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As I am the Zelknolf, I am hereby commandeering this thread's initial post. My thanks to Hollyfant for getting things rolling. His post will be missed, but it is a necessary sacrafice.
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Open Items:
- All ability score reductions are treated as ability damage, and heal at the rate of 1 point per rest.
This breaks in many ways. Looking for someone to adopt this poor defenseless bug. And to knife it and leave it in a gutter somewhere.
Priority: High
Owner: None - All ability score reductions are treated as ability damage, and heal at the rate of 1 point per rest.
This breaks in many ways. Looking for someone to adopt this poor defenseless bug. And to knife it and leave it in a gutter somewhere.
Priority: High
Owner: None - Bard song is relatively inflexible in determining which particular skill a bard is using for the sake of the song at that moment. Ideally, we'd change this to check circumstances, and check which perform skills could be used for the particular song and then see which ones are properly reflected by equipment-- vs. selecting a primary skill at adaptation and defaulting to checking it.
Priority is based on the current system seeming to "bug" specific bards, and requiring a workaround or a manual edit to restore functionality.
Priority: Medium - Skill focus does not have options for those skills which have been divided into their subskills (Perform, Knowledge).
Priority: Medium - Laduguer and Deep Duerra are not marked as Ranger-appropriate deities.
Simple 2da edit, and restricting of character concepts. This one has probably only been unfixed due to being buried in the initial flood.
Priority: Medium - The description of the Search skill mentions that Dwarves get a +2 bonus to their Search checks. They don't, or if they do they shouldn't.
While we're technically not doing anything wrong mechanically here, we probably should try to give our players good information.
Priority: Medium - See Invis is inferior to Blindsight
Technically a rules "change," but an easier one to convince needed admin the value of.
Priority: Medium (pending approval) - Small races with Weapon Proficiency (Martial) but without Weapon Proficiency (Exotic) can still wield Bastard Swords.
The core rules are unclear about this, as they don't anticipate NWN2's system of weapon sizes. If we follow the 3.0 logic of the bastard sword, upon which our weapon sizes are based, small characters should need exotic weapon proficiency or monkey grip to wield a bastard sword.
Priority: Low - Stone body really needs some kind of VFX. Looking like an ordinary person while being made out of living stone just shouldn't fly.
Priority: Medium - Hit point recovery is reduced when resting with constitution drain or damage.
The use case is pretty uncommon, but Nick has done a lot of the leg work on this one.
Priority: Low - The dice roller refuses to roll an untrained knowledge skill, instead of capping the result at 10 as per the PnP rules.
This is a fix in progress, as but it is also not a simple fix. PC Tools are especially sensitive to tampering, and we need to be careful that we don't hamstring the system. Chat dice will likely see a correct implementation first. A workaround exists: roll d20. Ask DMs for understanding.
Priority: Low - Armour can be equipped and unequipped while resting, making it possible to sleep in Full Plate without a penalty - provided it is taken off the moment before the PC awakes.
Really, this is just an RP reminder that we put into our scripts. AC is absurdly-low while resting anyway, but this it technically an "exploitable" mechanic-- it's just that the yield is no different from stopping the rest, removing the armor, and then resting. In the interim, we've added an idiot buzzer to the rest starting event, which at least reminds people that they're doing it wrong.
Priority: Low - Item-based VFXes remain linked to items after they are disabled.
We don't have a good fix for this, sadly. We might be well-served to put some walkthrough text somewhere, but lack an especially-good place to put said text. You can unlink a VFX from an item by dropping the item and picking it back up.
Priority: Low - DMFI tools can cause the loss of all DMFI-related data if enough script calls are successfully squeezed into the space between the initial click and the server's response.
There's a viable workaround, as listed in Cloud's post-- don't click so fast. I know it's not ideal right now, but it's not an easy thing to rework the structure of a tool to assume spamclicking users and high latency.
Priority: Low - Short spears and short staves have the weights of spears and quarterstaves.
Just an oversight. But, as BB notes, short folk don't take a carry weight penalty, so this isn't really hurting anyone right now.
Priority: Low - Spoken messages that use the DMFI VoiceEntry widget are ignored when they start with a full stop; unless the whole message is a full stop, then the PC says "0.000000" in plain text as well as in the other language.
DMFI language tools are effectively depreciated. They're too buggy and too restricted when compared to chat-entry languages. Theoretically, it would be nice if they worked, but it's also hard to get someone motivated to work on such a thing.
Priority: Lowest - Missing Roof in four-post interior Standard_Tileset tiles.
This sucks. No indication of if a fix is available to us, though. Priority remains unassigned, pending more information.
Priority: Unassigned.
