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. proninebal

    proninebal Holdem-or-Foldem

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    Re: 5.0.1 mods and fixes bug reports

    I may have a bug with the Warp Wood spell that my druid tried to use. Instead of the "Area Effect", when I select the spell it is defaulting to select a single enemy (like magic missle does) and I have a spell count (like 1 of 3, 2 of 3 etc... but it seemed to let me select over and above the 3 of 3, but I could never cast the spell as it seemed like it was waiting for the count to be filled (and never would because you could just keep going higher and higher). My first game worked fine (was using area effect) but with the September 1st 5.0.1 patch it now seems to not work. I deleted all .pyc, saved games, maps before loading the current patch. And of course, am using 5.0.0 TOEE front end loader and have that mod selected. Am not using any special portrait packs or other mods.
     
    Last edited: Sep 8, 2006
  2. Jesse Heinig

    Jesse Heinig Established Member

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    Re: 5.0.1 mods and fixes bug reports

    Any time you have a count-effect spell, such as Warp Wood or Haste, you can press the space bar to end the count and cast the spell with the targets that you selected. This is just the way the engine handles countable spells. I've never seen it allow you to select more than the caster's level in countable targets, myself. Note that unlike Magic Missile, you shouldn't be able to reselect the same target multiple times, so if you click on someone a bunch of times, it just counts as one of the targets of the spell.

     
  3. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 mods and fixes bug reports

    I think I've found a few bugs with Verbobonc:

    **These descriptions contain spoilers**



    1) When I free the prisoners on level 1 of the temple they didn't offer to take me there when I used my female bard 'face' char. When I reloaded and used my monk (the only other party member without a negative chr adj) I got the dialogue fine. Now it may be something other than the gender that is making the difference, so I've kept a save game in case I need to test this out.

    2) Once I got to Verbobonc I wandered into the Hextor church to see what the reception would be like as an Evil party. After a couple of lines of dialogue with the priest, I get two blank responses come up... the first does nothing an dthe second quits the dialogue. Is there supposed to be something else here?

    3) I found the Scarlet brotherhood this time and signed up to their quest - decided to do it and the slaughter them all because of the demeaning attitude shown to the female party leader... :evil_laug Nice touch - got me really mad! Anyway the problem I found was that after killing the viscount the guards didn't enter combat correctly. The music would start and their circles would go red, but it didn't switch to turn based. When I entered turn based myself the gnome guards joined in by attacking the Verbo guards, but they were not on my side either - so I charmed the last one since he wasn't attacking me. Then going to the travel agent another guard attacked, and I had the same problem with the travel agent - she wasn't attacking, but combat wasn't ending so I charmed her aswell. That meant that I could leave Vebobonc by talking to her but as soon as the charming wore off it was battle time again... needless to say I reloaded and didn't kill the viscount so I can re-visit Vebobonc without being trapped.
     
  4. KOG

    KOG Member

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    Re: 5.0.1 mods and fixes bug reports

    Hello all,

    Thanks for all the inputs and efforts for the 5.0.1 mod. I love it!

    BTW, I have three observations in my current game. Not sure if they are bugs related to the mod or not.

    1) Dwarven War Axe - my dwarven cleric at lvl 1 can equip it with one hand even though cleric does not have the martial weapon proficiency.

    2) Barbarian in Heavy Armor - there is no penalty whatsoever. In the barbarian inventory screen, heavy armor does not display the red border but rangers, rogues display the red border properly

    3) Critical hit - I don't have a print screen to prove but my fighter got critical hit from the bugbear in the moathouse for 46hp (16 hp from Bugbear Bardiche at x3 and 30hp from strength bonus). I try to look up the rules but cannot find that strength will also be mulitpled by 3 times.... Do I understand the critical hit rule correctly?
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: 5.0.1 mods and fixes bug reports

    @ Hazelnut:

    1. That is part of the original ToEE game, they are only interested in men.

    2. The Hextor church needs some work done to it I know, I didn't manage to test it thoroughly before the 5.0.0 beta deadline, my main concearn was the Viscount/Brotherhood quests.

    3. There is work being done to make the travel agent redundant, hopefully the latter part of the problem described above will become a non-issue soon.
     
  6. Cujo

    Cujo Mad Hatter Veteran

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    Re: 5.0.1 mods and fixes bug reports

    My understanding is that a dwarf is automaticly proficient with a dwarven war axe, even classes without MWP (ALL) atho I could be wrong.


