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LunarMynx
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Bleeding?

Post by LunarMynx »

When you fall to the ground, and stabilize, are you suppose to only stabilize or eventually are you supposed to "heal" to a point you can move?

It seems currently you might stabilize, but nothing more. At least the 'monsters' don't keep attacking you =)

~LM
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LunarMynx
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Rivermoon Quests - Instructions Change

Post by LunarMynx »

This thread:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=36254

States you have to complete 5 minor quests prior to receiving the quests from Kadalion. Currently he will give you quests when you ask him, and the vendors don't have any quests.
STEP 4
To initiate Kadalion's quests (he's the little guy standing on the gazebo in town), you need to complete 5 minor quests. These can be found inside the town inn and shops. Once you've done 5 successfully, he'll let you begin.
~LM
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AcadiusLost
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Re: Bleeding?

Post by AcadiusLost »

LunarMynx wrote:When you fall to the ground, and stabilize, are you suppose to only stabilize or eventually are you supposed to "heal" to a point you can move?
We fall back to the D&D Player's handbook on this one. If you stabilize (on your own, or through the intervention of another player with a successful Heal roll)- your bleeding is staunched and your condition more or less "stable" (though still at negative HP). Magical healing can get you back into the positives (from a spell or scroll), but the only way to heal on your own is Natural Healing, which comes only once per game-day (~3 real-life hours). Since you'll also have a few chances to start bleeding again during that time, odds are not good for a solo recovery. You can inform a DM that you're stabilized in the negatives, and if they have time/interest, they can play things out (someone/something comes along and either finishes you off, robs you, or heals you, depending).

For early beta testing, I usually just roll up a new PC or beg a heal from another player or DM. Naturally, in Live play, it's not considered acceptable behaviour to ask some to come OOC to the place your PC is at to heal them (metagaming)- though it's excusable during beta testing.
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Runestaff
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Post by Runestaff »

Rooms in Rivermoot's inn are flagged non-restable. This was not the case on Indio's version. however.

Also, there appears to be a locked grate at the top of the staircase on that same floor. It seems to be intended to allow room keys to be purchased. Presently it's useless since it is possible to run right through it in both directions.
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Curmudgeon
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Post by Curmudgeon »

Western AT out of High Hold doesn't seem to be working.

PC Tools fire and tent don't appear to work.
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Runestaff
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Post by Runestaff »

Resting is still broken. On the one hand, spells aren't being restored after being logged out for a long time (an RL day or so). On the other, attempting to rest in an inn room informed me I had to wait 275 hours until I could rest again (and the room is still not marked as a rest area).

Rivermoot Issues
Yinvray's podium in Rivermoot appears to be under some sort of Darkness effect. Even the lit brazier there seems muted. Balcombe's corner also seems to be affected by this weird lighting.

The vast majority of NPCs in Rivermoot have no conversation scripts of any kind.

High Hold issues
Entering High Hold from the world map (coming from Rivermoot) deposits you on the wrong side of the AT and facing the wrong direction.

Shopkeepers are appearing inconsistently. Some rooms that formerly had them either don't, or they aren't spawning when they should.

Malraven is spawning twice. She also looks like an ogre, but perhaps that is intentional. :)

Ludlow's name is appearing as "Ludlow hh_ludlow" when he is moused over.

The fields in back of the High Hold keep are frame rate killers, at least for me.

Tianix's lanterns are still broken.

I had the same problem with the western AT that Curmudgeon reported. Kudos on the Baldur's Gate reference, though.

Travel Map
I would suggest reducing the character shrinkage a bit, if you can. Small races like halflings virtually disappear on the map.

AT's should be marked a bit more prominently, perhaps with something looking like a road marker/milestone.

Quaervarr AT from the world map seems to be nonfunctional.

Winter's Edge
Once again, another beautiful area. Oddly, all animals here are hostile, including rabbits and deer. We need some neutral spawns.

Rauvinwatch Keep
The manor house on a hill seems to be unreachable, since there is no way up the final staircase (unwalkable).

Entire area is devoid of map pins.

