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Bugs for v1.x


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#101 Rathwellin the Bard

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Posted 18 April 2004 - 05:43 AM

Does not protect against the damage done by Incendiary Cloud.

Which happens to be fire damage, not magic damage...

I figgured that this was the case & that's why I included the HLA quote. It seems to imply that *all* spell damage is protected against. I suspected the the language could be 'refined' a bit in the readme.

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.


Please, let's try to do some more serious reports... :P
How can you expect our new HLA system to work with savegames that already have messed with the old system?
The Jan's problem should be solved with a new game as well.


I strongly suspected that this was the case as well based on the general readme ... but again it's not really spelled out. I just *know* that folks are going to install the mod and ask about this very thing. And since the mod is called ToB Refinements what about the folks who start a 'new' ToB game using an SoA Final Save? In my last two SoA games my PCs topped out at between 4 & 5 mil XP.

The character goes through the motions of ?casting? and burns the use of the second ability but does not manifest it.

You should get a feedback message like that:
"You cannot use this ability while Idol of Frost is active."
Hasn't it appeared?
This is the only possible solution (the other option is to disable all innate spellcasting).
This is also the solution used for many of the original BG2 spells to prevent unlegal stacking. It's not an issue for me, that's the way the game works...


Nope, I didn't see the feedback. That would have made things clear.

In any case, Version 1 is closed by now ;)


Famous last words! :P


Anyway saw another potential bug last night.... EDIT nevermind. Sigh. Sorry.

#102 Rathwellin the Bard

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Posted 18 April 2004 - 11:28 AM

I seem to be having a bug with Magic Flute via Haer Dalis.

What I think I'm suppose to get:

This ability creates a magic flute made of pure magical energy. When played, the flute can produce enchanting notes that quickly affect the target creature, emulating the effects of one of the following spells:

Power Word, Sleep - 3 charges
Power Word, Silence - 2 charges
Power Word, Blind - 1 charge


What I am getting:

Power Word, Sleep - 1 charge
Power Word, Silence - 1 charge
Power Word, Blind - 3 charges

I also don't seem to be able to target anyone with these 'power words' the way I can with a normal PW spell. I click on the item spell icon & I hear a 'playing' noise while a charge is used but I don't get to pick a target. Is this also a bug or does the MF power word affect everyone in an area?

#103 Rathwellin the Bard

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Posted 18 April 2004 - 09:24 PM

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.

#104 Littiz

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Posted 19 April 2004 - 12:26 AM

I figgured that this was the case & that's why I included the HLA quote. It seems to imply that *all* spell damage is protected against. I suspected the the language could be 'refined' a bit in the readme.

It 's called magical damage and gets even its entry in the resistances' list.
No need to correct. There are worse ambiguities throughout the game.

I strongly suspected that this was the case as well based on the general readme ... but again it's not really spelled out. I just *know* that folks are going to install the mod and ask about this very thing.

I know that people will attempt to do the most illogical things (and crazy mess) when using a game or a mod. This doesn't mean I have to sit down and attempt to list them all, and provide countermeasures for everything.
After all it's my free time, and it's even running short. Users are invited to use their brain, and things will work fine (it's also common knowledge that using an old savegame and new content from a mod is not a guaranteed_to_work combo).
That said, I might add a little note that it's better to start a new game somewhere, but I hate to alter the docs since this require proofreading every single time.
Still, it'd seem like a wasted effort... I think we already have one of the most detailed set of documentation included in a mod, and people will hardly read it, I'm sure.

Nope, I didn't see the feedback. That would have made things clear.

I checked (read: started the game, find a save, picked abilities, tried some combinations...) and I got all the intended text feedback, frankly.

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:

Ever forward, my darling wind...


