Bug Report 2.09

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danielmn
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Re: Bug Report 2.09

Post by danielmn »

Stones don't necessarily have to be bigger to have their value enhanced. Perhaps the veins of Greenstone around the BG area are of better quality than TSM, and they have less inclusions and flaws. I don't necessarily see it as a bad thing if differing servers have differing value for gemsakes for those reasons.
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dergon darkhelm
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Re: Bug Report 2.09

Post by dergon darkhelm »

danielmn wrote:Stones don't necessarily have to be bigger to have their value enhanced. Perhaps the veins of Greenstone around the BG area are of better quality than TSM, and they have less inclusions and flaws. I don't necessarily see it as a bad thing if differing servers have differing value for gemsakes for those reasons.
+1 :)
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Brother Humphrey
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Re: Bug Report 2.09

Post by Brother Humphrey »

dergon darkhelm wrote:
danielmn wrote:Stones don't necessarily have to be bigger to have their value enhanced. Perhaps the veins of Greenstone around the BG area are of better quality than TSM, and they have less inclusions and flaws. I don't necessarily see it as a bad thing if differing servers have differing value for gemsakes for those reasons.
+1 :)
Ditto.

I've got nearly no background in gemology, but I do know that differences in quality veins usually translate to greater value of the final stone.

And maybe the gods realised how stingy the mofo merchants are and upped the quality of the ore around BG to help counter the cost of living in close proximity to a pompous git like Thunderhammer. *shrugs* :chin:
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gribo
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Re: Bug Report 2.09

Post by gribo »

Ok, still, there should be an indicator that it is a different item, beside its description. The size parameter was just an example.
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danielmn
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Re: Bug Report 2.09

Post by danielmn »

Why? There isn't a sign on stones when I go mining in RL when on vacation to tell me what stones are more valuable. :P
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
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Rotku
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Re: Bug Report 2.09

Post by Rotku »

You're clearly not looking hard enough. Next time you go mining Dan, look harder. You'll see beside the stones description (which of course happens to float above it, helpfully letting you know what type of stone it is) there'll be a word such as 'poor quality' 'average quality' 'amazing quality' in brackets - telling you much it's worth.
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danielmn
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Re: Bug Report 2.09

Post by danielmn »

Mmmm....I am glad the guy where I go mining has an appraise +15....*coughs coughs* And people complain that skill based PC's aren't being used.....Perhaps find a PC that has a good appraise check when it comes to gems.....?

*puts on a pair of spectacles, grins*
Swift wrote: Permadeath is only permadeath when the PCs wallet is empty.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raise

<Castano>: danielnm - can you blame them?
<danielmn>: Yes,
<danielmn>: Easily.

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gribo
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Re: Bug Report 2.09

Post by gribo »

Ah, so for the healing potions it is alright to provide this meta info..
we all know the difference between a CLW and a heal is.. err what again (or between CLW(1) and CLW(2) for that matter)?

The issue here is not specific gem value or an item value. it is a game and interface mechanic. and, if we ever implement global automated pricing system, such items will be a nightmare for the coders and maintainers.
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Brother Humphrey
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Re: Bug Report 2.09

Post by Brother Humphrey »

Simply put, CLW(1) acts like a lvl1 cleric's 1d8+1 hp healing, while a CLW(2) does 1d8+2 (ie. +1/lvl). The value/potency, etc. is different, hence they don't stack with each other
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<BH|werksux> elves wiggle too much

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dergon darkhelm
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Re: Bug Report 2.09

Post by dergon darkhelm »

Some AI things I ntoiced

Skeletons seem to lose interest in combat and disengage. But they don't run ...they just walk around

Mangy goblin Shaman AI seems a bit funky...they perform a SM I at perception but then just start walking around intead of continuing combat ...until the PC makes close range and then they decide to fight
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Re: Bug Report 2.09

Post by HEEGZ »

dergon darkhelm wrote:Some AI things I ntoiced

Skeletons seem to lose interest in combat and disengage. But they don't run ...they just walk around

Mangy goblin Shaman AI seems a bit funky...they perform a SM I at perception but then just start walking around intead of continuing combat ...until the PC makes close range and then they decide to fight
There are some changes being made to the morale for our mobs. Please post a follow up if you notice that this is fixed, or still an issue. I am unsure on the timing of the update for this, you might contact Wynna after a week or two if you've not seen a change.
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Re: Bug Report 2.09

Post by Curmudgeon »

No undead should have the morale scripts.
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Re: Bug Report 2.09

Post by gribo »

Baldur's gate upper: baths: the secondary door of the bath house can not be open from outside.
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Re: Bug Report 2.09

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Last edited by Muse on Thu Jul 30, 2009 9:30 pm, edited 1 time in total.
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hollyfant
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Re: Bug Report 2.09

Post by hollyfant »

Curmudgeon wrote:No undead should have the morale scripts.
Not even sentient ones?
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