list issues Good list...here are a few comments. "Traps give experience for triggering the trap (experienced this with every chest trap myself)" This isn't a bug, it's the way it's supposed to be. (Unless it's giving you experience each time if you trigger it multiple times - allowing infinite experience gain - that would be a bug.) "Summoned creatures seem to have their own initiative and can be killed without being able to act. Summoned creatures should appear on your turn and act immediately. " Technically, they shouldn't appear until the start of your NEXT turn (after casting the summon), at which point they act immediately. This could be something not possible to fit in the engine, in which case a good work around would be to have the summoned creature appear immediately, but be invulnerable and unable to do anything like attacks of opportunity until it gets a chance to act in the following round. You'd also want to either not start the duration until the following round or (more likely) increase the spell duration by one round to cover that first "phantom" round. "Sometimes, in combat, it will be one of my character's turns, and their action hourglass will be completely empty or half full for no reason " I've seen this happen too, and I think there may well be a bug there. However, it's easy to get fooled here too. For example, if you were prone (due to being tripped, for example), you will automatically stand up, resulting in a move action and a half-full action meter. If you aren't paying attention, you might miss that and wonder where your action went... "-Design Flaw: No illusion spells for 0 level or 5th level!!!! ACK... sux to be an illusionist... " I ran into this too - I'm pretty sure it was for a transmuter and the level lacking transmutation spells was third level. "-Nothing cures Rays of enfeeblement (dispel magic, restoration or break enchantment don't work). Only solution is to sleep it off. " Actually only dispel magic should be able to get rid of it (with a successful dispel check). Ray of Enfeeblement gives an enhancement penalty to strength, not ability damage or drain, so restoration doesn't work. It's not a enchantment, transmutation, or curse so break enchantment wouldn't work.
Just when I was setting myself begrudgingly to process that 4-page monster list that you see, Salviati from Atari forums came to my rescue by doing the editing. :buds: Very nice job. Below is the concise edited list by Salviati. Thanks again! :thumbsup: GENERAL -Upon clicking on a potion in the radial menu, post patch, cursor switches to windows white arrow -Game lags when clicking on bodies -Loading a pre-patch saved game turns my +2 Spear into a door -Paida keeps spawning in the temple room, even if already been rescued -percentage chance to hit shown for unarmed attacks (pressing tab) -some locked doors can be walked through in combat mode. (Temple lvl 2, central stair room, east door) - characters w/ martial weapon proficiency: all can still choose the martial weapon proficiency feat, multiclassed char (Clr/Ftr), don't get the above proficiency recognized. -rolled stat boxes are accessible in point buy -equipped second spiked chains cause lag -female hair has bugs: http://www.ataricommunity.com/forum...0&pagenumber=15 -Int and Wis scores > 18 aren't giving bonus spells the way they should, at least to level 1 and 2 spells -character creation: rolled scores with no number > 13 are not rerolled consistently -logbook keys are always listed as unused even if you use them on chests -Track ability detects NPCs in the party -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 -halfings don't get +4 to Hide (but Gnomes do) -stunning attacks for monks can be used more than its normal usage times/day (ie thrice at level 1) -paladin Detect Evil doesn't seem to work all the time -if leveling increases your Int enough to get an additional skill point, you don't get it -if you level up under the influence of an Int booster you get extra skill point(s) -item crafting: Shocking Burst and Icy Burst non-crit damage are listed as negative energy damage -if power attacking and fighting with two weapons, the to-hit penalty should still apply to the off hand weapon, even if the bonus damage does not -a ftr X/caster Y is considered a caster X+Y by the game, resulting in unfillable