Circle of Eight Modpack v7 / v7 NC Bug Report Thread

Discussion in 'General Modification' started by Ausdoerrt, Dec 18, 2011.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    I haven't looked into the Kukri thing but yeah, I think we can change proficiency types.

    I'll give Ariakas Greater Weapon Focus (Warhammer), Improved Critical (Warhammer) and fiddle his spell resistance, thanks.
     
  2. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Is it part of the design to not allow the party to rest and memorize spells before leaving the shop map?

    The shop map shows a "pass-time" only, even in the area with the beds.

    7.3NC

    ____________________
    FIXED
     
  3. Daryk

    Daryk Veteran Member

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  4. sirchet

    sirchet Force for Goodness Moderator Supporter

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    With 7.3.(1) I don't see any bonus for Bard's Song inspire courage.

    Inspire Courage as per the SRD;

    A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

    I check the rolls and no bonus is being applied.

    EDIT: OK, now it seems to be applying the bonus correctly ... weird!



    ps ... Thanks Daryk for pointing me towards the shop map fix. ;)
     
    Last edited: Jul 13, 2012
  5. Daryk

    Daryk Veteran Member

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    You're quite welcome! At this rate, it'll only be a year or two to pay off the karma for all the help you've given me... :)
     
  6. sirchet

    sirchet Force for Goodness Moderator Supporter

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    I've also noticed that we can no longer rest easily while inside the cave in Hickory Branch after we dispatch the officers of the camp.

    I also exited the cave and mopped up the awaiting baddies just outside the cave.

    Took care of the Horny Guy below the snakes.

    Yup, we own the map and yet no green light for resting.

    I hope I haven't missed this fix also, didn't see it anywhere, but that's not saying a lot. ;)

    ____________________
    FIXED

    NEW ISSUE:

    Another issue I've been experiencing since 7.3NC is multiple crash to desktop when saving in Homlett.

    I'll be on the general town map, (where you can hear the smyth banging away) and when I hit escape I get a ctd.

    This has happened at least once a day for a week now.
     
    Last edited: Jul 13, 2012
  7. sirchet

    sirchet Force for Goodness Moderator Supporter

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    This is what I get inside the first three shops on Merchants Row in Verbobonc.
    The last shop on the end is normal, (looks like the shop in Homlett with the spies).

    Clicky clicky to make it bigger.


    [​IMG]

    EDIT: Well I guess this is how it's supposed to be at night, because during the day these rooms look normal.
     
    Last edited: Jul 15, 2012
  8. gazra_1971

    gazra_1971 Knights of Legend

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    The following information applies to version 7.2.0 NC:

    The file 00487fireforge.dlg has a typo in line 300:

    The file 00287Ronald.dlg is missing an apostrophe in line 2001:

    During the War of the Golden Skull, the combat outside the town defense was uneventful except that I had great difficulty detecting the enemies obscured by tree foliage. I then used the world map to travel to North Hommlet and defeated the enemy forces there without incident. I then used the world map to travel to East Hommlet and defeated the enemy forces there without incident (except that I found it confusing how to get to the enemy force to the northeast of Burne's keep (because the pathing and cliffs on the map are not clear around that area of Hommlet).
    I then used the world map to travel to South Hommlet where combat started with the Hextor forces outside the Inn of the Welcome Wench but all of the Hextor troops were frozen (stuck) in combat poses (stances) (see screenshot below). None of the Hextor troops there moved or attacked at all during the combat (but they still provoked attacks of opportunity from my characters when they tried to move (which resulted in a red-coloured floating text message stating "Too far away")).
    All of the Hextor troops outside the Inn of the Welcome Wench are frozen (stuck) in combat poses (stances) in the game save attached below.
    After the combat out the front of the Inn of the Welcome Wench, I moved my party down to the druid's Grove but all of my characters experienced chronically bad jerkstop! My characters experienced jerkstop for the rest of the time that I ran my characters around the Hommlet exterior map, but the jerkstop seemed to be worst when my characters were near the Inn of the Welcome Wench or central Hommlet (where the road runs horizontally from the Inn of the Welcome Wench to the east of there). All of the remainder of the combats during the War of the Golden Skull were without incident except that my characters experienced jerkstop while running around when not in combat, and for the bug in the following paragraph (also, I had great difficulty detecting the enemies obscured by tree foliage). I had not experienced jerkstop previously in my game (except for the occasion that I experienced jerkstop when travelling to Hommlet just after the Monster Mash combat (but I loaded an earlier game save which negated that jerkstop).
    All around Hommlet, all of the Hextor troops' corpses were stuck (frozen) in combat stances (poses).

