The Atari Buglist

Discussion in 'Bug Lists' started by Gaear, Oct 11, 2006.

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  1. Gaear

    Gaear Bastard Maestro Administrator

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    Over the next little while I'm going to try to port over the entirety of Atari's bug list to this thread. To my knowledge, the Atari bug list started by Bryce777 was the most recent and up to date list of it's kind, including numbered bugs, bug status, bug disposition, etc., etc. It is quite exhaustive and comprehensive, documenting over 500 bugs. Many of those are still scurrying around out there.

    I don't believe this list exists anywhere else as of yet, and with the ToEE board in the state it is over at Atari, I don't want to wake up one day and discover they've decided to close shop and skip town during the night, leaving the bug list and all the effort that went into it in the dumpster.

    Thread will be updated, please stand by.

    [edit] Oh yeah - I'm posting this in the ToEE forum so I can police it properly.


    Okay, below is an example of how this list will appear, in the form of the first 50 bugs. Additional posts to follow in groups of 50 bugs per post. Should be pretty self-explanatory. Line 1 is the bug number, line 2 is the bug's status - confirmed, fixed, etc. and by who, Line 3 is a description of the bug itself. Also, living bugs will appear in red. Unconfirmed bugs will appear in green. Erroneously reported bugs or bugs that can't be reproduced will appear in gray.

    Now would be a good time for those interested to review these and post any disagreements you may have. Remember that I didn't come up with this list myself. The last time it was tinkered with was late 2004 I believe, so there's bound to be inaccuracies. If you see something that's since been fixed, or found to not be a bug, or is a bogus report, post it here and I'll change it. Let's refrain from posting new bugs until the old list is complete.

    To further clarify, bugs that are red and confirmed need to be fixed; bugs that are green and unconfirmed need to be confirmed; bugs that are gray and misreported or unable to be reproduced can be ignored. If you intend to report on bug confirmation, please conduct a current test of the bug and then report, as opposed to reporting anecdotal old memories or anything like that. If you do test, be sure you do so using the latest Co8 mods over Atari 1 & 2.

    Thanks to Bryce777 and zhuge, who were the main forces behind this effort. I think the original idea was actually Troika's though, as they wanted to have a list of confirmed bugs before they went chasing them around for free. Kudos to Atari for funding 1 official patch for the buggiest game ever released.

    [edit] Will correct entries as info comes in. Moebius fix references will be changed to Co8 4.0.0 (where they first officially appeared).

    [edit] I'm reproducing the bug numbers and descriptions exactly as they appear in the Atari list. They seem to have skipped a few numbers here and there, so if you see blank bug numbers, that's what's going on. Maybe we'll assign any new bugs to the old blanks in the future. Also note that updates may occur from later reports in the Atari list, so what you see ATM is not necessarily the final word.

    [edit] Thanks to all those who are contributing their input to the buglist. If your response has been addressed within the buglist, your post will say ADDRESSED under the pertinent section. If it hasn't been addressed, it doesn't mean I haven't read it, just that the issue is unresolved at the moment.
     
    Last edited: Oct 25, 2006
  2. Gaear

    Gaear Bastard Maestro Administrator

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    Bugs 001 - 050

    001
    Misreported
    When clicking on unexplorable map area, game pauses several seconds.


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


    003
    Fixed: Co8 4.0.0
    Power attack incorrectly giving +2 damage per point assigned instead of +1 damage for onehanded weapons wieled with a shield.

    004
    Fixed: Co8 3.0.3
    Items can be marked as an NPC's when they are no longer in the NPC's inventory.

    005
    Fixed: Troika 1
    In close quarters, sometimes monsters will appear in the walls when random encounters occur.

    006
    Fixed: Co8 3.0.3
    Zombies do not have the proper immunities to backstab.

    007
    Fixed: Troika 1
    Crafting items while items are equipped causes CTD.

    008
    Fixed: Co8 3.0.3
    Fleeing from combat is not possible.

    009
    Fixed: Co8 3.0.3
    Saving countess tilahi does not reward you with the blue elf armor.

    010
    Fixed: Co8 4.0.0
    Halflings do not get a +4 bonus to hide.

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


    012
    Misreported
    Pathfinding sometimes fails and characters stand in place.


    013
    Misreported
    Summon spells failing when undead in party. Same with companions. Not a bug as there is a 5 summoned creature limit.