spell slots -level advancement for restricted classes may be broken (ftr->monk could take no further monk lvls) -specialist spellcasters who level have their specialist spell lists shifted to regular slots -multiclassing, ToEE fails to recog. feats/features of the new class, hampering feat selection, etc. -ability scores should not fall under 0, creatures with ability scores drained to 0 should be rendered helpless. They are not. -blind characters can make ranged attacks -someone's bolts +1 enchantment bonus was being used when calculating attack bonus using a heavy mace -traps give repeated XP for triggering it (on failed attempts) COMBAT -Summoned creatures should appear on your turn and act immediately -Weapons (longsword, greatsword) equipped with bucklers have Str bonuses of 1x instead of 1.5x. -helpless characters should have an effective Dex of 0, with the commensurate penalty of -5 to AC. (They currently retain Dex bonus and are not vulnerable to sneak attacks) -PC's are unable to resist trip attempts with Dex instead of Str if it is more beneficial to them -opportunist ability does not seem to function -rogues with the Improved Trip feat suffer a -4 non-lethal damage penalty to trip attack attempts FEATS -Power Attack gives +2 damage for every 1 BAB with 1-handers wielded with shield -Greater Spell Focus does not work -quick draw is selectable even if +1 BAB requirement is not met -silent spell feat isn't working -Craft Arms and Armor: There is no ceiling(max 3) for number/power of enchantments put on crafted weapons. CTDs still occur SKILLS -If a skill is a class skill to ANY of your classes, the max you can raise it is char level + 3 even when raising it cross-class. Instead of allowing a Rog1/Clr1 to raise Hide to 5, the game allows me to spend a total of 5 points, 4->4.5 (4 spent as Rogue, 1 spent as Cleric) or 0->2.5 (0 spent as Rogue, 5 spent as Cleric). -Skill focus: Perform does nothing ITEMS -MW light Xbow unusable by halflings due to wrong size entry. Wonnilon's repeating crossbow has the same problem. -dagger of venom is worth only 1gp -item rewards from Black Jay for his wife's ring still need to be Identified -no Fireball scrolls found in the game -necklace of adaptation doesn't work (at least not against stinking cloud) -holy sword +1 gives +3 to attack (Melany's dowry sword) -stat enhancing items are not giving bonus spells -demons summoned by the four Gems seems to be permanent for most people -emerald belt, has been identified twice by the same character. Seems to happen when reloading -some items have their price listed very wrong when you sell them -javelins are two-handed weapons and they shouldn't be. -halfling sianghams don't appear as exotic weapon proficiencies for halflings. (No regular sianghams in the game). -dust of disappearance has no creation cost (0 xp, 0 gold) -there are no sling stones to be found and merchants don't restock them -potion description says they weigh 1 pound, but they actually weigh 0 -amulet of mighty fists only gives a bonus to hit, and not to damage as it should -crafting a wand of magic missile w/ lvl 5 wiz creates a wand that can cast 6 missiles per cast -someone with a wizard created a wand of fireballs w/ save DC 11. Min. for a 3rd lvl spell is 14 -wands of summon monster: Cannot select monster you want to summon. After casting a regular summon monster spell, that becomes the default monster for a wand. Applies to scribed scrolls of summon monster as well. CREATURES/AI -monsters immunities not working: skeletons, elementals, affected by poison, disease, stinking cloud, etc.; groaning spirit taking full damage from weapons despite incorporeality; will o' the wisps Spell Immunity not working -snake venom is supposed to deal Con damage, but it deals Str damage -hydras have one AoO per round. It should be one per head. -ettins apply half of Str. bonus damage to off-hand attacks (should be full, as per Mon. Man.) -minotaur gore attack does 1d8-5+Str damage. Should be 1d8+5 -lantern archons (Summon Monster 4) are supposed to use ranged touch attacks. Instead, they attack normally (with a Strength penalty too) making them far too weak. -Iuz's AI broken wrt characters w/mirror image -monsters (Lamia) and wildshaped druid-bears have penalties on damage for no reason. (ie 1d8-4 damage) -elementals that are summoned