The Atari Buglist

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

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  1. Kalshane

    Kalshane Local Rules Geek

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    Um, forgot about that. I'll have to give someone a reach weapon and Combat Reflexes. I'll grab old Spoony and then spawn something that plays the charge the mage game. See if they get whacked when they try to get past the reach guy. I just need to fire up the WB to find something with the proper AI.

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

    Gaear Bastard Maestro Administrator

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    Now this from Heavydan:

    I didn't see anything about halflings and slings anywhere in the list, so I've added it as bug 570. Can I get a hooah from someone (in addition to Heavy D), proclaiming that it is so?

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    Last edited: Oct 21, 2006
  3. Gaear

    Gaear Bastard Maestro Administrator

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    So then, all further pertinent data from the Atari thread has been integrated into the buglist, duplicate bugs have been deleted, and the list has been cleaned up. I suppose you could say it's fairly pure at this point.
     
    Last edited: Oct 20, 2006
  4. Kalshane

    Kalshane Local Rules Geek

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    I'm pretty sure Hazelnut or Spellslinger just fixed this recently and it's in the 5.0.2 fixes.

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    I have a few bugs to add:

    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.

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

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

    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.

    Per the rules:

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    Last edited by a moderator: Oct 21, 2006
  5. Gaear

    Gaear Bastard Maestro Administrator

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    Added and confirmed as bugs 041, 042, 043, 044.

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    It seems clear that no one is going to assist us with this type of clarification, so if we want to solidly confirm or invalidate it, we'll have to run it down ourselves. I nosed around in those threads again and couldn't see anything obvious. Will you take a look?

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    Last edited: Dec 27, 2006
  6. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Hey, give a little time to respond, would you.

    And by "a little time" I mean a few days or a week. There is a lot of information in this thread to comb through.

    I don't remember anything about Halflings and slings being in Spellslinger's fixes.

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    Last edited by a moderator: Oct 21, 2006
  7. Kalshane

    Kalshane Local Rules Geek

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    I'll look around. I think it was rolled into Hazelnut's fixes for the fear spells and dwarf poison bonuses.

    ETA: Nope, you guys were right. What Spellslinger fixed was the Halfling bonus vs. fear, not their bonus with slings. My mistake. The post said "Halfling racial bonus" and I assumed all bonuses, but he was talking specifically about fear effects in the post.

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    Last edited by a moderator: Oct 21, 2006
  8. Gaear

    Gaear Bastard Maestro Administrator

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    Fair enough, CtB.

    Could you render a decision on whether this bug was fixed in 5.0.0, as Zebedee speculates?

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    Does anyone know if this was in fact fixed with 'sector sort?'

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    I notice that many of these bugs are poorly explained. I assume that a 2nd level orc fighter could indeed legitimately have 14 HP? What worries me about bugs like this is that they became 'confirmed' at some point. Bryce or somebody must have had a better understanding of what was being alleged, but then didn't share it.

    Kal - would your protos overhaul have made any previous errors with the orc prisoners moot anyway?

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    If you're of a mind to test, could you see if you can add over 10 enhancements to a weapon? If you can't, we'll change this one to MR.

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    Some guy on the Atari boards had this to say about bug 040:

    Is that correct?
     
    Last edited: Dec 27, 2006
  9. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Fixed by rufnredde.

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    Last edited by a moderator: Oct 21, 2006
  10. Kalshane

    Kalshane Local Rules Geek

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    A 2nd level orc fighter could indeed have 14 hp, depending on his Con score and how poorly he rolled for his 2nd level. It's possible they have a Con bonus of +2 or more, in which case then the bug report is correct and having 14hp is impossible and might be why the bug was reported. It would have been nice if that fact was stated in the bug report, though. If they've got a Con bonus of +1, or lower, however, 14hp is entirely possible, if really crappy.

