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#114703 Bugs for v1.x

Posted by Rathwellin the Bard on 06 May 2004 - 10:05 AM in Refinements

I thought that virtue made it so that the SA fell if party members killed unconscious foes.

That's balance for ya!

Of course if you play without virtue.....



#118127 Bugs for v1.x

Posted by Rathwellin the Bard on 21 May 2004 - 07:00 PM in Refinements

You guys did disable shapeshifters from talking while in GWW form didn?t you?

Tonight I went back to one of my old test saves with Sarevok, Cernd, and a PC Sorcerer among others.  I had several party members cast buffing spells and then kicked off Energy Storm.

On the first test I noted with interest that Cernd was pretty much immune to the ES damage in GWW form.

On the second test I forgot to shift him before I kicked off the storm.  However after he took damage I remembered and activated this ability.  Two odd things followed.

1. He started talking with Sarevok while in GWW form.  I couldn?t tell if the dialogue simply started before the shift started ... though he was in GWW as they spoke ... or if it was related to problem #2.

2. He suffered moral failure, probably after I had initiated the innate but right before the shift to GWW actually occurred.  So right after the Sarevok dialogue he starts running around like a chicken with his head cut off.  However he never seemed to recover from the fear effect.  His GWW regeneration had him healed in *very* short order but he continued to run round and round for a good few minutes of real life time before I got bored and wrote this.

edit - the moral failure finally ended though.  Thank goodness.



#113663 Bugs for v1.x

Posted by Rathwellin the Bard on 01 May 2004 - 07:54 PM in Refinements

Divine Shell does not appear to be absorbing any spells per it's description. It didn't even absorb a magic missile volley right after casting.

If it makes any difference I had the quest spell triggered by chain contingency. It was actually quite interesting. Aerie -> Divine Shell + Regeneration + Heal on self at 25% HP....

Oh, and a single Dispel Magic took it out too. Seemed a bit cheap as far as ways to take out quest spells go.



#112986 Bugs for v1.x

Posted by Rathwellin the Bard on 28 April 2004 - 01:38 AM in Refinements

Shapeshifting: as is say in the docs, I've fixed the druidical shapeshifting.
The cloak of the sewers hasn't been touched so far (maybe it will be in future version).
Please don't always rush to blame us ^_^  :P


I apologize. -_-

Should have read the doc more carefully. I was under the impression that you had fixed all shapeshifting stuff. That's what you get for doing good work. Raised expectations. :P

But in any event that's why I said I suspected your stuff not that I was sure. Hey this is a Windows OS. Stuff happens that's outside of any of our control.

After sleeping on it, I see that I didn't bother to post one of my thoughts on a possible cause of the ES thing. In the glade I had just cast chain contingency. I exited out of the menu. The game paused due to 'on spell cast' and I selected ES then unpaused. However the Sorc was still going through the CC 'casting motions' even through he was free to cast another spell or use another innate. I remember wondering if this could have been an issue.



#112959 Bugs for v1.x

Posted by Rathwellin the Bard on 27 April 2004 - 07:32 PM in Refinements

On a more serious note during my testing of Energy Storm during and before the Improved Illasera fight I've noticed some odd things.

1. Energy Storm doesn't always kick off when selected. For testing I have auto pause when spell cast on. Two or three times I cast a spell, the game paused, I selected ES, & unpaused the game ... and nothing happened. When I looked at my innates the ES was gone, indicating that it had been used. This happened once when I was just in the glade messing around & twice in the fights.

2. Inside Timestop, if the caster moves, the Energy Storm intial animation appears where the sorcerer first stood, not where he was when the ability was used. When Timestop ends the animations then center correctly.

3. The 'blowback' effect is too strong. When used outside of Timestop most foes are knocked outside the damage area. When used inside Timestop foes go *flying* when it ends.

4. I seem to be doing a *lot* more damage with Abi's than I do with Energy Storm to all the raiders.

5. Illasera's script seems to have a problem with the spellcaster being unconscious. She can target him, even when invisible, but not when he is out cold. She just runs around.

6. This may just be Illasera since she dispels like mad, but it was near impossible in many fight for my Cloak of the Sewers polymorphed forms to keep their 'claws' in this fight. Eventually my game crashed ... and I am suspicious that your script to fix this bug might be involved since I had a major slowdown after a while of this. Nothing else was going on. No spell animations, etc.