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


    015
    Fixed: Co8 5.5.0
    Evil clerics summoning or controlling undead have them become paralyzed. Dominated undead become paralyzed after 24 hrs. This may occur after resting and/or travelling for that long. **Re-verified by Aeroldoth w/Co8 5.0.1. According to the Atari thread, this bug was never actually known to have been fixed, just couldn't be reproduced.

    016
    Fixed: Co8 5.0.0
    Gnolls have innapropriate damage resistance.

    017
    Cannot reproduce
    Some bugbears have innapropriate damage resistance.


    018
    Fixed: Co8 5.0.0
    Galeb Dhurs' magic resistance should be overcome by magic weapons but is not.

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


    020
    Comfirmed
    Quicksave files can often be corrupted.


    021
    Fixed: Troika 1
    Dwarf wearing silver plate armor causes CTD.

    022
    Fixed: Co8 3.0.4
    Many NPCs get odd feat choices on level up.

    023
    Fixed: Co8 3.0.0
    Ogres not getting their AC bonus leaving them with AC 8.

    024
    Fixed: Troika 2
    When wearing a buckler with a two hand weapon or two weapon combo, a larger shield can be swapped into the place of the buckler by right clicking.

    025
    Fixed: Co8 4.0.0
    Power attack does not reduce to-hit ability for monks.

    026
    Fixed: Troika 2
    Light weapons should not give 1.5X str bonus when wiedled in 2 hands.

    027
    Confirmed
    Two handed weapons with a buckler should still give 1.5x str bonus.


    028
    Fixed: Troika 2
    Magical projectiles add their bonus to melee attacks as well.

    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.


    033
    Cannot reproduce
    Rogues with Improved Trip suffer a -4 non-lethal damage penalty to trip attack attempts.


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


    035
    Confirmed
    Opportunist ability does not seem to function.


    036
    Fixed: Co8 5.0.1
    Drinking potions causes no AoOs.

    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.


    038
    Fixed: Co8 7.0.0
    Summoned creatures should appear on your turn and act immediately. **Clarification: Summoned creatures should appear just after the caster in the initiative queue and act immediately. Sometimes though the creature appears and does not act, or appears elsewhere in the queue.

    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.


    041
    Misreported
    Uncanny Dodge does not prevent flatfooted characters from being Sneak Attacked. It does, however, correctly allow them to apply their Dex bonus to AC while flatfooted.


    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.


    045
    Fixed: 5.5.0
    Activating a bard's Inspire Courage in combat will cause the correct icon to appear, but the bonuses won't actually be applied to the character until the combat is over. If the ability is activated outside of combat, however, it will work during any subsequent combats you engage in. The bonuses should apply to all members of the party in range as soon as the ability is activated, whether in combat or out.

    046
    Fixed: Co8 5.5.0
    Suggestion (a 3rd level spell) allows the player to add any creature as an NPC to the party. This is the equivalent of Dominate Monster, which is a 9th level spell.

    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.


    048
    Confirmed
    The ability damage icon occasionally appears when PCs have not sustained any ability damage.


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


    050
    Fixed: Co8 7.3.0
    You can sell a summoned shillelagh for a hefty sum, despite the fact that it vanishes when the spell is over. (So you can cast it over and over and keep selling it.)
     
    Last edited: Dec 3, 2006
  3. Kalshane

    Kalshane Local Rules Geek

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    Re: Future Home of the Atari Buglist

    Fixed in Co8 5.0

    ADDRESSED

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

    Fixed in Co8 5.0

    ADDRESSED
     
    Last edited by a moderator: Oct 17, 2006
  4. Hazelnut

    Hazelnut Great Confusor

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    Re: Home of the Atari Buglist

    Can you give a bit more detail on this one - I've got a sorc who uses metamagic feats and I've not noticed any problems.

    (Great work with the list BTW :clap: )
     
    Last edited by a moderator: Dec 27, 2006
  5. Kalshane

    Kalshane Local Rules Geek

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    Re: Home of the Atari Buglist

    I think it's referring to that when you have a metamagic feat applied to a spell, that spell is listed twice in the sorcerer's spells known. It's a little weird, but doesn't cause any actual problem that I'm aware of.

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

    ETA:

    This was fixed for PCs in one Co8 patch and then NPCs in 5.01.

