Unfixed problems?

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

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  1. Bob the Elf

    Bob the Elf Member

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    Some Spell scribing problems/fix:

    -Identify cant be scribed 9238
    -Ice Storm cant be scribed 9237
    -Protection from Law cant be scribed 9372
    -others...?

    -neutralize poison has no requirements for scribing other than the xp/gp cost
    -Protection from Law has no requirements for scribing other than the xp/gp cost

    The numbers next to identify, ice storm and prot. law are their ids that must be added to the list of spell scribing in item_creation.mes. For neutralize poison the entry for the requirement is already there but there was a typo, should be {9327} instead of {9326}. Finally prot. law has no entry and should be {9372}{"SProtection from Law"}.
     
  2. zhuge

    zhuge Established Member Veteran

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    Exitium,

    The following 5 fixes below in Co8 previous patches are a bit vague:

    -Metamagic Fix

    -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)

    -All potions now work correctly.


    I would like to have a detailed list of all altered fields/variables/code (if available) pertaining to the various files to check on these so that I can create a fresh list of remaining bugs after using both Troika's official patch and Co8 latest patch.
    Thanks.
     
  3. ldonyo

    ldonyo Member

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    OH! Boy, do I feel dumb!
     
  4. zhuge

    zhuge Established Member Veteran

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    Has anyone been able to change Longspear to Simple Weapon Proficiency yet?
    If not, I'll just take an easier way out and change the weapon class to Spear and see what happens. Hopefully other parameters are not affected.

    EDIT: Not a good idea apparently. Just tried it and weapon class does affect reach. There really isn't another weapon which is both Simple and has 10' reach so this method doesn't seem to be applicable.

    EDIT2: However, editing weapon class in {4215}{Halfing Siangham} from halfling_siangham to siangham does make monks proficient at it and able to use it with Flurry of Blows. Previously monks did not recognize Halfing Siangham as a monk weapon.

    EDIT3: Made a last few checks to the altered siangham using a Halfling Monk and a Human Monk. Seems to work well in both cases.
     
    Last edited: Nov 23, 2003
  5. Drakron

    Drakron Member

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    Hold portal sould be a locking spell (kinda a reverse knock spell) but I dont see any use for it on the game.

    As for the rope, I dont know if its possible for it to work like those giant toads special attact that does prevent movement but that would be the closest to what is on the game as to how the rope sould work.
     
  6. RufusAtticus

    RufusAtticus Member

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    Hmm, 'Frog Tongue (INTERNAL)' domain_special 0 is the spell, but I don't know how it look with a PC casting it.
     
  7. Bob the Elf

    Bob the Elf Member

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    Well there's no animation or tongue when a player cast frog tongue, but it's not a good solution for the rope. You swallow and damage the target just like a frog after 1 turn (or 2 if the target is bigger than the caster).
     
  8. TuxMatt

    TuxMatt Member

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    Spiked Chain

    Weapon FInesse applies to Spiked Chain (as per 3.5e). It currently does not.
     
  9. zhuge

    zhuge Established Member Veteran

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    FIXES:
    Added to list of fixes on this page:
    -All javelins are now 1-handed thrown weapons
    -Monks are now proficient with Halfling Sianghams
    -Initial items for certain characters (paladins) altered to better reflect PnP settings

    Rufus, how's the Rope of Entanglement going. Does it work Ok now? Or do you want to make further changes. It's a pity to just leave it be and I think a partial fix would be better than nothing even if it's not 100% accurate. If we can't make Entangle affect only 1 person, Hold Monster would be better IMHO but it's really up to you. I just want to ensure that things are not too overpowered after the patch.

    The Longspear issue and the Gnoll DR issue have been bugging us for some time. Would appreciate it if we could make one last concerted effort to sort things out. Otherwise, I suppose we'll just have to leave them behind and move on.




    BUGS:
    @Bob the Elf, TuxMatt:
    Bug reports noted. Partial list updated. I believe many if not all of the scroll issues were address in the previous Co8 patches. It would be nice if someone could countercheck this just to see if there are any remaining problems.

    I managed to cast Dismissal successfully Vs Paida and killed her (DC23 Vs her base save of 0).
    The spell should work only against outsiders and undead.
    Can someone else reproduce this Vs non-outsiders/non-undead

    Meanwhile, I've scoured Thalandor's thread for his second list for bugs which were not updated to the second list and came up with quite a number.

