Bug thread

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Rick7475
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Post by Rick7475 »

Curmudgeon wrote:I'm tired of walking the cart paths and getting gooshy brown stuff stuck between my toes. :P
Said the Hill Giant after walking through the halfling shire ...
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Leevoth
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Post by Leevoth »

Also on the foot issue, the skin tone doesn't match the face's skin tone.

I'm not sure if that can be fixed at all but it does seem odd having a blue faced elf, and Snow White's hands and feet.
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AcadiusLost
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Post by AcadiusLost »

Leevoth wrote:Also on the foot issue, the skin tone doesn't match the face's skin tone.
Did you use the tinting lever in front of the "Guardian of Propriety" statue in the start area? It's supposed to tint exposed skin to match your PC's face, though it's not perfect. If you missed your chance, I can blank your PC's location so they reappear in the start area to get another chance at it.
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Leevoth
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Post by Leevoth »

Thanks for that. It's ok though, it was just a test PC. I'm gunna wait 'til it goes Live! Weee!
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Runestaff
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Post by Runestaff »

The multiple University class bugs I reported previously still seem to be present. In addition:

1. None of the bulletin boards appear to work. It appears to be impossible to get past the titling dialogue. Also, the board on the second floor (near the classrooms) appears to be unusable.

2. The Divination classroom doorway fails to open after registering for the class. This time, announcing my intent to start the class over did not appear to fix this, either. Exiting and entering the floor appeared to correct the problem (or waiting a long time did). Either way, this needs to be looked at.

3. Lastima still sells scrolls for 1 gp, and identifies items for free. If this is intended to help defray the cost of the rather expensive coursework, that is fine. Otherwise, it is a bug. Her shop inventory also appears while the conversation screen is still up. Perhaps she should offer discounted services to registered students (but probably not this discounted).

4. CLW potions have tripled in cost. CLW scrolls have remained the same, which is presently less than a fourth the cost of a potion.

5. University sundials are reporting time in an odd format: "The Hour is 7:5." Not only is it not clear what this is supposed to mean (day 7, hour 5? hour 7, minute 5? hour 7, minute 50?), it is also different than the times listed on the chalkboards for classes.

6. Elementary Transmutation either doesn't work, or the required spell is unavailable for purchase.

7. The item in the elementary Divination class now appears to be both unusable and unidentifiable.

8. The Abjuration proctor seems to offer exam questions, even though my PC is level 1, has yet to register for an Abjuration class, and is speaking to her in the library (and therefore nowhere near the items she mentions).
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Wynna
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Post by Wynna »

Thanks, Runestaff. I hope to get back to the Uni this week to squish bugs. Got a little distracted by non-Uni things.
Enjoy the game
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Runestaff
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Post by Runestaff »

The Dogleg Dell static in Rivermoot still isn't working. Also, most caves in the mod still seem to be suffering from "invisible door" syndrome.

The tower in the northern section of Rivermoot (just west of the gate) has an AT in front of it labeled "Trap". It appears to do nothing. The door on the same tower opens to a blank wall (i.e., no area transition, no door frame, etc.).

Now that pricing has been adjusted, we seem to have returned to the good (or bad, depending on your point of view) ol' days of overpriced healing that provides little bang for the buck. I don't really view 40 gp CLW potions that heal 3 hp to be much of an improvement over 50 gp CLW potions that heal 3 hp. Coupled with the fact that resting takes about ten times as long RL as it did in ALFA 1, and can only be performed every 24 game hours rather than 8, it is not clear to me how ALFA 2 is supposed to be less deadly for low level PCs than the original. You may want to put a floor on CLW healing rates and lower the price, at least until temple healing scripts are in and widespread.

The "Dogfish Dwarf" in Rivermoot still appears to serve no purpose, and has no conversation script.

While it is no longer possible to rest in the Rivermoot Inn for nothing, it is also no longer possible to purchase an inn room key, either.
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Avaz
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Post by Avaz »

The starting area merchant has a stack of 99 arrows listed as 5gp, but purchasing them only removes 1gp from my gold. Selling arrows is at 0gp, though it is still listed at 5 gp.

Further testing could not be performed on other items since I have no more gold to test with, heh.
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Current PC: Claina Maynarren, halfling
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Wynna
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Post by Wynna »

Thanks for all the bugs! These fixes will go into place with the next update. List of notes as I address each:

*Arrows are the same as arrows everywhere and buy back and sell rate is set to 100%. I'm at a loss what the problem is.

*Invisible cave doors have been set to default open state, which should mean you just have to click once to enter.

*The RM Tower AT is (I think) an AT into the Argent Legion interior. Rick, is that right? I can hook it up, if so. I set the door to static because if I'm right, the AT trigger handles entry. *Edit: Hooked up now. Thanks, Rick.

*Dogfish dwarf has been deleted

*Why can't you buy an inn key? The gate seems to be in functioning order.

*Lastima no longer identifies for free and charges money for scrolls.
Last edited by Wynna on Fri Mar 28, 2008 9:59 pm, edited 1 time in total.
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Rick7475
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Post by Rick7475 »

Wynna wrote:*The RM Tower AT is (I think) an AT into the Argent Legion interior. Rick, is that right? I can hook it up, if so. I set the door to static because if I'm right, the AT trigger handles entry.
Yep, I didn't have achance to test or bake the areas before uploading the mod, so go ahead and check the AT and make the door static. I will be using AT's instead of doors where ever convenient.
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Runestaff
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Post by Runestaff »

Wynna wrote:*Why can't you buy an inn key? The gate seems to be in functioning order.
There was no conversation interface when clicking on the gate. Previously, doing so would give you the option of purchasing a key. That used to be moot, since it was possible to walk straight through the gate. The innkeeper also did not appear to sell keys.

My preference would be to adopt the old ALFA 1 policy of buying keys from the innkeeper, and doing away with the gate entirely.
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Wynna
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Post by Wynna »

Indio created a different way of handling the gate today and it will be uploaded with the new mod.
Enjoy the game
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Curmudgeon
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Post by Curmudgeon »

Rivermoot Interior Merchants: The armor shop says he's closed. The weapons shop shows me her wares, but doesn't seem to be able to sell me weapons (tested Lt. Crossbow & Bolts), the "Fine Print" shop works fine, as does the Farrier.

indio's new inn works as advertised.

The Holy Symbol my cleric received at character creation does not seem to be Usable - I could equip it, but not pray for spells, even after resting.

The Kobold Runt dropped an old-style Cure Light Wounds, or at least it did not have the new text in the description field. Are these in the server yet?

The Dogleg Dell quest seemed to work fine for me.
- Curmudgeon
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Runestaff
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Post by Runestaff »

One thing I failed to mention earlier, but have noticed for several weeks, is that the DMFI language selection seems inconsistent. A sun elf mage with INT 18 had relatively few language choices, two of which were both labeled "Draconic." A human fighter with INT 12 appeared to have far more choices available.
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Teric neDhalir
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Post by Teric neDhalir »

This isn't a bug report, just a plea for you to cut down the far clip/fog distance, especially in Silverymoon. Drawing all that grass and all those trees is making my graphics card screeeeeeeam! But seriously, I think you get much more sense of depth and distance if things are fading off than if everything is a constant strength of colour. Some of the Argent Highway areas have lower fog distances and look nicer for it (to my taste, at least).
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