    ADDRESSED
     
    Last edited by a moderator: Dec 27, 2006
  6. Gaear

    Gaear Bastard Maestro Administrator

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    Bugs 051 - 100

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


    052
    Cannot reproduce
    A ftr X/caster Y is considered a caster X+Y by the game, resulting in unfillable spell slots.


    053
    Cannot reproduce
    Level advancement for restricted classes may be broken (ftr->monk could take no further monk lvls).


    054
    Misreported
    Multiclassing, ToEE fails to recog. feats/features of the new class, hampering feat selection, etc.


    055
    Fixed: Co8 4.0.0
    Martial Weapon Proficiency: All does not grey out any Martial Weapon Proficiency and does not enable Weapon Focus for Martial Weapons in that same levelup. But the feat does work after the levelup and Weapon Focus can be taken in future levelups.

    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.


    059
    Irrelevent due to Humble NPCs
    NPC still mark loot that they don't take as non-lootable post patch. ("The items affected in this way are coins, gems, jewelry, arrows & quarrels.")


    060
    Fixed: Co8 7.3.0
    Chest and barrels should not be marked as empty before you open them.

    061
    Misreported
    Locked door next to Zuggtmoy's throne leads nowhere. (unfinished area?)


    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)


    063
    Fixed: Co8 4.0.0
    Barbarians STILL get movement penalties on wearing medium armor post patch 1.

    064
    Misreported
    Paladin Detect Evil doesn't seem to work all the time. **Clarification: when the paladin first activates this ability, nothing is reported. Only on the next round, after scanning a certain area for a full round, are evil creatures detected. This complies with the rules for Detect spells.


    065
    Fixed: Co8 4.0.0
    Stunning attacks for Monks can be used more often than possible: lvl 1 Monks can use 3X/day (should be 1).

    066
    Confirmed
    Track ability detects NPCs in the party.


    067
    Fixed: Co8 4.0.0
    Cleric domains (Trickery, Travel) giving class skills do not retain the skills (as class skills) past lvl 1.

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


    069
    Fixed: Co8 1.0.0 / Troika 2
    Strength domain gives access to Cat's Grace (lvl 2 spell).

    070
    Fixed: Troika 1
    Lawful cleric w/ Law domain and Order's Wrath cannot craft Axiomatic weapons.

    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).


    072
    Confirmed
    All healing spells (except for mass healing spells) should have range touch, however in ToEE this does not always work the way it should. Sometimes a cleric can be 5-6 meters away from the character he's healing.


    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.


    077
    Confirmed
    NPCs will start sneaking when a player character starts to sneak.


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


    079
    Misreported
    Druid gets only 1 attack in a form allowing multiple attacks.


    080
    Misreported
    Druids don't get Woodland stride (not implemented/not of real use).


    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 (?).


    083
    Fixed: Co8 5.0.2
    Inspire Courage: does not improve to +2 at lvl 8. **Clarification: Inspire Courage never stops because the bard is considered to be continually singing until they do something that prevents singing (casting a spell, resting, falling unconcious, traveling overland) at which point it ends after 5 rounds, per the rules. Starting Inspire Courage counts as a standard action in-game.

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


    085
    Unconfirmed
    Fascinate never improves wrt number of creatures fascinated.


    086
    Cannot reproduce
    Bard songs (inspire courage, morale bonus) does not stack with Prayer (luck bonus).


    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.


    091

    092
    Fixed: Co8 4.0.0
    Power attack if power attacking and fighting with two weapons, to-hit penalty should still apply to the off hand weapon, even if the bonus damage does not.

    093
    Fixed: Co8 4.0.0
    Power attack can be selected at Str 12.

    094
    Fixed: Co8 4.0.0
    Greater Spell Focus does not work.

    095
    Fixed: Co8 4.0.0
    Quick Draw is selectable even if +1 BAB requirement is not met.

    096
    Cannot reproduce
    Silent Spell feat isn't working.


    097
    Misreported
    There is no ceiling (max 3) for number/power of enchantments put on crafted weapons. **Clarification: per the rules, you can add any number of enhancements to a weapon as long as the total plus value of all of them does not exceed +10.


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


    099
    Fixed: Co8 5.0.2
    Crafted spell resistant armors do not have spell resistance.

    100
    Fixed: Co8 5.0.2
    Shocking Burst is listed as cold damage; Icy Burst is listed as negative energy damage.
     
    Last edited: Dec 12, 2006
  7. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Home of the Atari Buglist

    If somebody could take a look at this and verify there's nothing else going on there, I think we can mark it Misreported.
     