    The following bugs have been added to the partial list on post 2 of page 3:

    PERMANENT SPELLS/SPELL EFFECTS
    -Meld Stone to Earth causes 0 movt for afflicted chars in next fight (permanent?)
    -Wind Wall is permanent. Enemies have to make concealment checks when using ranged weapons long after the spell has ended. (the spell animation does not remain)
    -Strength increase from Death Knell is permanent.
    -Lesser Globe of Invulnerability effect is permanent
    -Ghoul Touch effect does not wear off

    ITEMS
    -Javelin of lightning cannot cast Lightning Bolt as described

    NPC/NPC BEHAVIOR
    -bugged hostile state/conversation with Belsornig

    QUESTS
    -Drinking Contest Hommlet allows use of two or more characters in a row.
    -Tolub brawl fight: He sometimes falls unconscious (instead of giving up), allowing you to loot him. If allowed to heal, reinitiates same dialogue as before - branded cheater if fail to down him in one hit. Another character can take the first character's place.
    -After completing Allrem's second quest with the violent option, I did not get the third quest.
    -If you finish a subtemple leader's quests, but don't go to the Greater Temple right away, the game will assume that when you do get down there you are in the company of the first priest. This produces incoherent dialog. It's particularly bad if you do Belsornig's quests last, since he doesn't accompany you down to the Greater Temple himself.

    SPELLS
    -Spells unscribable to scrolls: Ice Storm, Protection from Law, Identify
    -No divination spells for 4th or 5th level.
    -Ray of enfeebelment dose not get a bonus to hit if you have weapon focus(Ray).
    -When casting Dismissal to interrupt an enemy spellcaster (for instance, a salamander) through Ready vs. Spell, the enemy spell still goes off even if the enemy is Dismissed.
    -A person reported having his mage counterspell a salamander's fireball (a spell-like ability). On MM page 315, it states that spell-like abilities cannot be counterspelled.
    -Prot Vs Evil: Should only work against natural attacks. It should not stop a Balor's weapons. This effect is cancelled the moment the Protected player attacks a summoned creature. The spell should not make fighters invulnerable to attack while hacking away
    -Intermittent invulnerability from Magic Circle Vs Evil
    -Guidance: spell duration is 6 minutes (should be 1 min or 10 rounds)
    -Attacked creatures do not receive a +5 bonus for Will save Vs Charm Person
    -Enlarge Person and Righteous Might stacks resulting in a character model two size categories larger than normal, but with the same threat area
    -Stone skin should have a cost of 250 gold per casting for the material component. I don't think this is applied in the game.
    -Shocking Grasp damage dealing d8/lvl up to 5d8 (should be d6/lvl up to 5D6)
    -Neutral barbarian lvl 1 takes a level of cleric for lvl 2. Despite selecting positive for spell casting, the character can only spont inflict spells.
    -Dismissal: works against non-outsiders/non-undead
    -Neutralize poison, Protection from Law have no requirements for scribing other than the xp/gp cost

    DIFFICULT TO REPRODUCE/NEEDS CONFIRMATION
    -Shield and armor enhancement not stacking
    -Dex penalties occasionally reverse. My cleric has a 9 dex, so -1 to AC. After putting on Hedrack's armor, he has a +1 dex bonus to AC.
    -My Dwarf fighter has the martial weapon proficiency (all) BUT...he can ONLY use a mace without incurring a -4 penalty!!! When he levels up the martial weapon proficiency feat is available to choose and if you chose it the weapon you take STILL gives the -4 penalty.
    -Gloves of Dexterity+2 equipped at a natural dex of 20 won't add up 1 point on the AC dex modifier, it seems the game treats them as if they are a form of armor which grants a maximum +5 dex modifier (like barbarian armor).
    -My bard hadn't receive songs "Inspire Greatness" and "Intimidate" as it's written in the manual. I finished the game on the 10th level. Cannot use intimidate on fascinated creature.


    DESIGN DECISION/NOT BUGS
    -Selling to Shop keepers. There are open slots left but it says they are "full".
    -F9: This does not always load your quicksave. It loads your most recent save, be it either a quicksave, autosave (from changing areas) or manual save.
    -Cutlass as piercing rather than slashing
    -When appearing in a town, sometimes the town will attack you if you have skels commanded.
    -Commanded undead never quit and travel with you until you either kill them or have them killed.
    -Raised NPCs may be Hostile
    -With regards to the wands. You should pay for the cost of the material component when you MAKE the wand not when you use it. So the fact that wands of identify do not cost money to use is completely right. They should be 5,000 gold more expensive to make though.
     
