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Re: Mod 6.0 Bug Reports

Posted: Fri May 22, 2020 6:48 pm
by Ithildur
There's something wonky going on with Intimidate


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Re: Mod 6.0 Bug Reports

Posted: Tue May 26, 2020 4:32 am
by bartleby
Are the vfx now permanent? I cant seem to toggle my quiver off or my backpack or my sword or bow?

Re: Mod 6.0 Bug Reports

Posted: Sat May 30, 2020 8:08 pm
by Knighted
Fires don't seem to be spawning in the rat hills areas. We went today and yesterday and neither I nor my newbie mage mate could see any fires at all. I have seen them most times I've been there in the past and he recent put out a couple in the Southern Ward so it's not that we are just missing them. edit: fires are there again, all hail the bug smasher

Also the Stone Golem in Lantarh's is standing well in the way of the doorway into the main shop area, makes it a bit difficult to get in and out and if he somehow gets shuffled across more then it might become impossible. Could just be needing a server reset to get him back in place though I guess :)

Thanks so much!

Re: Mod 6.0 Bug Reports

Posted: Sun May 31, 2020 8:40 pm
by Knighted
Missing area transition - 1W heading south into 2C. The larger central street on the southern edge of 1W is missing an area transition.

Thanks

Re: Mod 6.0 Bug Reports

Posted: Mon Jun 01, 2020 3:00 am
by bartleby
Not sure if its a bug or just something weird or what to make of it. I used a stone in the AG to spawn Gael's fire mephit for an ignan lesson by the fire. The first thing he did was attack the gaurdgoyles. I dont know if they were hostile to start with or not but they are now. So not sure if its a faction thing but wanted to mention it here before they get loose and start killing PCs :D

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Re: Mod 6.0 Bug Reports

Posted: Tue Jun 02, 2020 9:24 pm
by epetrow
House of Inspired hands AT is not working. Sea ward 1S

Re: Mod 6.0 Bug Reports

Posted: Wed Jun 03, 2020 11:02 am
by Cleasor
VFX items cannot be turned off again.

Re: Mod 6.0 Bug Reports

Posted: Tue Jun 09, 2020 5:26 am
by Ethbaal
Area 1S: The North/Troll Tower City Guard think they're guarding the City of the Dead.. and are taking bribes.
Area 1C: No ambient track or music!

Re: Mod 6.0 Bug Reports

Posted: Tue Jun 09, 2020 12:13 pm
by Cleasor
The PC quarters within the Westwood elven enclave do not allow resting.

Re: Mod 6.0 Bug Reports

Posted: Tue Jun 09, 2020 3:37 pm
by Ethbaal
Guards in Castle Waterdeep and the Troll Tower think they're guarding the City of the Dead. This is useful for a quick night time teleport.


Area 3T, 3L, 3S, 3C, 2W.. no Ambient track or Music :mad:

Re: Mod 6.0 Bug Reports

Posted: Sun Jun 14, 2020 6:37 pm
by Senor T
- Cast summons are still refreshing on log in/log out.
- Area 1Y (I think, south of the west coast gate) has a floating tree on top of another tree. Those trees should also have static toggled so keyhole works.
- Dungeon of the Crypt level 1 is spawning sarcophagi that are not usable.
- Could not scribe a scroll of shades. I was able to scribe Greater Shadow Conjuration. I wonder about whether one of the sub-selected spells is the scribable one, and will continue to experiment.

Re: Mod 6.0 Bug Reports

Posted: Wed Jun 24, 2020 6:16 pm
by ImStrokerAce
The update today seems to have disabled the 15xp Explore script.

Re: Mod 6.0 Bug Reports

Posted: Wed Jun 24, 2020 9:09 pm
by Knighted
Random traps are being spawned in lots of areas. Sometimes they even spawn in walls or off-terrain bits of maps. I have seen them spawn in the walls of the slime cave, in the sewers in places there are never traps, in Whistling Blades shop, and in the Seldarine Pantheon.

Re: Mod 6.0 Bug Reports

Posted: Thu Jun 25, 2020 2:20 am
by Ithildur
The House of Inspired Hands area 1S does not currently seem to have a working AT at the entrance.

Re: Mod 6.0 Bug Reports

Posted: Thu Jun 25, 2020 3:14 pm
by ImStrokerAce
Hello!
Those dastardly Dire Rats are once again passing around the plague; if this is a feature and not a bug, please ignore.
Cheers