Bugs: August 16th 2010

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Zelknolf
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Re: Bugs: August 16th 2010

Post by Zelknolf »

Will save vs. illusion, Rotku.

+4 due to implausibility of the situation.
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Swift
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Re: Bugs: August 16th 2010

Post by Swift »

OMG she has escaped into the wilds again! Run for your lives!

Welcome back Zelk :D
danielmn
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Re: Bugs: August 16th 2010

Post by danielmn »

What did I tell you about feeding the strays?

Ignore it, and it will move on. :P
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Curmudgeon
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Re: Bugs: August 16th 2010

Post by Curmudgeon »

Zelknolf wrote:In area:
6d Rauvinwatch Keep: Interior Lvl 2

West wing, east barrack, south wall:
Image

The passage is not walkable, so there is no danger of someone thinking that ninjas are jumping out of super secret passages to murder them; it's only confuzing to someone who gets turned around inside said keep.
That looks like our rotated tile issue, came in with the new haks/expanded tilesets.

/edit Actually, this turns out to be a limitation of the original Sunken Fortress tileset. I've rebuilt around the problem. Will go in with the next major update.
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NESchampion
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Re: Bugs: August 16th 2010

Post by NESchampion »

The spell Touch of Fatigue leaves a black smoggy effect on the target even after the duration ends.
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Zelknolf
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Re: Bugs: August 16th 2010

Post by Zelknolf »

NESchampion wrote:The spell Touch of Fatigue leaves a black smoggy effect on the target even after the duration ends.
This is very likely to be a core rules issue, rather than a mod-specific one. I'll investigate it.
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Brother Humphrey
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Re: Bugs: August 16th 2010

Post by Brother Humphrey »

I recently got a random encounter heading up to khelb. Instead of paralyzing me and porting me in, i kept on walking. When I manually exited the OLM to enter the EA, I saw the minimap dots of my quarry walking away from me until they actually disappeared (I'm assuming they ATed out of the area). This was extremely vexxing, as they were werebeasts of some sort, according to the description of the encounter, and Del has vested interest in wiping the trail with their festering corpses.

There were several other bugs I'd been wanting to post, but sugar rush and fatigue combined to wipe them from my memory. I'll get back to them later.
<paazin> Elves I bet are kinda fun to play.
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<BH|werksux> elves wiggle too much

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Blindhamsterman
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Re: Bugs: August 16th 2010

Post by Blindhamsterman »

Brother Humphrey wrote:I recently got a random encounter heading up to khelb. Instead of paralyzing me and porting me in, i kept on walking. When I manually exited the OLM to enter the EA, I saw the minimap dots of my quarry walking away from me until they actually disappeared (I'm assuming they ATed out of the area). This was extremely vexxing, as they were werebeasts of some sort, according to the description of the encounter, and Del has vested interest in wiping the trail with their festering corpses.

There were several other bugs I'd been wanting to post, but sugar rush and fatigue combined to wipe them from my memory. I'll get back to them later.
pretty standard that creatures move toward the exits in my experience, i'd just play it out that they saw/heard del and knew her reputation as a hunter of werebeasts so fled in terror.
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Brother Humphrey
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Re: Bugs: August 16th 2010

Post by Brother Humphrey »

Blindhamsterman wrote:
Brother Humphrey wrote:I recently got a random encounter heading up to khelb. Instead of paralyzing me and porting me in, i kept on walking. When I manually exited the OLM to enter the EA, I saw the minimap dots of my quarry walking away from me until they actually disappeared (I'm assuming they ATed out of the area). This was extremely vexxing, as they were werebeasts of some sort, according to the description of the encounter, and Del has vested interest in wiping the trail with their festering corpses.

There were several other bugs I'd been wanting to post, but sugar rush and fatigue combined to wipe them from my memory. I'll get back to them later.
pretty standard that creatures move toward the exits in my experience, i'd just play it out that they saw/heard del and knew her reputation as a hunter of werebeasts so fled in terror.
I did, but that doesn't mean Del has to like it, now, does it? :mad: :chin:
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much

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Brother Humphrey
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Re: Bugs: August 16th 2010

Post by Brother Humphrey »

Rauvenwatch Keep Barracks - The original doorway/stairwell leading upward to the second level near the barracks room with the pstorage remains since the update but is no longer linked to the section of wall that used to lead down from lvl 2. The only way up to lvl 2 that I could find is all the way the Hell at the rear of the Barracks building which makes anyone who has to go all the way back there to find it feel like looking for the servants' entrance to a manor house....

In addition, there is still an invisible section of wall that blocks movement from the hallway and the archery range. I'll meet any DM IG to show what I'm talking about upon request.

On a personal note, I have 3 journal entries for quests that have either been removed or completed or can't be completed, and either they won't move to the completed section nor disappear on their own (Rivermoot Tyrian Herbal Essence quest and the Everdusk Hall hard temple quest). The third journal entry I can't get out of the way is from Settlestone Raid 2, which I'm told is a result of the quest area having been clipped along with a good sized chunk of the map. Is there any way to simply recenter the quest trigger to a place that actually helps the questee spawn the quest NPC so life can continue fluidly? Not being a scripter, I don't know di..err,.. diddly squat about how that would be accomplished.
<paazin> Elves I bet are kinda fun to play.
<BH|werksux> I prefer the trumpet or clarinet
<BH|werksux> elves wiggle too much

Current Server: TSM

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kid
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Re: Bugs: August 16th 2010

Post by kid »

did the static "escort 1" at KiS and as i entered the catacombs with mother may she disappeared. can't take it again and try again and can't complete it.

Is this a known bug? something new? or just me?
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NESchampion
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Re: Bugs: August 16th 2010

Post by NESchampion »

The transition from the northern road to the north AT spot of High Hold is a constant hassle; the small area makes it so that parties often as small as four people cannot enter that way because the characters push each other back into the AT on the High Hold map.

Could probably be resolved with some small edits to the area where it drops you in.
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Zelknolf
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Re: Bugs: August 16th 2010

Post by Zelknolf »

Entering and exiting the parade grounds south of Silverymoon unarmed results in the subdual mode fist ending up in one's inventory.

The walkmesh in front of wayward house is unwalkable most of the way around, making getting into the place quite difficult.
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dirsa
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Re: Bugs: August 16th 2010

Post by dirsa »

settlestone raids 2 - the gray wolf guard doesn't look to be spawning...
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NESchampion
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Re: Bugs: August 16th 2010

Post by NESchampion »

dirsa wrote:settlestone raids 2 - the gray wolf guard doesn't look to be spawning...
Echoing this as well.
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