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. Spellslinger

    Spellslinger Established Member

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    Re: 5.0.1 mods and fixes bug reports

    I wouldn't mind, but then I don't think that it's much use in the release. The average player won't even look at it. As long as the dll fixes are posted to the mod forum with the "history" intact, I don't think the release needs them. Anyone interested to work on it, will look into the mod forum and find there everything he needs. But I'll leave it up to you, if you want to include it.
     
  2. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 mods and fixes bug reports

    I'd missed the post while I was away at the weekend. I'll be trying this out tonight. A big thank you to spellslinger for doing this! Good work. :dance:

    Are there any specific things that need testing or should I just play as normal and see what happens?
     
  3. Spellslinger

    Spellslinger Established Member

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    Re: 5.0.1 mods and fixes bug reports

    Well, obviously the things it should fix: spontaneous spell casting for clerics/druids > spell lvl 5, AoO provoking of monsters drinking potions (the temple bug bears are a nice opportunity to check this), rogue feats > lvl 10 RAW. But since the feat fix hooks the general functions, paying close attention to possible wacky feat selection behaviour for all levelups would be appreciated.
     
  4. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    Problem is bugbears are as intelligent as humans. They're not going to do basic swarm tactics.
     
  5. krunch

    krunch moving on in life

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    Re: 5.0.1 mods and fixes bug reports

    Being smart and somewhat organized, humanoids should attack in some kind of a (semi-)coordinated and concerted effort. This means they have been told and, or trained by their leaders or superiors to attack a certain way to provide a role within their ranks.

    Humanoids generally have some level of real intelligence and, being creatures with a (semi-)structured society, they will have their own idea of what their troops or combatants of their tribe or community should do to defend themselves and attack others. This means bugbears will have different tactics from gnolls who will have different tactics from goblins, etc. Only monsters of poor intelligence or monsters that have terrible or no combative training will all rush head-on to attack when they are in a group.
     
  6. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    Factor in alignment, and you'll have it all covered. Those creatures which are of a chaotic bent will be far less organized than their lawful cousins.
     
  7. krunch

    krunch moving on in life

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    Re: 5.0.1 mods and fixes bug reports

    @Spike: Can you see if you can get some peops from your testers group to test the new fixes from Allyx for Verbobonc?

    -> Re: Verbobonc thread [post 53]

    -> Re: Verbobonc thread [post 55]
     
    Last edited: Aug 22, 2006
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: 5.0.1 mods and fixes bug reports

    Call in the legion! Call in the re-inforcements too if you can spare them...

    ...I alway's wanted to say that.
     
  9. Spellslinger

    Spellslinger Established Member

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    Re: 5.0.1 mods and fixes bug reports


    Hey, I want some too! Pretty please. :)
     
  10. alban lusitanae

    alban lusitanae Warmage of Ravenloft

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    Re: 5.0.1 mods and fixes bug reports

    Well, I do know they are inteligent. That's why I said they should just make Swarm attack instead of getting trashed in doors and hallways while attempting to pass through to hit a spellcaster they might not even be seeing somewhere 50ft behind the real action. I am saying this because the first time I finished the game I remember perfectly hiding the spellcaster well away from sight against a side wall and the bugbears always attempted to go for him. It's merely a case of poor forethought on the part of the authors that by tabbing this tactic all the time, the game doesn't even ask: "Do I really SEE the spellcaster?" :)

    Two questions which I believe might set another bug hunt: shouldn't the spontaneous spellcasters (sorcerers) be able to cast lower level spells with higher level spell slots in TOEE? It's part of D&D RAW that a sorcerer could cast a 3rd level Firebal with a 4th level slot, even if the 3rd level slots have not ran out. Can it be solved in TOEE in any way?

    The other is: why has the skill Sleigh of Hand, which I personally adore and use extensively, been taken out of the qualifier skills for the Skill Focus feat? I just can't understand...

    Will report more bugs as they appear. :D
     
  11. Lord_Spike

    Lord_Spike Senior Member Veteran

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    Re: 5.0.1 mods and fixes bug reports

    The legion isn't what it used to be; not many responses from my requests for testers to test. Must have lost interest. Make these two a free for all.
     
  12. Jesse Heinig

    Jesse Heinig Established Member

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    Re: 5.0.1 mods and fixes bug reports

    While we're testing, here's something new to try: My first finished spell mod!

    Here are the three famous Power Word spells!

    To test these, place them as follows:

    - All of the .py files go into your data/scr folder. BE SURE TO DELETE YOUR OLD .PYC FILES!
    - All of the .txt files go into your data/rules/spells folder.
    - The .mes file goes into your data/mes folder.

    After you start a new game, this should add Power Word Blind, Power Word Stun, and Power Word Kill at the 7th, 8th, and 9th level Sorcerer/Wizard spell lists, respectively.

    These Power Words function according to the 3.5e SRD, meaning that they are all Enchantment (Compulsion), Mind-Affecting spells. Power Word Kill is a Death effect. Each spell targets a single creature and has no saving throw, but spell resistance applies.

    Internal code notes:
    - The Power Word Blind spell uses the sp-Blindness effect (from the Blindness spell), and it uses that spell's type checking, so it doesn't display a graphic if the subject is immune to blindness (such as an ooze).
    - The Power Word Stun spell uses the sp-Sound Burst effect to create stun. Allyx's version of the spell used Daze, but Daze and Stun have different rules; Daze makes you lose a turn, but Stun throws some penalties onto you as well. As a result I opted to go with a spell effect that stuns the target instead of daze.
    - Power Word Kill should just do a straight-up kill on the target.

    Note that, unlike earlier editions of D&D, in 3.5e the Power Words do not have an area effect version.

    BIG BIG THANKS:
    To Cerulean the Blue, who mentored me through my first spell mod.
    To Allyx, who provided code work on different versions of the Power Word spells, which was invaluable for reference.
     

    Attached Files:

  13. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 mods and fixes bug reports

    Heh - just so you feel you have some of the testing love Spellslinger, although I have nothing of any note (i.e. bugs) to report yet, the spontaneous casting works fine for me at 6th level on both my Druid and Cleric. I'm still waiting to see what it does at higher levels. Since I only have the elemental planes left to do, I'll be using the command line soon I guess. I'll have to go back a few saves to test the potion thing as I seem to have made the temple bugbears extinct! :txtsmilie

    I'll not be able to test the rogue feats > lvl 10 without using the console since I have a elf ranger/rogue dual wielder and I don't like XP penalties.

    H.
     
  14. Spellslinger

    Spellslinger Established Member

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    Re: 5.0.1 mods and fixes bug reports

    Thanks for the feedback! :)
    If you are up for another small test, look into the party pool crash thread. Feedback on that one is very welcome.
     
  15. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 mods and fixes bug reports

    Potion incurring AoO's works in my games. Ranos died from drinking the invis potion to run away, provoking a spear in the guts! ;)

    Also saw it with bugbears in the moathouse.

    Top work Spellslinger!
     
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