasons why [a character would want to smash a chest]? haha

    [EDIT] IN-GAME: The Rogue says, "Hmm? I suspect the chest has a trap. Everyone stand back and be careful while I..." [The barbarian walks over to the chest] *whap-whap-whap* The Barbarian blurts aloud, "No, you are wrong. It does not have any traps."
     
    Last edited: Aug 15, 2006
  9. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Well, in my testing so far (only with the chest in the spider tower in the Moathouse) it does. Once the trap has fired, it is as if the trap no longer exists. I have tried resting for 24 hours in Hommlet after setting off the trap, and then gone back and once I pick the lock again (the chests re-lock themselves) I can open the chest.

    This fix will of course need more testing, and by more people than just me. So, for those of you who are interested, you can find it below. Just unpack it into your ToEE root directory (when 5.0.0 is the last module played if you use Front End).
     

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  10. alban lusitanae

    alban lusitanae Warmage of Ravenloft

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    Re: 5.0.1 mods and fixes bug reports

    Glad I could help advance the mod :) BTW I am a D&D DM and player for 15 years, so I very well the game. :D If someone wants any rules explanation, just say the word.

    I have the option of Spontaneous casting again. Might have been a glitch. :)

    About the trap issue, I am in favor of slight rule inconsistency as well if that abuse was so big. I totally agree. Let's see if Blue got it fixed :)

    i sometimes got blank quests on my log. They appear in strange ways, normally not even related to quests and I can't erase them.

    Don't know if it is a bug or not, but a lawful good party can kill a single guard for the CR3 XP and still gain no bad reputation. Only triggers on the second. I think it should be corrected for the first kill :)

    Back in the thread someone was complaining about new level hps rolls being 1s. It is definitely a bug. I tested saving before leveling up, loaded three times, all three times came up 1. I believe this is a serious matter to check.

    On a more light hearted approach, I think the party deserves XP for striking chicken :yes:
    First someone should be rewarded (maybve 5XP) for doing something as loony as that, and for those who say they are not a challenge, may I say that a chicken disabled my first level sorcerer in one-on-one melee combat :yes: No, I'm not a loony.

    A thought... How about creating a Vorpal Bunny? :D

    i will feedback more bugs as I encounter them
     
  11. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    Chickens should award XP if your level is low enough. The amount of XP awarded was reduced because they originally were worth the same as a goblin.
     
  12. alban lusitanae

    alban lusitanae Warmage of Ravenloft

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    Re: 5.0.1 mods and fixes bug reports

    I was scared when I saw that they were CR -2, but that's due to mathematical alghoritms in the game no doubt. :) I am feeling scared about this 1s problem tough... It's quite severe... Do you know if we enter the game from TOEEFE with MAX HPS PER LEVEL on, and do that in a save which didn't have that on, something bad happens? I don't want to destroy the saves...
     
  13. alban lusitanae

    alban lusitanae Warmage of Ravenloft

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    Re: 5.0.1 mods and fixes bug reports

    BTW, was the bugbear always strikes the wizard bug erradicated? I don't think I saw that listed on the release notes
     
  14. Zebedee

    Zebedee Veteran Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    It's not a bug as such. It's just how the strategies tab works - some monsters (intelligent ones) are set up to attack the wimpy guy at the back because they can figure out he's the one they should really be afraid of.
     
  15. alban lusitanae

    alban lusitanae Warmage of Ravenloft

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    Re: 5.0.1 mods and fixes bug reports

    And in D&D as well, it's written in the MOnster Manual. The problem is they always figure out who the wizard is, no matter what weapon he may be carrying, and that is weird to me. Even more weird is the fact they ignore the fighters, which means that if I put the wimp on sight and place my fighter on the door they will try to rush past my fighter to get to the wizard, but they can't they don't have the space, which results in the bugbears not attacking and being easy kills.
     
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