by enemy spellcasters are considered enemies of the spellcasters who summoned them. -Sargen (a wizard) has no spells -Ashrem (a cleric) has no domains -monsters cast Bull's Strength on the party -Smigmal will be permanently invisible (undispellable) if you let her go the first time, then come back. -elementals (and galeb duhrs) are vulnerable to sneak attack -trolls sometimes become unkillable. A 2nd visit to an unkilled troll results in the 1st attack taking a long time to complete and the 2nd attack never happens leaving you stuck CLERIC DOMAINS/BARDIC MUSIC/DRUID ABILITIES -cleric domains (Trickery, Travel) giving class skills do not retain the skills (as class skills) past lvl 1 -Trickery domain lvl 1 spell "Invisibility to Undead" does not exist -Strength domain gives access to Cat's Grace (lvl 2 spell) -Travel domain doesn't give Bear's Endurance (lvl 2 spell) -Lawful cleric w/ Law domain and Order's Wrath cannot craft Axiomatic weapons -cleric w/ Sun domain can use greater turning more than once a day -cleric w/ Sun domain unable to use reg. turn undead more than once in the game (maybe any domain, unrep) -clerics can't use simple weapon longspear -cleric Air domain doesn't give any spells (and the domain power doesn't work) -evil clerics can cast Lantern Archon (a good aligned spell) -charging wildshapes do not get their animal form attack -on combat rounds following a wildshape action, the druid's movement rate is reduced to 5. -if a party member is sneaking animal companions (black bear) are limited to five foot moves -druid gets only 1 attack in a form allowing multiple attacks -druids don't get Woodland stride -Inspire Greatness: doesn't add additional hit points, not available until lvl 10 (should be lvl 9). Multiple Inspire Greatness icons above character portrait (?) -Inspire Courage: never stops, does not improve (to +2 at lvl 8), should be a standard action instead of a free action. -Inspire Competence: doesn't seem to work -fascinate never improves wrt number of creatures fascinated CLASSES/CLASS ABILITIES -barbarians still get movement penalties on wearing medium armor post patch QUESTS -I could tell Romag I already took care of the giant snake in the banquet hall even if I didn't -The woodcutter's quest to remove the spiders from the grove is never marked complete in the logbook (?) -quest items are not given if your inventory is full -Black Jay's dying sheep quest will be broken if you talk to Corl and let him go home before getting the quest -exposing the spies in the trading post doesn't give 200 gp -after visiting the ToEE, upon meeting Rentsch he behaves as if he knows you even if he doesn't, and options to complete the Wat quest are available
SPELLS -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) -extended cleric spells converted to heals do not remove the spell from memory -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. -uncopyable scrolls (cannot be copied into spellbooks): level 1: detect undead, endure elements, protection law/chaos/evil/good, summon monster 1 (through 9) level 2: the 6 stat buffers (bull strength, etc), resist energy, shatter level 3: dispel magic, hold person, magic circle law/chaos/evil/good, protection vs. energy, wind wall level 4: animate dead, bestow/remove curse, greater invisibility level 5: break enchantment -scribing bugs: wizards can scribe Order's Wrath fireball scribed by 5th level wizard produces a 5th level fireball spell scribed spells sometimes use caster level and sometimes use lowest casting level (should be only the latter) scribed scroll of magic missile might not be tagged as evocation scribed version of hold monster is a 4th level spell (should be 5th) (?) -call lightning: once resisted by SR, cannot damage target that resisted (even if successive checks fail) -charm person: should not make your allies attack you, even w/ AoO -clairvoyance: once cast, when party moves the automap does not reflect the party's movements -detect secret doors: not working -enlarge person: if cast by NPC on a party member in combat, becomes permanent. Does not increase monk unarmed damage. When it wears off, characters who equipped large weapons 1H while enlarged still wield them this way. Weapon reach does not increase. -gaseous form: target can still perform melee attacks -grease: trips the