    Last edited: Dec 27, 2006
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Home of the Atari Buglist

    Fixed by spellslinger dllfix13

    ADDRESSED
     
    Last edited by a moderator: Oct 17, 2006
  9. Kalshane

    Kalshane Local Rules Geek

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    Re: Home of the Atari Buglist

    I wish this one was more specific. I know assorted Co8 patchs have fixed things like cross-classed skills for multi-class characters and such. What features aren't being considered when a character multiclasses?

    ADDRESSED - later reported bogus in the Atari bug thread

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

    This is actually a problem with Greater Invisibility, and happens any time a PC provokes an AOO from an NPC under the effect of the spell. Liv's fix for this was to remove Greater Invisibilty from all NPC casters. Would be nice get it fixed in-engine, though.

    ADDRESSED - rephrased

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

    Never stops is because the bard is considered to be continually singing until they do something that prevents singing (casting a spell, resting, falling unconcious, traveling overland) at which point it ends after 5 rounds, per the rules.

    The improving to +2 at 8th level was implemented in one of the new dll fixes, I believe.

    I'll double-check, but I'm pretty sure starting it counts as a standard action in the game.

    ADDRESSED

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

    Again, not sure what the issue is. Per the rules, you can add any number of enhancements to a weapon as long as the total plus value of all of them does not exceed +10. If the game lets you a craft a "+11" weapon, then yes, there's a bug there.

    ADDRESSED
     
    Last edited by a moderator: Oct 24, 2006
  10. Gaear

    Gaear Bastard Maestro Administrator

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    Bugs 101 - 150

    101
    Fixed: Co8 4.0.0
    Further enhancements cannot be added to already magical shields. Masterwork shields work fine though.

    102
    Fixed: Co8 5.0.2
    Clicking on Create button straightaway after selecting any already enchanted armor or shield gives it a +3 enhancement for free!

    103
    Fixed: Co8 4.0.0
    Incorrect XP requirement for applying enhancements to already magical items: E.g. to make a +2 long sword into +2 shock should cost S/B the cost of the +2 shock - cost of +2 (720 - 320) = 400 Xp. Instead, it is 80 XP. It is taking it as though it is a +1 enhancement (since your bumping it up by 1), instead of the value of the what your making minus the original value.

    104
    Fixed: Co8 4.0.0
    Widen spell doesn't work. It also only takes up a spell slot 1 level higher (not 3).

    105
    Fixed: Co8 4.0.0
    Heighten spell increases spell DC by one less than it should.

    106
    Fixed: Co8 4.0.0
    Skill focus: UMD is applied to Tumble.

    107
    Fixed: Co8 4.0.0
    Skill focus: Perform does nothing.

    108
    Confirmed
    Shopkeepers repeat their barter lines when the barter screen opens.


    109
    Misreported
    Combat Reflexes should allow AoO even when flatfooted.


    110
    Fixed: Co8 4.0.0
    Extend Spell does not work correctly. An extended spell may show 20/20 instead of 10/10 when cast initially but this drops to 9/10 after the first round.

    111
    Fixed: Co8 5.0.2
    Spontaneous casters have their no. of spells castable decremented if they cast a spell known in their spont. caster class, regardless of source (ie sorceror who knows fireball using a wand of fireballs has lvl 3 spells castable decremented with each use. Same goes for casting spells from another class, ie: Bard/Sorc, Druid/Bard). May still be present with wands.

    112
    Fixed: Co8 4.0.0
    If you edit a metamagic spell to remove the metamagic feat, the spell disappears and is replaced with a copy of the spell prior to it on the spell list.

    113
    Confirmed
    For Sorcs: exchanging ray of enfeeblement for grease results in having an extra copy of enlarge person - seems to hold true for all spell replacement.


    114
    Confirmed
    Extended cleric spells converted to heals do not remove the spell from memory.


    115
    Confirmed
    Spells with secondary selection (spells requiring selection of a subtype) do not function properly when implemented as wands/scrolls. Such spells include, but may not be limited to: endure elements, summon monster (x), restoration spells, etc.