    Whenever Spugnoir fired Iolo's Joy during any of the combats during the War of the Golden Skull, he would fire the repeating crossbow once (i.e. only 1 bolt would fire instead of the multiple bolts that he should have been able to fire during his turn) but then his action bar (i.e. the thermometer-type column filled with green and yellow (in the upper left corner of the screen) that represents how much action the currently active character has left during their turn) turned grey and slowly depleted so that it ended at the position showing that the character only has enough action left to be able to perform a 5 foot step. This caused the game to stop - pressing the space bar did not end Spugnoir's turn. The only way that I was able to make the game continue was by opening Spugnoir's inventory and dragging a usable item (in this particular case, it was a Rope of Entanglement) over to the Use an item button, which caused the game to be able to continue by pressing the space bar to end Spugnoir's turn during the combat.
    Each time that Spugnoir fired Iolo's Joy during the War of the Golden Skull, a tiny white square with a brown vertical line above it appeared to the side of Spugnoir (where the mouse pointer is in the screenshot below).

    My rogue received an attack of opportunity due to having the Opportunist feat from my rogue's own normal attack (see screenshot below). This is not how the Opportunist feat is supposed to work. This is a bug. A rogue with the Opportunist feat is only supposed to make an attack of oopportunity (due to the Opportunist feat) when "another" character attacks an opponent that the rogue is adjacent to.

    Trying to further enchant any of the +4 weapons that Ariakas gives you causes the weapon to revert to a +3 weapon. I recommend including a warning about this in Ariakas' dialogue when he offers the choice of +4 weapons as a reward.
     

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    Last edited: Aug 12, 2012
  9. sirchet

    sirchet Force for Goodness Moderator Supporter

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    OK, here's something new to me.

    When I open the radial dial to use a wand it shows red as if I do not have the action left to use one, but if I disregard the color and move the cursor over the actual wand appears in yellow and I can in fact use it.

    A picture of this; (click on it to see larger)

    [​IMG]
     
  10. Gaear

    Gaear Bastard Maestro Administrator

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    That looks like an hourglass issue, which means hardcoded. It's become pretty clear over the years that the game, on rare occasion, does get confused about actions and movement and available remaining, etc.
     
  11. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Well, it seems the battle in the temple where St. Cuthburt intervenes is acting buggy.

    The first time I get the H man down low enough to have Iuz show up and I pass the test from him trying to influence me everyone just stands about.

    If I click on the H man he says "You should not have come back here to me" and then St. Cuthburt appears and appears and appears and ... you guessed it, appears. I had a room full of St. Cuthburts.

    I tried again and this time Iuz does the normal chase me all over the place until St. Cuthburt appears, (only once this time) he and Iuz have their little talk and then ctd.

    I have to run a few errands, but when I return I will try this a few dozen more times to get a grip on if it's a fluke or a prob.

    Also on a side note; the opening vignette movie played normally, but when it came time to view the skull and throne moving scene I ctd.
     
  12. Gaear

    Gaear Bastard Maestro Administrator

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    The last is probably due to your wonky system video challenges ;) - no changes made there or even makeable as far as I know. Calling a video is an internal routine. The playback seems to be the issue and is heavily affected by system specs.

    Hedrack/Iuz/Cuthbert have always been buggy, but again, no changes have been made to that routine in a long time. This means that it both worked on your system and didn't work - with the same scripting and routines. Typical for ToEE. I suppose it should all be gone over but I fear there's going to be no universal stabilizing solution as it seems to depend on how rapidly the engine/your system implemets and responds to heartbeats. (e.g., I'm quite sure Cuthbert appears off of Iuz's heartbeat, and then the script is terminated once he does. If he keeps appearing over and over, that means the 'appear' script is executing and terminating (per heartbeat) before the 'don't do this anymore' script is run. Again, this seems to happen with complex scripts and on large maps with lots of mobs. Not sure there's much we can do about it besides attempting to simplify the scripts, but they may not be simplify-able.)
     
