Pocket Plane Group

BG1 Completed Mods => The Fields of the Dead => Topic started by: Echon on May 13, 2005, 03:50:30 PM

Title: Bug Reports v1.02
Post by: Echon on May 13, 2005, 03:50:30 PM
Here please. :)

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 13, 2005, 10:14:28 PM
I would like to report that the creator of FotD is broken.  I just downloaded v1.01 and now 1.02 has been released?  Can you fix this?

In actual bug reportage, you need to change ~override\~ to ~override~ in the big block that starts with book10.itm.  It gave me an error.

Line 2642 also has an error.  COPY_EXISTING~ BOOK20.ITM~ has the tilde and space swapped.
Title: Re: Bug Reports v1.02
Post by: Echon on May 14, 2005, 02:32:43 AM
That is just fantastic. I had already noticed those errors myself when doing a test install and fixed them, too. But I remember now having opened the TP2 twice at the same time so those fixes were accidentically overwritten again. I will update the mod immediatly.

EDIT: Done. Please to be downloading v1.02 again.  ::)

-Echon
Title: Re: Bug Reports v1.02
Post by: ElfBane on May 14, 2005, 02:48:13 AM
I tried to DL v1.02 yesterday and it wanted me to DL the entire mod(11meg). Is there a patch? ???
Title: Re: Bug Reports v1.02
Post by: Echon on May 14, 2005, 02:49:54 AM
Sorry, no more patches. We decided this was the best way to make sure people got the latest version.

-Echon
Title: Re: Bug Reports v1.02
Post by: ElfBane on May 14, 2005, 03:03:56 AM
Sorry, no more patches. We decided this was the best way to make sure people got the latest version.

-Echon
I have to restart the game?
Title: Re: Bug Reports v1.02
Post by: Echon on May 14, 2005, 03:20:04 AM
Not that is necessary. Download the mod, extract it, overwrite the existing files, run FotD-setup.exe and reinstall the mod.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 14, 2005, 07:09:23 AM
EDIT: Done. Please to be downloading v1.02 again. ::)

I had just made the changes locally last night.  Was there anything else you'd done to it that I'd be missing if I didn't re-download?
Title: Re: Bug Reports v1.02
Post by: Echon on May 14, 2005, 07:22:20 AM
I do not think so, no.

-Echon
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 14, 2005, 11:50:13 AM
Magic Resistance stops Cure Light Wounds.

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Echon on May 14, 2005, 12:36:21 PM
So it does. I wonder when that changed.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 14, 2005, 04:59:07 PM
That's a bug? :(
Title: Re: Bug Reports v1.02
Post by: Echon on May 14, 2005, 05:07:13 PM
Yes. All friendly spells should bypass magic resistance.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 14, 2005, 07:00:30 PM
Ray of Fatigue's stone icon (the red one over the dark grey stone) has four pink dots in it.

Characters with 16 charisma get a 5% penalty to the cost of items, rather than a -5% drop.  See CHRMODST.2da

I noticed this when Bentley Mirrorshade ripped off Imoen by charging 25 GP for studded leather, and then wanted to give it to my 9 CHA protagonist for 24 GP. Heheh.

For some reason the spiders in the house next to the JOvial Juggler in Beregost are carrying rndtre0x.itm around with them.  One had a silver ring, and the others seemed to have gold.
Title: Re: Bug Reports v1.02
Post by: Echon on May 15, 2005, 04:01:51 AM
Ray of Fatigue's stone icon (the red one over the dark grey stone) has four pink dots in it.

It will be fixed.

Quote
Characters with 16 charisma get a 5% penalty to the cost of items, rather than a -5% drop.  See CHRMODST.2da

I noticed this when Bentley Mirrorshade ripped off Imoen by charging 25 GP for studded leather, and then wanted to give it to my 9 CHA protagonist for 24 GP. Heheh.

I believe this is an error from the original game. It is there because I seem to have lost all the changes to this 2DA at some point. I will recreate it.

Quote
For some reason the spiders in the house next to the JOvial Juggler in Beregost are carrying rndtre0x.itm around with them.  One had a silver ring, and the others seemed to have gold.

This is intentional. :)

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 15, 2005, 04:10:04 PM
Why do spiders have treasure? :)
Title: Re: Bug Reports v1.02
Post by: Grog on May 15, 2005, 04:53:11 PM
it was in their stomachs :P
Title: Re: Bug Reports v1.02
Post by: Echon on May 15, 2005, 06:35:52 PM
Why do spiders have treasure? :)

So that they can go shopping, of course. :)

They are meant to have treasure simply. I am not suggesting that they go around picking it up but you can consider it leftovers from those they have killed and eaten. Such treasure would normally be found in their lairs but there are not that many of those so instead they 'carry' it around. Same reason Firkraag walks around with a two-handed sword and a few thousand gold pieces in his claws.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 15, 2005, 07:07:47 PM
Oh, so instead of looting the corpses of the spiders in some random Beregostian civilians hut, I'm actually looting the spider's "lair", i.e., the poor suckers house.

Works for me.

(I do of course jest.  Now that you mention it, I guess it makes sense for when I go out and kill spiders in the wilderness.)
Title: Re: Bug Reports v1.02
Post by: ElfBane on May 16, 2005, 11:32:19 AM
What are the 2E rules on death? Adjantis is my main tank, and he dies a lot(I've resurrected him at least 5 times, expensive chap!). He seems to be losing XP, though I haven't noticed any ability scores drop. I'm assuming this is intentional, the XP loss.
The Razor Ring...shouldn't it be worth more than 10gp? It has a minor enchantment. I'll get on the 'Ghreyfain' bandwagon and tell you it's got pink pixels, too.

add: Arggh! Adjantis constitution is now 6. He will soon have no value, time to pick up Yeslick, I guess.
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 16, 2005, 12:20:20 PM
I have a question: How come I cannot cast any spells when I polymorph myself? You may do that in AD&D.

-Galactygon
Title: Re: Bug Reports v1.02
Post by: ElfBane on May 16, 2005, 03:00:40 PM
Kivan got petrified in the Mutamil battle. How do I un-petrify him? I haven't come across a single Stone To Flesh scroll yet.
Title: Re: Bug Reports v1.02
Post by: Echon on May 16, 2005, 03:07:21 PM
What are the 2E rules on death? Adjantis is my main tank, and he dies a lot(I've resurrected him at least 5 times, expensive chap!). He seems to be losing XP, though I haven't noticed any ability scores drop. I'm assuming this is intentional, the XP loss.

If he does lose XP, it is not something I have added. And as you seem to have discovered, his consitution does drop. ...Heh, you have resurrected him ten times. Maybe you should reconsider your tactics.

Quote
The Razor Ring...shouldn't it be worth more than 10gp? It has a minor enchantment. I'll get on the 'Ghreyfain' bandwagon and tell you it's got pink pixels, too.

It is not magical so that is why its has a low value. More pink dots, eh? They will soon be gone.

Kivan got petrified in the Mutamil battle. How do I un-petrify him? I haven't come across a single Stone To Flesh scroll yet.

Stone to Flesh scrolls are the only way to reverse petrification so if you do not have any, you will have to reload (and perhaps make him immune to pretification).

-Echon
Title: Re: Bug Reports v1.02
Post by: ElfBane on May 16, 2005, 05:11:32 PM
I dumped Adjantis. He died again, and the next resurrect will drop him to 5 Con. Not worth it. We'll go with 5 until Yeslick.
Where are the Stone to Flesh scrolls? The temples do not sell them. Did you take them from the game?

Add: Also, I need either the Stone To Flesh scroll or the spell(I have a druid and a cleric) in order to free Tameh. I am assuming they are still in the game since you need several of them in a BG city quest(Helm of Balduran?).
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 21, 2005, 11:14:13 AM
Is it intentional that Duergar are immune to invisibility purge? I am having a tough time defeating them.

Also, there is more than one entrance in the cave. Will it be expanded in later versions of the mod?

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Echon on May 21, 2005, 12:17:27 PM
I have a question: How come I cannot cast any spells when I polymorph myself? You may do that in AD&D.

I cannot recall whether this should be possible or not and I have not had time to look it up so you will have to a bit for an answer to this.

Add: Also, I need either the Stone To Flesh scroll or the spell(I have a druid and a cleric) in order to free Tameh. I am assuming they are still in the game since you need several of them in a BG city quest(Helm of Balduran?).

I cannot tell you where Stone to Flesh scrolls can be found since NI has suddenly stopped working but I believe they have become very rare which is not intentional. You still get the scrolls needed for the Balduran quest in BG, though.

Is it intentional that Duergar are immune to invisibility purge? I am having a tough time defeating them.

How exactly are they immune to it? Do they not turn visible when you cast it?

Quote
Also, there is more than one entrance in the cave. Will it be expanded in later versions of the mod?

The cave only has one entrance. It has a passage that leads further into the Underdark but it has been blocked. The rest of the tunnels lead nowhere.

-Echon
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 21, 2005, 12:24:28 PM
Quote
How exactly are they immune to it? Do they not turn visible when you cast it?

No, they don't. Dispel Magic works, however.

Also, I am unable to get back out of the cave becuase of a grey speck on the searchmap.

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Grog on May 21, 2005, 06:16:24 PM
I cannot tell you where Stone to Flesh scrolls can be found since NI has suddenly stopped working but I believe they have become very rare which is not intentional. You still get the scrolls needed for the Balduran quest in BG, though.

