Bug thread
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Inside the Kolbold Cave called The Snake Pit I have found that both the Kolbolds inside and any player equipped with a range weapon can fire through the cave walls and attack targets on the other side. There was quite the heated sling vs throwing axe battle going on dispite multiple walls of stone being inbetween my PC and the Snake Pit Kolbolds.
Also the Cave entrance tot he Snake Pit made a opening door sound effect when I clicked on the cave entrance, and then on my second click the AT process began.
Also the Cave entrance tot he Snake Pit made a opening door sound effect when I clicked on the cave entrance, and then on my second click the AT process began.
Current Characters: Ravik Ports
Known issue, and it seems to affect pretty much every cave (check out several of my previous posts, for example). This also affects spells, which can really place PCs in a bind in certain areas.jmecha wrote:Inside the Kolbold Cave called The Snake Pit I have found that both the Kolbolds inside and any player equipped with a range weapon can fire through the cave walls and attack targets on the other side.
It looks like whenever a PC enters the perception range of a creature, they attack. Intervening walls don't seem to be be modifying creature perception in any way I've noticed.
Silverymoon seems to have a number of walkmesh issues. There seem to be quite a few locations where a PC simply gets stuck for no apparent reason. Coupled with NWN2's camera issues, this makes navigating the streets a bit of a chore.
There's a floating building in the eastern part of the city (door is on the ground, building is in space). It's tough to be more specific without map pins, but this one should be easy enough to find.
Another building in the northwest part of the city has an area transition into an interior that doesn't seem to be working. Since the city is a work in progress, I can't tell if the interior has yet to be added, if the AT is simply broken right now.
There's a floating building in the eastern part of the city (door is on the ground, building is in space). It's tough to be more specific without map pins, but this one should be easy enough to find.
Another building in the northwest part of the city has an area transition into an interior that doesn't seem to be working. Since the city is a work in progress, I can't tell if the interior has yet to be added, if the AT is simply broken right now.
Floating building near ther market is fixed. And yep, the interiors are not complete in the version you are testing.Runestaff wrote:Silverymoon seems to have a number of walkmesh issues. There seem to be quite a few locations where a PC simply gets stuck for no apparent reason. Coupled with NWN2's camera issues, this makes navigating the streets a bit of a chore.
There's a floating building in the eastern part of the city (door is on the ground, building is in space). It's tough to be more specific without map pins, but this one should be easy enough to find.
Another building in the northwest part of the city has an area transition into an interior that doesn't seem to be working. Since the city is a work in progress, I can't tell if the interior has yet to be added, if the AT is simply broken right now.
In the newer version soon to be out, every building with a map pin will have an interior, so if it doesn't work or you can't get in, then that would be a bug
The narrow streets and camera angles I realize are a bit of a nuissance, but hopefully players will get used to the "hard to navigate ally ways and streets" sort of like many European streets are narrow and hard to navigate. Otherwise, not sure what else to do other than tear down buildings ...
The walkmesh itself it in good shape in that it has no fragmeted elements but instead is a nicely moulded, contoured surface. As such, it's not the walkmesh that's the problem, in all likelihood.
However, I suppose it is possible to get stuck on the spot if the CPU is getting tied up while you are moving around in Silvy. It's a big area and it has a lot of content.
Maybe it might be worth experimenting with Silvy North and Silvy South, which would certainly reduce load times and alleviate CPU stress from that size an area. I could take a look at that tonight and give some feedback.
However, I suppose it is possible to get stuck on the spot if the CPU is getting tied up while you are moving around in Silvy. It's a big area and it has a lot of content.
Maybe it might be worth experimenting with Silvy North and Silvy South, which would certainly reduce load times and alleviate CPU stress from that size an area. I could take a look at that tonight and give some feedback.
I think this would be a good idea. Silverymoon has a very long load time compared to the rest of the exteriors. And there's something about having the entire city in one (large) area that makes it seem smaller for some reason.indio wrote:Maybe it might be worth experimenting with Silvy North and Silvy South, which would certainly reduce load times and alleviate CPU stress from that size an area. I could take a look at that tonight and give some feedback.
If you could spread things out into two (or even four) smaller areas without negatively impacting the march to Beta 2, there could be some benefit to that. Right now things seem pretty cramped, and it's difficult (at least for me) to find an acceptable camera angle to use in navigating the streets. The combination of sharp elevation changes and tall buildings make this an area I would not want to have to fight in, though it is very nice looking.
I am not a fan of splitting it up unless we really really absolutely have to. And right now I don't think we need to. Please Indio, don't waste time on this. What you built is beautiful, and I don't want to see it broken up. If you have energy to burn, more quests please 
There will be areas for fighting, the deep catacombs, the forests, the highways. There will be few fights in the city due to the ward and the heavy policing of the Knights in Silver. The city is an enclave, a sanctuary with some of the heaviest concentration of magic outside of Waterdeep and with one of the most protective wards against magic warfare in the realms.
