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Bug thread
Posted: Fri Feb 01, 2008 5:18 am
by Runestaff
Since there doesn't seem to be one of these, I'll start one up. Feel free to sticky or delete as appropriate.
1. The AT to Rivermoot East (from Rivermoot) does not function. It does appear to be tied to "Location increment" messages, however.
2. The house along the road leading to Rivermoot East has two openable doors, but no area transition into the interior.
3. It seems to be possible to walk through the short wooden fence surrounding Rivermoot shops in places.
4. The row boat next to the Rivermoot starting point doesn't seem to work. I seem to recall this being tied to a static, so perhaps it won't do anything until they are updated.
5. Opening the gates to the Rivermoot shop area caused the dockworker standing beside it to drop into an attack animation, like he was about to bash it. He then proceeded to walk down the stairs, get stuck on a corner, and oscillate back and forth repeatedly.
Overall, Rivermoot proper appears to be stable and pretty much lag free. It also looks beautiful. Good to see it back in action once more.
Posted: Fri Feb 01, 2008 10:18 pm
by Spider Jones
When I pulled the Base Clothing Tint lever (optional) in the starting area I got booted. Logged back in fine and with underoos, just got booted when pulled.
Floaty doors in Silverymoon at the bottom of the hill near the start location:
Walkmesh problems on the river bank:

Posted: Sat Feb 02, 2008 1:10 am
by Curmudgeon
Spider Jones wrote:When I pulled the Base Clothing Tint lever (optional) in the starting area I got booted. Logged back in fine and with underoos, just got booted when pulled.
That's how it's supposed to work, I believe.
Posted: Sat Feb 02, 2008 4:35 pm
by Leevoth
Ok here's what I found,
1) When I died in the morgue there is a locked sarcophagus, and a ressurection lever. The sacrophagus is impossible to pick open, and the lever does nothing. Not sure if thats intentional, because of perma-death.
2) The item descriptions for everything, (right click, examine) all seem to have the first couple lines cut off.
3) On the north side of High Hold, there is an archway that seems to be miniaturized, so it looks like only a halfling could get through, I can imagine there are other areas that are like that too.
4) When I killed peasants in front of guards they didn't react at all. doesn't seem right.
5) When I was killing peasants in a tavern, the innkeeper kept repeating, 'Have a look at my wares', even though I was on the other side of the room from him.
Amazing server guys, this is really beautiful, well made stuff. Super awesome!
Posted: Sat Feb 02, 2008 8:53 pm
by Leevoth
A few more things I noticed, not sure if they are all bugs or not:
1) The knockout function doesn't seem to work
2) The backpack item can't be equipped, it says that I'm too small to use it, although human was on the list of those able to use it, and I had a human.
3) None of the creatures have names above their heads (which might be best left as is, adds to the 'what the hell is that?' factor)
4) It's been said in other places but I'll just say it again for the sake of it, the camp fires and tents don't do anything when used
5) None of the monsters Oldgrayrogue I killed last night seem to be respawning other than a few wyvern hatchlings.
Hope at least some of that helps.
Posted: Sun Feb 03, 2008 1:36 am
by Curmudgeon
Leevoth wrote:4) It's been said in other places but I'll just say it again for the sake of it, the camp fires and tents don't do anything when used.
Campfire & tent worked fine for me on A.L.'s version of the mod. I'll test indio's when he gets it back up. You are using the Heed's PC Tools menus, right?
Posted: Sun Feb 03, 2008 1:57 am
by indio
There'll be a few infrastructure differences between themods, as AL has added elements of the ACR that I haven't. Once AL is hosting this mod ACR functionalty can be dealt with (give us a week to do the transfer).
Posted: Sun Feb 03, 2008 4:29 am
by AcadiusLost
Leevoth wrote:1) When I died in the morgue there is a locked sarcophagus, and a ressurection lever. The sacrophagus is impossible to pick open, and the lever does nothing. Not sure if thats intentional, because of perma-death.
2) The item descriptions for everything, (right click, examine) all seem to have the first couple lines cut off.
These should both be absent in the "ALFA 003 Test Server" module. I'm guessing Indio's at present is missing 1) a resurrection waypoint, and 2) the gui_hss_no_con2.nss script. (both are in the version I uploaded before I left on my trip, though maybe easier for me to integrate them when I get back. The latter is tied into the code that hides the challenge ratings of creatures on rightclick-examine.
Leevoth wrote:4) When I killed peasants in front of guards...
Lots left to be done with NPC behaviours- we'd like to get standardized ALFA scripts set up for this so they don't vary across server lines.
Leevoth wrote:1) The knockout function doesn't seem to work
Nonlethal/subdual damage is an orphaned system that doesn't do anything currently- I can remove the option in the next hak update until we get something in place.
Leevoth wrote:2) The backpack item can't be equipped, it says that I'm too small to use it, although human was on the list of those able to use it, and I had a human.
This isn't an ALFA item, should probably be deleted and replaced with a cloak-type equipable backpack. What merchant was it sold by?