#105 T.G.Maestro

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Posted 19 April 2004 - 01:39 AM

Good day folks. I'm back once again.. B)

Sorcerer Innates are not disabled when in Slayer form like normal spells are. Kind of interesting to use Shatter Magic or Energy Storm while running around as a monster

These were intended to be useable in Slayer form indeed - just as most innates are. Simply think on thieves, they can use Assassinate for example while "running around as a monster" and kill opponents in moments. Those sorc HLAs indicate the difference between them and wizards in Refinements - another small boost for the first group.

The 9th level spell Spellstrike does not remove Channel Magic

Spellstrike removes spell protections up to 9th level, but Channel Magic is a 10th level innate. Only True Dweomers in v2 will be able to remove it - or simply try Remove Magic.

Casting by intent does not make the player immune to the spell failure icon

I will check this, thanks Caedwyr!

Channel Magic does not protect against the damage done by Incendiary Cloud

It shouldn't - Incendiary Cloud is an area-effect spell, and not centered on the caster. CM protects the sorc from damaging spells CENTERED on him/her, check the description ;) .
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#106 Littiz

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Posted 19 April 2004 - 02:05 AM

I've fixed that stuff already.

Channel Magic protects also against area damage, when it's pure magical damage ;)

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#107 T.G.Maestro

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Posted 19 April 2004 - 02:15 AM

Channel Magic protects also against area damage, when it's pure magical damage

True, I forgot to point that one out. ^_^
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#108 T.G.Maestro

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Posted 21 April 2004 - 12:41 PM

Valen (Fighter-thief multiclass) can use all kinds of mage scrolls. I'm positive she shouldn't.
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#109 Littiz

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Posted 21 April 2004 - 02:11 PM

...and so you managed to let me install even Valen!! :o

Everything works fine for me... she gets the new table, and uses scrolls only upon picking Use Scrolls.
Maybe you're using a No-Refinements save in which she picked the Use Any Item ability?? :huh:

Ever forward, my darling wind...


#110 T.G.Maestro

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Posted 21 April 2004 - 02:21 PM

No, but I think this mess has some connection to the old problem with Imoen being unable to use scrolls - something in that scroll-usage modification became messed in my installation. <_<
Re/Uninstalling components won't help, my only option is to reinstall the whole game. I'll try to use the old saves and see if the bug still appears, or not.
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#111 Rathwellin the Bard

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Posted 21 April 2004 - 08:02 PM

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.

#112 Rathwellin the Bard

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Posted 21 April 2004 - 08:08 PM

I figgured that this was the case & that's why I included the HLA quote. It seems to imply that *all* spell damage is protected against. I suspected the the language could be 'refined' a bit in the readme.

It 's called magical damage and gets even its entry in the resistances' list.
No need to correct. There are worse ambiguities throughout the game.

I strongly suspected that this was the case as well based on the general readme ... but again it's not really spelled out. I just *know* that folks are going to install the mod and ask about this very thing.

I know that people will attempt to do the most illogical things (and crazy mess) when using a game or a mod. This doesn't mean I have to sit down and attempt to list them all, and provide countermeasures for everything.
After all it's my free time, and it's even running short. Users are invited to use their brain, and things will work fine (it's also common knowledge that using an old savegame and new content from a mod is not a guaranteed_to_work combo).
That said, I might add a little note that it's better to start a new game somewhere, but I hate to alter the docs since this require proofreading every single time.
Still, it'd seem like a wasted effort... I think we already have one of the most detailed set of documentation included in a mod, and people will hardly read it, I'm sure.

It's late in the game, but maybe for version 2 I could send you some suggestions for re-wording a few things. I would offer to do so now but I fear the backlash should you actually accept and this deay v1. :P

You do have a *great* set of docs. Better than most mods, you are correct. Like everything else the quality of your guys work shows.

#113 Caedwyr

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Posted 21 April 2004 - 09:55 PM

I'd appreciate having someone else cast a critical eye across the wording. 4 years of technical writing has severely eroded my writing skills, so there is only so much I can do.
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#114 -Lurking Guest-

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Posted 23 April 2004 - 02:48 AM

Hi, I usually only lurk on this board, but I wanted to express my appreciation for this mod (surely one of the best) ... along with some bugs I found with the shapeshifter (I started a new game yesterday after downloading refinements).