untrippable, doesn't check free action or ring of free action, may have odd effects when cast over 2 rooms, affecting NPCs only -greater invisibility: duration when casting from a wand lasts for 1 round. Bonus to attack effect stack -ice storm: lasts for 2 rounds (not 1) but deals damage once -invisibility: not giving any advantage save AC and initial bonus to hit. Status not affected by invisibility purge. Use of wands does not deactivate. Listed as 3rd lvl in spellbook, should be 2nd. Erratic status when initiating dialogue. -magic circle Vs evil: No +2 AC bonus for those within its 10' radius and no +2 save bonuses for spell target and those within its 10' radius, against evil creatures -mind fog: incorrectly rolling vs. fortitude. Saves not implemented (targets always get -10 will saves) -magic missile: can't hit mirror images -mordekainen's faithful hound: they become permanent -produce flame: maximum bonus damage should be capped at +5 -protection from evil: sometimes makes characters Invulnerable to non-summoned creatures -rays of enfeeblement: cannot be empowered, should not stack -remove fear: doesn't work against Balor/Zuggi fear -righteous might: penalizes the character twice for the size (-1 spell and -1 size), does not give +4 natural AC bonus and longer reach. Grants +1 to hit. (May cancel?) -sleet storm: a PC who gets caught and slips, will get AoOed infinitely by an enemy, upon standing -spiritual weapon: does not bypass DR -stinking cloud: monsters do not exit cloud. Nauseated creatures still make AoO. Killed creatures still make saving throws for stinking cloud. NPCS/NPC BEHAVIOR -after recruited and released Otis no longer sells masterwork items -when someone puts his rogue in sneak mode, it puts his NPC (Elmo) in sneak mode too. Some NPCs (Scorpp) swing their club. -if a scared/turned enemy finds an exit to run out of you never see him again and are stuck there hitting the space bar -Zert could not attack any enemies (at least in the moat house) unless he chose Full Attack and he was still referred as Inn Guest when highlighted with the mouse pointer. -NPCs do not level up correctly. Spugnoir doesn't get 2 new spells per level, nor do his skills ever increase. Meleny doesn't get a feat at 3rd level -Paida becomes unfriendly after being rescued and later hostile -Break enchantment casted on Dala is a hostile effect -After "Raise Dead", NPCs do not act like party members but have party member dialog options TYPOS/TEXT ERRORS/QUIRKS (IMPLEMENTATION PROBABLY CORRECT) -Romag doesn't appear in the log of creatures killed -"Mother Screng's Herb SHIP - Third Floor" (should be SHOP) -Spell Resistance: Info panel inverts success and failure with actual in-game effect -Cure Light Wounds, Mass: hyperlink broken in the die window -some creatures in log listed with 0 and negative CR -coup de grace critical hit damage doesn't count in most damage done log -lvl 10 rogue feat bug: most feats golden and once picked one, cannot be cancelled for something else -Scorpp's body returns to his original room even if killed somewhere else -Characters can sometimes walk through magically held doors (ToEE dungeon lvl 1) -char. creation doesn't advance from Stats to Race when switching between the Advanced and Basic stat gen. -bows with shock property fire separate arrow/shock animations -detect magic does not work on corpses (well, on magic items which are on corpses.. ) -if you have a cross-class skill at x.5 and raise it to natural number, the calculation on the right side panel shows your new skill level with one point too low. However, when you are done leveling the value is correct. -skill focus does not display proper focus in die window DIFFICULT TO REPRODUCE/NEEDS CONFIRMATION -rarely, action hourglass will be less full than it should be -sometimes spell/arrow art remains on screen -door listed as a creature killed -console screen shows up when bartering -characters making reflex saves every 2 seconds (with no result) -save corruption: loaded quick save has all character stats @0, equipment has no effect -entering fire node: radial menu has permanent green line linking char avatars to the radial menu -CTD w/ bardic spellcasting -CTD killing Vrock or Balor -paying for the night at the Welcome Wench sometimes results in you getting gold to spend the night -weird bug the water