That is exactly how weapon finesse is supposed to work From the manual: "You are especially skilled at using weaponms that can benefit as much from Dexterity as from Strgnth. Benefit: With a light weapon or raier made for a creature of your size category, you may use your Dexterity modifier instead of your strength modifier on attack rolls. If you carry a shield, it's armor check penalty apploes to your attack rolls."
Re: Re: traps (comment), shield/sword combos (comment), & charging (new bug) Elmo buys the chainmail and a magic axe after you hire him. TThat's why you ahve to give him $200.
I was only reporting what I saw. I like how the NPCs weren't picking up things anymore. It solves the encumbrance problem. As for swapping. I can swap items I give them but I can't access items they have originally or pick up.
Here is a problem I have seen. There is a mercinary you can hire at the traders shop. When you hire him you have to pay 180 gold so that the trader, who is selling you the mercs services, equips him with chainmail. Well, when I paid the gold and he joined me he didn't have any chainmail in his inventory.
Even if you are proficient with shields? The wording is rather vague. But it could be interpreted in the way you say. That really hurts taking Weapon Finesse if you can't use it well in conjunction with a shield. Any rules lawyers here willing to comment? Anyway if it is so, I'll be glad to strike it off. Hope to hear confirmation on it.
Aha, well if NPCs only flag items that they pick up themselves as non-transferrable then that's even better. Thanks for confirming. As for the old items (such as Meleny's old rusty dagger), we'll see if having dialogue lines to give the item in exchange for a new one works. I suppose we could put that in if the dialogue does explicitly say that he will receive chain mail. Will check on it later.
Received confirmation on Wizards boards regarding Weapon Finesse and Shields: Using Weapon Finesse results in Shield penalty to AC even though user IS proficient with shields. Bug deleted. Deleted Magic weapon and Magic Vestment bugs. Amended bugs regarding Power Attack and Str damage. Added 2 new bugs to partial list: -Goodberries stay in your inventory after use, each character can still only "USE" one a day , but they can use it on somebody else (stuff the berry down their throat ..heh) -GFX: GUST of WIND does temporary stun opponents but they dont appear "knocked over" or graphic wise, also sometimes other creatures dont fall over till the end of the battle even though they're dead.
FIXES Javelin of Lightning bug Quoting 3.5e SRD: Javelin of Lightning: This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half ). It is consumed in the attack. Faint evocation; CL 5th; Craft Magic Arms and Armor, lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP. Currently the javelin does not work (no lightning bolt is cast and the targeted area of effect is that of a fireball not a lightning bolt). but the javelin is still used up in the process. Changed Col312 (spell) for {4134}{Javelin of lightning} from 'Javelin of lightning (INTERNAL)' domain_special 1 to 'Lightning Bolt' class_sorcerer 3 The javelin now consistently does 5d6 lightning damage like a usual Lightning Bolt. However DC is still off. When used by my Bbn/Ftr or by my Clr/Ftr the DC of the lightning bolt is 11. When used by my level 10 Sorc with Cha 16 and Spell Focus: Evocation, the DC becomes 17. Perhaps it uses the caster's stats and feats when thrown by a spellcaster. Col52 which represents the item's value can also be changed from 75100 to 150100 as per 3.5e. BUGS Regarding bug: -minotaur gore attack does 1d8-5+Str damage. Should be 1d8+5 -I've not been able to duplicate this bug despite repeated tries. Checked protos.tab and damage reads: Gore 2d6+5 (this was previously 1d8 damage pre patch) Hopefully this was also fixed when Troika mentioned that: * monster now calculate their non-primary attack damage correctly. Regarding Read magic not working post patch: -I've not been able to duplicate this bug either. Has anyone else experienced this?
read magic works just fine for me. I dont have the Co8 patch installed though, im waiting til i start a new game, so it only works on scrolls.
=bugs for resistance spell on armor in craft armor feats havent fix yet. =Wizard rescue from earth node give no response after completed the quest. =Heroims and super heroims potion take no effect after used. =Magic rope,ale,meat and neackle of adaption all useless.(cant be use or taking effect). =After create character in iron mode and click start adventure, the game froze or no reponse (at least it done on my case everytime) force me to end program. =Metamagic still buggy while chossing one of the spell,same spell in same level happen or more than metamagic spell in next level.(Ex choose web for heighten spell causing 2or more spell slots in current lv as well as next lv) =Halfling siangham is not include in exotic weopan profficiency samething for weopan focus and weopan specialist feats. *All happen after install official patch * (Maybe some of it have fix the problem in co8 patch v2.0) I not yet test install co8 mod patch yet but some of it sure include after install the mod. ex : spell resistance in craft armor
Here is a dialogue bug: In the moathouse when you finally discover "The Master" in the back room you can start a dialogue with him. Eventually it results in combat which is okay, but when "The Master" reaches over half-dead he stops combat and tries to negotiate with you. You pretty much have two choices and that is negotiate with him, which results in some agreement, or continue combat and kill him. If you choose the dialogue "Less talk, more death!" you exit dialogue but are not longer in combat. When I selected "The Master" to attack him I initiated the dialogue tree again but from the very beginning again. So combat breaks out again eventually but instead of him stopping combat again to negotiate I killed him before he could do that. What should happen is that when you refuse to negotiate after he stops combat you should go back into combat mode and fight until the death. That make sense?
I can vouch that this still happens even after the latest CO8 patch. I have a potion of Heroism for my dwarf fighter. I had him take it during combat and nothing happened. No effect was seen visually or within his stats window.
Wonnilons Repeating Crossbow +1 or whatever its called says in the description that it doesnt need to reload. My wizard uses it and he reloads in combat, provoking AoO's.
The masterwork Breastplate doesn't appear to have a graphical image linked to it. In my inventory it has a icon for it but when I put it on my character in the game has an invisible torso. Looks kind of cool, but obviously a bug.