    116
    Confirmed
    Miscasting spells loses 2 spells instead of 1 for Sorcs and Bards.


    117
    Unconfirmed
    When casting Dismissal to interrupt an enemy spellcaster (for instance, a salamander) through Ready vs. Spell, the enemy spell still goes off even if the enemy is Dismissed.


    118
    Confirmed
    Spell-like abilities (salamander's fireball) are counterspellable.


    119
    Confirmed
    The interaction of freedom of movement and hold person is bugged. Freedom of movement correctly allows you to take actions while held. However, you still have the condition "held" and attempt Will saves every round to break free; on the round that you succeed, you are unable to act. So, you get actions if you fail the save; when you pass, you lose your turn and are rid of the hold.


    120

    121
    Misreported
    No divination spells for 4th or 5th level. No illusion spells for 0 and 5th level. Transmuter also lacks 3rd level transmutation spells. (is CR).


    122
    Fixed: Co8 4.0.0
    Specialist spellcasters who level have their specialist spell lists shifted to regular slots...Specialist Wizard : spell list changes order so wrong "bonus" spell appears. Simply going in and out of spell selection in the inventory seems to mess up spells for specialist wizards. The specialized spell jumps a slot, sometimes two leaving the slot filled with a spell from a different school. While testing I found all spells would stay in their place sometimes, or just one level of spells would stay in place, although I'm not sure why. Most of the time it seems to switch the spells around.

    123
    Misreported
    Scribing when pack completely full - no scroll scribed. That spell remain unscribable on repeat attempts . The item seems to be going into an unreachable slot.


    124
    Confirmed
    You can reattempt to copy a scroll which you failed the first time by failing to copy another scroll and then going back to the first one (new scroll flagged as Invalid).


    125
    Confirmed
    Call lightning: once resisted by SR, cannot damage target that resisted (even if successive checks fail).


    126
    Confirmed
    Charm person: acts like Dominate (should not make your allies attack you, even w/ AoO) Attacked creatures do not receive a +5 bonus for Will save Vs Charm Person . (?)enemies do not check for another save to break the charm.


    127
    Cannot reproduce
    Clairvoyance: once cast, when party moves the automap does not reflect the party's movements.


    128
    Fixed: Co8 3.0.0
    Daze: checks for size instead of hit dice as criteria.

    129
    Misreported
    Death Ward: does not seem to work vs. Slay Living.


    130
    Confirmed
    Detect secret doors: not working (seems that many detect spells are problematic).


    131
    Fixed Co8 3.0.0
    Dismissal: works against non-outsiders/non-undead (dismissed Paida).

    132
    Confirmed
    Divine Power: spell AB bonus does not stack with weapon enhancements.


    133
    Unconfirmed
    Doom: when cast by enemy casters stacks with itself.


    134
    Confirmed
    Spell permanency: Enlarge Person: if cast by NPC on a party member in combat, becomes permanent.


    135
    Misreported
    Enlarge person: does not increase weapon damage IE a longsword should move up from 1d8 to 2d6 damage.


    136
    Fixed: Co8 5.7.0
    Enlarge Person: When it wears off, characters who equipped large weapons 1H while enlarged still wield them this way.

    137
    Fixed: Co8 5.0.2
    Enlarge Person: Weapon reach does not increase.

    138
    Confirmed
    Enlarge Person: Stacks with Righteous Might, resulting in a character model two size categories larger than normal.


    139
    Fixed: Co8 4.0.0 / Co8 5.0.2
    Entangle/Web/Grease: enemies never/seldom attempt to break free.

    140
    Confirmed
    Gaseous Form: target can still perform melee attacks ; Characters had no problem attacking while in gaseous form, but the spell expired as soon as they did so. The spell also expires as soon as they are hit by an attack.


    141
    Fixed: Co8 3.0.0
    Goodberries: stay in your inventory after use, each character can still only "USE" one a day , but they can use it on somebody else.

    142
    Confirmed
    Grease: trips the untrippable.


    143
    Confirmed
    Grease: doesn't check free action or ring of free action.


    144
    Cannot reproduce
    Grease: may have odd effects when cast over 2 rooms affecting NPCs only (marking as CNR unless someone can specify what the exact bug is).


    145
    Cannot reproduce
    Greater Invisibility: duration when casting from a wand lasts for 1 round.


    146
    Confirmed
    Greater Invisibility: Bonus to attack effect stack.


    147
    Fixed: Co8 3.0.0
    Guidance: spell duration is 6 minutes (should be 1 min).

    148
    Confirmed
    Gust of Wind: does temporary stun opponents but they don't appear "knocked over" graphic wise, Creatures dont fall over till the end of battle even though dead. Small creatures such as goblins knocked over but sometimes bandits not knocked over.


