Rules Lawyers and ToEE Gurus, Volume 1

Discussion in 'The Temple of Elemental Evil' started by Gaear, May 17, 2012.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    Hey everybody: I'm going to post here, in six successive threads, surviving bugs from the original Atari forums ToEE buglist. What I would like is this:

    1. Rules Lawyers: offer modern opinions on whether or not these things are actually bugs or not.

    2. ToEE Gurus: re-verify that these bugs still do indeed exist in the game.
    (Apparently there have been some undocumented fixes over the years that may have eliminated some of these.)

    I'd like to fix as many of these as we can, within reason, though many (if not most) will be unfixable due to being core engine related. And some may have been just plain misunderstood and/or misreported. But proper documentation is still good, nonetheless.

    There were nearly 600 documented bugs in this list over the years. Each thread will contain a block of 100 so that the threads don't get out of control. Also, only surviving bugs will be reprinted, so that means that each list will contain significantly fewer than 100 bugs.

    The indicated status of the bugs appearing here may be 'confirmed' or 'unconfirmed,' but I would like you to confirm both types regardless.

    Thanks for your help. :)

    ==================================================

    BUGS 001 - 100 | 41 bugs

    002
    Confirmed
    Lengthy lag when exploring some parts of temple, especially the nodes. Possibly due to pathfinding and fire animations.

    011
    Confirmed
    Metamagic feat for sorcerors creates two spells instead of one.

    014
    Confirmed
    No radial menu option for an evil cleric to remove Rebuked and Commanded undead from the party.

    019
    Confirmed
    When casting spells, sometimes the cursor does not change.

    020
    Comfirmed
    Quicksave files can often be corrupted.

    029
    Confirmed
    Ability scores should not be drainable below 0.

    030
    Confirmed
    The +4 to attack roll for Helpless creatures should occur only on melee strikes, not ranged strikes.

    031
    Confirmed
    Paralyzed and sleeping opponents should get -5 Dex Penalty just like unconscious opponents.

    032
    Confirmed
    Prone bonuses/penalties should not apply to sleeping opponents since they are already Helpless.

    034
    Confirmed
    Characters get +4 vs. trip attempts from Improved Trip.

    035
    Confirmed
    Opportunist ability does not seem to function.

    037
    Confirmed
    A character hit by an AoO and paralyzed is allowed to complete his action. Similarly Entangled/Webbed enemies are allowed to complete their action before the spell takes effect.

    039
    Confirmed
    Weapons that do BOTH piercing and slashing damage (ie dagger/scythe), will bypass an Ochre Jelly's immunities and not cause it to split.

    040
    Confirmed
    Blind characters can make ranged attacks.

    042
    Confirmed
    Stunned characters should be vulnerable to Sneak Attack. They are not.

    043
    Confirmed
    Creatures with natural weapons do non-lethal damage when they charge. This includes the Juggernaut and the assorted boars.

    044
    Confirmed
    The Web spell incorrectly requires a saving throw every round a character is within the area. There should be a single save when the spell is cast or when they first enter the area. The web spell also does not provide cover as it should.

    047
    Confirmed
    PCs may occasionally pass though doors without opening them. If combat subsequently starts, the door may then become unopenable in combat mode, effectively trapping the PC on the other side of the door with the combatants.

    049
    Confirmed
    The Silence spell does not prevent use of items that require verbal commands to use, like scrolls, wands and staves.

    051
    Confirmed
    Sometimes secret doors become undetectable/ladder icons wont appear for whole game afetr that.

    056
    Confirmed
    Dismissing NPCs after they die may result in nearby loot becoming unretrievable (happened at node guardian).

    057
    Confirmed
    Greater Invisibility: NPCs get infinite AoOs any time a PC provokes an AoO from an NPC under the effect of the spell.

    058
    Confirmed
    Sometimes a condition occurs when PCs become hostile (after animating dead or struck by damage without an enemy in sight). This condition prevents accessing doors to change maps till the hostile state ends by triggering a random encounter.

    062
    Confirmed
    A condition occurs that Ranger/Rogues sometimes lose their first favored enemy and the leveling process is stuck when a second favored enemy is taken. (not easy to reproduce)

    066
    Confirmed
    Track ability detects NPCs in the party.

    068
    Confirmed
    "Invisibility to Undead" affects humans as well - get a _2 attack bonus.

    071
    Confirmed
    Cleric w/ Sun domain can use greater turning more than once a day (Clerics with sun domain are allowed to do this - in one of the posts in here the reason is stated).

    073
    Confirmed
    Evil clerics can cast Lantern Archon (a good aligned spell).

    074
    Confirmed
    Evil clerics of Obad-hai channel positive energy.

    075
    Confirmed
    Charging wildshapes do not get their animal form attack.

    076
    Confirmed
    On combat rounds following a wildshape action, the druid's movement rate is reduced to 5. This is because the encumbrance of the player before shapeshifting is being calculated in seemingly. This affects my druid in every combat round where an enemy is present. Pressing "C" when no enemies are around the druid has a full movement. Happens even when druid not encumbered seemingly.

    078
    Confirmed
    If a party member is sneaking, animal companions (black bear) are limited to five foot moves.

    081
    Confirmed
    Druids can still cast spells and use druid special abilities when wearing metal shields and bucklers.

    082
    Confirmed
    Inspire Greatness: not available until lvl 10 (should be lvl 9). Multiple Inspire Greatness icons above character portrait (?).

