Pocket Plane Group

BG1 Completed Mods => The Fields of the Dead => Topic started by: Galactygon on April 23, 2005, 10:39:01 AM

Title: Bug Reports v1.00
Post by: Galactygon on April 23, 2005, 10:39:01 AM
We could start a "bug reports" thread, so here we have a few bugs I have found:

1.) If I escape from the line of sight from enemies, I am not pursued, nor do they wander about in groups.
2.) Strength of One doesn't do anything
3.) I could cast spells between chant intervals, if the casting time is low enough.
4.) Spellcasting sets your dexterity to 14 rather than 1

I have discussed some of these with Echon in PM, but I have posted them to prevent others from posting a single bug over and over again.

-Galactygon
Title: Re: Bug Reports
Post by: Echon on April 23, 2005, 11:44:09 AM
And to clear things up:

1) Not a bug as the feature has been removed.
2) It does if you do not interrupt the character. I intend to make it impossible to do so, however.
3) This is a bug and will be dealt with.
4) This is intentional and not a bug.

-Echon
Title: Re: Bug Reports
Post by: SimDing0™ on April 23, 2005, 12:01:35 PM
What if your dexterity is below 14?
Title: Re: Bug Reports
Post by: Echon on April 23, 2005, 12:08:01 PM
Then it is increased to 14, but having a dexterity score of 14 grants no bonuses or penalties.

-Echon
Title: Re: Bug Reports
Post by: SimDing0™ on April 23, 2005, 12:09:46 PM
I'm not sure spellcasting increasing dexterity really makes much sense. Perhaps it would be a little more logical to have it decreased by a certain value, rather than set. Except then spellcasting would probably chunk some people. Which might seem funny, but.

(Alternatively, if there's no difference in bonuses between 1/2/3 and 14, why not set it to 1/2/3 so that it always looks like it's decreasing/staying the same?)
Title: Re: Bug Reports
Post by: Echon on April 23, 2005, 12:18:05 PM
I did not say there is no difference between 1 and 14. When you 6 or lower, you start to get penalties to AC and ranged attacks. They are not supposed to suffer penalties, they should just lose any bonuses they might have.

-Echon
Title: Re: Bug Reports
Post by: SimDing0™ on April 23, 2005, 12:19:38 PM
But they'll also lose any penalties they might have...
Title: Re: Bug Reports
Post by: LoOk on April 23, 2005, 12:30:55 PM
Don't know if you read it in the other topic but did you get my bug report of the detonation arrows?
They do the phase spider thingy rather than exploding into a fireball :) .
Title: Re: Bug Reports
Post by: NiGHTMARE on April 23, 2005, 12:42:13 PM
Maybe they're translocation arrows which have been given the wrong name?
Title: Re: Bug Reports
Post by: Galactygon on April 23, 2005, 01:19:52 PM
2 more bugs:

1.) Branwen's Spiritual Hammer doesn't work, has a "command" icon, and is listed in the spells section rather than the innates section
2.) There is an odd invisible item called "Personal Item" that I find hanging out at one of the shelves in the mage's tent in the Nashkell Carnivals.

-Galactygon
Title: Re: Bug Reports
Post by: Nerik on April 23, 2005, 02:30:24 PM
With reference to the Spellcasting reducing Dexterity thing, IIRC this was an issule in PnP as well, and the final solution was that Spellcasting removed dexterity bonus but not penalties. Not toally satisfactory if you think about it, and I'm not sure if this could be easily implimented in BG either.

Charles
Title: Re: Bug Reports
Post by: Echon on April 23, 2005, 02:53:06 PM
Nightmare: No, they should be Arrows of Detonation. The spellcasting bit is part of an experiment I forgot to remove.

Galactygon:

1) I will have a look at it.
2) That invisible item is generated by the game when a call for random treasure ends up at a blank slot. Do not pick it up.