(just fyi system specs AMD Barton 3200 processor, 1.5 gig of memory, 256 mb video card)

Totally unrelated to Refinements I had a good laugh at something I had never considered with Illasera. After I had killed the other raders, used ES & had my sorcerer's spells disabled, I was grasping at straws at what I could do to continue the fight. Out of desperation I used the cloak of the sewers to change into rat form since it had 90% resistance to piercing damage. After a while I realized that Illasera wasn't hurting me ... and then it hit me. My PC also had the Belt of Inertial Barrier, raising his piercing resistance to over 100%! She was healing him with every hit....


:lol:



#140830 Bugs for v1.x

Posted by Rathwellin the Bard on 09 August 2004 - 11:52 AM in Refinements

Edit: Her kit appears to be set incorrectly.  I see Swashbucker in game, but she isn't getting the AC & THACO bonuses.  Shadowkeeper shows an 'unknown value' for kit.

I'm having to manually add the kit & bonuses in SK.

Edit II: edited stuff out.



#141029 Bugs for v1.x

Posted by Rathwellin the Bard on 10 August 2004 - 06:31 AM in Refinements

In my current install Imoen's Kit in the game reads 'Swashbuckler' but she isn't getting any of the Swashbucker bonuses to THACO, AC, or Damage.

If I open Shadowkeeper and look at her Kit the string does not match the Swashbuckler string for my install.  I have to manually change her kit to Swashbucker and copy in the correct affects to make the kit work.

I thought that I had spotted some other problems, but futher investigation showed that I was mistaken about them, hence the edits.  However the kit problem persists.



#194336 Bugs for v1.x

Posted by Rathwellin the Bard on 20 March 2005 - 06:51 PM in Refinements

Suggest that you rename this thread for version 1.x and create a new sticky for 2.x.

:)



#163101 Bugs for v1.x

Posted by Rathwellin the Bard on 16 October 2004 - 05:14 AM in Refinements

I can't seem to get the scribe scrolls HLA to work for Aerie.  I selected it for her some days ago game time.  I've tried to use it periodically.  She has the special ability button.  However when selected it vanishes and nothing happens.  No scroll is generated & there is no in game special effect.

Edit - Interestingly this problem has gone away (as has a strange bug where all of Aerie's 3rd, 4th, & 6th level spells were being un-memorized).  Only change was that I used the Machine of Lum to raise her Wis to 17.  Anyhow I see the 'spell immunity' like buttons now.



#156487 Bugs for v1.x

Posted by Rathwellin the Bard on 25 September 2004 - 07:21 PM in Refinements

Bug with Inner Focus.  My sorcerer picked it up at 18th level & it functioned 100% correctly.  However when he leveled up to 19th his save vs. spells was reduced by -1.  The level up thus 'removed' the 'permanent' +1 to save vs spells bonus of this HLA.



#141459 Bugs for v1.x

Posted by Rathwellin the Bard on 11 August 2004 - 11:49 AM in Refinements

I will ... however my base point remains.  Your "*clone* of the Swashbuckler kit" wasn't working properly.  No bouns to AC/THACO/etc.



#112891 Bugs for v1.x

Posted by Rathwellin the Bard on 27 April 2004 - 09:26 AM in Refinements

Hey, at least I am quick in killing bugs ^_^

Almost as fast as you are at producing spam!

:lol: :P ^_^ B)



#112814 Bugs for v1.x

Posted by Rathwellin the Bard on 27 April 2004 - 04:08 AM in Refinements

Your second link does not appear to work.



#112068 Bugs for v1.x

Posted by Rathwellin the Bard on 23 April 2004 - 06:12 AM in Refinements

Since this thread is so long & much of it has to do with the beta you guys might want to consider unpinning this one & creating a new bugs thread for the released version.



#112103 Bugs for v1.x

Posted by Rathwellin the Bard on 23 April 2004 - 08:35 AM in Refinements

Anomen does not need his head bigger than it is after all.  Especially with a female PC.  She may turn into a WW and eat him.

Heh he he.  Have you ever gotten that bug when Anomen accidentaly gets assigned the huge head portrait?  His head is so big that you can only see a portion of it in the box.  It's easily fixed with SK but is sooo funny!



#111675 Bugs for v1.x

Posted by Rathwellin the Bard on 21 April 2004 - 08:02 PM in Refinements

About Magic Flute. True there is some mess, so that one will have to be fixed, alas.. I'll add the tooltip text feedback, but that still requires to click with the right button.

