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. BenWH

    BenWH BGPHughes

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    As of 7.9 NC there is still a problem with the combat with the 4 Iuz Avatars. In particular they have a penchant for continuing to strike a downed PC if no one else is within range. This is particularly problematic if the downed PC has the Periapt of Wound Closure, as they will keep attacking him ad-infinitum. Is there a way to make the periapt regenerate but to keep damage dealt as lethal rather than non-lethal? Either that, or the avatars need to use coup-de-grace. I had -15,000 HPs!

    More problematic was that when a dead character was the nearest, they began attacking him instead, even though he was already dead. They show no animations for these attacks, but you can see their target recorded in the dice rolls box.

    I am yet to be able to fight this combat without one of these two versions of the bug appearing, though I can see it will be murderous if they are fixed. Could we have some method of getting temporary Holy weapons for that fight if we choose not to go the crafting route? Is such a thing possible? Perhaps some sort of blessing from the cathedral that can be arranged if you manage to get the true story out of the girl before you go for dinner and..ahem...afters?:roll:

    I know this combat is a sort of 'out there' engagement for a huge challenge, but I find myself always keeping an eye on it and thus adapting my characters for this battle - inevitably this means crafting uber weapons which somewhat lessens some of the other Verbobonc content. I guess I am just saying I am not self-disciplined enough, but a viable alternative would be welcome!
     
  2. BenWH

    BenWH BGPHughes

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    I seem to recall that this item also has no description, so I didn't know what it did.
     
  3. Sitra Achara

    Sitra Achara Senior Member

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    @Gaear
    I'm assuming you've already dealt with the Iuz thing, but if not, I can help.
     
  4. Gaear

    Gaear Bastard Maestro Administrator

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    Actually I haven't, so feel free. I think the problem is that the Avatars' strategies all prioritize prone atm.
     
  5. Sitra Achara

    Sitra Achara Senior Member

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    I'm not sure if you've noticed, but the Iuz MOBs are all using san_start_combat script #2, which doesn't swap out their strategies.
    Going by the 172 script, I believe the desired effect is that they change targets every turn?
     
  6. Gaear

    Gaear Bastard Maestro Administrator

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    Yeah, that was a hackneyed attempt to simply get around the default strategy where they just go for nearest and thus are more exploitable.
     
  7. gazra_1971

    gazra_1971 Knights of Legend

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    Sitra Achara, as far as I am aware, the only exploits that can currently be used against the avatars of Iuz and St. Cuthbert are:
    charmed/dominated Troll
    Meld Into Stone spell
    Otiluke's Resilient Sphere sphere
    Periapt of Wound Closure (all damage to wearer is nonlethal)
    summoned Chain Devil

    The following information applies to the Co8 Modpack 7.9.0 NC.

    In the Gnome Tunnels, during the combat against the Drow Matriarch, the Drow Wizard casts a 'Magic Circle Against ...' or 'Protection from ..., 10 radius' spell (or whatever the spell is called that has the large, brilliant white halo around the Drow Wizard) which completely obscures the door portal in that room. After winning the combat against the Drow Matriarch and her entourage, the 'Magic Circle Against ...' or 'Protection from ..., 10 radius' spell remains in effect. New players to the game will miss seeing the door portal in this room so long as that spell is still in effect.

    In the Gnome Tunnels, during the combat against the Drow Matriarch, the Drow Matriarch does not threaten any area around her (see screenhot 16 below).

    During the 'Moster Mash' combat, 2 Hextor Monks did not act at all during the combat (see screenshots 17 to 20 below). The 2 Hextor Monks in question are the one on the far right and the one on the far left of the Hextor Cell. The Hextor Monk on the far left only started fighting after one of my characters attacked him. Combat ended after my party had killed all of the other Hextorites, which caused the Hextor Monk on the far right to immediately run over and start combat against my party. This is the first time that I have ever encountered this problem (in other words, it only happened in my playthrough of 7.9.0 NC - all of the previous versions of the Co8 Modpack NC that I have played never had this problem). I suspect that those 2 Hextor Monks patrol the perimeter of the Hextor Cell, and that it is their patrolling script that caused the problem.
     
    Last edited: Sep 17, 2013
  8. gazra_1971

    gazra_1971 Knights of Legend

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    The following information applies to the Co8 Modpack 7.9.0 NC.

    In the Gnarley Forest, the Drow Fighter did not act during the combat (see screenshot 21 below).

    At Hickory Branch, during the combat on the east side of the pit, about 2 or 3 of the Orc Fighters fell into the pit as they moved forward to attack my party (see screenshot 22 below). The Orc Fighters that fell down into the pit then began fighting the monsters that were waiting on the southern side in the pit (including the Dire Bear and Owlbear and Dire Boar).