    149
    Confirmed
    Color spray: see 148 description.


    150
    Confirmed
    Haste: Stacks when cast 2 times on same character (not targeting same character with 1 spell)(Slow may be similarly bugged as well).
     
    Last edited: Mar 5, 2008
  11. Kalshane

    Kalshane Local Rules Geek

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    Fixed with dllfix13.

    ADDRESSED

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

    I'll have to double-check this, but I'm pretty sure this was fixed. The one problem I've noticed is coming in on a creature with reach from an "angle" seems to avoid the AOO.

    ADDRESSED

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

    111
    Fixed with one of the recent dllfixes. At least the second class thing. Not sure about wands. First I've heard of that aspect of the bug.

    ADDRESSED

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

    This was fixed by Liv by use of her Break Free potion work-around. It is still bugged in the engine itself, though.

    ADDRESSED
     
    Last edited by a moderator: Oct 24, 2006
  12. Kalshane

    Kalshane Local Rules Geek

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    I double-checked. This isn't a problem anymore. Not sure when it was changed from a free action to a standard action, but that's how it works. All elements of this have been fixed or where never actually a problem as of Co8 5.0.2.

    ADDRESSED
     
    Last edited by a moderator: Oct 17, 2006
  13. Aeroldoth

    Aeroldoth Established Member

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    Re: Bugs 001 - 050

    Dominated undead become paralyzed after 24 hrs. This may occur after resting and/or travelling for that long.
    - as of 5.0.1

    ADDRESSED

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

    Summoned creatures should appear just after the caster in the initiative queue and act immediately. Sometimes though the creature appears and does not act, or appears elsewhere in the queue.
    - as of 5.0.1

    ADDRESSED
     
    Last edited by a moderator: Oct 20, 2006
  14. Aeroldoth

    Aeroldoth Established Member

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    Re: Bugs 051 - 100

    I don't consider this a bug. It saves time for the player from having to search countless empty containers.

    ADDRESSED

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

    The door near the throne doesn't lead anywhere. (the throne on the main level, not in her sanctum). Although if this is considered unimportant then ignore this.

    ADDRESSED

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

    When the paladin first activates this ability, nothing is reported. Only on the next round, after scanning a certain area for a full round are evil creatures detected. This complies with the rules for Detect spells.

    http://www.wizards.com/d20/files/v35/SpellsD-E.rtf

    ADDRESSED

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

    The icon does still disappear after a while. I believe that the duration of the "spell" was greatly increased, but if you rest for weeks at a time, it still "expires". Not a real issue though.
    - as of 5.0.1

    ADDRESSED

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

    I would guess that the aura is being treated as a bard song, and is expiring a few rounds after the paladin is out of range.
     
    Last edited by a moderator: Dec 27, 2006
  15. Gaear

    Gaear Bastard Maestro Administrator

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    Bugs 151 - 200

    151
    Fixed: Co8 3.0.0
    Ice Storm: lasts for 2 rounds (not 1) but deals damage once.

    152
    Misreported
    Invisibility: not giving any advantage save AC and initial bonus to hit.


    153
    Confirmed
    Invisibility: Status not affected by invisibility purge.


    154
    Confirmed
    Invisibility: Use of wands does not deactivate.


    155
    Misreported
    Invisibility: Erratic status when initiating dialogue.


    156
    Confirmed
    Invisibility Sphere: causes permanent invisibility for some party members on changing maps, graphics-wise and gameplay-wise.


    157
    Confirmed
    Magic Circle vs Evil: No +2 AC bonus for those within its 10' radius against evil creatures.


    158

    159
    Unconfirmed
    Magic Circle vs Evil: Intermittent invulnerability also reported from non-summoned creatures.


    160
    Confirmed
    Mind Fog: incorrectly rolling vs. fortitude. Saves not implemented (targets always get -10 will saves).