  13. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Well, Win7 did a large update last night, I'm wondering if part of that update had something to do with playing movies.

    EDIT: On another note;

    My LG Cleric got hit with poison from a jelly and had the red banner hanging below her portrait signifying stat lowered.

    Normally when I hover my mouse over the flag it will tell me what stat had been hit, but it just said "What should I say here".

    I think this might be because although she had the banner, none of her stats were lowered so the banner didn't actually have a stat change to track, she also had the paralyzed banner but was not paralyzed.

    Oh and about St Cuthburt in my last post, he kept appearing but I had to click the H man each time. It wasn't like he just spammed the room, but every time I clicked the H man I got another St Cuthburt. (Hope this makes sense)
     
    Last edited: Sep 15, 2012
  14. Daryk

    Daryk Veteran Member

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    I think this is the right thread for a lag report for v 7.4.

    I had lag in the Fire Node when approacing both groups of Salamanders. The lag hit before they came ouf of the fog of war.

    I also had severe lag on dungeon level 4, after defeating Hedrack and company. It was more than a minute twice while trying to pan (only; I wasn't trying to move at the same time) to the Northwest from the central chamber.
     
  15. gazra_1971

    gazra_1971 Knights of Legend

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    The following information applies to version 7.2.0 NC:

    When I examined my party's kill list in the logbook, the owlbear is displayed as having a CR (challenge rating) of 0 (see screenshot below). The D&D 3.5 SRD states that an owlbear is supposed to have a CR of 4 (http://www.d20srd.org/srd/monsters/owlbear.htm).

    During the Hommlet quarry combat, the Drow Ranger has both Black Elven Chain and Bracers of Armor +5. The Bracers of Armor +5 are redundant because the Drow Ranger gets his AC armour bonus from his Black Elven Chain (armour bonuses do not stack).

    The file 00487fireforge.dlg is missing an apostrophe in the word "won't" in line 600:
    The file 00486king_battlehammer.dlg has 2 typos in line 200. The word "don't" is missing an apostrophe:
    The file 00363lady_asherah.dlg has a typo in line 1070:
    The weapon Icing Death has a typo in its long description (there is erroneously an apostrophe in the word "it's"):
    The player can't SHIFT-click the Drow Ranger's Black Elven Chain after it has been identified.

    The Black Elven Chain is only worth 4025 gold (see screenshot below). I believe that it should be worth a lot more because it is +3 magical armour.

    Abbathor's Greed Hammer +1 has a typo in its long description:
    It's actually a great-hammer because a great-hammer is a 2-handed weapon when wielded by a medium-sized character such as a human, whereas the warhammer is a 1-handed weapon when wielded by a medium-sized character such as a human.

    During the combat against the 4 Balor Guardians (in 'Demons & Demigods'), the game would sometimes crash to desktop the instant that a Balor Guardian died (just like the game would sometimes crash to desktop the instant that the Balor Guardian died in the Fire Node). The Balor Guardians in the Verbobonc arena have inherited the exact same game instability problem whenever they die.
    Also, on separate playthroughs of the 'Demons & Demigods' combat, the lower left Balor Guardian left a Magic Gem behind on the ground on one occasion, and the lower right Balor Guardian left a Magic Gem behind on the ground in the arena on another occasion (see screenshot below).

    I never encountered the Gremlich random encounter, no matter how hard that I tried to trigger it by endlessly travelling around on the world map. The only thing unusual about my playthrough of 7.2.0 NC is that I forgot to return to Canon Ramses to make the 'Monster Mash' quest complete in my logbook until MUCH later in the game (long after I had won the 'Monster Mash' combat). I also had not done the last 2 combats in the Arena of Heroes because I forgot about doing them.

    During the 'War of the Golden Skull', my druid's Polar Bear animal companion was either killed or had its Hit Points reduced to below 0. My party then left Hommlet after my party had won the 'War of the Golden Skull'. Whenever my party returned to Hommlet afterwards, 2 Polar Bear animal companions would appear on the screen, even though I only had 1 druid and 1 Polar Bear animal companion with my party (see screenshot below):

    The screenshot below shows yet another example of a PC rogue triggering the 'Opportunist' feat from the rogue's own attack (which is not how the feat is supposed to work):
     

    Attached Files:

    Last edited: Oct 16, 2012
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