Pocket Plane Group

BG1 Completed Mods => The Fields of the Dead => Topic started by: Echon on February 02, 2006, 03:26:14 PM

Title: Bug Reports v1.04
Post by: Echon on February 02, 2006, 03:26:14 PM
n/t

-Echon
Title: Re: Bug Reports v1.04
Post by: shuggieb on February 03, 2006, 06:12:44 PM
Hi Echon,

Thanks for the new version.  Only problem is, I can't seem to get it to run.  I've downloaded it, and it comes up as v1.04, but when i unpack it to the BG directory and then run it and do the reinstall, the readme that pops up is v1.03, and the same coronation bug is there.  I expect the problem is me doing something stupid, but could you possibly indulge me and check the link?  Really sorry to be such a pest, and again, thanks for the amazing effort you put into this.

Cheers,

Hugh
Title: Re: Bug Reports v1.04
Post by: Echon on February 05, 2006, 10:53:53 AM
Who knows what went wrong? I checked the readme in the v1.04 archive and it has got the correct version. Try uninstalling the mod, unpackaging 1.04 to the BG folder and then installing that version.

-Echon
Title: Re: Bug Reports v1.04
Post by: shuggieb on February 05, 2006, 01:33:47 PM
thanks,

uninstalled then deleted all the files from the bg folder, then unpacked and installed.  This time the v1.04 readme came up, but unfortunately the coronation bug is still present.  Seems the fates just don't want me to finish this game!, I'll try playing through from an earlier savegame, on the off-chance that helps.

As I said, thanks again for the advice.

Cheers,

Hugh
Title: Re: Bug Reports v1.04
Post by: Chris on February 27, 2006, 01:28:10 PM
Hi Echon, I've only been playing your mod for a short while, but it's been great so far  :)

However, I thought that you might want to know about an odd thing that I noticed today:

On the upper floor of the Red Sheaf tavern in Beregost there are eight chests of drawers which are easily selectable and accessable in the unmodded version of the game.  However, with FotD v1.04 installed, most of these containers cannot be accessed because the blue outline does not appear around them when the mouse cursor is place over them, and therefore they cannot be selected.  I was only able to highlight three of the eight by being pixle perfect with the mouse, and in such cases, the blue outline was the wrong shape and size.

I believe that the problem has something to do with the ar3303.are file, because when this file is removed from or renamed in the Override directory, the problem goes away provided that an earlier save position is used.  For reasons that I don't understand, the problem doesn't resolve if you have already been to this area.  It's almost as though the problem copies itself into the save position.

Anyway, what I wanted to know was whether FotD places any items of value or significance in any of these chests because I wouldn't want to miss anything  ;D

Kind Regards

Chris

Title: Re: Bug Reports v1.04
Post by: Echon on February 27, 2006, 01:50:08 PM
Thanks for reporting this. There are several errors in this area but the containers only hold minor treasure so you do not have to worry about not looting them. AREs are stored in the savegame which is why you have to use an earlier savegame when you delete the file.

-Echon
Title: Re: Bug Reports v1.04
Post by: Chris on February 27, 2006, 07:38:48 PM
Hi Echon, thanks for the reply.

There were a couple of other minor things that I was a bit puzzled about which could either be bugs or a lack of understanding on my part:

I bought a standard light crossbow and a standard heavy crossbow in order to see how they differed and noticed that the descriptions for both of them seem to indicate that the only real difference is that the heavy crossbow is, well, heavier ;D and that they both had the same THAC0 advantage of +1.  However, when equiping the light crossbow, the +1 THAC0 doesn't seem to register on my character's record page.  In other words, I seem to get a better THAC0 with the heavy crossbow.  Is this correct?  Does this difference follow through to different quality versions of the same weapons?  For example, would a high quality heavy crossbow still be better than a high quality light crossbow?  What about magical crossbows?

The other small thing that I find a bit puzzling is to do with the armour related thieving skills bonuses and penalties.  In your Readme file and on your web site you state the following changes:

        Thieving Skills:


        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.


However, my low level elven fighter/mage/thief has the following thieving skills whilst not wearing any armour:

Open Locks  70%
Stealth        45%
Find Traps   50%
Pick Pockets 60%

When wearing ordinary leather armour my elven fighter/mage/thief has the following skills:

Open Locks  70%
Stealth        45%  I was expecting this to have changed to 35%
Find Traps   50%
Pick Pockets 55%


Furthermore, when wearing ordinary studded leather armour my elven fighter/mage/thief has the following skills:

Open Locks  60%
Stealth        45%  I was expecting this to have changed to 15%
Find Traps   40%
Pick Pockets 40%  I was expecting this to have changed to 25%


I confess that I really don't know much about 2nd Edition AD&D rules, so are these bugs, or am I completely barking up the wrong tree here? ::)

Regards

Chris
Title: Re: Bug Reports v1.04
Post by: Echon on February 28, 2006, 01:02:43 AM
It is funny you should ask about the crossbows since I fixed these a few days ago. I was playtesting a bit and noticed the same errors. Nearly all the crossbows in the game have incorrect THAC0 modifiers but they will be fixed in the next update, of course.