The Last Chance Inn is empty, and there is no AT leading up the stairs. I assume the area is not yet finished (ditto many/all interiors here).
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indio
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Post by indio »

Resting is still broken. On the one hand, spells aren't being restored after being logged out for a long time (an RL day or so). On the other, attempting to rest in an inn room informed me I had to wait 275 hours until I could rest again (and the room is still not marked as a rest area).
The trigger is laid in all inn rooms marking them as restable, but it appears to not be firing.
The vast majority of NPCs in Rivermoot have no conversation scripts of any kind.
The majority had quests which I have stripped out as they were made with a quest system that has been replaced by the ALFA quest system, but I can't find my way to coverting. So for the moment, most NPCs say nothing.
High Hold issues
Entering High Hold from the world map (coming from Rivermoot) deposits you on the wrong side of the AT and facing the wrong direction.
All transitions have been done simply by creating a doorway between two triggers (stripping out the waypoint), so the game engine plonks you seemingly randomly somewhere around the destination trigger. Until transitions are finalised, this is a much more convenient way of linking areas.
Shopkeepers are appearing inconsistently. Some rooms that formerly had them either don't, or they aren't spawning when they should.
I suspect something in the ACR code or, more likely, an Obsidian patch, has affected spawn behavior, which is, as you point out, random. The server used to spawn religiously but for one area which, when duplicated and replaced, worked fine also. So the spawning randomness is likely solveable only by AL.
Malraven is spawning twice. She also looks like an ogre, but perhaps that is intentional. :)
I'm sure I made her a dwarf, so not sure about the second spawn.
The fields in back of the High Hold keep are frame rate killers, at least for me.
Yeah, they are thickly grassed in two small regions...these can be deleted and replaced with much more scantly placed grass.
Kudos on the Baldur's Gate reference, though.
This represents, sadly, the one conversation that I took some enjoyment in writing. When your head is so full of building, it leaves little room for expression in other disciplines...accordingly, the NPCs are functional at best, non-entities at worst.
Travel Map
I would suggest reducing the character shrinkage a bit, if you can. Small races like halflings virtually disappear on the map.
Up to AL...I like the shrink factor as a halfling, but clearly it's open to change.
AT's should be marked a bit more prominently, perhaps with something looking like a road marker/milestone.
I'm sure this will happen in time...currently, with transitions in flux, bare minimum aesthetics are the priority.
Quaervarr AT from the world map seems to be nonfunctional.
Thanks for mentioning this. I think the only way to enter Quaervarr now is through the Winter's Edge area.
Winter's Edge
Once again, another beautiful area. Oddly, all animals here are hostile, including rabbits and deer. We need some neutral spawns.
My last walk through here had hostile forest creatures, so yes, factions need an overview.

Thanks for the report.
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Runestaff
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Post by Runestaff »

indio wrote:
Malraven is spawning twice. She also looks like an ogre, but perhaps that is intentional. :)
I'm sure I made her a dwarf, so not sure about the second spawn.
I suppose I should have been clearer. I intended this to say she looked ugly, not like a literal ogre. Her avatar did seem quite large for a dwarf, even accounting for my halfling PC's height.
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Runestaff
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Post by Runestaff »

1. Everlund has a floating building in its southeastern region. I would also suggest toning down some of the sharply varying height differences in the terrain, since this tends to cause the camera to get blocked at certain angles. You may want to consider laying down the equivalent of a goat track or such leading down from the AT.

2. The eastern "path" from Everlund to the travel map seems to have a small triangle of what appears to be water on it, which looks strange (possible texture issue).

3. A couple of buildings in Everlund and Hilltop seem to have some walkmesh issues when approaching them, namely PCs seem to just run in place when arriving from certain angles. Hilltop, by the way, is the most attractive exterior I've seen so far. The flowering plants add a lot of life to the area. I'd strongly recommend using screenshots of this exterior to advertise the server.

4. One of the Jalanthar doors (building along the northern river bank) is not properly fitted into its frame. It is currently set too high, leaving a gap between it and the ground.

5. The wooden walkway/pier around the northernmost building in Jalanthar appears to be unwalkable.

6. The stockaded area in Moon Pass is unreachable (seems to be a walkmesh issue). You can cross the bridge, but going further is not possible.