temple high priest going hostile. -Lareth falls back to his old dialogue outside the back entry into the temple: he asks what we're doing there and then calls in his lieutenant... -some NPCs become hostile upon leaving the group/after completing Moathouse -Windwall: may cause lockups -Glitterdust: sometimes causes enemies (behemoth frog) to skip turns when it blinds them -Golden Orb of death prevents healing and buff spells from working DOCUMENTATION ERRORS/DESIGN DECISIONS/NOT BUGS -mordenkainen's private sanctum: not available -wands of identify don't charge you for material components -can trip w/ all weapons -all reach weapons can attack @ 5' -No illusion spells for 0 and 5th level. Transmuter also lacks 3rd level transmutation spells. -Tasha's Hideous Laughter has a -4 DC if creature is not your race -you can hold a charge of a melee touch spell indefinitely -Gnomes don't get proficiency in gnome picks (there aren't any) -Cleric of St. Cuthbert can't choose the strength domain -spring attack works. To use it you must select single attack, however. PERMANENT SPELL/SPELL PARTICLE EFFECTS (MAY HAVE BEEN CORRECTED) -Calm emotions: permanent particle effect -Good Hope can leave particle effect on character permanently -Inspire Greatness leaves motes above character heads -Ghoul Touch, Silence, Spike growth, Grease, Charm person by Falrinth PROBABLY NOT BUGS -spellcraft fails too often -if Lareth is a party member and is attacked by PC party members he does not fight back or attempt to run -some XP awards: a single Eye of the Deep earns my 10th level party ~1200 xp each Pet peeves: -Opportunist doesn't function Vs monsters immune to sneak attack. It should. Sometimes it randomly does not function at all. It is triggered by attacks made by the character WITH opportunist. It should not. -Web is wonky. Translation of Web from SRD: Web entangles all creatures within its area of effect. Successful Reflex saves allows movement. Failure means immobility, necessitating spending 1 round to break free (DC 20 Str check). Creatures moving in webbed areas can move 5 feet for each 5 full points they surpass a DC 10 Str check. Currently, entanglement and ability to move are treated as a single condition which should not be so, requiring the changes below: 1. Everyone inside a web suffers entanglement penalties, regardless of saves (currently entangle only applies to those failing a save), 2. A character in a web need only 'break free' should it fail its initial reflex saving throw (currently, a character must 'break free' failing the strength check as well). Hence, webbed creatures should get strength 'saving throws' every round checking if they can move. 3. Web should be providing cover/total cover depending on distance. It does not appear to be doing this Post patch, monsters still do not attempt to break free.
@Donovan Agreed. Point taken. List updated. Anyone else with the same observation? @Commoner Hmm... I believe I've experienced this myself. If your Rogue repeatedly fails the Disable Device roll Vs Trap DC and triggers the damage, you can get repeated XP out of the trap, till it is finally disarmed. I'll leave it in for now, till someone can confirm otherwise. Interesting. So are you suggesting that I put this under design decision? Or is there a better idea. I've also noticed it a couple of times. I usually make a save just before combat and sometimes in between and with reloading it usually goes away. I vaguely recall someone mentioning if you look in your inventory or do something which doesn't cost any movement points then save the game, the character who is currently having the turn may suddenly be greyed out when you get back from the save screen. I'll keep it in the list for the moment till someone confirms a reason for it and a permanent workaround. Ok, will update the entry. Not sure about this one. Haven't played a specialist Wiz before. Nice clarification. We've had some discussion regarding this spell at the Atari forums as well. Troika seems to treat it as stackable ability damage and allows negative Str values when repeated rays have their effect stacked. Agreed that it is an enhancement penalty. It's classifed as a Necromancy spell. I suppose Break Enchantment has no effect on those. Anyway will recheck Dispel Magic on RoE when I can and update when necessary.