Can you tell me how do they work for you?
Do they affect only enemies? Large radius or small?
Things seem to be somewhat inconsistent with the item's specifications... :wacko:

I'm very sorry! Somehow I managed to miss this post entirely. :wacko:

Anyway Magic Flue seems to have a *very* small radius. Only affects enemies. Seems to target the nearest foe.



#110840 Bugs for v1.x

Posted by Rathwellin the Bard on 18 April 2004 - 09:24 PM in Refinements

After testing this a bit more I found that the 'power words' seem to work on hostile creatures nearby. The mechanic is very different from a normal power word, so it might be a good idea to note this in the readme & HLA description ... as if anyone really reads these, I know.

I also want to note that *all* of the power words show 'magic flute' for the description so that it's a bit hard to tell what 'power word' you are using ... though text feedback shows exactly what ability is used after the fact.



#110645 Bugs for v1.x

Posted by Rathwellin the Bard on 17 April 2004 - 08:52 PM in Refinements

Grabbed one of my few old savegames that made it to the new PC.

In one Jan was at around 6.5 mil XP. CLUAed him to 7.5. The Death Field HLA was not greyed out and I was able to pick it for him. The spell did not appear in his spell book.

Jan also alreay had Dragon's Breath from the orginal HLA however he was able to pick it again from your ToBR HLA table. The spell now appears twice in his spellbook.



#112135 Bugs for v1.x

Posted by Rathwellin the Bard on 23 April 2004 - 09:46 AM in Refinements

Most of the 'silver' weapons in the game are also flagged as being cold-iron.  Not at all accurate to any sense of reality, but I guess the developers didn't want to make the distinction.

Interesting.  thanks for the info.

To clear things up, most weapons are non-cold iron.  If you really want to know, I can probably dig up a list of which items are flagged as cold iron, since I was thinking of doing something with the weapon immunities for .cre editing at one point.


I would appriciate that.



#112144 Bugs for v1.x

Posted by Rathwellin the Bard on 23 April 2004 - 09:58 AM in Refinements

Shapechanged WW still get the shield bonus as well.  Throw a Shield of Harmony on her, and she is unstoppable.

Are you playing a fighter / shapeshifter of some sort?

I've done the Fighter 7 / Shapeshifter before and was able to use shields ... but never as a vanilla Shapeshifter.



#112673 Bugs for v1.x

Posted by Rathwellin the Bard on 26 April 2004 - 11:13 AM in Refinements

I'm not so sure that Illasera should be coded to have a 'cold iron' weapon. The rest, probably. Surely GWW should have an advantage against *one* of the 5+.

And Balthy seems a bit questionable as well. Eat fists of 'cold iron' were-creature!



#112614 Bugs for v1.x

Posted by Rathwellin the Bard on 26 April 2004 - 06:24 AM in Refinements

I think that the real question is what foes use 'cold iron' weapons.  If the GWW can only be killed by 1 or 2 foes then it is too much.

First figure out which NPCs should be able to hurt the GWW form & then edit their weapons as needed.  This shouldn't be a huge list IMO to make 'cold iron' useable.

On the flip side I would be fine with immunity vs +2 or less.  Heck I would probably be OK with +3 or less.



#112158 Bugs for v1.x

Posted by Rathwellin the Bard on 23 April 2004 - 11:00 AM in Refinements

What happens if you CLUA your PC some XP?  Is the bug still there after Feral Spirt?  What about GWW form before & after Feral Spirit?



#112155 Bugs for v1.x

Posted by Rathwellin the Bard on 23 April 2004 - 10:54 AM in Refinements

So... Having a PC immune to non-cold iron weapons would mean that you are almost untouchable in combat.

There is more.  The Feral Spirit GWW form is 100% resistant to many kinds of damage.

The main downsides are the changes that limit GWW to once per day, making it take longer to shift to human form, and preventing speaking in GWW (which was possible in an un-refined game - kind of amusing actually sometimes).



#110643 Bugs for v1.x

Posted by Rathwellin the Bard on 17 April 2004 - 08:39 PM in Refinements

Final Build:
I've made some clean up to the installing procedures, fixed the last reported issues and a couple of new ones, and neutralized the Balthazar's component.
I consider the current one the FINAL build, Version 1 is ready to be released.
Just wait a day or two for TGM to return :)

That's a pretty big announcement. :)

Anyway, yet another bug report:

Channel Magic
This high level ability allows a sorcerer to completely protect himself from all damaging magical effects and devour spells centered on him. For a short time the sorcerer will become immune to magical damage and certain death effects.


Does not protect against the damage done by Incendiary Cloud.