I am planning areas deep underneath outside the ward and other areas outside the city where a majority of action will take place. I don't plan on the city being overrun or massive invasions like we saw in Waterdeep. Mages simply cannot teleport into the city to cause havoc, and the walls and wards make Silverymoon a fairly impregnable fortress against low level orc or other creature invasions.
My goal is to keep Silverymoon an awe inspiring European flavored city of culture and diversity. RP'ing is not always about fights, and I really don't want big fights in the city because I believe a trained force of knights accompanyied by an equally trained force of Helmite priests and disciplined spellguards would repell any such force easily, and if not, such a battle upon the city would be so catastrophic that the entire region would suffer.
The Knights of Silver have never been defeated in battle (according to their version), and I intend on keeping the canon that way.
Come to Silverymoon to seek knowledge from the College of Mages, to train with the Knights in Silver, to follow the Helmite teachings, to worship in the beautiful temples, the learn at the Bard's College (if it ever gets built!). And to shop for the most exotic products and items in the region.
The defenses are too formidable. No airborne attacks are possible from Red Dragons due to the wards. No seaborne attacks are possible because of the narrowness of the river, Silverguard Island, and RauvinWatch Keep. No attacks are possible from underground because the catacombs would be flooded and the ward extends underground to a certain depth.
I know that the great battles in NWN1 with the Loudwater war were fun, and I participated in running a couple of those. But I found it far too costly in my time to build armies, reap destruction, and repair it, and the DM client was not set up to run such large battles. I also do not believe that PC's should play the role of large scale military commanders. They are adventurers first, perhaps in a military to do some military tasks, as in patrols and skirmishes, but not a whole-scale canon-breaking war in the streets of Silverymoon.
Instead of tearing down buildings due to seige engines and fireballs (assuming they get through the wards) and remaking large areas due to the course of a big war, I plan on adding new dungeons, new areas to explore, expanding the area with new towns and cities (assuming the size and CPU hits allow it). After all, this is Dungeons and Dragons, not Warhammer. I think people would welcome more dungeons to explore than big huge time consuming and resource intensive battles. And I have mapped out over a dozen possible areas for cool and fun dungeons of the old Daggerford angel_caller/rick7475 design, and if you never got a chance to experience one of angel_caller's dungeons on Daggerford, just you wait.
Now, you may chase a bandit here and there, but not to the degree you did in Waterdeep. There may be CVC combat, but in ALFA as a whole, this is relatively uncommon. Silverymoon will be untouched from large scale combat or most fighting in the streets.
High Hold, Rivermoot, Quarryvar, and other frontier posts, however, may not be so lucky.
There will be areas for fighting, the deep catacombs, the forests, the highways. There will be few fights in the city due to the ward and the heavy policing of the Knights in Silver. The city is an enclave, a sanctuary with some of the heaviest concentration of magic outside of Waterdeep and with one of the most protective wards against magic warfare in the realms.
I am planning areas deep underneath outside the ward and other areas outside the city where a majority of action will take place. I don't plan on the city being overrun or massive invasions like we saw in Waterdeep. Mages simply cannot teleport into the city to cause havoc, and the walls and wards make Silverymoon a fairly impregnable fortress against low level orc or other creature invasions.
My goal is to keep Silverymoon an awe inspiring European flavored city of culture and diversity. RP'ing is not always about fights, and I really don't want big fights in the city because I believe a trained force of knights accompanyied by an equally trained force of Helmite priests and disciplined spellguards would repell any such force easily, and if not, such a battle upon the city would be so catastrophic that the entire region would suffer.
The Knights of Silver have never been defeated in battle (according to their version), and I intend on keeping the canon that way.
Come to Silverymoon to seek knowledge from the College of Mages, to train with the Knights in Silver, to follow the Helmite teachings, to worship in the beautiful temples, the learn at the Bard's College (if it ever gets built!). And to shop for the most exotic products and items in the region.
The defenses are too formidable. No airborne attacks are possible from Red Dragons due to the wards. No seaborne attacks are possible because of the narrowness of the river, Silverguard Island, and RauvinWatch Keep. No attacks are possible from underground because the catacombs would be flooded and the ward extends underground to a certain depth.
I know that the great battles in NWN1 with the Loudwater war were fun, and I participated in running a couple of those. But I found it far too costly in my time to build armies, reap destruction, and repair it, and the DM client was not set up to run such large battles. I also do not believe that PC's should play the role of large scale military commanders. They are adventurers first, perhaps in a military to do some military tasks, as in patrols and skirmishes, but not a whole-scale canon-breaking war in the streets of Silverymoon.
Instead of tearing down buildings due to seige engines and fireballs (assuming they get through the wards) and remaking large areas due to the course of a big war, I plan on adding new dungeons, new areas to explore, expanding the area with new towns and cities (assuming the size and CPU hits allow it). After all, this is Dungeons and Dragons, not Warhammer. I think people would welcome more dungeons to explore than big huge time consuming and resource intensive battles. And I have mapped out over a dozen possible areas for cool and fun dungeons of the old Daggerford angel_caller/rick7475 design, and if you never got a chance to experience one of angel_caller's dungeons on Daggerford, just you wait.
