I might also add that there is an incubation time for disease to show up, which will often become apparent immediately after resting (ie u spend 8 hours in the perfectly clean inn, and the disease u got yesterday from the rats u fought then forgot about suddenly shows). ADDRESSED ================================================== Re the halfling sling, was this fixed or not? I can definitely hooah! to it, as i tested for the bug when HeavyDan brought it up. ADDRESSED ================================================== I actually came online about this, because I had the same bug creep into KotB and it can definitely BE fixed with Sector Sort. It certainly isn't in Co8 5, nor 5.0.1 or 5.0.2. If people can give me the specific maps (other than the moathouse) I am happy to do the fix. ADDRESSED
The door was on the first level of the Temple where the Black Widow Spiders are. My barbarian ran through the door triggering combat mode. My characters were then unable to open the door even though they were next to it and the hand icon appeared. ADDRESSED ================================================== As for the disease, I figured it probably wasn't a bug but I figured I might as well post it. The re-locking chest thing, why is this not a bug (it doesn't make sense for a chest to re-lock when there is nothing inside anymore). ADDRESSED
Hm, if a chest was somehow designed to re-lock upon closing, why would it matter if there was anything in it or not? Personally I find the re-locking irritating; but, it was designed that way by Troika apparently, and we're mainly interested here in things that don't work as intended or things that are contrary to the 3.5 ruleset. ADDRESSED
In the end, the chest re-locking thing is annoying, but not game-breaking. Once you've emptied a chest, what does it matter if it's locked or not? If you can't remember if you've opened that chest yet or not, simply mousing over it will tell you if it's got anything in it. I vote not a bug because it's not doing anything Troika didn't intend and in the end has no real effect on gameplay. I don't think the effort involved to "fix" it is worth anyone's time. ADDRESSED
I tried to reproduce this, but my characters would never enter that room without first opening the door. Unless someone else can reproduce it, we'll have to consider it isolated ToEE weirdness . . . not a bug. ADDRESSED
I've had it happen that a character passes through a door without opening it, sometimes they even do this then open it from the other side when you give them orders to open it. I thought I'd seen other people report the same thing here. But it's rare and erratic and the admittedly few times I tried to reproduce it, I couldn't. ADDRESSED
I've also had it happen a few times. Running through the door and then opening it happened several times before I used the Co8 patches. But, since then, I've only had it happen a couple times. The one I really remember was in Verbebonc Underdark. My cleric ran through the door the gnomes were guarding, and ended up in the middle of combat with a buncha spiders while my rogue tried to pick the lock on the door to get some support. It was really a huge pain. ADDRESSED
Okay, given jeffh's and ShadowDragoon's verification, we'll add this as Bug 047, confirmed. Thanks for the input. :thumbsup: ADDRESSED ================================================== I recently had a close look at PCs under the effect of fear. At first I thought that what you describe above was happening, but it was actually just that the typical radial menu options available to spellcasters were no longer displayed, due to the fact that they couldn't cast (because they were afraid). It did give the confusing impression that it was a different character, because you're used to seeing the usual RM options for spellcasters. Could this be what was happening for you? ================================================== I recently noted this too, unfortunately, though it does go away like SD said. We'll add it as Bug 048. ADDRESSED
Well, I might be missing something but the creature cast Fear on me that is: Well I guess everything might be all right except the fact that radial menu does not show the right character (hmm I just got an idea, it might have happened because I have the "Never End Turn Option On", so normally the character would be skipped in the queue, wouldn't it?).
I managed to reproduce the door bug. It seems the PCs can pass through the door but just can't open it. I have a save of it if that would be helpful. ADDRESSED
A character HAS to be 4rth level warrior to gain weapon specialisation regardless of how many levels (s)he had before becoming a fighter. The same goes to crafting feats, one has to be a 3rd of 5th level cleric to be able to craft arms regardless of how many level (s)he has gained earlier (I'm not sure if this is specifically a bug, after all it says caster level 3/5. On the other hand, as I remeber it, caster level is calculated from the overall level of the character, isn't it? Kalshane enlighten me please ). ADDRESSED
Afraid not. Caster level is based on your level in a specific class. Some prestige classes in PNP give caster level increases, but otherwise you have to level up in the original class to increase your caster level. Since there's no prestige classes in ToEE, your caster level is always determined by your class level. This even applies to characters with more than one spellcasting class. A Cleric 3/Wizard 4 has a Cleric caster level of 3 and a Wizard caster level of 4, even though their character level is 7. Same goes for Weapon Specialization. The pre-reqs are Fighter 4. Meaning you need to have 4 levels in fighter. If you just needed to be a 4th level character, or have a BAB of +4 or higher, then they would state that instead. ADDRESSED