I've only found one, and that was you buy off the halfling at the Nashkell Carnival (none of the temples sell them any more).  I haven't done BG or Cloakwood yet though.
Title: Re: Bug Reports v1.02
Post by: ElfBane on May 23, 2005, 05:18:27 PM
Cleared out the bandit camp and now on the way to the Cloakwood. Somewhere along the way I got a Prot. from Cold scroll, and when I try to sell it, it's worth 0gp. So you may want to assign a value to it.
Title: Re: Bug Reports v1.02
Post by: Echon on May 23, 2005, 07:00:16 PM
I will make sure its value is corrected.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 23, 2005, 10:31:00 PM
Why does SPPR106 (Magical Stone) create three stones in inventory, rather than equipped?  Also, why do you have delayed effects to remove the items, instead of just creating the items for a duration?  And since they are classed as darts, a character who's not proficient in missile weapons will have a -3 THAC0 penalty (or -4?).

Oh, and one more thing; what's up with the dexterity being set to 14 in all spells?
Title: Re: Bug Reports v1.02
Post by: Echon on May 24, 2005, 10:14:51 AM
Why does SPPR106 (Magical Stone) create three stones in inventory, rather than equipped? Also, why do you have delayed effects to remove the items, instead of just creating the items for a duration?  And since they are classed as darts, a character who's not proficient in missile weapons will have a -3 THAC0 penalty (or -4?).

It lasts for quite some time and it would probably be annoying not be able to use other weapons during its duration. As far as I remember using a duration caused some sort of problem which led me to use the current method instead. The non-proficiency penalty should have been added to the THAC0 bonus but I see I have forgotten that so that should be fixed.

Quote
Oh, and one more thing; what's up with the dexterity being set to 14 in all spells?

See this thread: http://forums.pocketplane.net/index.php?topic=19020.0

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 24, 2005, 11:08:32 AM
Well, since you only get three and as darts they attack 3 times per round, I don't think they'll be around for long.  Plus, having to go into inventory to equip them in the middle of a battle can be deadly (especially since I'm only using them at low levels when I have 8 hit points).

And okay, the Dexterity thing sort of makes sense.  The caster is standing around casting, not dodging stuff.  Except that'd seem to be a Dex of 1, rather than 14.  Unless you're thinking that people between 7 and 14 don't dodge, and those below 7 actively try to get into the way of incoming attacks.
Title: Re: Bug Reports v1.02
Post by: Echon on May 24, 2005, 11:54:34 AM
You are right, maybe they should be equipped. That will make them more useful in combat.

I still do not think spellcasters should suffer penalties when casting spells, they should just lose their bonuses.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 24, 2005, 12:10:39 PM
But the "bonus" of a 12 DEX mage is that his base AC is 10, right?  I assume he still tries dodging stuff, just not with enough skill to get a bonus to his AC.  Likewise, a clutzy 5 DEX character still tries to dodge.  A mage who's standing around casting and unable to dodge (which is what you're trying to simulate, right?) would get the worst penalty possible.  Do rocks have a DEX of 1 or 0? :)

Edit: Why does the Bastard Sword now only do 1d8 damage instead of 2d4?  That used to be its only advantage over the long sword, since it weighs more and has a slower speed factor.  Also costs more, iirc.

Edit 2: Are half ogres changed at all?  I ran into the four of them in the Drizzt map that that paladin in Beregost sends you to eradicate, and I don't remember them being such sissies.  They were all clumped together and a level 2 cleric, level 2 Imoen, and level 1 Kivan took 'em out with no trouble at all.
Title: Re: Bug Reports v1.02
Post by: Echon on May 24, 2005, 02:09:19 PM
But the "bonus" of a 12 DEX mage is that his base AC is 10, right?  I assume he still tries dodging stuff, just not with enough skill to get a bonus to his AC.  Likewise, a clutzy 5 DEX character still tries to dodge.  A mage who's standing around casting and unable to dodge (which is what you're trying to simulate, right?) would get the worst penalty possible.  Do rocks have a DEX of 1 or 0? :)

Rocks do not have ability scores. :)

I agree that it is logical that spellcasters should be easier to hit but keep that in mind that it is a P&P mod and I follow the rules, which is this case says: 'Lose AC bonuses'. This does not mean that I agree with all these rules, though.

Quote
Edit: Why does the Bastard Sword now only do 1d8 damage instead of 2d4?  That used to be its only advantage over the long sword, since it weighs more and has a slower speed factor.  Also costs more, iirc.

It does 1D8 points of damage used single-handedly, 2D8 when both hands are used. I wanted to make it possible to switch between the two, similar to how throwing axes work (and I believe some tweak pack has already accomplished this) but I could not make it work at the time. So bastard swords have no advantages over long swords. I will give it another try.

Quote
Edit 2: Are half ogres changed at all?  I ran into the four of them in the Drizzt map that that paladin in Beregost sends you to eradicate, and I don't remember them being such sissies.  They were all clumped together and a level 2 cleric, level 2 Imoen, and level 1 Kivan took 'em out with no trouble at all.

Only some minor changes that should make little difference.

-Echon
Title: Re: Bug Reports v1.02
Post by: Marauder on May 24, 2005, 02:46:47 PM
Quote
Edit: Why does the Bastard Sword now only do 1d8 damage instead of 2d4?  That used to be its only advantage over the long sword, since it weighs more and has a slower speed factor.  Also costs more, iirc.

It does 1D8 points of damage used single-handedly, 2D8 when both hands are used. I wanted to make it possible to switch between the two, similar to how throwing axes work (and I believe some tweak pack has already accomplished this) but I could not make it work at the time. So bastard swords have no advantages over long swords. I will give it another try.

-Echon

How did you do the trick with different damages? That would be cool for BGII, since there are more cool bastard swords. Then wielding a bow and a bastard sword would really kick ass...

-Mark
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 24, 2005, 02:57:48 PM
Studded leather (human) gives a 30% penalty to stealth and a 35% penalty to pick pockets, but the description says the penalty is 20/30 respectively.
Title: Re: Bug Reports v1.02
Post by: Echon on May 24, 2005, 03:21:22 PM
How did you do the trick with different damages? That would be cool for BGII, since there are more cool bastard swords. Then wielding a bow and a bastard sword would really kick ass...

If you re-read what I wrote you will notice I said that I did not make it work. I will give it another try, though.

Studded leather (human) gives a 30% penalty to stealth and a 35% penalty to pick pockets, but the description says the penalty is 20/30 respectively.

The ReadMe is your friend:

No Armor:

Pick pockets: +5%
Stealth: +10%


Leather Armor:

Negates the bonuses gained from wearing no armor.


Studded Leather Armor:

Pick pockets: -30%
Open locks: -10%
Find/remove traps: -10%
Stealth: -20%

These penalties are in addition to losing the No Armor bonuses.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 24, 2005, 04:26:35 PM
RndTreas.2da must have some referenced items that don't exist, since I looted some sirines and the pirate cave, and found a few blank slots that simply said "Ground Item".  Checking Minsc's inventory in the saved game now reports that he is carrying one "None" around.
Title: Re: Bug Reports v1.02
Post by: Echon on May 24, 2005, 04:42:17 PM
That blank item is what the engine creates when a random treasure call ends up on a blank slot in the 2DA. There have always been these 'holes' in the random treasure to make sure that creatures do not always drop the same amount of treasure. If this item is put on the ground the engine deletes it which is why you never see it on slain creatures but I have started using random treasure in containers and the blank items are not removed from there. I intend to find a way around this problem but I am afraid I will have to fill out all the slots in the 2DAs.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 24, 2005, 04:45:32 PM
I've seen blank items on creatures, but this only crops up in FotD.  Never before have I seen a blank slot in a pile of treasure, container or creature.
Title: Re: Bug Reports v1.02
Post by: Echon on May 24, 2005, 04:49:33 PM
Huh. Maybe I am imagining things then. At any rate, I will try to fix it one way or the other.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 24, 2005, 04:50:18 PM
Cool.  It's not as annoying as some other similar bugs I've made for myself.  At least these invisible items are droppable.
Title: Re: Bug Reports v1.02
Post by: Echon on May 24, 2005, 04:51:09 PM
Please do tell. :)

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 24, 2005, 04:54:57 PM
I forget how I managed it exactly, actually.  It was way back when I would make IAPs to install on my own computer, but got the uninstallation messed up or something.
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 24, 2005, 05:59:02 PM
Safana is complaining that I haven't done her mission yet, because it checks to see if book03.itm is in the party's inventory.  I suggest changing this to the Cloak of the Wolf, since that's still among the loot.
Title: Re: Bug Reports v1.02
Post by: Echon on May 24, 2005, 06:06:08 PM
Yeah, I will do that. Nice find.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 24, 2005, 06:13:38 PM
I suggest replacing all the Xvarts in the Xvart village with Liches, since the battle is too easy.

Actual content: The bow I looted from Sil (head honcho sirine) doesn't have an unidentified name.
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 24, 2005, 07:57:18 PM
Echon, I found a nice way of removing the bug that messes up to amount of chromatic orbs, melf arrows, etc. you might have. Simply change the stack to 10, and you won't have to worry about that again. :)

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Echon on May 26, 2005, 02:35:12 AM
Actual content: The bow I looted from Sil (head honcho sirine) doesn't have an unidentified name.

Fix0red.

