ACR v1.87 Release

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Zelknolf
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Re: ACR v1.87 Release

Post by Zelknolf »

More specifically, anything that changes your appearance or animations can bug your movement-- that's just what Bioware gave us, and OE didn't fix (probably lacking resources to do so). They didn't expose the things needed to stop it from happening, so we wrote something to fix it when it happens.
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Riotnrrd
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Re: ACR v1.87 Release

Post by Riotnrrd »

Are specific details available regarding changes to cleric domains? I'd like to read up on documentation, and it should probably be detailed somewhere.

I had a report of frustration from a cleric logging in after ACR update. In gathering some information, it was stated the PC could not extend Bull's Strength at 3rd spell level. PC allegedly has Strength domain, and I note Bull's Strength is a 2nd level spell for the strength domain.

Assuming strength domain, am I correct the PC should be able to extend at 3rd spell level?

If so, I'll file a bug.
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Re: ACR v1.87 Release

Post by Zelknolf »

Make sure that the player is actually looking in the correct spell level to extend the spell and that he doesn't have any pre-patch spells prepared. Strength domain used to grant bull's strength as a 1st level spell, which can muddy things up.
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Riotnrrd
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Re: ACR v1.87 Release

Post by Riotnrrd »

OK will do, thanks.

Is there a list of domain related changes that I can direct future inquiries to? Obviously 'making more like canon' is good, but I'm curious about domain spells that don't exist, approximations and assumptions made, etc.

I can view git commits or 2das or whatever, but I would prefer to document somewhere more visible for the less technically inclined.
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Re: ACR v1.87 Release

Post by Zelknolf »

If the canon spell exists and is not redundant against, it is in that slot/level for the domain. Though we haven't written out an extra list, given that this makes the SRD and the FRCS valid resources. If you decide to do one hosted on the ALFA site, please update the ACR v1.87 release documentation as part of it.


Approxomation remains in that the cleric domain slot is not required to contain a domain spell, and domain spells can be prepared in non-domain slots.
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Riotnrrd
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Re: ACR v1.87 Release

Post by Riotnrrd »

Apologies, but I do not understand. I'll use for example the canon air domain here http://www.d20srd.org/srd/spellLists/clericDomains.htm
Granted Powers

Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

Air Domain Spells

Obscuring Mist: Fog surrounds you.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Compare to vanilla NWN2:
Uncanny dodge feat, call lightning at 3rd, chain lightning at 6th
Obscuring Mist, Wind Wall, and Gaseous Form do not exist in vanilla NWN2. Turning earth creatures is not to my knowledge a power / feat / talent in NWN2.

What is the scope of removed powers both generally across all domains and specific to the air domain? Were new spells or powers added to compensate for removed non-canon spells in any of the domains?
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Re: ACR v1.87 Release

Post by Zelknolf »

Spells, not powers.

Release notes are very specific about that.
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Re: ACR v1.87 Release

Post by Riotnrrd »

OK, thanks for the clarification.
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Re: ACR v1.87 Release

Post by SCI-kick »

The player that Riot spoke of is me, with my PC Olin.

Since the new ACR, his Extended Spells do not work. Specifically Extended Bull's Strength (3rd) and Magic Weapon (2nd). The spells are in his spell book, and on log-in he can memorize the spells, but once he does they just disappear from his memorized spell list.

So basically right now Extended Spell was a total waste of a feat for Olin.

Also, when with Feat of Strength Domain power and others reflect true rules as well?

Thanks
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Re: ACR v1.87 Release

Post by Zelknolf »

We'll try to figure out what's wrong with your spell lists.


And we're a volunteer project; we update what we can when we can, and have trouble providing schedules. Even in times when volunteers have concretely agreed to schedules I've found that they're frequently missed, because ALFA is (understandably and correctly) a low-priority project in peoples' lives, so I've stopped publically reporting on them. The pressure doesn't help the contributors, and the inaccurate timelines don't help the players.
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Re: ACR v1.87 Release

Post by Inwintersshadow »

He's not alone. When I had it Extended spell didnt allow me to have the spells I'd chosen to be available in the quick spell list either.
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Re: ACR v1.87 Release

Post by Ronan »

Inwintersshadow wrote:He's not alone. When I had it Extended spell didnt allow me to have the spells I'd chosen to be available in the quick spell list either.
Metamagic can only be accessed in the quick cast menu by clicking on the appropriate metamagic feat on the top bit of the menu. e.g. if you click Extend Spell, only extended spells are shown. By default, no metamagic spells are shown.

You can also drag spells from your spellbook to a quickslot, just be careful not to un-prepare them by mistake.
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Re: ACR v1.87 Release

Post by Inwintersshadow »

That's a relief to hear - Thanks Ronan!

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Re: ACR v1.87 Release

Post by SCI-kick »

Oh DUH!

How could I not remember that? Guess I got rusty and dumb after not playing for a while.

sorry for the confusion all, Riot, and Zelk
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Re: ACR v1.87 Release

Post by Gebb »

Any info on the new Haks/ACR?
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