    084
    Confirmed
    Inspire Competence: works but shows wrong tab above portrait.

    085
    Unconfirmed
    Fascinate never improves wrt number of creatures fascinated.

    087
    Confirmed
    Aura of courage Icon sometimes not visible above player portraits (after resting or loading a game).

    088
    Confirmed
    Aura of courage Icon still visible even when Paladin is unconscious or dead.

    089
    Confirmed
    Aura of courage Icon still visible even if char are > 10' from Paladin.

    090
    Confirmed
    Bracers of archery don't work correctly. They should give bow proficiency to such classes as wizards, sorcerers, clerics and druids, but they don't give it.

    098
    Confirmed
    Crafting: CTDs occur when the name string exceeds maximum parameters.
     
  2. Pygmy

    Pygmy Established Member Supporter

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    Bug 34 Improved Trip

    I don't know whether I am reading your fault list correctly but Improved Trip is supposed to grant +4 bonus to trip attempts and prevents you sustaining AoOs if you are unarmed [PHB 3.5 p96]

    Incidently, I noticed while reading the feat description that monks are supposed to get Improved Trip/Improved Disarm as bonus feat at Level 6 - I am sure this doesn't occur

    Apologies if latter covered in separate thread
     
  3. Goshi3156

    Goshi3156 Dire Badger

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    I think its referring to when your Trip Attempt fails and the NPC gets a chance to make their Trip Attempt. Even if they don't have Improved Trip they'll get the +4 bonus.

    Also Monks do get Improved Trip as a bonus feat but in ToEE they still need to meet the prerequisites in order to learn it. Not sure if this is supposed to be the case in the PnP, but I imagine its not.
     
  4. phlippy g

    phlippy g Member

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    Hi Gaear,Thank's for the help. I'll give the #'s I've seen.Will give more info if I can if it is nessesary.014,037(para.yes/web very rarely),040,043,049(assumed it just did'nt work on NPC's,051(I also have seen where an icon had disapeared but had the door still functional),072,077(? if this is really a problem,it never bothered me). I hope this help's.
     
  5. The Royal Canadian

    The Royal Canadian Established Member

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    Hi Gaear
    Here's some more for you

    #072 "All healing spells (except Mass Cure....) should have range touch. ... Sometimes a Cleric can be 5 - 6 meters away from the character he's healing"
    CONFIRMED: This is especially true before/after combat. This also holds true when the Cleric/Druid is using Healing Potions on someone else.

    #077 "NPCs will start sneaking when a player character starts to sneak.
    CONFIRMED: This is also true with Animal Followers (I Haven't tested it with Familiars yet)

    #090 "Bracers of Archery don't work correctly. ......"
    CONFIRMED: According to my Crafting chart, Lesser Bracers give a proficient Archer a +1 to hit and Greater Bracers give +2 to Hit an +1 to Damage. I will double check this when my current 7.2 NC party gets enough levels to start crafting items.

    The Royal Canadian
     
  6. The Royal Canadian

    The Royal Canadian Established Member

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    Hi Gaear
    Here are a few more.
    #027: "Two handed weapons with a buckler should still give a 1.5x STR Bonus"
    I was able to confirm this with a Glaive. Even when not using a buckler, my fighter didn't receive the 1.5x STR bonus

    #029: "Ability scores should not be drainable below 0"
    Please correct me if I'm wrong, but I thought that when a character had a stat drained to 0, it died.

    #044: "The Web spell incorrectly requires a saving throw....."
    Looking at d20srd (http://www.d20srd.org/srd/spells/web.htm) it seems that the way Web spells are handled in ToEE is completely wrong. For starters, Web should be totally useless on most outdoor maps due to the lack of suitable anchor points. Second, even if you successfully save on initial contact, your movement is greatly slowed "Once loose ..., a creature remains entangled, but may move through the web very slowly". Yet I have seen Bugbears go through a web like there was nothing there.

    #048: "The ability damage icon occasionally appears when PCs have not sustained any ability damage"
    Somewhat confirmed: I usually see this bug when a PC has completely "healed" the ability damage with rest or a combination of rest and Restoration.

    The Royal Canadian
     
  7. Daryk

    Daryk Veteran Member

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    I have also seen this under the same circumstances.
     
  8. mark hill

    mark hill Member

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    019

    Ive noticed this especially with Read Magic .. still works tho, a cosmetic problem only, I wouldnt care if it never changed

    030

    depends .. if they are "held" standing up they should be easier to shoot .. but if prone it should be a penalty to shoot at them

    037

    yeah Ive noticed this when running past a ghoul, I still get to move on and hit my target, yet Im paralysed next turn .. thats ok, ghoul paralysis obviously takes a second to come on, as it rushes thru your bloodstream (or whatever its doing)

    040

    this should not happen under this version of ToEE, as archers in this system never hit the wrong target, but it would be great fun if archers ever hit a friend in the way of the target, like some games do .. then the blinded guy could blaze away at a huge penalty for comedy results

    074

    Is this really so wrong? a bad cleric still only has access to the energy his god is able to provide .. does Obad Hai provide both pos and neg energy? cause that would be the first god in D+D I know of who could do so, they are usually one or the other only, its the god's nature, not the cleric's
     
  9. hellblazer

    hellblazer Established Member

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    Since the Royal Canadian is talking about web here I would like to add that when I testing for Web for two encounters that the Orc Trainer in Hickory Branch doesn't attempt to break free.
     
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