Echon, I found a nice way of removing the bug that messes up to amount of chromatic orbs, melf arrows, etc. you might have. Simply change the stack to 10, and you won't have to worry about that again. :)

I am not aware of this bug. How does it occur?

-Echon
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 26, 2005, 09:12:28 AM
Quote
I am not aware of this bug. How does it occur?

I haven't phrased myself correctly. It occours as a cosmetic bug, even though the amount always stays at one. So, when casting chromatic orb for example, you have some random number (say, 56) of orbs created. When you thow a chromatic orb, you expend that orb, and all 56 disappear.

Speaking of magical attacks, it would be cool to have one-time magical attacks (ie harm, cause wounds, acid arrow) to disappear if you start a spell.

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Echon on May 26, 2005, 12:08:16 PM
I haven't phrased myself correctly. It occours as a cosmetic bug, even though the amount always stays at one. So, when casting chromatic orb for example, you have some random number (say, 56) of orbs created. When you thow a chromatic orb, you expend that orb, and all 56 disappear.

From what I have seen, the above only occurs if you have got stackable weapons in one of your quick slots. But if it can be prevented by giving these spells stacks of 10, I am going to do that.

Quote
Speaking of magical attacks, it would be cool to have one-time magical attacks (ie harm, cause wounds, acid arrow) to disappear if you start a spell.

I do not think so. While the ones that only last 1 round would disappear if you began casting another spell, doing so should not otherwise affect spells that require an attack roll.

-Echon
Title: Re: Bug Reports v1.02
Post by: ElfBane on May 26, 2005, 05:04:59 PM
 The Hamadryad in Cloakwood4 does not attack you. She says something like "the trees love you" or such.

 There are strange dialogs in this area. During a combat one of Jarheira's dialogs was the 'short bow description'. Very strange.

 General impressions:
1. Bandit Camp- Did not seem to be significantly harder, though we are L5-6( when I play this game now, I do the entire South, except Durlaq's, before the bandit camp). Glad you got rid of that nasty trap in Tazok's tent!!

2. Cloakwood1- Druid's weren't too tough. Spider's a pain, significantly tougher than vanilla BG. Very deadly. The Druid battle at Sashenstars lodge had a lot of 'assertion' errors. Glad you made the chest in the lodge easier to unlock.

3. Cloakwood2-  VERY tough. Well Done. I had to use a different strategy to get through here. Summons are almost a must have in my opinion. I am VERY GLAD YOU MADE UNDEAD SUMMONS LAST 24 hours. A literal lifesaver.

4. Cloakwood3- This area seems to be weaker than vanilla BG. The Archdruid is a little tougher, but no match for a L6 party.

5. Cloakwood4- Haven't finished this area yet. Found a couple of bugs, mentioned at the top.

 Random thoughts= The Wand of Frost kicks butt, so does the Necklace of Missles. The cursed Ring of Prot. +1 was a hoot, enjoyed that!
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 26, 2005, 07:42:24 PM
1.) Contagion may not be cured through dispel magic, and is permanent (ie the strength change isn't highlighted as it is supposed to). Setting the duration to permanent after death or simply setting it to an extremely high value should correct this error.

2.) A large shield of mine has a description of the tome of charisma. At first, I was delighted that I found one of the tomes, until it turned out to be a shield. Where did you stick those tomes anyway? I only found the tome of intelligence so far.

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 26, 2005, 08:55:54 PM
sw2h01.itm uses the Axe proficiency instead of Large Swords.

Barkskin and Bestow Curse scrolls have pink dots on them.

Edit: The portrait icon for Aid appears to have pink dots, too.
Title: Re: Bug Reports v1.02
Post by: Echon on May 27, 2005, 09:28:19 AM
1.) Contagion may not be cured through dispel magic, and is permanent (ie the strength change isn't highlighted as it is supposed to). Setting the duration to permanent after death or simply setting it to an extremely high value should correct this error.

That is bad but it will be corrected.

Quote
2.) A large shield of mine has a description of the tome of charisma. At first, I was delighted that I found one of the tomes, until it turned out to be a shield. Where did you stick those tomes anyway? I only found the tome of intelligence so far.

The large shield's description is going to be fixed. With the exception of the tome of understanding in Baldur's Gate, all the tomes have been relocated. And there is only one of each. And I am not saying where they are.

sw2h01.itm uses the Axe proficiency instead of Large Swords.

Barkskin and Bestow Curse scrolls have pink dots on them.

Edit: The portrait icon for Aid appears to have pink dots, too.

Noted. Actually it seems that most of the portrait icons have pink dots.

-Echon
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 27, 2005, 11:44:42 AM
Something that quite annoyed me is that some enemy characters are still incredibly overpowered.

I have a hard time, for example, killing enemy NPCs that use 5 or 6 potions in a short span of time, are hasted constantly, attack with incredibly high THAC0, and have more than 3 attacks per round.

A good example is the party that you rncounter shortly before exiting the candlekeep catacombs.

In the original Baldur's Gate, I haven't experienced this as much by far, and reminds me of the fast-paced battles in ToB.

I am not looking for easier battles; rather, I am looking for more normal-paced ones.

Something else that annoyed me is that I could exploit the enemy AI by sending an invisible character to scout the territory, with another character throwing fireballs and glyphs right outside the LOS of the enemy. They pretend as if nothing in particular was going on while they are being burned to crisps by incoming spells.

-Galactygon

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Echon on May 27, 2005, 11:54:13 AM
Something that quite annoyed me is that some enemy characters are still incredibly overpowered.

I have a hard time, for example, killing enemy NPCs that use 5 or 6 potions in a short span of time, are hasted constantly, attack with incredibly high THAC0, and have more than 3 attacks per round.

A good example is the party that you rncounter shortly before exiting the candlekeep catacombs.

In the original Baldur's Gate, I haven't experienced this as much by far, and reminds me of the fast-paced battles in ToB.

I am not looking for easier battles; rather, I am looking for more normal-paced ones.

I was actually considering whether this party was too easy after having throught them. I also used potions and spells to buff the party and they were hardly a match. Contrary to many fights in the original game, you can weaken them by dispelling their bonuses.

Quote
Something else that annoyed me is that I could exploit the enemy AI by sending an invisible character to scout the territory, with another character throwing fireballs and glyphs right outside the LOS of the enemy. They pretend as if nothing in particular was going on while they are being burned to crisps by incoming spells.

It should be possible to do something to deal with this.

-Echon
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 27, 2005, 12:00:48 PM
While the saving throws from some overpowered characters aren't too high (which is a good thing), their THAC0, hitpoints, and levels are. I can't imagine Sarevok with an army of levels 8-10 parties.

This makes spells (ie Blindness and Dispel Magic in particular) a bit too useful, unbalancing the game in the favour of mages.

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 27, 2005, 12:44:17 PM
Oh, and about Dispel Magic, it would be nice if it would remove all potions from the targets' inventories.

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 27, 2005, 12:45:30 PM
Wouldn't it also remove any enchantments that're on items, if you go that far?  It's too powerful as it is in BG1, since there's no chance of failure as in BG2.
Title: Re: Bug Reports v1.02
Post by: Echon on May 27, 2005, 12:49:26 PM
There should only be a percentile chance of nullifying the magic in potions and scrolls, similar to the chance to dispel spell effects. But since the dispel magic is automatically successful and thus more powerful than it should be, I decided to leave potions and scrolls out of it.

Ghreyfain: Dispel Magic cannot effect permanent magical items that have been closed with a permanency spell.

-Echon
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 27, 2005, 12:53:40 PM
There should only be a percentile chance of nullifying the magic in potions and scrolls, similar to the chance to dispel spell effects. But since the dispel magic is automatically successful and thus more powerful than it should be, I decided to leave potions and scrolls out of it.

You could play around with the percentile die for the dispel magic effect as well as the hit die the effects affect, but they will have a chance of dispelling dependant on the targets' Hit Dice rather than the wizard who cast the spell on the target.

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Echon on May 27, 2005, 12:59:58 PM
The dispel magic opcode ignores the percentile chance of success. I am not sure what you mean by hit dice in relations to effects.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on May 27, 2005, 01:27:27 PM
It's probably due to the projectile.  I'd theorize that a fireball'd always do damage to people in the radius, even if it only had a 50% chance of success set in the spell.
Title: Re: Bug Reports v1.02
Post by: Galactygon on May 27, 2005, 02:40:58 PM
Quote
The dispel magic opcode ignores the percentile chance of success.

Really?

Quote
I am not sure what you mean by hit dice in relations to effects.

Just like you enter dice values for damage, you may enter dice values for many other effects, so that creatures of set levels are affected.

So, for Dispel Magic, you would have extension header for each level of the caster, and in each of those extension headers, you would have several dispel magic effects, affecting particular levels of creatures in different percentages.

-Galactygon
Title: Re: Bug Reports v1.02
Post by: Echon on May 27, 2005, 03:01:57 PM
Really?

Yes, when I tested it. But the IESDP seems to suggest it has modes where it works differently. Experience has teached me that BG effects tend to have descriptions copied directly from the BG2 ones so I am not sure if it is true.

Quote
Just like you enter dice values for damage, you may enter dice values for many other effects, so that creatures of set levels are affected.

So, for Dispel Magic, you would have extension header for each level of the caster, and in each of those extension headers, you would have several dispel magic effects, affecting particular levels of creatures in different percentages.

Ah, I know what you mean now.