2 bugs that I've noticed Maybe I didn't get the change to 3.5 rules, but should resting for level 2 characters really take 11 days? I thought it was 8 hours, unless you are an elf, then only 4. Is this a bug? The second problem is that members in my party don't get named, Olmo is still named "drunk guy" or whatever. They never change their names to the correct name. I have the patch and the co8 mod. Let me know! Thanks, Chris
NPC LOOTING STILL BRIZZOKE! Look, I'll be blunt. There's no chance in hell I'm going to read the huge ammounts of text that came before this post. Sorry. I've noticed that NPC looting is still bugged. Supposedly when you give an NPC an item, they will give it back (as it is not marked non-transferable) HOWEVER I've noticed that when i load a saved game where characters had some items i had given them, they would not give these items back! I say we just go for the belly of the beast and kill NPC looting all together. Look, they're in your party becuase you want them there. They don't have to stteal from you to get items tthey need, you'll do that for them anyway. And another thing, we should be able to see their Stats, how can I know what armor i should give someone when i can't see thier dexterity? I might give them half plate, when they have +5 dex (which would suit them more for studded leather). Let's just fix it so that NPCs that join you simply become new party members. their share of the gold just gets dumped into the big party slush fund like everybody else and everybody shares from it friendly like. Sound good?
Re: 2 bugs that I've noticed Chris, try healing everyone with spells before you rest. Mostgames assume that when you rest until fully healed that you cast your spells before resting. This game does not. So you ahve to do it manually. Characters regenerate at about 1 hit point per 4 hours.
Ray of Enfeeblement The Ray of Enfeeblement spell is not bugged as it is a duration spell effect that will wear off, otherwise ability/stat losses from spell effects can be restored with Heal, Unfortunatly Troika did not implement Heal as a 5th level Cleric Spell as per 3.5 SRD
I just tested this by creating a horribly bad disarmer (INT 7, 1 point in Disarm Device) and can confirm it. A) Open chest without disarming: sets off trap, gain XP, trap gone forever B) Fail to disarm but rolled well (natural 20 in my case): nothing happens, no XP, trap remains C) Fail to disarm but rolled badly: sets off trap, gain XP, trap remains I believe the actual bug is that case C should have removed the trap just like case A did (which is why you get XP...for sucessfully overcoming the obstacle). BTW, I put Skill Focus( Search ) on that character so I'd be sure to find the trap, and while it gave the correct bonus it was listed as Skill Focus( Forgery ) on the detailed roll information screen. I seem to recall people reporting Skill Focus glitches where they didn't get the bonus so I thought I'd add this data point.
@csuperman: Regarding resting I agree with rex blade. Read his explanation. Not sure about characters not being named. My NPCs have always been named after a conversation with my PCs. Does it happen all the time or only during specific circumstances? Can you recruit Elmo and other NPCs? Are they still unnamed when taken into your party? Please provide more details so that we can identify the root of the problem. @rex blade: I know the long list is tough on the eyes. Use the 2-page list by Salviati that I posted recently instead for now. There may be a missing entry or two but I'll get to it soon. Not sure whether we can kill NPC looting altogether. Modders anyone? Even if you don't know their Dex, you can always check on their AC and reload if you don't think it's satisfactory. Or you can always give them a cheap sling and check their AB. More of a request really, I think... @RufusAtticus: Ordinary items simply have no description. Magical items should though. There's a list at Atari forums regarding long description of magical items (SPOILER!!!): http://www.ataricommunity.com/forums/showthread.php?threadid=331033 Maybe I missed it but I don't see Radiant Longsword in that list. Probably not all magical items are included then. Probably they didn't have enough time or another "design decision"? @Peregrin: Yes, RoE will wear off but the question is shouldn't Dispel Magic dispel it straightaway. I mean sometimes you simply must get rid of the Str penalty fast as in combat. If it can't be dispelled it is bugged and it isn't supposed to reduce Str to negative values anyway. Heal is still a 6th level Cleric spell in 3.5e SRD AFAIK. Does the PHB state differently? @Donovan: Thanks for the tests. Hmm... it appears that the engine may be reading the Skill Focus list one skill higher alphabetically when printing it out on screen: Skill Focus (Search) = Skill Focus (Forgery) on screen Skill Focus (Concentration) = Skill Focus (Appraise) on screen
I believe this is a NEW bug as opposed to an unfixed one. However, no monster ever tried it that I saw before the patch so it may be an unfixed. Monster using potions does not give an AoO. This is tried and tested with the 1.1 patch without the CO8 patch against the Hobgoblins in the moathouse.