Question: was the roll history window open when the DM button vanished? (if so, that's normal behavior) Also, was the DM UI visible when this happened? Did it ever happen without it? (I'm talking about the actual DM UI, not just the button at the bottom) I think it's caused by an issue in an animation system replacement I did, which would make it unrelated to the DM, but I want to be sure. Another symptom should be that a running animation freezes.
1. Roll history wasn't open. 2. I haven't enabled DM in Temple+ configuration, so there was no DM UI. 3. Yes running animations do occasionally freeze with chars seeming to "glide" across the screen. Only seems to happen with 1 char at random.
Don't know about soon but I'm working on it Alright that narrows it down, thanks! I'll try to have a fix out today.
I haven't been able to reproduce the issue since version 1.0.55 despite considerable testing, so things are looking promising. Thank you for fixing this.
...And soon thereafter, I hit the same bug again when I use DM to spawn Stone Minotaurs. It happened twice in a row. Please see the end of my log below and let me know if you need more info. [2017-09-04 11:53:36.059] [core] [info] AiStrategy: Stone Minotaur attempting sniper... [2017-09-04 11:53:36.059] [core] [info] AiStrategy: Stone Minotaur attempting use potion... [2017-09-04 11:53:36.059] [core] [info] Skipping Use Potion action because threatened by critters. [2017-09-04 11:53:36.059] [core] [info] AiStrategy: Stone Minotaur attempting attack... [2017-09-04 11:53:36.059] [core] [info] AiStrategy: AI tactic succeeded; performing. [2017-09-04 11:53:36.059] [core] [debug] SequencePerform: Stone Minotaur performing sequence (0x118a09a0)... [2017-09-04 11:53:36.059] [core] [debug] independently. [2017-09-04 11:53:36.059] [core] [debug] ActionPerform: Performing action for Stone Minotaur (Stone Minotaur [0xb301bb00000173a]): 3 [2017-09-04 11:53:36.059] [core] [debug] ActionPerform: Performing action for Stone Minotaur (Stone Minotaur [0xb301bb00000173a]): 2 [2017-09-04 11:53:36.060] [core] [info] lattack1 [2017-09-04 11:53:36.060] [core] [debug] Goal pushed: ag_attack [2017-09-04 11:53:36.068] [core] [debug] TargetDistChecker: tgt2 is OBJ_HANDLE_NULL [2017-09-04 11:53:56.053] [core] [debug] Greybar Reset! Current actor: Stone Minotaur (Stone Minotaur [0xb301bb00000173a]) [2017-09-04 11:53:56.053] [core] [debug] Greybar reset function [2017-09-04 11:53:56.053] [core] [debug] SequenceSwitch: doing for Stone Minotaur (Stone Minotaur [0xb301bb00000173a]). Previous Current Seq: 0x118a09a0 [2017-09-04 11:53:56.053] [core] [debug] SequenceSwitch: new Current Seq: 0x118a09a0 [2017-09-04 11:53:56.054] [core] [debug] ActionPerform: Performing action for Stone Minotaur (Stone Minotaur [0xb301bb00000173a]): 2 [2017-09-04 11:53:56.054] [core] [info] rattack2 [2017-09-04 11:53:56.055] [core] [debug] Goal pushed: ag_attack [2017-09-04 11:53:56.055] [core] [debug] PerformOnAnimComplete: Animation 50 Completed for Stone Minotaur (Stone Minotaur [0xb301bb00000173a]) [2017-09-04 11:53:56.055] [core] [debug] PerformOnAnimComplete: Wrong anim ID! [2017-09-04 11:53:56.062] [core] [debug] TargetDistChecker: tgt2 is OBJ_HANDLE_NULL [2017-09-04 11:54:28.501] [core] [info] track_ui.c / track_ui_exit(): freeing memory... [2017-09-04 11:54:28.501] [core] [info] skill_mastery_ui.c / skill_mastery_ui_exit(): freeing memory... [2017-09-04 11:54:28.501] [core] [info] random_encounter_ui.c / random_encounter_ui_exit(): freeing memory... [2017-09-04 11:54:28.501] [core] [info] logbook_ui_ego_combat.c / logbook_ui_ego_combat_exit(): freeing memory... [2017-09-04 11:54:28.502] [core] [info] Unloading game systems
First of all, great job on this mod. Thank you for fixing the druid wildshape and finally making it more in tune with it's pnp counterpart. I do have some things to report. Elemental shapes have none of their special qualities or abilities, imagine my surprise when my fire elemental druid almost got killed when my wizard hit him with delayed blast fireball. No fire immunity or dr/5, and fire elemental does no fire damage. Also, since magical items no longer stack with wildshape on later levels it becomes a bit tedious having to recast all the buffs, just so that you could wade into combat. Perhaps you could mod it so that all items except for weapons, shield and armor still give bonsues while wildshaped.? Wildshape, while better that it was also has huge problems when it comes to fighting anything demonic or undead with 10/holy protection, since only thing you can cast is greater magic fan.
This might not be related to Temple+, but I noticed some concentration-related fixes in the change log, so perhaps someone has insight on the issue with the Good Hope spell described here: http://www.co8.org/community/index.php?threads/good-hope-spell-and-concentration.12106/.