-Echon
Title: Re: Bug Reports v1.02
Post by: ElfBane on May 27, 2005, 04:46:56 PM
A more concise description of the dialog bug in the Cloakwood...

...when battling wyverns,, instead of saying "Wyvern takes XX damage" it says " *longbow description* takes XX damage".

Also, is the Hamadryad in the Coakwood supposed to attack? She doesn't. :)
Title: Re: Bug Reports v1.02
Post by: Echon on May 27, 2005, 05:17:03 PM
Sorry, I forgot to reply to your original post.

A more concise description of the dialog bug in the Cloakwood...

...when battling wyverns,, instead of saying "Wyvern takes XX damage" it says " *longbow description* takes XX damage".

Noted.

Quote
Also, is the Hamadryad in the Coakwood supposed to attack? She doesn't. :)

Hamadryads are good-aligned creatures and should not attack the party on sight. I decided to give her a quest (probably something about killing members of the Iron Throne in the area), made her neutral and forgot all about it. Something for the to-do list.

Quote
There are strange dialogs in this area. During a combat one of Jarheira's dialogs was the 'short bow description'. Very strange.

Yes, very. When did it occur exactly?

Quote
The cursed Ring of Prot. +1 was a hoot, enjoyed that!

Great. I guess you memorise Remove Curse to get rid of these items.

-Echon
Title: Re: Bug Reports v1.02
Post by: ElfBane on May 28, 2005, 02:50:55 AM


Quote
There are strange dialogs in this area. During a combat one of Jarheira's dialogs was the 'short bow description'. Very strange.

Yes, very. When did it occur exactly?


Sorry about this. The above was actually the Wyverns dialog bug in combat. In the confusion, I thought it was a Jahiera dialog.

Title: Re: Bug Reports v1.02
Post by: ElfBane on June 06, 2005, 05:02:09 PM
 :) Buglets(perhaps)

On the way to BG, encountered some possible buglets..

1. Gerde doesn't want to give credit for the ankheg population control. I killed most of them before even talking to her,, so that may be it.

2. When talking to Tenya(priestess of Umberlee) I don't get the dialog option to have her give us the counterquest against the fishermen.

3. When you buy 'Heal' from the Beregost temple, it doesn't remove the 'Feeblemind' icon from Imoen's portrait. Is it supposed to?

4. There is an encounter outside of the gate to BG(close to where Quayle can be found) that used to involve a badguy/gal that had Kivan's bow that was given to him by Deheriana as their wedding gift. I think this encounter occurs in vanilla BG, but I'm not sure. Anyway the encounter doesn't happen. Kivan is in my party.
Title: Re: Bug Reports v1.02
Post by: NiGHTMARE on June 07, 2005, 06:31:49 AM
4) That's a quest from the BG1 NPC Project.
Title: Re: Bug Reports v1.02
Post by: Echon on June 07, 2005, 07:02:17 AM
Elfbane: Are you playing FotD on Tutu?

-Echon
Title: Re: Bug Reports v1.02
Post by: Fatal Error on June 07, 2005, 08:41:46 AM
2. When talking to Tenya(priestess of Umberlee) I don't get the dialog option to have her give us the counterquest against the fishermen.

I have a request concerning this situation, and also for similar ones such as the dryad above the lighthouse area and opponents in general who turn non-hostile at some point: Can you make them stay non-hostile? At least somehow make it so that they won't turn hostile if they're hit with one arrow immediately after they've turned? I know this isn't brought about by anything in FotD  - it's always been this way. During my current game I had only my character attacking Tenya and *still* managed to hit her one time after she surrendered. I realize that in real life one arrow would be enough to upset anyone, but this is due entirely to the game's limitation. Ok, part of the problem is brought about by my slow reflexes, but jeez...

Ok, this is in regard to the fight with the humanoid group as we're leaving the Candlekeep catecombs. I can't remember precisely all the details of what happened, but anyway... I had an invisible Imoen behind one the opposing's members as the fight started. Imoen's avatar disappeared from sight - I was like, "whoah!" but then noticed that her portrait was still showing - she had been charmed while invisible! How? The log didn't show any spell being cast at her (and she was invisible anyway) and I don't believe any trap was sprung - strange.

Imoen proceeded to attack my characters; she was indeed charmed. After the fight ended I noticed that her portrait had a "curse" icon - like what Jaheira gets in BG2 during the Ployer incident but I'm not sure at what moment exactly this first appeared. After the charm had worn off her record screen had a description of some item of regeneration rather than the usual stats of XP level, proficiencies, thac0 and so on. I'm can't remember what exactly was being described but I believe it was a ring of regeneration.

I got her back to normal with a dispel magic.
Title: Re: Bug Reports v1.02
Post by: ElfBane on June 07, 2005, 01:54:02 PM
Elfbane: Are you playing FotD on Tutu?

-Echon
No. I'm not. Why do you ask? Seems to me 'tutuing' FotD would defeat the purpose of the 2nd ed. rules concept.

Add: Here's what I'm playing...
  Baldur's Gate Original Saga(3 disk version)
  BG1 Fixpack
  FotD
and that's all.
Title: Re: Bug Reports v1.02
Post by: Fatal Error on June 07, 2005, 02:50:44 PM
Khalid is wearing the Amulet of Immunity to Charm and on the Record screen and located next to the mind shield icon is the description "High Quality Spear".
Title: Re: Bug Reports v1.02
Post by: Salk on June 07, 2005, 03:13:35 PM
Elfbane: Are you playing FotD on Tutu?

-Echon
No. I'm not. Why do you ask? Seems to me 'tutuing' FotD would defeat the purpose of the 2nd ed. rules concept.

.

I disagree. TuTu is just great on Baldur's Gate 1 which, more than the sequel, is ideal ro the main modifications brought in. The kits, for instance, develop finally from the rooth (Level 1) and the extra features that come and help the player that takes advantage of them would be wonderfully balanced by the increased difficulty and the more sophisticated AI that Fields of the Dead assures. FotD and TuTu are gonna marry... ;D ;D
Title: Re: Bug Reports v1.02
Post by: Echon on June 07, 2005, 03:18:33 PM
No. I'm not. Why do you ask? Seems to me 'tutuing' FotD would defeat the purpose of the 2nd ed. rules concept.

Add: Here's what I'm playing...
  Baldur's Gate Original Saga(3 disk version)
  BG1 Fixpack
  FotD
and that's all.

I was just wondering since you reported a bug related to a quest that takes place in BG1 NPC Project, which is Tutu-only. What BG Fixpack is it, by the way? Baldurdash?

Khalid is wearing the Amulet of Immunity to Charm and on the Record screen and located next to the mind shield icon is the description "High Quality Spear".

Do you have v1.02 installed? It should fix these errors.

-Echon
Title: Re: Bug Reports v1.02
Post by: Fatal Error on June 07, 2005, 03:56:40 PM
Yes, I have v1.02.

I've also run into the screeching halt at the coronation problem. I can't initiate conversation with either Belt or the other one. I tried activating the console to enter the commands you suggested to the other poster who had this problem but the console never activates. Here's what I did:

I entered "Cheats=1" in the .ini file under Program Options (minus the quotes)
I saved the file
I loaded up a save and pressed ctrl+tab (as well as many other combos) but the console doesn't appear.
Is there anything plainly wrong with what I did?
Title: Re: Bug Reports v1.02
Post by: Fatal Error on June 07, 2005, 04:21:33 PM
Ok, I saw the reply in the other group and the console is now active. Thanks. Unfortunately though I wasn't able to start any conversation path with anyone at the coronation; nothing at all appeared to change.

Here's what I entered:

CLUAConsole: SetGlobal("SarevokBehavior", "GLOBAL",4)
CLUAConsole: SetGlobalTimer("SarevokRun", "GLOBAL",10)

It seemed ok with the first one but after the second one it said: lua: call expression not a function.
and then below that were two lines of "Active Stack :"

Any hope?


Title: Re: Bug Reports v1.02
Post by: ElfBane on June 07, 2005, 04:38:32 PM
No. I'm not. Why do you ask? Seems to me 'tutuing' FotD would defeat the purpose of the 2nd ed. rules concept.

Add: Here's what I'm playing...
  Baldur's Gate Original Saga(3 disk version)
  BG1 Fixpack
  FotD
and that's all.

I was just wondering since you reported a bug related to a quest that takes place in BG1 NPC Project, which is Tutu-only. What BG Fixpack is it, by the way? Baldurdash?


Sorry, last time I played this all the way thru was tutu'd and I confused the mods. Balderdash is the fixpack.
Title: Re: Bug Reports v1.02
Post by: Echon on June 07, 2005, 04:40:22 PM
Here's what I entered:

CLUAConsole: SetGlobal("SarevokBehavior", "GLOBAL",4)
CLUAConsole: SetGlobalTimer("SarevokRun", "GLOBAL",10)

Spaces are forbidden.

CLUAConsole:SetGlobal("SarevokBehavior","GLOBAL",4)
CLUAConsole:SetGlobalTimer("SarevokRun","GLOBAL",10)

Enter the above the exact same way.

-Echon
Title: Re: Bug Reports v1.02
Post by: ElfBane on June 07, 2005, 04:41:52 PM
Ok, I saw the reply in the other group and the console is now active. Thanks. Unfortunately though I wasn't able to start any conversation path with anyone at the coronation; nothing at all appeared to change.