    I approached Lord Hungous' cave from the western side of the pit, and while I was fighting the group of orcs to the northwest of the pit, when my party's characters moved into melee against the orc archers, the Orc Captain joined the combat queue in the combat (see screenshot 23 below), which prevented my party from talking to the Orc Captain, so I wasn't able to achieve the 'Nine of Nine' reputation (I could only achieve the 'Eight of Nine' reputation). Currently, Hickory Branch is designed for the player's party to apporach Lord Hungous' cave from the eastern side, because that is the only way that the player's party can talk to the Orc Captain and hence achieve the 'Nine of Nine' reputation (unless the player takes out the orc archers to the northwest of the pit from a distance).

    When the player's party enters Lord Hungous' cave, if the player doesn't move any of his/her party's characters, then nothing happens. If the player moves all of his/her party's characters over to near the fire, then Lord Hungous and his entourage move into position but then nothing happens because all of the player's party's characters are out of Lord Hungous' range to trigger dialogue with one of the player's PCs (see screenshot 24 below). If the player then moves any of his/her PCs over to near Lord Hungous, then Lord Hungous doesn't react, no matter how much time passes afterwards (see screenshot 25 below). If the player does this sequence, then the player has to manually trigger conversation with Lord Hungous by left-clicking on Lord Hungous.
    Currently, the only way to get this encounter to work as intended is for the player to enter the cave, leave at least 1 PC near where Lord Hungous finishes walking to (once Lord Hungous appears) while moving at least 1 other PC over to near the fire so that the opponents on the northern or northwestern side of the fire can see the player's character (which initiates Lord Hungous and his entourage entering the cave), where Lord Hungous does initiate conversation with one of the player's PCs and then the combat starts as intended.
     

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    Last edited: Sep 12, 2013
  9. gazra_1971

    gazra_1971 Knights of Legend

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    The following information applies to the Co8 Modpack 7.9.0 NC.

    No, I didn't use any AoE spells, and I deliberately avoided attacking Alira - it was Alira who moved over to attack one of my characters. Gaear, did you have any "good" NPCs (such as Pishella and Meleny) in your party when you tested this? The problem seems to only surface if the player has any "good" NPCs (such as Meleny and Pishella) in the player's party. Attached below is my saved game (named 85.rar) just before my party entered the Waterside Hostel. If you load my saved game and then enter the Waterside Hostel and spot Dala stealing from you and then confront Rentsch and fight him, I guarantee you that Alira will attack my party, and that after you win this combat, any main NPC (such as Otis or Calmert and Terjon or Burne and Rufus) will attack my party on sight (whereas, if you load my saved game and then approach any main NPCs (such as Otis or Calmert and Terjon or Burne and Rufus), the main NPCs won't attack my party on sight).

    At Hickory Branch, I noticed a bug whenever a critter (either one of my characters or an opponent) made an attack of opportunity. When an opponent provoked an attack of opportunity from a charmed Hydra, the charmed Hydra made the attack of opportunty against the opponent, and then my rogue made 5 attacks of opportunity against the same opponent instead of making just 1 attack of opportunity that my rogue was suposed to make (see screenshot 26 below). This makes me believe that all critters who make an attack of opportunity against the same opponent after the first critter that makes an attack of opportunity against that opponent get a number of attacks of opportunity equal to the number of attacks that the critter that just made the previous attack of opportunty normally makes when performing a Full Attack. For example, my rogue made 5 attacks of opportunity against the same opponent because the Hydra normally makes 5 attacks when it does a Full Attack.

    When my party approached and stood nearby Angra Mainyu (Lich), the Lich did not react - it did not initiate dialogue with my party, and it did not attack my party (the Lich had a green circle around its feet) (see screenshot 27 below). One of my PCs had to left-click on the Lich in order to start a conversation with the Lich.

    My level 8 rogue PC sneak attacked Guntur Gladstone (see screenshot 28 below). Because Guntur Gladstone is a level 13 rogue, he is supposed to be immune to sneak attacks from any rogue who has 16 or fewer rogue levels.

    Darlia's weapons have a blue halo graphics glitch around them (see screenshot 29 below).

    One of the spells has a sound effect that is slightly too loud - I think that the spell may be Deep Slumber.

    Having multiple paladins in the player's party seems to cause their 'Auras of Courage' to stack - multiple 'Aura of Courage' symbols appear above the characters' portraits - I don't know whether the multiple auras stack their bonuses to Fear checks.