7. The southeastern path from Sundabar terminates without an AT. It's not clear if this is intentional or just not yet implemented. This is also true of the northeastern path. Currently, the only way to leave Sundabar is the way you arrived, since the AT to Citadel Felbarr does not function.

8. Northwest Sundabar has what appears to be a gate that is only connected to one wall. A bridge passes right next to it that is otherwise unobstructed. Western Sundabar has a walkmesh issue that lets the PC walk though a hill/dirt mound, but not around it.

9. The eastern AT in "Silverymoon Pass West" (labelled on the travel map as Khelb) does not function. I get the impression this may be intended as a module transition.
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Runestaff
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Post by Runestaff »

A few more observations:

1. The AT from "Khelb" to the travel map seems to be about one tenth the size of the rest of the ATs in the module, making it difficult to see.

2. Every AT, whether a travel map transition or otherwise, seems to universally orient the PC in the opposite direction to the one arrived in. This is potentially confusing, not to mention a bit annoying.

3. The area labelled "Winter's Edge" does not appear to have an AT to it from the travel map, even though there is a map pin for it there. Perhaps it is in the wrong place, since I obviously got there in a previous post.

4. It is not clear if this is a local graphical issue on my end, or something more widespread, but the outer walls of Settlestone appear solid black, as if there is some texture corruption. WorldGate is not reporting any updates, so it appears all my haks are up to date.

5. The Fugue Plane has a Resurrection Lever, but it doesn't appear to do anything. Also, dying for some reason strips you of all your gold, but not any other equipment.

6. At Fourthpeak Fort, having an AT to the travel map and an AT to Rivermoot one on top of the other is perhaps not the clearest way to arrange things. And maybe it's simply too late in the day, but there seems to be no way down from the fort to the surrounding lands.

7. The nameless spawns (presumably orcs) in the Rivermoot mine (blind shaft area) seem to be genetically descended from Kal-el, since they can both see through walls and fire through them.
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Curmudgeon
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Post by Curmudgeon »

Fugue Plane stripped me of both gold and the weapon I had in-hand. Curiously, it duplicated my shield.
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AcadiusLost
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Post by AcadiusLost »

I had time to make a few quick fixes this evening, among them:

-Settlestone walls now have proper tinting. and lighting

-Rivermoot boats across the river now work

-PC Tools Tents and Campfires should now work

-Salesk now sells working torches and equippable backpacks
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Runestaff
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Post by Runestaff »

I was going to post this last night, but lost my internet connection. I've mostly been focused on checking which statics presently work and which are broken. So far I've seen the following, all in Rivermoot:

1. All Rivermoot Interior quests are currently unavailable. This is not surprising given Indio's comments over the past six months or so.

2. Kadalion's Scouting quest, the Plantation, works fine. However, after completing it, no further scouting quests are reachable via the dialogue tree (you keep being directed to the plantation quest, and the only conversation option is "Not now.").

3. The dialogue option informing Kadalion that you cannot complete a quest seems to be broken.

4. The module seems confused about the name of the Goblin Dell quest. Kadalion refers to it by that name, while the journal calls it Lizard Aerie.

5. The Tusker Hunger quest works fine, but finding a path up onto the ridge is more difficult than it needs to be. I was forced to rotate the camera until I could find a mouse-walkable area behind it and then let the game's pathfinding figure out how to get up there.

All other quests given by Kadalion seem to function as intended.

Other notes:

1. On the travel map, taking the northernmost Silverymoon AT drops you into a wilderness area with a city wall, but no city. This appears to be some sort of local travel map for the city, except the ATs in the area do not work. Also, you can walk right underneath the river.

2. The map pin for the Winter's Edge area seems to be in the wrong place. This likely accounts for my earlier confusion of a few days past.