Here's what I entered:

CLUAConsole: SetGlobal("SarevokBehavior", "GLOBAL",4)
CLUAConsole: SetGlobalTimer("SarevokRun", "GLOBAL",10)

It seemed ok with the first one but after the second one it said: lua: call expression not a function.
and then below that were two lines of "Active Stack :"

Any hope?



I might be wrong, but I don't think there should be a space between the colon and 'Set' in the CLUA command.
Title: Re: Bug Reports v1.02
Post by: Fatal Error on June 07, 2005, 04:57:55 PM
I took out the spaces and I'm getting the same thing with the second line. The first appears to be fine but the second one gives the "lua: call expression not a function" response. I must be entering it incorrectly but I sure can't figure out what I'm doing wrong.

If this is unfixable from where you are, Echon - don't worry about it. I appreciate the help you've given already and can wait for the next version. Of course, if you do have some idea or guess as to what is going wrong...

Title: Re: Bug Reports v1.02
Post by: Echon on June 07, 2005, 05:06:56 PM
I am not sure what I was thinking. SetGlobalTimer is not one of the functions of the CLUA Console, it can only set Global variables.

-Echon
Title: Re: Bug Reports v1.02
Post by: Fatal Error on June 07, 2005, 05:16:08 PM
Is there something then that I should type in instead of the second line?
Title: Re: Bug Reports v1.02
Post by: Echon on June 07, 2005, 05:25:35 PM
No, unfortunately there is nothing to do about it.

-Echon
Title: Re: Bug Reports v1.02
Post by: Ghreyfain on June 10, 2005, 10:49:41 AM
SetGlobal() works for romance timers in BG2.  Just set it to 10 and don't include the Timer bit of the command.
Title: Re: Bug Reports v1.02
Post by: Fatal Error on June 11, 2005, 09:09:33 AM
Thanks. I'll give it a try when I reinstall FotD. I kept a savegame... just in case.  ;D

Title: Re: Bug Reports v1.02
Post by: Fatal Error on June 11, 2005, 09:13:36 AM
I don't know if this is a bug or not but when fighting sirines I had some summoned skeletons become, in effect anyway, feebleminded - they wouldn't do anything and couldn't be controlled. Is this from the Sirine's feeblemind ability? Is this how it's supposed to be?

Title: Re: Bug Reports v1.02
Post by: Echon on June 12, 2005, 06:41:01 AM
I don't know if this is a bug or not but when fighting sirines I had some summoned skeletons become, in effect anyway, feebleminded - they wouldn't do anything and couldn't be controlled. Is this from the Sirine's feeblemind ability? Is this how it's supposed to be?

You are right, they should be immune to it.

-Echon
Title: Re: Bug Reports v1.02
Post by: Anomaly on July 05, 2005, 02:00:57 PM
Hello ! I have seen some glitches :

1) Fire resistance icon (from Xan's personal sword), Cold resistance icon (from Boots of the North) and Electricity resistance icon (from boots of Grounding) have pink dots in them.

2) Friends spell : Xan's initial friends spell say "gain 2d4 points of charisma" (tested : it works like that). The friends spell for sale at Thalantyr's store say "gain 4 points of charisma".

3) When caught by a Ray of fatigue, the "fatigue" icon has the wrong description (can't remember which).

4) When caught by a Ray of enfeeblement, the "feeble" icon has no description at all.
Title: Re: Bug Reports v1.02
Post by: Echon on July 05, 2005, 07:24:51 PM
Thanks. I will have a look at them.

-Echon
Title: Re: Bug Reports v1.02
Post by: Cletus on August 06, 2005, 02:02:24 AM
Major problem in the Cloakwood:
The druid battle is killing me.  :-[
 Some error or another came up and crashed the system.  I reloaded, but if I tried using any spells, the game would immediately crash...  :-\
I tried to get through the battle, though, to see if it could be done.
After several crashes I tried various attack strategies to pinpoint the error.  After killing the 3 guards, I found the culprit (maybe).  Seniyad's next spell (after going invisible) kills the game entirely for me.  It freezes the system to the point I have to ctrl-alt-del.  It sounds like an enchanted hammer spell or some sort.  Also, if ever the red foggy column engulfs one of my team, the game ends.
Title: Re: Bug Reports v1.02
Post by: Echon on August 06, 2005, 05:56:50 AM
Looking at Seniyad's script, he drinks his potion of invisibility, cast barkskin and then rainbow. I am fairly sure it is the last spell that crashes the game for you as others have reported similar bugs as far as I recall. The red foggy column would be sunscorch and I have not had any problems with it so that is a new one. To help you continue the game, I suggest you activate the CLUA Console and CRTL+Y Seniyad just after the dialogue ends. It works even if he manages to go invisible. CLUA Console: http://iesdp.gibberlings3.net/clua/bg1.htm

-Echon
Title: Re: Bug Reports v1.02
Post by: Borsook on August 08, 2005, 12:09:26 AM
Quick question - I just read this whole thread and I see plenty of bugs that you say are fixed, but the version to download is still 1.02. Does it mean you don't update version numbers or are they're fixed only locally?
Title: Re: Bug Reports v1.02
Post by: Echon on August 08, 2005, 09:40:58 AM
I do update version numbers and there are no bugs fixed locally right now. I assume that the bugs in questions are from previous versions.

-Echon
Title: Re: Bug Reports v1.02
Post by: Meddle. on August 10, 2005, 01:32:25 PM
Hello

Here are some nasty things

1. I've got some problems with blindness spell, it appplies 6 BONUS to THAC0 and no AC penalty (at least char record doesnt show any, maybe it shouldnt?) Noticed that atfter a character got charmed by a sirine and i had to blind him. Have no idea what caused that, seems to me that spell effects are ok though i not too good in IE surgery.

2. Medium shield +1 description says "I am very happy to hear that my friend" blah-blah smth about drinking contest.

3. Bard songs seems to do nothing other than panic immunity. At least thats the effect from it NI displays.
Title: Re: Bug Reports v1.02
Post by: Echon on August 10, 2005, 05:07:07 PM
Hi.

1. I've got some problems with blindness spell, it appplies 6 BONUS to THAC0 and no AC penalty (at least char record doesnt show any, maybe it shouldnt?) Noticed that atfter a character got charmed by a sirine and i had to blind him. Have no idea what caused that, seems to me that spell effects are ok though i not too good in IE surgery.

I cannot tell you how that happened. The SPL contains a -4 penalty to both AC and THAC0.

Quote
2. Medium shield +1 description says "I am very happy to hear that my friend" blah-blah smth about drinking contest.

Are you using 1.00 or 1.01?

Quote
3. Bard songs seems to do nothing other than panic immunity. At least thats the effect from it NI displays.

Bard song is hardcoded so I cannot do anything with it.

-Echon
Title: Re: Bug Reports v1.02
Post by: Meddle. on August 11, 2005, 05:50:01 AM
Echon
The readme says it's 1.02. Oh well, it must be tails from numerous (re)installations of different mods, and there were a lot of them. Too bad i have no pre-mod backup. Hope reinstall will help.
Title: Re: Bug Reports v1.02
Post by: Echon on August 11, 2005, 11:20:20 AM
Just to make sure this bug still does not exist in 1.02, I checked the TP2. There is only one Medium Shield +1 file and its name and description are correct.

-Echon
Title: Re: Bug Reports v1.02
Post by: Shadowblade on August 24, 2005, 10:01:11 AM
I don't know if this has been reported, but after tackling the Hobgoblins around the Friendly Arm, one of them had wandered inside. So we killed him and the fog of war came back, except for the bit we'd cleared just by entering the coutyard and being jumped by the assassin the day before.

So we gave Joia her flamedance ring back and went around the Arm again and killed the re-spawned Hobgoblins and we found her ring AGAIN. So, we went back into her hut and the fog of war came back AGAIN and, you've guessed it, the HGs and the damn ring were back too.

Not a good start for this mod.

The Ring of Wizardry was gone, as well. And the +1 ring. And the +1 dagger is now a "quality" dagger. Too many changes.

All I really wanted was the corrections to the Priest spheres and Wizard schools and a few other rules fixes.



~

Title: Re: Bug Reports v1.02
Post by: Echon on August 24, 2005, 11:38:13 AM
I don't know if this has been reported, but after tackling the Hobgoblins around the Friendly Arm, one of them had wandered inside. So we killed him and the fog of war came back, except for the bit we'd cleared just by entering the coutyard and being jumped by the assassin the day before.

So we gave Joia her flamedance ring back and went around the Arm again and killed the re-spawned Hobgoblins and we found her ring AGAIN. So, we went back into her hut and the fog of war came back AGAIN and, you've guessed it, the HGs and the damn ring were back too.

Not a good start for this mod.

I have not heard of something like this happening before, and I do not how it is happening because as far as I know, this should not be possible. Are you using Tutu?

Quote
The Ring of Wizardry was gone, as well. And the +1 ring. And the +1 dagger is now a "quality" dagger. Too many changes.

What? Is the game too difficult for you when your 1st-level characters are not loaded with magical items? You should probably get used to earning them rather than finding them scattered randomly across the landscape.

Quote
All I really wanted was the corrections to the Priest spheres and Wizard schools and a few other rules fixes.

Spending a minimum amount of time reading about this mod should reveal that there is more to it.

-Echon
Title: Re: Bug Reports v1.02
Post by: Shadowblade on August 30, 2005, 12:21:02 PM
"What? Is the game too difficult for you when your 1st-level characters are not loaded with magical items? You should probably get used to earning them rather than finding them scattered randomly across the landscape."