Leevoth wrote:3) None of the creatures have names above their heads (which might be best left as is, adds to the 'what the hell is that?' factor)
Try a right-click "identify" on the creatures. It's another unfinished system that is due for some improvement, but you should be able to get some information about the creature that way.
Leevoth wrote:4) It's been said in other places but I'll just say it again for the sake of it, the camp fires and tents don't do anything when used
Missing blueprints in indio's module- should be working in the other version, easily enough added in the next few days.
Posted: Sun Feb 03, 2008 11:12 pm
by Leevoth
AcadiusLost wrote:This isn't an ALFA item, should probably be deleted and replaced with a cloak-type equipable backpack. What merchant was it sold by?
It was sold by Salesk in Rivermoot, in The Fine Print store, I believe.
He has a bunch of other items, like candles, rope, chains, flint and tinder, that may not do anything yet either.
I also noticed that a large house on a hill and it's surrounding fence can be walked thorugh, at the Rauvinwatch Keep area. It's in the north-east section.
Posted: Mon Feb 04, 2008 5:38 am
by Runestaff
The server can really use a resting GUI that lets players know how much longer their rest will last. Presently there is no feedback of any kind.
In the Tyrran Mission in Rivermoot, getting items identified costs 50 gp, but the context menu lists the price as 100 gp.
Quests in Rivermoot
Posted: Tue Feb 05, 2008 6:43 am
by LunarMynx
Lunarmynx [Keira] and Oldgrayrogue [Tars]
The Quests given by Marshal Kadalion:
Scouting
Assignment 1 : The Plantations
Scout the entire perimeter of the site
-- We did this, and it stated journal update and changed the map point back to gold from green. Marshal Kadalion doesn't seem to know the quest is complete, when going to choose this again the option is "Not Now'
Exploration
Assignment 1 : Goblin Dell
Goblins have taken hold in a dell somewhere....
-- We explored the entire area, and defeated a few goblins we found and got Journal Updates flashing across our screens. Marshal Kadalion gives the options of "Still working on it" and "Not now" - seems we haven't completed this one.
-- found this
Rewards were not noticeable for completing the quests, though this could be intentional.
~LM
Rivermoot ~ Basic Crafting Components etc.
Posted: Tue Feb 05, 2008 6:46 am
by LunarMynx
LunarMynx [Keira] and Oldgrayrogue [Tars]
Neither of us could find any basic crafting components on any vendor, other than quicksilver and one other item. Would make sense for a smithy to have iron at least.
Healing kits? Didn't see them anyplace either.
~LM
Posted: Tue Feb 05, 2008 6:53 am
by indio
Thanks for that. Much appreciated.
ALFA doesn't have crafting implemented for a varety of reasons, but for some players it's a conspicuous absence.
And neither do we use Healing Kits

However, it could be that the medicine bag item we replace it wth wasn't readily accessible. Will check it out.
And scrolls I will look into also.
Rivermoot - Goblin Dell
Posted: Tue Feb 05, 2008 7:02 am
by LunarMynx
Found it =)
Re: Rivermoot ~ Basic Crafting Components etc.
Posted: Tue Feb 05, 2008 7:03 am
by AcadiusLost
LunarMynx wrote:Neither of us could find any basic crafting components on any vendor.
Crafting in ALFA is via DMs only, for NWN1, and presumably for NWN2, until/unless the community can come to a consensus with regards to scripted crafting. It's a policy decision that was made to keep ALFA from developing any MMO-style grind for wealth/xp that would change the character of the online experience. It may be revisited once we're more transitioned into NWN2- if so (and if you're a crafting fan) you can have your say in helping to decide how to do it "right"- it's been a contentious discussion in the past.
LunarMynx wrote:Healing kits? Didn't see them anyplace either.
NWN-style "healing kits" which give instant healing based on the Heal skill have no analog in Pen-and-paper D&D, which is what we strive to emulate here as best we can given the medium. Are they supposed to be magical, should they function in magic-dead zones? They are useful in a high-combat singleplayer campaign to bolster up healing, and in a MMO style environment to help fighter-types heal when soloing/adventuring without a healer present, but they don't make much sense for ALFA.
What we do have (and what you should have been issued on login) is a First Aid Kit - which allows the DC 15 heal check to stabilize dying PCs. I also toolsetted an improved version of this with charges that adds a circumstance bonus to the check. Down the line we may add useable items to implement the "Long term care" function of the Heal skill, which helps the patient regain more HP / cure disease / cure points
on their next rest, but that's contingent on having some way to tell if the patient is actually spending an appropriate amount of time "resting" (and the carer spending an appropriate amount of time "caring"). Details to be filled in once we've got the essentials in place.
Hope this is helpful! Indio's working on fixing the quests, until you see changes in the dialog or a post to suggest otherwise, assume they're broken and concentrate on other things in the meantime. Thanks for the time spent and reports.
[edit: Indio beat me to it! Damn my longwinded explanations of ALFA policy decisions... foiled again!]