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Discussion in 'General Modification' started by Sitra Achara, Oct 1, 2020.
Were the flask bugs something introduced recently?
Yeah, it was caused by the recent deal_attack_damage python replacement. It's almost inevitable when you replace something big like that, so that's why we're doing this round of testing.
Sure, just making sure it is not some earlier thing I needed to worry about.
I meant safe in the sense of not any more likely to mess up my game than it would be anyway, being a beta. I'm mostly into the idea of proper reach weapon implementation.
As for the flask issue, I've also noticed that Oil, Holy Water etc. are not single use but can be collected again on the body of the slain enemy after the fight like javelins - I would imagine they should disappear.
Is that consistently happening or just if they miss? Because if it is the latter, I am not bothered by it (I actually get a chuckle out of it). In original AD&D (not sure about now) you were expected to score the bottles and roll to see if they broke on impact - I think of a 'miss' as them not breaking (sometimes it misses completely and ends up on the ground).
Good point - I'll have to pay attention to that.
Wizards at least seemed to work fine for me. Could you give me some more details on the character that was having this issue?
Oops, it is only the sorc-based AbChamp that has this issue. (i have 2 sorc-based test characters and one wiz-based; You are correct about the wizard-based.)
Re: reach weapon fix: Oddly, all Bugbears with a 2H sword have a donut zone (I looked closer after observing odd trip-attempt behavior from these particular enemies).
No 2H sword weapons available to PCs seem to have this donut currently, so...maybe the weapon is referenced differently? (guessing)...
Edit: There also may be some character model weirdness? Tuelk with any weapon has 1/2 of the weapon visual zone of all other characters (and this is the case in combat, tested). Odd. It's like he has a small size setting for combat. But no one uses Tuelk anyways so....maybe not worth too much time, unless a quick fix.
The bugbear greatsword is classified as a glaive in one entry in the protos.tab; prior to the donut correction I always thought this was a nice little bonus for the monsters but as it now looks silly I guess it will have to go.
The abjurant champion meta-magic and sudden metamagic feats invoke high-level functions to perform their effects; I am wondering whether these are operating above or below the rule that states that applying metamagic to spontaneously cast spells extends casting time to at least one full round.
I have just started a party with an aasimar sorcadin, I will try to see if the rapid metamgic feat has any effect.
It seems the Rapid Metamagic Feat is working for a sorc with Extend Spell. Since the feat needs 12 spellcraft, I thought that I might use a convenient save point to quicky check this for you Pygmy. This way you don't have to immediately console either skills or xp, to make a timely test.
I ran a quick test of a lvl1 prc Abjurant Champion sorc-based with the Rapid Metamagic feat. A shield spell (automatically extended from prc class) or any other abjuration spell (resistance,etc) with this feat takes a normal action, not full round. Whereas the other sorc-Ab-Champ without takes a full round.
TLDR: If Ab Champ wiz works specifically for Abjuration spells, then the same logic/code with one further feat for a sorc (ie, Abjuration spell + extend + quicken + Rapid Metamagic) should fix that PRC issue.
(That's all I can comment. I reverted back to a recent save, as I'm trying to run through the game in a normal-ish fashion.)
copied contents over to AppData/Local/TemplePlus/
Try to run.
Progress bar get 20-25% full then poof!
Using earlier run, I had experienced lock when spiked chain weilder was eaten by giant toad. Had to start powerdown before it went away.
Ending up powering down and restarting after 5 seconds pause because 3078 hard failed.
But now, 3078 still fails to start.
Interesting. I had a number of crashes in Emeryd's Run and iirc in each case the King Frog had grappled Tuelk (Spiked Chain). And although I have yet to do some ruruns of that, that was one of the conditions I had planned to force to see if I could find a pattern.
Obviously that is pure speculation...and not concrete. And it was build 3022, I think. (Before the reach weapon change. However, I suspect these reach changes had no impact on Spiked Chain at all)
Sorry I can't be more helpful. I just wanted to mention a suspicion.
It's fine. Rollback to 3076, going fine, tho no PCs were eaten this time thru.
Tried 3079, died. Returning to 3076.
Right, sorry about that - that's what you get when pushing commits in a hurry
Should be fixed now. Also includes dolio's Disrupting Weapon fix.