Actually, it seems a lot easier now than before the mod, especially with the lack of dagger-throwing skeletons and so on and spiders that don't travel in pairs.

I have a:

Human Druid
Human Cleric
Gnome Illusionist/Assassin
Human Necromancer
Elven  Diviner
Half-Elf Transmuter

so I'm not really heavy on artillery or tanks and the Ring of Wizardry was one way of keepng a few backup spells. I'm enforcing the rule that one memorised spell per level has to be of the chosen specialist school, so the Diviner always has Identify and the ring allows her to have three Magick Missiles instread of one, 1d4+1 damage each, which is hardly overpowering. And she can't cast Armour. The poor Transmuter has to memorise Vocalise, which she never uses! So the Ring of Wizardry hardly constitutes being "loaded" with magick items.

Rather than simply removing the hidden items, placing them on an NPC would have been nice. Like the various assassins or some new NPCs. I was dismayed to not find the Ring of Holiness as well. There's not much point having these rings at 9th level when they are barely useful and don't make the difference between live and die. Some of the assassins are a little tougher with the scripts, actually, especially the one that stays back in the Nashkel inn and zaps a spell rather than coming into melee range first, but Mulahey and his cohorts were pussycats.


The problem with the game resetting may have been caused by my using Gatekeeper to change a character with my previous party. The whole of Beregost had reset by the time we returned. Spell levels changed in the spell books as well (Blindness dropped to 1st, Gaze Reflection rose to 2nd). Perhaps your mod should come with a "Gatekeeper Unfriendly" warning? I uninstalled everything, reinstalled the lot and rolled a new party (as above) and it hasn't happened again. Will using the CLUAConsole have a similar effect?

One thing I notice is that a lot of items you've removed from drawers and chests are replaced with invisible items. There are spaces between certain objects and the spaces make a clunk when placed in inventory and a right click has the familiar

"Who dares?!? I don't have time for thee <Protaganist_Name>....!"

This is on a full, clean install.

Also, Bjornin's medium shield +1 has the description for the Tome of Strength and Bassilus' Bracers of Fumbling have the description for the new Gauntlets of Dexterity you created but are still the same old cursed fumbling item.

One of my party got petrified by an unexpected Basilisk (which shouldn't happen if running away and so not meeting it's gaze) but we couldn't get into the temple of Lathander to buy any scrolls as we couldn't "enter the store at this time", presumably because the party was scattered! There are some others as well but I don't have my notes with me. I'm off-line at home and have very little time to come to this site, unfortunately.

Is there anywhere to discuss development of the mod? For example, you said elsewhere that it's not possible for Druids to get the +2 save vs Fire and Lightning (presumably as the saving throws aren't hard-coded in that way, just RSW, PPD, spell, breath etc), but as a +2 on 1d20 is a +10% chance to avoid the effect, what about a 10% MR to Fire and Electrical attacks for any effect that actually hits? Not as good as the real thing, but the engine requires some compromises. I don't agree that Druids shouldn't wear helmets as who says which ones are metal and which ones are leather and wood, but as you've banned helmets, an invisible equippable item could grant this effect. Easy enough with cre files, but I'm not sure if it could be done with chr files as part of the class design. just a thought.

As for the Law and Chaos sphere and the reversed forms of spells, the rules are that Evil Priesthoods have access only to the reversed forms while Neutrals have access to either. Clerics have access to either Law or Chaos, depending on whether they are Lawful or Chaotic while Druids, like all Neutral priests, should get a choice of which to go for and stick with. As there are so few Chaos spells and as Law is so much more useful in BG, the choice is obvious. Also, Druids should have access to Time and Travellers and many Wards spells, EG Zone of Sweet Air, which is also an elemental Air spell (depending on which book you are using at the time), Dragonbane (which could also be in Animal) etc. But, of course, there are no Time or Travellers spells in BG-I. So enforcing the sphere rules, with which I completely agree, is fine and dandy as long as the total spell selection available is fair and balanced, which it is not. There are plenty of Law spells but no Time spells. There are a few Wards spells but only the Cleric gets them. And Chaotic Clerics get access to Law, which isn't right and Good Clerics get access to Bestow Curse and other reversed forms, which they shouldn't. If you won't give Druids access to Wards and a choice of Chaos or Law, and can't create spells from their other spheres, then all of those spells should be removed, if you want a balanced game.

Oh, as Chant is an ALL spell, Druids should have it as well.

Chant doesn't seem to work, even with party AI turned on.

That instant poison hit is a bit rough, but true to the rules for spiders as Type F is save for no damage or die, anyway. But if you are using different venoms for the spiders (as BioWare seem to be doing) you have to have either an onset time or a damage per round compromise. As you can't work in the onset time, gradual damage seems the best compromise as you can try and heal the victim before they die. No point in Neutralise Poison, Slow Poison or antidote potions otherwise and many venoms work like that. They are not all like cyanide.

Found a Basilisk in an unexpected place! Did you give it the Type K poison for their breath, bite and claws (or does one of those attacks have Type O? Or is it Type N)?

Where is your new area? I've not come across it yet.


Anyway, I'm enjoying it so far.


Cheers!

~





Title: Re: Bug Reports v1.02
Post by: Echon on August 30, 2005, 02:51:44 PM
Actually, it seems a lot easier now than before the mod, especially with the lack of dagger-throwing skeletons and so on and spiders that don't travel in pairs.

If spiders travelled in pairs previously, it was purely accidental. Nothing told them to do so.

Quote
so I'm not really heavy on artillery or tanks and the Ring of Wizardry was one way of keepng a few backup spells. I'm enforcing the rule that one memorised spell per level has to be of the chosen specialist school, so the Diviner always has Identify and the ring allows her to have three Magick Missiles instread of one, 1d4+1 damage each, which is hardly overpowering. And she can't cast Armour. The poor Transmuter has to memorise Vocalise, which she never uses! So the Ring of Wizardry hardly constitutes being "loaded" with magick items.

There was also a ring of protection +1, a wand of frost, an ankheg plate mail and some other items I cannot remember right now. If you decide to enforce that specialty mage rule you should also accept the consequences, i.e. the game becomes more challenging, especielly in your case.

Quote
Rather than simply removing the hidden items, placing them on an NPC would have been nice. Like the various assassins or some new NPCs. I was dismayed to not find the Ring of Holiness as well. There's not much point having these rings at 9th level when they are barely useful and don't make the difference between live and die. Some of the assassins are a little tougher with the scripts, actually, especially the one that stays back in the Nashkel inn and zaps a spell rather than coming into melee range first, but Mulahey and his cohorts were pussycats.

You are assuming now that I have removed all these items. As you progress through the game, you will find many of them in different locations. This is done both to discourage metagaming and to make the rewards match the challenges. The best long sword in the game was too easy to get, even for a 1st- or 2nd-level party. Not so now. In addition, I would like to point out that there are still some magical items to be found here and there, you will simply need to look in different places and spend more time searching for them.

Quote
The problem with the game resetting may have been caused by my using Gatekeeper to change a character with my previous party. The whole of Beregost had reset by the time we returned. Spell levels changed in the spell books as well (Blindness dropped to 1st, Gaze Reflection rose to 2nd). Perhaps your mod should come with a "Gatekeeper Unfriendly" warning? I uninstalled everything, reinstalled the lot and rolled a new party (as above) and it hasn't happened again. Will using the CLUAConsole have a similar effect?

I have not heard of anybody using GateKeeper on a FotD install and I have not used it since I began learning modding. I seem to recall that using GateKeeper or ShadowKeeper on mod installs is a bad idea in general, though.

Quote
One thing I notice is that a lot of items you've removed from drawers and chests are replaced with invisible items. There are spaces between certain objects and the spaces make a clunk when placed in inventory and a right click has the familiar

They have not been replaced with these blank items, it is instead a result of my using random treasure in containers. If it hits a blank spot in the tables, it generates this empty item which unfortunately only disappears if left on the ground. Do not pick them up. I have not decided what to do with them yet.

Quote
Also, Bjornin's medium shield +1 has the description for the Tome of Strength and Bassilus' Bracers of Fumbling have the description for the new Gauntlets of Dexterity you created but are still the same old cursed fumbling item.

The medium shield description is a bug. As for the Gauntlets of Dexterity not being what they appear to be, have a look at the description of identify.

Quote
One of my party got petrified by an unexpected Basilisk (which shouldn't happen if running away and so not meeting it's gaze) but we couldn't get into the temple of Lathander to buy any scrolls as we couldn't "enter the store at this time", presumably because the party was scattered! There are some others as well but I don't have my notes with me. I'm off-line at home and have very little time to come to this site, unfortunately.

I cannot prevent it from pretifying a character once it has attacked as the gaze is implemented as a ranged weapon.

Quote
Is there anywhere to discuss development of the mod? For example, you said elsewhere that it's not possible for Druids to get the +2 save vs Fire and Lightning (presumably as the saving throws aren't hard-coded in that way, just RSW, PPD, spell, breath etc), but as a +2 on 1d20 is a +10% chance to avoid the effect, what about a 10% MR to Fire and Electrical attacks for any effect that actually hits? Not as good as the real thing, but the engine requires some compromises. I don't agree that Druids shouldn't wear helmets as who says which ones are metal and which ones are leather and wood, but as you've banned helmets, an invisible equippable item could grant this effect. Easy enough with cre files, but I'm not sure if it could be done with chr files as part of the class design. just a thought.