    I'd have to double-check what I did with them. A lot of NPCs have HP assigned to them (only seems to work with creatures with class levels. Those without have HP determined randomly, whether there's an entry in HP field or not.) and for the most part I didn't touch this because the hp listed were lifted straight out of the ToEE PNP module for that particular NPC. I don't know if I changed the HP for the orcs or not. I'm not at home this weekend, so I'll have to check this on Monday evening.

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    I'll check and see if I can put more than a combination of 10 points worth of pluses and special abilities on a weapon.

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    This is an iffy sort situation. The rules have this to say about Blindness:

    There is no mention of not being able to make ranged attacks. However, attacking a creature you cannot see requires you to: 1) locate it with a sufficiently high listen check (DC 20 for a nearby creature that's speaking or engaging in combat. DC30 (assuming an a roll of 10) or more for a creature actively trying to be quiet (depends on their Move Silently check). In either instance the DC goes up by 1 point for every 10' of distance between you and the target) plus circumstance modifiers, like trying to hear them over on-going combat, roaring dragons and explosions of flame or 2) Guess where the creature is and hope you get lucky. In either instance, you have a 50% chance of missing completely (provided you even guess correctly in the latter instance) before an attack roll is even made. So while it's not specifically against the rules, it requires a damn high listen check and DM judgement to make it even remotely possible.

    And this doesn't even take into account being able to determine by sound what is an enemy and what is a friend and avoid putting an arrow through the latter.

    So we have one of two options: 1) Since it's already nigh impossible, just declare it impossible and remove the ability for blinded creatures to make ranged attacks. (Blinded creatures should also be prevented from making sneak attacks, since the ability requires the character to be able to see, reach and target vulnerable areas.)

    2) Program the game to make a listen check against an appropriate DC based on various modifiers and declare an automatic miss if the check fails.

    I'm thinking #1 is the best and easiest option. However, it should also be applied to any spells which require the caster to see the target, as right now you can target invisible creatures with magic missile and the like all day long.

    If we wanted to make things really "realistic" (and doubtless make our .dll hackers shriek in despair) any time a blinded character's turn comes up, turn the screen black except for the HUD and vague shapes of creatures the character has made successful listen checks against, or have just hit the character in melee combat (as you automatically know where sword hits and the like came from.)

    Wouldn't be a lot of fun for the player, though.

    Now aren't you sorry you asked? :)
     
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  11. Gaear

    Gaear Bastard Maestro Administrator

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    Nah. On the contrary, it could be a good modification. Would your option #1 actually require DLL hacking? I rather like that one better than the second.
     
    Last edited: Dec 27, 2006
  12. Kalshane

    Kalshane Local Rules Geek

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    I think either one would require dll hacking, the first idea would just take a whole lot less than the second.

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    Oh, another bug I meant to report earlier: Activating a bard's Inspire Courage in combat will cause the correct the 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.

    (And I'm not ignoring the bugs I'm supposed to be checking on. I just got home and will be heading to bed soon. I'll be working on confirming them tomorrow.)

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

    Gaear Bastard Maestro Administrator

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    Added and confirmed as bug 045. (Damn, that 001 - 050 section is getting pretty red again. ;) )
     
  14. Aeroldoth

    Aeroldoth Established Member

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    Re: Bugs 151 - 200

    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.

    I believe this also applies to Entangle.
    - as of 501

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    Last edited by a moderator: Dec 27, 2006
  15. Aeroldoth

    Aeroldoth Established Member

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    Re: Bugs 201 - 250

    My 7th level mage recently made a scroll of magic missle. Using the scroll gave her 4 missiles, just as if she had cast it.

    - 501

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    Meld into Stone has a very long duration. As with all effects that hinder movement, PCs are able to move normally during exploration (even if paralyzed, stoned, whatever) but as soon as combat begins, the effect affects their movement. Casters will have to stop concentration to end the spell (and regain movement).

    - 501

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    The shop map at the beginning of the game sells instruments.

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    Last edited by a moderator: Dec 27, 2006
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