3. Rivermoot interior shops sell evidently nonmagical spyglasses for 1000 gp. This seems like a pricing discrepancy.
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Runestaff
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Post by Runestaff »

A few more issues:

1. The Kadalion Quest "Unearthed Temple Ruins" seems to have somewhat uncertain behavior. When completed with one character, it was sufficient to click on the AT into the ruins to trigger completion. With a second character, it seemed like I had to actually enter the ruins, then leave to get credit. When doing so, it became obvious that the entrance area of the ruins has some missing textures, unless neon green, blue, and red are really supposed to be part of the decor.

2. The door of the Angler's Tavern in Rivermoot now appears to be several feet in front of the actual building.

3. The Kadalion Quest "Nasty Bug" works up to a point. The object of the quest never shows up. Also, the quest gets completed successfully simply by approaching a particular area, instead of by killing the intended object.

4. Some animal spawns, such as deer and birds, are hostile in High Hold. Others, such as badgers, are not.

5. All caves seem to have the strange line-of-sight issues I mentioned previously. Everybody seems to be able to cast spells or launch missiles through walls, and all creatures can see right through walls. Also, it's not clear if this is a texturing issue or the natural apperance of the tileset used, but walls in these caves seem to be painted with vertical white stripes. The LOS issue is a major problem for some statics, as it allows PCs to get stomped by multiple monsters they cannot yet see, particularly spellcasters.

6. Some spell effects do not appear to be tracked across ATs. You can get dazed on one end, and not be dazed on the other. After further testing, it appears this may simply be due to the short duration of the daze spell, since Barkskin potions work fine (visual effect is not always preserved across ATs, however).

7. The Swamp Baroness quest in High Hold is broken. First there are five such beasts (may be intentional). Second, you get a journal entry after killing one saying "you have been rewarded ..." when you haven't reported it yet. After returning to the quest giver, he reacts like the quest is over when you've not yet told him of your success. Strangely, the loot bags dropped by a couple of the creatures failed to vanish when emptied.

I also tested out death again, somewhat unintentionally. Curmudgeon is right about losing your weapon. It would be convenient if this effect was removed and the resurrection lever made to function, since that is generally quicker than creating a new PC and starting over from square one.
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AcadiusLost
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Post by AcadiusLost »

Runestaff wrote:I had to actually enter the ruins, then leave to get credit. When doing so, it became obvious that the entrance area of the ruins has some missing textures, unless neon green, blue, and red are really supposed to be part of the decor.
...
5. All caves seem to have the strange line-of-sight issues I mentioned previously. Everybody seems to be able to cast spells or launch missiles through walls, and all creatures can see right through walls. Also, it's not clear if this is a texturing issue or the natural apperance of the tileset used, but walls in these caves seem to be painted with vertical white stripes. The LOS issue is a major problem for some statics, as it allows PCs to get stomped by multiple monsters they cannot yet see, particularly spellcasters.
I'd noticed some of this oddness as well, I'd heard something about one of the NWN2 patches corrupting some underground areas and requiring tile replacements, this may be the root of some of the "see through/shoot through walls" bugs as well. I'll try to carve out some time to look those areas over in the toolset and investigate.
Runestaff wrote:I also tested out death again, somewhat unintentionally. Curmudgeon is right about losing your weapon. It would be convenient if this effect was removed and the resurrection lever made to function, since that is generally quicker than creating a new PC and starting over from square one.
The pc death scripts currently make your weapon drop next to your body, rather than appearing in it's inventory- presumably this would allow an ally (or opponent) to scoop it up and use it in combat, without looting the body and picking through it's inventory to find it. When the rez lever is used (successfully), it means you get most of your gear back, but not the weapon, as that's still on the ground where you left it. Not ideal for testing convenience, but the "rez lever" isn't something that will have a place in Live play, so didn't seem worth scripting a workaround for. I can raise the issue of the weapon drop in the core scripting forum to see what the reasoning was behind it. As far as the lever not working, I confirmed that a destination waypoint was placed in the OOC start area, so I'm not sure why it's not working- I'll look into that as well when I have a chance- it's working on the OAS2, but perhaps there is a script missing or misconfigured on 003.

re: Nasty Bug and Swamp Barroness: my experience matched yours on those- Nasty Bug I may be able to fix, Swamp Barroness I'm less sure about, as I don't recall a time when that one worked.
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