Use this forum, and feel free to start a new thread if there is anything specific you wish to discuss. As for druids wearing helmets, all the current ones look like they are made from metal and therefore they cannot use those.

Quote
As for the Law and Chaos sphere and the reversed forms of spells, the rules are that Evil Priesthoods have access only to the reversed forms while Neutrals have access to either. Clerics have access to either Law or Chaos, depending on whether they are Lawful or Chaotic while Druids, like all Neutral priests, should get a choice of which to go for and stick with. As there are so few Chaos spells and as Law is so much more useful in BG, the choice is obvious. Also, Druids should have access to Time and Travellers and many Wards spells, EG Zone of Sweet Air, which is also an elemental Air spell (depending on which book you are using at the time), Dragonbane (which could also be in Animal) etc. But, of course, there are no Time or Travellers spells in BG-I. So enforcing the sphere rules, with which I completely agree, is fine and dandy as long as the total spell selection available is fair and balanced, which it is not. There are plenty of Law spells but no Time spells. There are a few Wards spells but only the Cleric gets them. And Chaotic Clerics get access to Law, which isn't right and Good Clerics get access to Bestow Curse and other reversed forms, which they shouldn't. If you won't give Druids access to Wards and a choice of Chaos or Law, and can't create spells from their other spheres, then all of those spells should be removed, if you want a balanced game.

I use PO:S&M when dealing with priests and the spheres they access, and it does not state any of the things you mention with regard to alignment. Could you detail exactly which spells you believe to be unbalancing currently?

Quote
Oh, as Chant is an ALL spell, Druids should have it as well.

True. I think it got changed back to being cleric-only somehow. It will be corrected, as per its current description.

Quote
Chant doesn't seem to work, even with party AI turned on.

That is unfortunate. Do you make sure that you not disturb the caster in any way after the spell has been cast? Note that it will *only* work if the party AI is activated.

Quote
That instant poison hit is a bit rough, but true to the rules for spiders as Type F is save for no damage or die, anyway. But if you are using different venoms for the spiders (as BioWare seem to be doing) you have to have either an onset time or a damage per round compromise. As you can't work in the onset time, gradual damage seems the best compromise as you can try and heal the victim before they die. No point in Neutralise Poison, Slow Poison or antidote potions otherwise and many venoms work like that. They are not all like cyanide.

It sounds as if you have not had a look at how those spells and the antidote function now. They have been altered to take into account how poison has changed.

Quote
Found a Basilisk in an unexpected place! Did you give it the Type K poison for their breath, bite and claws (or does one of those attacks have Type O? Or is it Type N)?

Greater basilisks have been given the types of poison they should have.

Quote
Where is your new area? I've not come across it yet.

In the upper right hand corner of the map. Travel east from Ulgoth's Beard.

Quote
Anyway, I'm enjoying it so far.

I am glad to hear that.

-Echon
Title: Re: Bug Reports v1.02
Post by: Shadowblade on August 31, 2005, 11:38:45 AM
After playing last night for an hour or so, it's getting more difficult. It seems a little easier for 1st/2nd level but it's getting tougher for 3rd and 4th.

Is this a bug? My Druid will only take a few steps and then stops, like he's bumped into something? This is on the Dryad Tree map en route to the Gnoll Fortress. Another party member got stuck as if in quicksand but finally moved when the rest of the party returned for him. This is going to be a pain unless I return to an earlier save, which is two whole maps back (damn that Quicksave!)


"There was also a ring of protection +1, a wand of frost, an ankheg plate mail"

I know! What a shocker to find an empty container!  :o

The Druid was really looiking forward to that chitinous hide.


"If you decide to enforce that specialty mage rule you should also accept the consequences, i.e. the game becomes more challenging, especielly in your case."

Well, what else can I do? Finally, I can play a party of specialists without getting a headache remembering the proper spell selections, so of course I have to roll one up. Well, I wanted a Bard, an Illusionist/Thief (have to have a Thief) and four Mage Specialists, but I HAD to try a Druid and a Cleric to see the Spheres working properly as well, so there you go...


"You are assuming now that I have removed all these items. As you progress through the game, you will find many of them in different locations."

I suspected as much.


"As for the Gauntlets of Dexterity not being what they appear to be, have a look at the description of identify."

Ditto. You fiendish swine!  ;)


"I cannot prevent it from pretifying a character once it has attacked as the gaze is implemented as a ranged weapon."

I realise that but I meant the way we couldn't enter a store to buy a scroll when one of the party got petrified, as if the party was scattered - is that a bug? When a party member is petrified, shouldn't it be removed from the party? Something odd happened in a Vanilla game a few years back when Montaron got petrified as well, he didn't recognise us when we re-fleshed him and was a different level - something to do with the NPC chr files available.


"Could you detail exactly which spells you believe to be unbalancing currently?"

The party is only 3rd/4th level at the moment, so I'll have to wait and see how many other spells there are and which new ones you've put in, but, generally, if one class has a massive overbalance of spell versatility, it can't be a good thing.

The Good/Evil = Forward/Reversed spell thing is an ancient rule, and I'm sure S&M mentions the Law/Chaos access.


"In the upper right hand corner of the map. Travel east from Ulgoth's Beard."

Gor Blimey! I'm far too scared to try and get past the Ankheg fields yet! Maybe 6th level.


Cheers!


~
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 01, 2005, 11:34:28 AM
Quote
It does 1D8 points of damage used single-handedly, 2D8 when both hands are used.


Actually, that's 2d4, not 2d8 (bastard sword).


~
Title: Re: Bug Reports v1.02
Post by: Borsook on September 01, 2005, 11:54:59 AM
Quote
It does 1D8 points of damage used single-handedly, 2D8 when both hands are used.


Actually, that's 2d4, not 2d8 (bastard sword).


~
Not in this mod, it doesn't.
Title: Re: Bug Reports v1.02
Post by: Echon on September 01, 2005, 02:53:13 PM
Is this a bug? My Druid will only take a few steps and then stops, like he's bumped into something? This is on the Dryad Tree map en route to the Gnoll Fortress. Another party member got stuck as if in quicksand but finally moved when the rest of the party returned for him. This is going to be a pain unless I return to an earlier save, which is two whole maps back (damn that Quicksave!)

It is a bug. It has only been reported once or twice before, and I have never experienced it. I am at a loss as to what is causing it.

Quote
The Druid was really looiking forward to that chitinous hide.

I suggest you convince your druid to gather his allies and go ankheg hunting, then return to Taerom to have its shell made into a set of armour. Repeat if you want more than one.

Quote
I realise that but I meant the way we couldn't enter a store to buy a scroll when one of the party got petrified, as if the party was scattered - is that a bug? When a party member is petrified, shouldn't it be removed from the party? Something odd happened in a Vanilla game a few years back when Montaron got petrified as well, he didn't recognise us when we re-fleshed him and was a different level - something to do with the NPC chr files available.

If this is the case, it may be a bug but it is beyond anything I can do as this is related to the hardcoded parts of the engine.

Quote
The Good/Evil = Forward/Reversed spell thing is an ancient rule, and I'm sure S&M mentions the Law/Chaos access.

Apparently too ancient for me to know. Where can I find it? Also, PO:S&M does not deal with clerics in the way you described earlier. That applies to crusaders which are neither in the game nor in the mod.

-Echon
Title: Re: Bug Reports v1.02
Post by: Meddle. on September 02, 2005, 05:59:41 AM
Haha
After i reinstalled BG and FotD and resumed game, my medium shield +1 said it's History of Shadowdale vol. 6. Haha. Now i think, maybe the problem is this questionable handmande patch i use. looks like it has uninstall option. thats better
Title: Re: Bug Reports v1.02
Post by: Echon on September 02, 2005, 03:00:26 PM
If you have got the seperate patch, do not use it as it is now outdated. 1.02 is what you should get.

-Echon
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 05, 2005, 11:17:47 AM
Going to another map stops the problem with the protagonist bumping into invisible walls. It resumes when going back to the Dryad tree map. Changing the lead character sometimes fixes it, but after clearing out some other maps and returning it seems OK now.

Chant - the Cleric continually recasts Chant, presumably to simulate the fact she has to chant, cannot attack and can only conduct a slow walk. However, if she walks at all the spell is aborted. A better way to simulate the real spell might be to have a script that overrides the current script when Chant is cast and stops her casting other spells or attacking until she is told to cast or fight by the player. But moving from a to b shouldn't abort the spell or interfere with the Chant script (if that is possible).

Better yet, make a Prayer spell.


~

Title: Re: Bug Reports v1.02
Post by: Echon on September 05, 2005, 12:17:06 PM
Chant - the Cleric continually recasts Chant, presumably to simulate the fact she has to chant, cannot attack and can only conduct a slow walk. However, if she walks at all the spell is aborted.

Why does that surprise you? You appear to be familiar with P&P and the description of Chant in PHB states that the priest must be stationary.

Quote
Better yet, make a Prayer spell.

I do not intend to add additional spells to the mod that require that I go back and add them to a number of all the NPCs that would access to them.

-Echon
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 08, 2005, 10:55:11 AM
If that is so then I am in error. Perhaps it's Prayer that allows a slow walk. I thought Chant did and Prayer allowed other activities.