    When my party is near any A.I. caster who auto-casts pre-buff spells when the player's characters come into close proximity of the A.I. caster (such as Hedrack), if any of my party's casters attempt to cast a spell while an A.I. caster is auto-casting a pre-buff spell, then my party's caster ends up casting the pre-buff spell that the A.I. caster was auto-casting instead of the spell that I commanded my party's caster to cast.

    I experienced really bad lag in the Greater Temple (i.e. Temple of Elemental Evil dungeon level 4) lasting up to approximately 2 minutes at worst. I think that the lag only happened when my party was near Hedrack's central location.

    On the lower left half of the Hickory Branch map, I sometimes experience a phenomenon where, when my party comes within sight of all of the corpses lying on the ground, all of the ettin, giant, and ogre corpses become stuck in an animated loop where the corpses rise from prone, then fall to prone, and they keep repeating this in an endless loop, which seriously taxes the game and slows the game to a crawl, until I move my party again, which causes the game to return to normal.

    There is a major bug involving tumbling. In version 3.0 of the D&D core rules, all tumbling checks to move past opponents had a DC of 15, which is how this computer game functions. In version 3.5 of the D&D core rules, only the first tumble check to move past an opponent has a DC of 15 - each additional enemy after the first adds +2 to the Tumble DC (this is not implemented in this computer game). Tumbling is too powerful in this computer game because this computer game is using the version 3.0 D&D core rules for tumbling checks.
     

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    Last edited: Sep 18, 2013
  10. gazra_1971

    gazra_1971 Knights of Legend

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    The following information applies to the Co8 Modpack 7.9.0 NC.

    Angra Mainyu's (Lich's) items appear on the ground where the lich was slain after all of the corpses lying on the ground at Hickory Branch exterior map disappear (see screenshot below). The items are:
    Ring of Protection +5
    Unholy Quarterstaff +5
    Bracers of Armor +5

    The Unholy Quarterstaff +5 is already identified and you can't SHIFT-click it (i.e. it doesn't have a long description).

    FIXED

    At Hickory Branch, during the combat against the lieutenant and sergeants just outside the cave entrance, Lieutenant Ruff attacked Sergeant Boonthag, then Sergeant Boonthag attacked Lieutenant Ruff, and then Sergeant Naig Lliht attacked Sergeant Boonthag.

    FIXED

    Whenever the player enters Simon's Wonder World the first time after arriving at Verbobonc from elsewhere on the world map, there are 3 spiralling orbs (see screenshot below) that indicate an invisible object in Simon's Wonderworld (the same way that there are 3 spiralling orbs where an invisible Senshock is in the Bazaar of the Bizarre if Senshock was killed within the Greater Temple of Elemental Evil).

    FIXED

    At Hickory Branch, you can't SHIFT-click the Orc Murderer's Heavy Saber +2.

    FIXED

    The second time that I attempted the combat against Angra Mainyu (Lich), combat started as my party approached the Lich, preventing me from having a conversation with the lich, and thus preventing me from being able to get the 'Nine of Nine' reputation.

    During the combat against Angra Mainyu (Lich), for the lich's fifth action during the combat, the lich cast Divine Power on itself which gave the lich temporary Hit Points but also damaged the lich 20 Hit Points (which were taken off of the lich's temporary Hit Points, reducing the lich's temporary Hit Points to 0) (see screenshot below).

    Guntur Gladstone has 1 spare feat slot in his proto (Half Orc Rogue proto #14793). I recommend giving him the Improved Uncanny Dodge feat because he is supposed to have that feat as a rogue class feat, and giving him that feat may make him immune to sneak attacks from enemy rogues who have 16 or fewer rogue levels (Guntur Gladstone is a level 13 rogue, so he is supposed to be immune to sneak attacks from enemy rogues who have 16 or fewer rogue levels, which he currently isn't immune to).

    FIXED

    Some of the shops in Merchants' Row are so small that the player sometimes has great difficulty trying to exit the shops because sometimes none of the player's PCs will move to the door portal until the player keeps moving his/her party's characters around inside the shop until the door portal can finally be accessed.

    When the player defeats the lieutenant and sergeants just outside Lord Hungous' cave, the player could easily leave Hickory Branch without realizing that Angra Mainyu (the Lich) is there as well, because the player only hears the lich's scream if the player runs his/her party away from the cave entrance (while still remaining on the Hickory Branch exterior map).

    At Hickory Branch, some of the Orc Archers, Orc Bowmen, and Orc Snipers have longbows that aren't lootable (i.e. the longbows don't appear in the 'Looting' interface).

    In this computer game, the bonus for one of the following conditions (I forget which - it might even be both) - it's either Target Helpless or Target Prone - is often only +2 instead of the +4 bonus that it is supposed to be.
     

