Bug Report 2.09
Moderator: NWN2 - 10 DM
Re: Bug Report 2.09
I do not believe the current BG player base is large enough to have rented all of the rooms available at the Helm and Cloak, as well as all of the rooms at the Friendly Arms Inn.
BUG
BUG
Current Characters: Ravik Ports
- Curmudgeon
- Gadfly
- Posts: 4312
- Joined: Thu Oct 07, 2004 12:07 am
- Location: East coast US
Re: Bug Report 2.09
Sounds like the Old Skull back in Shadowdale.
Is there anything to prevent a PC from renting rooms in both Inns and never returning the keys? If a PC dies with a key in his possession and the corpse is never found, does it return? If a player moves their PC to TSM or just stops playing with a key in possession, does the key reappear in the shop inventory?

Is there anything to prevent a PC from renting rooms in both Inns and never returning the keys? If a PC dies with a key in his possession and the corpse is never found, does it return? If a player moves their PC to TSM or just stops playing with a key in possession, does the key reappear in the shop inventory?
- Curmudgeon
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
HDM ALFA 03 - The Silver Marches
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"Maxim #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." - The Seventy Maxims of Maximally Effective Mercenaries
"This is not my circus. These are not my monkeys."
Realmslore: Daily Dwarf Common
Re: Bug Report 2.09
actually... my pc has meeting room key from helm and cloak in his posession. found it on a dead guy... it certainly does not dissapear when leaving the inn.. out of curiosity - does this means noone can rent the meeting room now? was never aware of it beeing a bug...
fighting for peace is like screwing for virginity
Re: Bug Report 2.09
That key is still available for sale Dirsa have no fear.
Current Characters: Ravik Ports
Re: Bug Report 2.09
not sure if it's a bug, but creatures that formerly spawned in cloakwood only at night now spawn in the middle of a day...
fighting for peace is like screwing for virginity
Re: Bug Report 2.09
one of the shadows brm spawned on us last night (sorry, logged off before searching through log to see which one exactly) was not imune to critical hits. it was either the greater shadow or just your regular one, i think.
fighting for peace is like screwing for virginity
Re: Bug Report 2.09
I found that with all the shadows so far - at least with Sneak Attack.
< Signature Free Zone >
Re: Bug Report 2.09
Upon entering the transition to the chapel in nashkel last night the game crashes. I start up the game and when logging in to the server itself it crashes. For several hours I wasn't able to log in due to crashing upon logging in. Only a server-reset fixed this problem. (Thanks AcadiusLost



Re: Bug Report 2.09
I didn't know Nashkel was in the mod. Looks like I've still got a lot of sight seeing to do.
< Signature Free Zone >
Re: Bug Report 2.09
perhapps not so much bugs as (unintended?) consequences of a feature...
to start off - new spawn system with wandering monsters and you "never know what you'll get" feature is awsome. now to the oddities...
it seems to be spawning monsters when one enters area. while i understand technical benefits of this, it also presents a couple off strange ticks to it.
- i've entered area to find a pack of gnolls. transitioned back, gathered up support in form of another player, reentered within 5 minutes... instead of gnolls you find undead now... perhapps the spawns could have a timer for despawn instead of doing it as player leaves the area.
- and now the sinister one. there seems to be a delay from the time when pc enters area to the moment monsters spawn. in other words you can enter area, look around and scout all you want and have an ogre spawn right on top of you...
to start off - new spawn system with wandering monsters and you "never know what you'll get" feature is awsome. now to the oddities...
it seems to be spawning monsters when one enters area. while i understand technical benefits of this, it also presents a couple off strange ticks to it.
- i've entered area to find a pack of gnolls. transitioned back, gathered up support in form of another player, reentered within 5 minutes... instead of gnolls you find undead now... perhapps the spawns could have a timer for despawn instead of doing it as player leaves the area.
- and now the sinister one. there seems to be a delay from the time when pc enters area to the moment monsters spawn. in other words you can enter area, look around and scout all you want and have an ogre spawn right on top of you...
fighting for peace is like screwing for virginity
Re: Bug Report 2.09
That's always been the way on BG. Noticed that a few times.dirsa wrote:- i've entered area to find a pack of gnolls. transitioned back, gathered up support in form of another player, reentered within 5 minutes... instead of gnolls you find undead now... perhapps the spawns could have a timer for despawn instead of doing it as player leaves the area.
"Oh, there were wolves on this road like five minutes ago, so watch out"
followed by been attacked by skeletons twenty seconds later.
< Signature Free Zone >
- Vendrin
- Chosen of Forumamus, God of Forums
- Posts: 9594
- Joined: Mon Jan 05, 2004 12:48 am
- Location: Nevada
Re: Bug Report 2.09
I've checked every weapons merchant on BG I could find, and not a one will buy heavy crossbows.
-Vendrin
<fluff> vendrin is like a drug
Re: Bug Report 2.09
morale scripts seem a bit off...
party of 3pcs was attacked by a wolf and a timberfolf. both kept charging player, and the instant they get close enough turn and run. then stop within 20 feet, turn and charge again. and run as soon as in striking distance. and repeat till dead...
only attacks, as far as i could tell, done by both creatures were attacks of opportunity, therefore is pc decides to walk away from encounter he would get chewed from behind.
party of 3pcs was attacked by a wolf and a timberfolf. both kept charging player, and the instant they get close enough turn and run. then stop within 20 feet, turn and charge again. and run as soon as in striking distance. and repeat till dead...
only attacks, as far as i could tell, done by both creatures were attacks of opportunity, therefore is pc decides to walk away from encounter he would get chewed from behind.
fighting for peace is like screwing for virginity
Re: Bug Report 2.09
Most of the fence is missing from around the apple orchards and most of the stone sections of the bridge into the city are missing too. Whole bunch of stuff just gone from the zone
Coast Way 1
J
Coast Way 1
J