    Last edited: Nov 25, 2003
  10. Bob the Elf

    Bob the Elf Member

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    Can you dbl check that you cant make melf scrolls? I'm using the troika patch and the last Co8 and I can make it. I did fix a few spells but I'm pretty sure I never touched that one.
     
  11. zhuge

    zhuge Established Member Veteran

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    We really need more people actively testing and reproducing bugs and I hope readers can play a more active part. The forums attract a lot of views but relatively little participation except from a handful of regulars. Please pitch in so that things can be resolved faster.

    We also really need more people trying to patch stuff up. The tools are all there. Get ToEExtract and an editor and you too can help in the bug hunt and help to patch files. You can use this to write dialogue and other things as well. We can cover ground much faster if we make a concerted effort.


    Regarding the Guidance bug (duration of 60 instead of 10):
    Noticed that the python script for Guidance has a duration parameter inside it which is set to 60. Could somebody try setting it to 10 and retest to see if the duration is now corrected. Click on the tab above the character to see how long the spell will still last.

    @Bob the Elf:
    I do not have ready saves to confirm that Melf's Acid Arrow can be scribed. However since Troika's list of patch fixes mentions that this has been corrected specifically, I'll take it off the list. Anyone who plays a Wizard(s) should help look into the scroll copying (to spellbook) and scribing (as scrolls) problems. Not being able to copy/Not being able to scribe/copied into wrong level/not having right effect for level have all been reported.
     
  12. zhuge

    zhuge Established Member Veteran

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    Did some tinkering with Ice Storm. Its duration is currently extended to 2 rounds though it only deals damage once.

    Looked at Spell237 - Ice Storm.py
    Changed spell.duration = 1 to spell.duration = 0

    Retested the spell and it now lasts 1 round only. However it only seems to last till the end of the round, which means if the caster casts this late in the round, it will result in a short duration for the spell.

    The 3.5e SRD states duration as 1 full round.

    Is the fix acceptable or should we continue to look for a more accurate solution?


    On another note, is there a specific parameter which codes for immunity Vs Sneak Attacks or against critical hits? I suppose we could possibly give elementals and galeb duhrs a quick fix if one is present.


    EDIT: Tried adjusting spell.duration = 60 to spell.duration = 10
    in Spell213 - Guidance.py and retested. Duration now seems to be correctly noted as 10 rounds or 1 minute.
     
    Last edited: Nov 24, 2003
  13. Wauthan

    Wauthan Member

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    For what it's worth...

    For the bugs that needed confirmation.

    I've played, or tried to atleast, a lot of lawful good parties. Always had full 500 gp.

    Dwarven fighters proficient with all weapons without penalty. You can still select martial weapons feat though but doing so seems just to waste a feat as far as I noticed. Very annoying bug if you forget it.

    Confirmed bug: Low Dex penalty to AC sometimes turned to bonus. As far as I can tell it's item specific. Always happened with Elmo's Chainmail+1.
    Never with Lareth's breastplate+1. Mundane nonmagical armour have so far worked properly though I haven't tested them all.

    Shield and Mage Armour stacks without problem. If you meant magic bonus to Shield and Armour failing to stack I never had that problem either. Guess it could be item specific as the low dex AC bonus bug.

    Also noticed the chilling touch is displayed as transmutation when it should be a necromancy spell. It's just a typo though and a specialist: necromancy mage can select it as one of the bonus spells.

    Happened to have a savegame with a conjurer. Acid Arrow can be scriped, though for some reason Spugnoir always fail to copy it. Not bug most likely but an effect of the mage hireling using underpants two sizes to small for him.
     
    Last edited: Nov 24, 2003
  14. zhuge

    zhuge Established Member Veteran

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    I think the player was probably on Ironman mode before the patch which does indeed deal 0 gold.
    I haven't been able to reproduce this either even with Paladins and Monks in the party and the bug was reported quite some time ago that confirmation with the player is difficult. Therefore I will cross it off the list unless there's a fresh report on it post patch.

    So it IS a bug, well sort of. So even though Dwarven Fighters get
    martial weapon proficiency they can still select it as a feat. Most interesting.

    Aha, so that makes 2 incidences. The original poster of this bug reported it with Hedrack's Plate (which is +3, IIRC). Don't have a ready made save with a negative Dex modif character. I'll get to testing it later with both specified armors.

    Perhaps. I've could never reproduce this. Nor has there been a second report. I'll wait a day or two for additional responses. Otherwise it's off the list.

    Ah, another typo. Pretty misleading too. I think I've seen that one reported somewhere as well. We really should get a sticky up on bugs which are not bugs, bugs which have workarounds for them and just plain typos.