    161
    Confirmed
    Magic Missile: can't hit mirror images.


    162
    Fixed: Co8 3.0.0
    Mordekainen's Faithful Hound: they become permanent.

    163
    Fixed: Co8 3.0.0
    Produce Flame: maximum bonus damage should be capped at +5.

    164
    Unconfirmed
    Protection From Evil: sometimes makes characters invulnerable to non-summoned creatures.


    165
    Confirmed
    Protection From Evil: Should only work vs natural attacks. Protection From Evil: Should not stop Balor's weapons.


    166

    167
    Unconfirmed
    Protection From Evil: Should be cancelled once protected player attacks a summoned creature.


    168
    Fixed: Co8 4.0.0
    Raise dead and con

    1. Humans, Half-Orcs, Half-Elves, and Halflings all consistently receive -2 reduction in CON upon being raised.

    2. Dwarves and Gnomes both consistently receive 0 reduction in CON upon being raised. (Both have +2 Constitution racial trait.)

    3. Elves consistently receive -4 reduction in CON upon being raised. (Elves have -2 Consitution racial trait.)

    (Note re Elves: if CON reduced to below 0 via repeated raisings, number reduced jumps higher and CON goes into negative numbers. e.g., tested on pre-generated PC elf Malee, starting CON 8. First Raise Dead reduced CON to 4; Second Raise Dead reduced CON to -3.)


    169
    Cannot reproduce
    Raise Dead: raised characters sometimes only have Dex 1.


    170
    Confirmed
    Rays of Enfeeblement: cannot be empowered.


    171
    Confirmed
    Rays of Enfeeblement: should not stack. C. Also confirmed in the rules.


    172
    Fixed: Co8 7.5.0
    Rays of Enfeeblement: Weapon Focus (Ray) gives no AB bonus.

    173
    Cannot reproduce.
    Rays of Enfeeblement: Point Blank Shot feat gives no bonus either. This has either been fixed or misreported


    174
    Misreported
    Remove Fear: doesn't work against Balor/Zuggi fear. NAB as the spell does not work in that manner.


    175
    Confirmed
    Righteous Might: penalizes the character twice for the size (-1 spell and -1 size).


    176
    Confirmed
    Righteous Might: does not give +4 natural AC bonus.


    177
    Fixed: Co8 5.0.2
    Righteous Might: does not give longer reach.

    178
    Confirmed
    Righteous Might: gives +1 to hit.


    179
    Confirmed
    Shocking Grasp: damage deals d8/lvl up to 5d8 (should be d6/lvl up to 5D6).


    180
    Fixed: Co8 4.0.0
    Sleet Storm: a PC who gets caught and slips, will get AoOed infinitely by an enemy, upon standing.

    181
    Fixed: Co8 5.0.0
    Spiritual Weapon: does not bypass DR (I confirmed this after second patch on falrinth. Still a bug as of co83.0.1.)

    182
    Confirmed / Fixed: Co8 4.0.0 partial.
    Spiritual Weapon: AB not correctly implemented.

    183
    Confirmed
    Stinking Cloud: monsters do not exit cloud.


    184
    Confirmed
    Stinking Cloud: Nauseated creatures still make Attacks of opportunity but not normal attacks.


    185
    Confirmed
    Stinking Cloud: Sometimes killed creatures still make saving throws for stinking cloud.


    186
    Unconfirmed
    Web: Permanent Web upon failing last check.


    187
    Confirmed
    Essentially a duplicate of 037

    Web: monsters who fail the save can continue to move if their final placement takes them outside the area of effect of the spell. **Clarification: Monsters failing a save while moving through a web are only held at the end of the move, not the beginning. If their move ends outside the spell area, they are not webbed at all. Also applies to Entangle.

    188
    Cannot reproduce
    Cannot be scribed into spellbook: Summon Monster 1.


    189
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Resist Energy.

    190
    Fixed: Co8 3.0.0
    Cannot be scribed into spellbook: Protection vs. Energy.

    191
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Wind Wall.

    192
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Animate Dead.

    193
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Bestow Curse.

    194
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Greater Invisibility.

    195
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Contagion.

    196
    Fixed: Co8 3.0.0
    Cannot be scribed into spellbook: Animal Growth.

    197
    Fixed: Co8 3.0.0
    Cannot be scribed into spellbook: Blight.

    198
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Dismissal.

    199
    Cannot reproduce
    Order's Wrath has no spell prerequisites for crafting.


    200
    Fixed: Co8 3.0.0
    Neutralize Poison has no spell prerequisites for crafting.
     
    Last edited by a moderator: Oct 18, 2013
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