~
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 08, 2005, 11:02:57 AM
Now, I'm pretty sure that S&M, when it corrected a lot of the PHB Sphere errors, put Protection from Fire in Elemental Fire only, not the Protection sphere as well.

~
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 09, 2005, 05:44:49 AM
Is the phase spider venom supposed to do 1000 hp damage?!?

~
Title: Re: Bug Reports v1.02
Post by: Echon on September 09, 2005, 03:35:06 PM
I believe that Protection from Fire not being in the sphere of Protection is an error, given that spells such as Endure Cold/Endure Heat and Resist Fire/Resist Cold are still there. There are some errors in those lists, one or two spells from PHB are not to be found at all.

1000 points of damage is meant to represent instant death. The poison opcode has to do a specific amount of damage, it cannot just kill the character.

-Echon
Title: Re: Bug Reports v1.02
Post by: raptor on September 09, 2005, 09:25:42 PM
Imported an character at level 1 i made for an earlier game. (illusionist level1) he had the blindness spell, i tried casting it it didnt work. so i looked aroudn and found a new version of it at Talantyr, wrote it to spellbook, but that one didnt work either. (also it is listed as level 2 in description and is put into level 1 spells in spellbook).

Would be very nice to see this one of my favorite spells to actually work. curentlly the wizard stands swaying a little bit and tehn nothing, doesn't even use up the memorised slot.

I will try a bit more with this and new character and such though.
Title: Re: Bug Reports v1.02
Post by: Echon on September 10, 2005, 02:09:42 AM
Blindness is a 2nd level spell now and this is also listed correctly in the SPL file. I think you are having problems because you imported that character who has already scribed it as a 1st level spell.

-Echon
Title: Re: Bug Reports v1.02
Post by: raptor on September 10, 2005, 05:06:56 PM
Tried a bit more, and still have problems. Also the Scroll i bought from Talantyr, write the spell into my level 1 page, even if the description says level 2. So the first character i tried ended up with two blindness in level 1 that didnt work, my second character now, made new got one blindness that write itself to level 1, and still don't work.

Ill try again some later day (when i have time) by manually copying back the blindness spell from vanilla. just to see how it goes.
Title: Re: Bug Reports v1.02
Post by: Echon on September 11, 2005, 02:32:22 AM
This is odd. I have had a look at the store, the scroll, and the spell, and I could not find any errors.

Try adding it using the CLUA Console: CLUAConsole:AddSpell("SPWI106"). Remember to keep the cursor above your character.
http://iesdp.gibberlings3.net/clua/bg1.htm

-Echon
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 13, 2005, 07:16:02 AM
Quote
I believe that Protection from Fire not being in the sphere of Protection is an error, given that spells such as Endure Cold/Endure Heat and Resist Fire/Resist Cold are still there.

 >:(
That's no error, those 2nd edit fools got an autistic teenager who'd never played the game to design those spheres. Protection from Fire was a Druid spell in 1E and the purpose of the S&M corrections was to restore that feel to the class as the Cleric got dozens of spellls he should never have had by the Druid having to share them and the Druid lost a dozen or more unique Druidic spells which defined him as a class and mythos. The Cleric never needed Protection from Fire as he had Flamewalk, which does virtually the same thing and could be a Protection or a Charm spell. The Cleric got Flameblade and Spiritual Hammer, Magick Font and Reflecting Pool, Commune and Commune with Nature while the Druid got neither, all the Sun spells, a bunch of Weather spells, a load of unique Druid spells for a nonsense Creation sphere with no possible minor access, Call Woodland Beings when the Druid couldn't cast it at all, all the Elemental Fire spells when he should only have had Air, Water and some earth, Reincarnate and Resurrection and the Druid lost Cure Disease which he could cast as a 2nd level character in 1E and Neutralise Poison was delayed until 7th level when he could cast it at 3rd level which, given that his natural terrain is basically like your version of the Cloakwood is pretty much an essential part of what Druids were all about.. What a crock! Half-baked, half-cocked and half-thought out. And that's just off the top of my head. Don't get me started!
 :D

Is Protection from Lightning in the Protection sphere?

Anyway, I thought the idea was to create a true AD&D 2nd edit BGI a la S&M, whether you agree with the rules or not?



Quote
There are some errors in those lists, one or two spells from PHB are not to be found at all.
But this isn't one of them (see Jon Picken's article, Dragon 205).
Foirbiddance was left off every single printing of the PHB between 1989 and the release of S&M.

~
Title: Re: Bug Reports v1.02
Post by: Echon on September 13, 2005, 05:45:50 PM
Is Protection from Lightning in the Protection sphere?

Anyway, I thought the idea was to create a true AD&D 2nd edit BGI a la S&M, whether you agree with the rules or not?

No, it is only in the Weather sphere.

It is.

Quote
But this isn't one of them (see Jon Picken's article, Dragon 205).
Foirbiddance was left off every single printing of the PHB between 1989 and the release of S&M.

What I was hinting at was that since there are already errors in these lists, this might be another one although on second thought it does not appear to be the case. Know Alignment is not in any of the spheres, by the way.

-Echon
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 14, 2005, 12:14:51 PM
Is that right? In the S&M listings? I'll check later.

I can't remember if it's still in Divination or got moved to All.

Any others you can think of? I remember Tome of Magick having several errors and omissions. Mind Tracker being listed as Mind Killer, so I was looking for thie really cool Dune-like Fear spell. The sphere in some new spell descirptions didn't match the sphere list in the appendix and so on.

The original 2E PHB had several Wizard Illusions missing from the School lists.

No, removing Protection from Fire from Protection was deliberate and part of re-balancing the Druid and Cleric, same as changing the spheres they had access to.


Cheers

~
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 14, 2005, 12:57:45 PM
Bug report - the description for the Wyverns has been replaced with that for the longbow.

Query - does the Druid get immunity to woodland charms (Dryad, Nixie etc) at 7th level?

The Druid can be snared by his own entangle spell when he should have Free Action and Pass without Trace in overgrown forest at 3rd level (Pass without Trace is irrelevant in BGI, but the Free Action is not). At least, he should have immunity to Entangle.

Is there any way to give a subclass of Priests a different spell progression, or is that all hard-coded?

~
Title: Re: Bug Reports v1.02
Post by: Echon on September 14, 2005, 04:28:29 PM
Bug report - the description for the Wyverns has been replaced with that for the longbow.

Noted.

Quote
Query - does the Druid get immunity to woodland charms (Dryad, Nixie etc) at 7th level?

No. It would be listed in the Features section if it was implemented, but it cannot be done.

Quote
The Druid can be snared by his own entangle spell when he should have Free Action and Pass without Trace in overgrown forest at 3rd level (Pass without Trace is irrelevant in BGI, but the Free Action is not). At least, he should have immunity to Entangle.

Only when it is naturally occuring. It does not state that he should be immune to spells that duplicate such things.

Quote
Is there any way to give a subclass of Priests a different spell progression, or is that all hard-coded?

No. Which subclass and why?

-Echon
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 15, 2005, 11:24:29 AM
Could you not give the Dryad and Hamadryad a specific charm spell with a new name and give Druids immunity to that? But then, the Hamadryad didn't attack us in your mod. Is that because you fixed her not to attack Druids? Every other time I've played she Dire Charmed us, regardless of party composition.

I was thinking of the First Edition Druid spell progression. If it can't be changed, the only thing that could be done would be to craete a magick items that gave all the missing abilities, tied to character level. Plus the level of some spells would have to be changed and he'd have to be able to cast 2nd level spells at 2nd level, 3rd at 3rd, 4th at 6th and get 7th level spells at 12th level etc

Is there a 1E mod around?


Cheers
Title: Re: Bug Reports v1.02
Post by: Echon on September 18, 2005, 02:54:07 PM
Could you not give the Dryad and Hamadryad a specific charm spell with a new name and give Druids immunity to that? But then, the Hamadryad didn't attack us in your mod. Is that because you fixed her not to attack Druids? Every other time I've played she Dire Charmed us, regardless of party composition.

No, I cannot do that, otherwise I already would have. She is not hostile because Hamadryads do not just attack people at random and I wanted to give her a quest related to the base of the Iron Throne base in the woods. I obviously never got around to that, but it will probably be added later on.

Quote
I was thinking of the First Edition Druid spell progression. If it can't be changed, the only thing that could be done would be to craete a magick items that gave all the missing abilities, tied to character level. Plus the level of some spells would have to be changed and he'd have to be able to cast 2nd level spells at 2nd level, 3rd at 3rd, 4th at 6th and get 7th level spells at 12th level etc

This mod only deals with 2E so I would not alter the spell progression even if it was possible.

Quote
Is there a 1E mod around?

Not that I know of. Somebody at Spellhold Studios is recreating old modules from what I believe is D&D, though.

-Echon
Title: Re: Bug Reports v1.02
Post by: Shadowblade on September 19, 2005, 11:27:23 AM
Quote
This mod only deals with 2E so I would not alter the spell progression even if it was possible

I wasn't asking you to do it, just enquiring if it was possible.

Subclasses of 2E priests having different spell selections and Granted Powers would be nice, though.


Title: Re: Bug Reports v1.02
Post by: Borsook on September 20, 2005, 02:40:38 AM
Quote
This mod only deals with 2E so I would not alter the spell progression even if it was possible

I wasn't asking you to do it, just enquiring if it was possible.

Subclasses of 2E priests having different spell selections and Granted Powers would be nice, though.
I don't know whether it applies to all you have in mind, but yes it's doable.