- [The DMFI Target Tool] blocks access to all screen items within the area that would outlined by the Tool with all submenu blocks open. Menus will not capture clicks while collapsed in 1.83-- however, the bottom-most menus seem to demand a lot of real estate, and want your clicks when they're open (so they should be collapsed unless you're actively using them). I could fix that too, but that would also make the UI very sensitive to pointer position, and might end in more deaths by misclick.
- The Close [x] Button on the tool doesn't close [the DMFI target tool], but sends a popup Server Message. Close button will actually close the GUI in 1.83
- The Total Wealth calculation that the Tool does is totally inaccurate.
Fixed in 1.81. Logging improved in 1.82 - Can't do targeted dispel on hostile creatures
Fixed in 1.82 - PC Tools vanished on TSM and Moonshaes
Module-level fix: 10/4/2011 - Gloves erroneously display as unequippable for all players, and don't allow use/day powers
Mini-update, in 1.82. 10/5/2011 - Dimension door lacks icon and VFX
Technically, this wasn't a problem in 1.82, but our gui hak got a late rollout. 10/5/2011
- There are several buttons that ought to be disabled, including the Initialize Server button.
Needed from Curmudgeon: A complete list of buttons to be disabled. Message Zelknolf. - Portal button does not create a portal where the DM stands. It creates a portal in the middle of the area you are in and on the base level of the area.
Need to know what the use case for this tool is to fix its usability issues. - Creature model changer has several models that "reflect" on to other NPS or jag off in weird ways.
Need to know the specific models.
Explanations:
Hollyfant says: "The system measures time as days between rests, instead of by the clock."
Explanation: It is by design that resting and spell recovery is managed by in-character time passed between log off and log on. While it is often the case that 2 hours and 48 minutes translates to a rest, normal interaction with the game servers-- which can include lag, pauses, downtime, and attempts to synchronize with other servers-- might adjust this time.
Brokenbone says: "Skywing is powerful."
Explanation: Yes, it is. It's on you good roleplayers out there to not use this information to metagame.
Mick says: "I have noticed that if I log in with armor and gloves worn but then take them off, the armor bonuses and beneficial effects of the gloves persist for the rest of the session."
Explanation: We don't have the best data about why this is or how it actually manifests to the game engine right now, so this might be the sort of thing that we'd be waiting on a server rewrite's completion for (if the time line on Gem reflects what we can expect with Aurora, that'll still be a few years away. I know that Skywing has a pretty impressive start on rewriting nwn2server, but its power currently is such that it would only really serve as a lean triage server, if we were to rework our infrastructure into a vast series of minimodules.)
NES Says: "Polymorph does a pretty crappy job of handling equipment bonuses."
Explanation: Sadly, polymorph and shape-changing spells are largely out of our hands as tech people. We get a few toggle switches in the associated 2da, but the fine details would require a rather impressive (and not necessarily stabile) workaround. As it is, the toggles are set pretty close to "as good as we can reasonbly do," though we do acknowledge that there are still shortcomings there.
Multiple People say: "I'm not getting a bonus to knowledge / tumble / use magic device / another skill that requires training."
Explanation: The skill requires training. Unless you invest at least one rank in the skill, your modifier will be unaffected by items.
Hollyfant says: "People who take constitution damage from disease can still heal hit points."
Explanation: ... yes?
Hollyfant says: "And they don't die when their constitution scores reach 0."
Explanation: Well, that part's out of our hands. Poison and disease, once they're turned into effects, are generally inaccessible in their processing of effects. While it's possible to produce a workaround (I've done so before, when attempting to make a gritty low fantasy world), it's something that really works better when it's done early in the game. Maybe someone will get excited about the notion and write something, but it will require that to make it happen.
Multiple People say: "Sometimes, I walk, spin in place, back up, shift quickbars instead of using a quickslot, or lose my GUI."
Explanation: If you press a key between the instant that you press enter to open the chat entry window and when the chat entry window successfully moves focus into the chat box, the key that you pressed will be treated as held down by the game engine. Press the key again, or press the grave key twice.
Blindhamster says: "Temporary hit points can be healed."
And provides example: "Bob the wounded wizard (on 17/54hp) casts vampiric touch, doing 20 damage, goes up to 37hp. He then gets lesser vigored and goes all the way up to 74hp!!"
Explanation: Bob the Wounded Wizard doesn't actually have 37 hit points; he has 17 hit points and 20 temporary hit points. As he has 17 real hit points, he is capable of being healed by up to 37 hit points through normal healing magic, as that's how many "real" hit points he's missing. The temporary hit points don't figure into that calculation at all, because they're fake. They float out in quasi-HP space until such time as the duration on the spell that provides them expires or Bob takes enough damage to exhaust the temporary hit points (which are lost first).
Brokenbone asks: "How do you spend feats on shortstaves and short spears?"
Answer: You put feats in spear and quarterstaff.