    Dang, if only we could make a mod to change that. :p
    Those NPC wizards are really riddled with all sorts of problems. <shakes head>
     
    Last edited: Nov 25, 2003
  15. zhuge

    zhuge Established Member Veteran

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    @TuxMatt:
    Spiked chains do work with Weapon Finesse post patch. A character non-proficient with it will still suffer the -4 penalty but the bonus from Dex modif for Weapon Finesse still applies.
    Perhaps you are using small sized characters (halfling, gnome) who are limited to finessing Daggers.

    I hope changing weapon class from halfling_siangham to siangham doesn't affect weapon finesse... Will need to test that one too.

    @Wauthan:
    Tested some armors with Alhandra (a Dex 8 Paladin).
    No problems with (Dex bonus correctly registers as -1):
    {6091}{Leather armor +1}
    {6102}{Otis' chainmail +2}
    {6049}{Chainmail +1}
    {6097}{Lareth's breastplate +1}

    However for the 2 armors below the Dex bonus now is +1
    {6104}{Full plate +1}
    {6131}{Hedrack's full plate armor +3}

    Tested in combat. This is not a typo. Dex 8 really provides +1 to AC with the 2 plate armors.
    Perhaps there's some override on Dex bonuses for plate armor limiting it to +1. But in our case, it overwrites a negative Dex penalty as well.


    EDIT:
    After repeated testing it is now clear that the issue on fighting with 2 weapons and a buckler with a shield penalty of -1 is actually a bug of Shield Proficiency not passed over when a class non-proficient in Shields (ie Rogue) acquires it from another class proficient in Shield (ie Fighter)

    Therefore a Rogue/Fighter dual wielding short swords and buckler or using a one hander and a shield will get an attack bonus penalty for being non-proficient in shields even though he is proficient. The penalty correctly varies according to shield type. Bucklers give -1 and Large Shields give -2.

    Pure warrior class builds who have Shield proficiency like Barb/Fighter and Ranger/Fighter have no such penalty when dual wielding weapons with a buckler or when fighting using a one hander and a shield.

    Unlike Shield Proficiency, Martial Weapon Proficiency seem to be passed on without trouble though. My Rogue/Fighter is able to wield Greatswords, Greathammers, Warhammers and Ranseurs without trouble but is still non-proficient in Spiked Chains.

    Will modify the entries accordingly.


    -Confirmed Heighten Spell bug (DC -1 than should be)
    -Confirmed that Weapon Focus (Ray) does not affect Ray of Enfeeblement. Not sure what it affects but it doesn't affect Melf's Acid Arrow either. Maybe it doesn't affect anything.

    Widen spell doesn't work. It also only takes up a spell slot 1 level higher (instead of 3). Added to partial list on 2nd post of 3rd page.

    -Confirmed Javelin of Lightning does not work. It is supposed to be able to cast Lightning Bolt once. It strikes like an ordinary javelin. If its power is accessed through the Inventory part of the radial menu, a targeting 20' circle like Fireball appears. When cast, nothing happens but the javelin vanishes (power used up).

    -Confirmed that Romag does not appear on the list of creatures killed. It's a minor matter though, so I've shifted it to quirks.

    -Regarding the bug:
    skill synergies connected to the Bluff skill don't seem to work
    This isn't true. 5 or more ranks in Bluff give +2 to Diplo, Intimid, Sleight correctly. The bonus is listed as a Misc bonus modifier.
    Sense Motive also gives +2 to Diplo.
    The +2 bonus for Search on Survival and Spellcraft on UMD does not show up probably because they are specific to tracking and scrolls only respectively.

    -Regarding Skill Focus feats:
    The naming of feats on the skill section (breakdown) of the inventory screen is extremely messed up.
    Skill Focus: Appraise is named Skill Focus: Alchemy.
    Skill Focus: Intimidate is named Skill Focus: Decipher Script.
    The Skill Focus still applies to the correct skills though.

    However in the case of:
    1)Skill Focus: UMD, this is applied to Tumble
    2)Skill Focus: Perform, seems to apply to nothing at all.

    -Removed Animate Dead destroying inventory bug (Already corrected by official patch)
    -Animated undead ARE supposed to remain under your control indefinitely as per 3.5e SRD. Bug removed.
    -Rested repeatedly with animated skeletons and zombies. At no point did the undead become paralyzed after resting. Conclusion: correction of negative Int in official patch has resolved this problem.
    Btw, you can still kill off your own undead for XP if you don't want them any longer. Oh, and skeletons give items too (weapon). :D
     
    Last edited: Nov 26, 2003
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