You are right about the thieving skills and the missing penalties. It is a bug but I cannot do anything about it. Apparently the skills cannot drop below certain minimum values. Using your character's stealth skill as an example, it does not drop below 45% because elves receive 30% to stealth and your character gains another 15% due to 19 dex (I assume). This also explains why pick pockets stays at 40% (25% + 15%).

-Echon
Title: Re: Bug Reports v1.04
Post by: Chris on February 28, 2006, 05:45:00 AM
Ah, I see, thanks for the explanation.  Your assumption is correct that my character has 19 dexterity.  I guess that these penalties will start coming into effect when my character's thieving skills have improved beyond the scope of these minimums that the game engine enforces.

On the same subject, the only other minor oddity which I could not account for and which I previously neglected to mention was to do with the allocation of thieving skills at the point of character generation, although this may also be down to a lack of knowledge of the correct rules on my part.  In the unmodded version of the game, the thieving skills seem to be allocated in accordance with the 'Thieving Ability Modifiers' table on page 28 of the 'Tales of The Sword Coast' manual.  However, with FotD v1.04 installed, I noticed the following changes:

Open Locks  +5%
Stealth        +10%
Find Traps   +5%
Pick Pockets +5%

Allthough I concluded that the Pick Pockets and Stealth increases were part of how the 'No Amour' rule is implemented, I was unable to account for why both Open Locks and Find Traps were also increased by 5%.  Is this a bug, or a deliberate realignment with the proper rules?

Kind Regards

Chris

Title: Re: Bug Reports v1.04
Post by: Echon on February 28, 2006, 01:11:02 PM
I believe the thieves needed an additional 10 points at 1st level.

-Echon
Title: Re: Bug Reports v1.04
Post by: Chris on February 28, 2006, 06:16:17 PM
Oh, I see.  Thanks for explaining.

Chris
Title: Re: Bug Reports v1.04
Post by: Chris on March 03, 2006, 07:57:59 PM
Hi.

When casting Mirror Image with the same Fighter/Mage/Thief character (Mage at level 4) as mentioned above, the number of images created randomly ranges from 2 to 5.  Should this number not be fixed according to level as per the spell's description?

Chris
Title: Re: Bug Reports v1.04
Post by: Echon on March 04, 2006, 02:21:40 AM
No, the description is incorrect. It looks like I forgot to update it when I changed the spell, but it will be included in the next update.

-Echon
Title: Re: Bug Reports v1.04
Post by: Chris on March 11, 2006, 09:33:11 AM
Hello again Echon, I've been playing through FotD fairly meticulously (like I am with most things) and it's been great fun so far ;D  Also, thanks for the changes you made to stackable items, especially those items that were previously unstackable but which now are.  That alone makes playing the game much more enjoyable because I find that I don't have to spend 50% of the time maintaining characters' inventories, particularly whilst soloing as I am at the moment.

There is one small thing I noticed regarding the 'Red Potion' that I obtained from one of the merchants in the Nashkel Carnival area.  In addition to bestowing 25 intelligence upon the user, the description also indicates that the character's magic resistance is increased by 50%.   However, this magic resistance is not reflected on the character's Record page, neither does it seem to be in effect according to preliminary testing on my part.

I might be wrong, but is this potion's magic resistance an augmentation by FotD?

Chris
Title: Re: Bug Reports v1.04
Post by: Echon on March 11, 2006, 09:57:08 AM
I am glad you are enjoying it. :)

The red potion does not grant 50% magic resistance but 50% resistance to magical damage, i.e. the type of damage inflicted by Magic Missile, Mordenkainen's Force Missiles and similar spells.