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    Last edited: Oct 2, 2013
  11. Sitra Achara

    Sitra Achara Senior Member

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    - Lareth escorts you to the Ogre Cave instead of the Temple Broken Tower - Fix attached.

    - Wizard (proto 14827) should fire 3 magic missiles - fix attached.

    - The dialog file for the harpy trap is the old version - attached the newest one.
     

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    Last edited: Sep 18, 2013
  12. gazra_1971

    gazra_1971 Knights of Legend

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    The following information applies to the Co8 Modpack 7.9.0 NC.

    In this computer game, the Kukri is an exotic weapon. The weapon is actually meant to be a martial weapon.

    The D&D 3.5 SRD states:
    Code:
    [COLOR="orange"]Martial Weapons[/COLOR]	Cost	Dmg (S)	Dmg (M)	Critical	Range Increment	Weight1	Type2	   
    [I]Light Melee Weapons[/I]	   
    Axe, throwing	8 gp	1d4	1d6	x2	10 ft.	2 lb.	Slashing	   
    Hammer, light	1 gp	1d3	1d4	x2	20 ft.	2 lb.	Bludgeoning	   
    Handaxe    	6 gp	1d4	1d6	x3	—	3 lb.	Slashing	   
    [COLOR="Orange"]Kukri[/COLOR]      	8 gp	1d3	1d4	18–20/x2	—	2 lb.	Slashing
    At Hickory Branch, you can't SHIFT-click the Longbow of Flame +1.

    You can't SHIFT-click the Holy Light Crossbow +1 that Aerich Dragonsbane sells in his Dragonsbane Bows and Fletchings shop.

    The player receives no XP for killing The Gremlich (which is very unfair considering how deadly the monster is and how much the monster f*cked up one of my characters with 2 types of poison and strength drain!)

    FIXED?

    At Hickory Branch, the Orc Captain joined the combat queue of a combat against the archers to the northwest of the pit, so I ended up killing the Orc Captain outside the cave (see screenshot below). Then when my party went inside the cave, Captain Krunch showed up with Lord Hungous (see screenshot below), so I ended up killing Captain Krunch inside the cave, which meant that I killed Captain Krunch (Orc Captain) twice - one time outside the cave (where he was labelled 'Orc Captain') and one time inside the cave (where he was labelled 'Captain Krunch').

    FIXED

    Gaear, after you gave me the possible locations of the phylactery, I finally found the phylactery. When any of my PCs left-clicked on the Phylactery, the Phylactery talked with a random response floating text (see screenshot below). The Phylactery doesn't highlight when the player presses the Tab key (which normally highlights all items on the ground), which is why I had such a hard time finding the Phylactery. Some of the possible locations of the phylactery are obscured by tree foliage, so the player would probably never find the phylactery if it was obscured by tree foliage since the phylactery doesn't highlight when the player presses the Tab key. The only way that the player can destroy the phylactery is by pressing the C key or by selecting Attack from the radial menu - I can imagine some players getting stuck at this part of the game if they don't know how to start combat themselves, and the talking phylactery can be misleading - it may make some players think that they have to do something else other than attack the phylactery or that their game isn't working properly.

    FIXED
     

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    Last edited: Sep 20, 2013
  13. Gaear

    Gaear Bastard Maestro Administrator

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    Sometimes these bugs are hilarious. :giggle:
     
  14. sirchet

    sirchet Force for Goodness Moderator Supporter

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    I ran into a similar thing with the bugbear queen? The one who threatens to squish you in her haunches, (yuck btw). When she and her friend the Gnoll sergeant joined the battle they were just regular un-named sergeants, so I just figured that if I hadn't given her a chance to introduce herself then they must have been just another different weird couple wondering around looking for fights to join. ;)
     
  15. Gehennis

    Gehennis Established Member

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    I've finally finished my play thru of all the alignments in TOEE with NE being the last. The confrontation with Zuggtmoy went like this:

    1. Had rogue approach and talk to the crone. He resisited efforts at mind control and selected option 1 'But we have a common goal Zuggtmoy' from the choices available. Chose not to submit (option 2 'We should be equals') so combat began.

    2. Took Zuggtmoy down to the point where she offers to submit, surrender or offer a choice- took the 'Submit to me Zuggtmoy' option. After that choose the only option available (1. Excellent Zuggtmoy')- whereupon the game CTD.

    Thus endth the trip thru the 9 alignments of D&D's TOEE- looking forward to starting over with the final build of the front end and v8.0. This time it's to Verbobonnoc- and beyond! :thumbsup:
     
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