Now, you may chase a bandit here and there, but not to the degree you did in Waterdeep. There may be CVC combat, but in ALFA as a whole, this is relatively uncommon. Silverymoon will be untouched from large scale combat or most fighting in the streets.
High Hold, Rivermoot, Quarryvar, and other frontier posts, however, may not be so lucky.
The Silverymoon University has a few issues. First, professors don't seem to be spawning consistently. I haven't been testing long enough to confirm whether they are supposed to stagger their times or if this is another instance of the High Hold shopkeeper inconsistent spawn problem.
Next, several introductory classes seem to be incomplete. Necromancy I seems to have nothing but a cabinet with a default description on it (i.e., "There is nothing special about this object."). Evocation I has an object with the same description and another one with a short description; there is no indication of what the exercise is (the fact that it appears identical to its analogue on ALFA1's version notwithstanding, since I am attempting to approach these from the viewpoint of someone unfamiliar with them). I seem to recall Enchantment I had a sleeping creature in it; the ALFA 2 version walks around. Perhaps my memory of the previous edition is faulty. Conjuration I doesn't appear to have an exercise either, and I couldn't get into the classroom after registering until I indicated that I wanted to start the course over.
Hence it appears that either some scripts are failing to fire, or the College is still a work in progress. It's a fine looking area, though, and a worthy successor to its predecessor. Wynna deserves high praise for her work on it.
Next, several introductory classes seem to be incomplete. Necromancy I seems to have nothing but a cabinet with a default description on it (i.e., "There is nothing special about this object."). Evocation I has an object with the same description and another one with a short description; there is no indication of what the exercise is (the fact that it appears identical to its analogue on ALFA1's version notwithstanding, since I am attempting to approach these from the viewpoint of someone unfamiliar with them). I seem to recall Enchantment I had a sleeping creature in it; the ALFA 2 version walks around. Perhaps my memory of the previous edition is faulty. Conjuration I doesn't appear to have an exercise either, and I couldn't get into the classroom after registering until I indicated that I wanted to start the course over.
Hence it appears that either some scripts are failing to fire, or the College is still a work in progress. It's a fine looking area, though, and a worthy successor to its predecessor. Wynna deserves high praise for her work on it.
A quick addition: the divination chamber seems to be lacking a door, and the final exercise room has half a ceiling. It is possible to stroll right through the barriers separating the various class levels from each other, so clicking on the "Advanced Divination Secretary's Desk" produces the message "You have already passed this class. Get out of here.". This despite the fact my PC has never talked to (or seen) the Divination instructor.
Abjuration I works, but the requested reward is not given (at least when selecting Shield); quest xp is awarded, however. Divination I seems to be spawning the correct item, but using it seems to have no effect.
Completing Illusion I awards xp normally, but also does not give the scroll rewards. The conversation reflects the state of the class on the old TSM rather than the challenges in the current version (i.e., references to butterflies and will o' wisps -- ah, nostalgia for the old days). Also, one of the conversation paths to report success in this course appeared to be empty.
Update on the classroom doors: they seem to vanish in certain instances. I noticed this on the door to the Necromancy class as well.
Abjuration I works, but the requested reward is not given (at least when selecting Shield); quest xp is awarded, however. Divination I seems to be spawning the correct item, but using it seems to have no effect.
Completing Illusion I awards xp normally, but also does not give the scroll rewards. The conversation reflects the state of the class on the old TSM rather than the challenges in the current version (i.e., references to butterflies and will o' wisps -- ah, nostalgia for the old days). Also, one of the conversation paths to report success in this course appeared to be empty.
Update on the classroom doors: they seem to vanish in certain instances. I noticed this on the door to the Necromancy class as well.
Thanks, Runestaff. Excellent input. I'm aware several of the elementary level quests are bugged right now. I've got them on the list to fix up. I'd also seen the missing doors, half roofs and that PCs are able to walk right through the forcewalls separating classroom areas. These are all odd, since they worked fine on my build computer, but I'll find the bug. Probably an easy one and all related. Right now AL and I are working on reducing CPU usage on these areas and then I can turn my attention to the bugged quests.
Professors are supposed to be staggered. They no longer work 24/7 as they did in NWN. Damn unions. You can find their schedules on the chalkboard in the hall and learn what time it is at that moment by using one of the usable sundials. Note: many, many things in Silvy Uni do not light up as usable from a distance but wait until you approach them. Exploring pays off as does poking around in corners.
Professors are supposed to be staggered. They no longer work 24/7 as they did in NWN. Damn unions. You can find their schedules on the chalkboard in the hall and learn what time it is at that moment by using one of the usable sundials. Note: many, many things in Silvy Uni do not light up as usable from a distance but wait until you approach them. Exploring pays off as does poking around in corners.
Enjoy the game