-Echon
Title: Re: Bug Reports v1.04
Post by: Chris on March 11, 2006, 07:19:43 PM
Does that mean 50% reduction in magical damage or magical damage is resisted 50% of the time?
Title: Re: Bug Reports v1.04
Post by: Bex on March 12, 2006, 12:26:40 AM
It means damage is halved, just like with fire resistance, etc.
Title: Re: Bug Reports v1.04
Post by: Chris on March 12, 2006, 10:04:43 AM
I see, thanks for clarifying :)
Title: Re: Bug Reports v1.04
Post by: Chris on April 01, 2006, 09:05:44 PM
Hi

I've just noticed that the Plate Mail of Haste effectively has an infinite number of charges.  Unlike the Ring of Invisibility for example, you are still able to use a charge when the value of the armour reaches 1GP which seems to cause an unsigned integer variable to wrap around and change the item's value to be over 29 million GP :o

I have also noticed that a Charisma attribute of over 18 allows many items to be purchased at a lower cost than they can be sold back to the merchant in the Nashkel store, especially with the more expensive items such as the above.  In fact, money can even be made by repeatedly selling and buying back a standard plate mail.  I haven't tested this with other stores, however.

I've also been unable to get Gerde to acknowledge the party's successful culling of ankhegs in the fishing village just north of the Friendly Arm Inn.

Chris
Title: Re: Bug Reports v1.04
Post by: Echon on April 04, 2006, 05:25:04 AM
I've just noticed that the Plate Mail of Haste effectively has an infinite number of charges.  Unlike the Ring of Invisibility for example, you are still able to use a charge when the value of the armour reaches 1GP which seems to cause an unsigned integer variable to wrap around and change the item's value to be over 29 million GP :o

I do not know what to do with this item. I cannot limit it to the number of charges it has been given, make it disappear when depleted or replace it with another version that does not have any charges after they have been spent.

-Echon
Title: Re: Bug Reports v1.04
Post by: Chris on April 04, 2006, 02:16:34 PM
Hmm, I see the dilemma, especially since it is entirely possible to accidentally get into this situation when out in the wilderness with no shop nearby to verify the correct intended number of charges remaining :-\  It would only be a matter of time before the relevant variable wrapped around to this unrealistic figure, after which one might feel that they were somehow cheating by continuing to use the item :(

Perhaps it would be an idea, if possible, to change the item so that it would permanently bestow haste, or some equivalent of it, whilst wearing the item.  If you think that this would make the item too powerful, then maybe this very beneficial effect could be counterbalanced by some other undesirable one.   How about making the item very heavy, lowering the armour class protection that it grants or the character's hit points or stats, increasing susceptibility or damage from specific types of attack such as fire or magical damage or from certain types of monsters, something along those lines?  Simply doubling or tripling the amount of magical damage sustained whilst wearing the item would make me think twice about using it :o ;D

An item like that could be quite interesting because one would have to weigh up the pros and cons of using it :)

Regards

Chris


Title: Re: Bug Reports v1.04
Post by: K' on April 25, 2006, 10:29:14 PM
I'm trying to find the book of strength +1, the book of constitution +1, the shadow armor and guantlets of dexterity. So far no luck. I'm going to continue looking. Meanwhile, I'm doing the dagger quest in the area at the end of the Nashkel mines. The one where Hentold tells you to return this dagger to a tomb. My game crashes in different ways everytime I try and do so. Either when I look in the first sarcophagus, return the dagger, or try and kill the zombie. Occasionally if gives me an assertion error. Sometimes it freezes and stops responding. Wonder if you wanted to look into it.
Title: Re: Bug Reports v1.04
Post by: Echon on April 26, 2006, 03:17:20 PM
Out of those four items only the Gauntlets of Dexterity are not in the game at the moment. You should come across the Shadow Armour eventually but I expect to tomes/manuals to be quite difficult to locate.

I will have a look at what is wrong with the Revenant quest, which I know remains the same as before. Do you have other mods installed?

-Echon
Title: Re: Bug Reports v1.04
Post by: Well? on May 02, 2006, 01:38:59 AM
Just noticed Bub Snikt (south from bergost) is carring a illegal item, chainmail that can be worn by anyone.

Also im not sure whether you are suppost to be able to do this or not (i do it everytime for the 300exp). But when you respond to him you can select 1, (Option is invisible) which enables you to give him no response then he stands around so you can fight him without him running off the screen & disappearing.
Title: Re: Bug Reports v1.04
Post by: Salk on May 02, 2006, 02:04:16 AM
I have also found invisible pickable items and invisible dialogues. I know this is a bit generic but at the moment I can't be more precise...
Title: Re: Bug Reports v1.04
Post by: Well? on May 02, 2006, 04:30:27 AM
I have also found invisible pickable items and invisible dialogues. I know this is a bit generic but at the moment I can't be more precise...

There are two up them up the top of the freindly arm inn, they are nothing to worry about. As soon as you pick up an item after them they tend to dissapear.