The shadow dragon can't harm the GWW (with Feral spirit HLA) physically. Or is this intentionally? In fact, no undead creature till now (spellhold) can harm the werewolf physically. Shadows and trolls can't drain strength. The normal WW is IMHO overpowered anyway in the beginning because of his immunity to normal weapons.

Twice I got huge amounts of new spell when I leveled up, when I reached level 19 I got 11 new level 1 and 11 new level 2 spells!

I found a nice exploit. If I change from normal form to werewolf and then to greater werewolf I get two 'change back' icons under special abilities. If I use the icon for normal werewolf to change back I keep the GWW form and claws but can talk and cast spells.

#115 Littiz

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Posted 23 April 2004 - 05:59 AM

The shadow dragon can't harm the GWW (with Feral spirit HLA) physically. Or is this intentionally? In fact, no undead creature till now (spellhold) can harm the werewolf physically.

WW is immune to "normal" weapons, GWW is immune to "non-cold iron".
Not sure what this means in game, but I just found this setting (which didn't work) and I reapplied it as to make it work.
It might be changed to something else, if balance reasons force us to. Maybe immunity to +1 weapons or less...

Twice I got huge amounts of new spell when I leveled up, when I reached level 19 I got 11 new level 1 and 11 new level 2 spells!

I seriously doubt this has to do with Refinements. Feel free to send some more feedback, though.

I found a nice exploit. If I change from normal form to werewolf and then to greater werewolf I get two 'change back' icons under special abilities. If I use the icon for normal werewolf to change back I keep the GWW form and claws but can talk and cast spells.

This should be fixable. Sigh...

Thanx for the feedback!

Ever forward, my darling wind...


#116 Rathwellin the Bard

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Posted 23 April 2004 - 06:12 AM

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.

#117 Baltrek

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Posted 23 April 2004 - 06:15 AM

I am playing a shapeshifter as well. I know that immunity to weapons is normal for a WW, but that is very unbalancing. My chacater literally walked out of irenicus' dungeon unscathed. My opinion would be to give them regeneration, but take away the immunity to weapons. This way they would take more damage early in the game, but still be "hardy and tough" like WW's are supposed to be. What weapon immunity do greater wolfweres have, takes +1 to hit them, right. There were a couple odd things I found last night (I only played for a little bit, Chateu Irenicus and the Circus).

Aerie started with studded leather in a quickslot, not in her inventory. Don't know why.

Under the spell description for Destruction in the readme, I think the save should say "special", not "none". (nitpicky, I know, but being a writer, Caedwyr did ask for a critical eye), I'll proff the reast of the docs for you if you want, Caedwyr.

When the PC was put to sleep in WW form, she kept getting up, then going back to sleep for the duration of the sleep. My first assumption was this has something to do with regeneration causing the character's animation to "reset" while walking, and it was causing the same thing during sleep. I saw the same glitches in movement before then. Then I checked, and the PC was not regenerating.

The stun during shifting back to human form was not synchronized with the transformation. She gets free from the stun, then can move around or do something for a second or two, then shifts back into human form.

Imoens clone dialog did not trigger in the right place. I don't think that has anything to do with refinements, though.

By the way, did I notice some new spell animations during Jon and Imoens little fight in the promenade? Or was that just me?

#118 Baltrek

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Posted 23 April 2004 - 06:16 AM

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.

Yup, look at the thread I started below. I completely agree.

#119 Baltrek

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Posted 23 April 2004 - 06:37 AM

For some reason, Anomen started with 900,000 experience. Anyone else have this happen?

#120 Caedwyr

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Posted 23 April 2004 - 06:44 AM

+1 weapon immunity is powerful at the beginning of the game, but quickly becomes much less significant as the game progresses. I've done a fair bit of testing of this one, and I can attest to the fact that the overpoweredness of this immunity quickly becomes negligable by chapter 2-3.
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