    Contrarywise my Barbarian (elf) had a quick look at a dwarven war axe and found that he wasn't proficient at all, unlike the bastard sword which is a 2handed martial weapon or a 1handed exotic weapon (with is how the DWA should be treated) it looks like it works the same as how the bastardsword worked in vanillia ToEE (ie take a feat or get shafted)
     
  7. whatsername74

    whatsername74 The Poison Woman

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    Re: 5.0.1 mods and fixes bug reports

    What is so special about the dwarven war axe?
     
  8. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 mods and fixes bug reports

    .

    Counts as a martial weapons for dwarves. So dwarves with MWP: All can use it one-handed without penalty. Dwarven clerics shouldn't be able to use it one-handed at all, or two-handed without a -4 non-proficiency penalty unless they have a level in a class that grants MWP: All or take MWP: Dwarven Waraxe as a feat.

    Can anyone else confirm? I've never noticed this, but I always multiclass my barbarians into fighter. Definitely a bug.

    For critical hits, you multiply all stactic bonuses and penalties by the critical modifier. All bonus damage dice do not get multiplied. So bonuses from Strength, Weapon Specialization, Power Attack, etc, get multiplied. Bonus damage from things like Holy or Sneak Attack do not.

    So you're bardiche-wielding bugbear likely had a Strength of 24 (I'm guessing he was a raging barbarian, because, ouch.) +7 from Strength, +3 (7 divided by 2, rounded down) for using a two-handed weapon=+10 to damage. x3 for the bardiche and you get 30. Very nasty.
     
  9. wizgeorge

    wizgeorge Prophet of Wizardy

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    Re: 5.0.1 mods and fixes bug reports

    I had a dwarf fighter in my last game with the waraxe crafted to +3 ,frost/icyburst and he was absolutely hell. If you're going to use a dwarf, this might be the way to go. He also had exotic weps pro. Great fighter.
     
  10. lord_graywolfe

    lord_graywolfe Wolfman

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    Re: 5.0.1 mods and fixes bug reports

    the dwarf does automaticly start with the dwarven war axe exotic weapon proficency no mater the class. ive used dwarven clerics before and that was always my weapon of choice for them. if you take the exotic weapon proficiency later when you open it up you will see that the war axe is already greyed out from being picked.
     
  11. Hazelnut

    Hazelnut Great Confusor

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    Re: 5.0.1 mods and fixes bug reports

    Thanks for the reply Allyx. I've never played vanilla ToEE, so I didn't realise they were only interested in men originally. It shouldn't be a problem soon once they no longer count as part of a limited number of chances to travel there. Same for the travel agent, as you say. :)

    Are you planning to do any more work to the Hextor church in the future, or have you had enough of Verbobonc now?
     
  12. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: 5.0.1 mods and fixes bug reports

    Hmmm, I could do some more work now the preasure is off, there were some parts I wanted to develop more, the head priest's dialogue in particular, maybe a shop for the acolyte upstairs?

    We'll see. ;)
     
  13. erkper

    erkper Bugbear Monk Supporter

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    Re: 5.0.1 mods and fixes bug reports

    I have an issue with crafting the Silver Sword of Chaos: I can craft on any of the damage effects (Holy, Icy Burst, etc.) and they do fine, but I can't get enhancements (+2, +3) to "stick." I can put them on, they cost XP and gold, but after I hit Create, the sword is still set at +1. Very odd - I have never seen this with any other weapon I've crafted, and I really would like to craft up the SSoC as an alternate to Scather. :sadblinky
     
  14. krunch

    krunch moving on in life

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    Re: 5.0.1 mods and fixes bug reports

    hmm - I may know why.

    I'll have to test an idea.
     
  15. wizgeorge

    wizgeorge Prophet of Wizardy

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    Re: 5.0.1 Mods and Fixes Thread

    I was doing some crafting on Fruella's cleaver. It is +3/Frost/IcyBurst and I tried to add Flaming/FlamingBurst and I got a ctd. The crafter was Gwynneth, a npc(my creation). The ctd was so bad, I had to power off and start over. I had a recent saved game. Questions?
    1. Does it matter if the crafter is a npc?
    2.Flaming and Ice don't mix?
    3. Does console manipulation affect crafting(I.E. Gwynneth)?
    4.Does proto mods affect crafting?
    I haven't had a hard crash like this in a long time and I don't know if it is 5.0 related or not. I know my experiments/manipulations don't always work out, but I'm just curious.
     
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