-Echon
Title: Re: Bug Reports
Post by: Grog on April 23, 2005, 03:27:27 PM
The spell Grease uses the icons for 'Armor'
Title: Re: Bug Reports
Post by: Grog on April 23, 2005, 03:29:21 PM
Scratch that.  Armor uses the name / description text for Grease.  Sorry
Title: Re: Bug Reports
Post by: Echon on April 23, 2005, 03:59:06 PM
Yet another TP2 error. It will be fixed.

-Echon
Title: Re: Bug Reports
Post by: Grog on April 23, 2005, 05:06:31 PM
Protection From Evil (Paladin Innate) has its spell name listed as the description for the potion of fire resistance.
Title: Re: Bug Reports
Post by: Echon on April 23, 2005, 05:30:02 PM
Grog: I am starting to see a pattern here. I will have a look at the TP2 to find all these errors. A patch should probably be ready tomorrow or monday.

Galactygon: Branwen's Spiritual Hammers are correct on my install. I would appreciate it if somebody could have Branwen join the party just to see if the bug can be duplicated.

Look: Yeah, I saw it.

Sim: True. Another problem is that even though a spell is disrupted, the dexterity change lasts for the full casting time. I am in doubt as to whether this feature is worth keeping.

-Echon
Title: Re: Bug Reports
Post by: Galactygon on April 23, 2005, 07:37:26 PM
Galactygon: Branwen's Spiritual Hammers are correct on my install. I would appreciate it if somebody could have Branwen join the party just to see if the bug can be duplicated.
Branwen just leveled up, and she got her correct spiritual hammer back. :) It happens when she joins the party and has not yet leveled up.

This is not only true for Branwen's Spiritual hammer, but also for Dynaheir's slow poison ability, and (I suspect) every single NPC that has a special ability.

-Galactygon
Title: Re: Bug Reports
Post by: Salk on April 24, 2005, 02:15:49 AM
Sim: True. Another problem is that even though a spell is disrupted, the dexterity change lasts for the full casting time. I am in doubt as to whether this feature is worth keeping.

-Echon

I definetely think it's worth keeping it because realistic/consistent...If possible though, I'd strongly suggest to reduce, under casting time, the Dexterity value of a fixed amount of points. This must be easy to do. If, after the subtraction, Dexterity provides a penalty then it's all okay and very coherent: the casting should decrease Dexterity of the caster. If it does by making him lose bonuses OR getting penalties then it's perfectly right. And also I find it right that the penalty effects last for the whole casting time because an interrupted spell leaves reasonably the caster somewhat confused and the longer the praparation of the spell is, the longer this status lasts. Very logic and coherent!

So no more Dexterity set to 14 but Dexterity dropping of (I'd suggest) 4 points. Hope you will pick up this advice, Echon...

Title: Re: Bug Reports
Post by: Salk on April 24, 2005, 02:20:28 AM
1.) If I escape from the line of sight from enemies, I am not pursued, nor do they wander about in groups.
-Galactygon

Why has this feature being removed ? It sounds like a very important one...
Title: Re: Bug Reports
Post by: LoOk on April 24, 2005, 03:41:51 AM
Is the download fixed again Echon or are you going to release a different patch? And will that patch will be compatible with a running game :) ?
Hate to do everything again. Usually destroys my interest in a game (With BG1 for a month, but bleh.. :p )

Edit: Don't know if this is a part of the TP2 bug, but I was testing ray of enfeeblement and on the character record page you got the icon, but not "enfeebled" or something next to it. You got the description of shillelagh. Don't know if this is important anymore since you're fixing the TP2 anyways.
Title: Re: Bug Reports
Post by: Echon on April 24, 2005, 05:03:55 AM
Salk: It slowed down the AI considerably.

Look: I intend to update the full package and release a seperate patch so you do not have to download 10 MB again. And you should not have to start a new game. Oh, and that certainly is another TP2 error. Way too many of those.

-Echon
Title: Re: Bug Reports
Post by: Salk on April 24, 2005, 06:18:53 AM
I undestand that a slow AI might be a problem...Too bad because an active search of the enemy would bring the AI to a much higher level.

What about the Dexterity malus when casting then ? What do you think of my suggestion ?  :)
Title: Re: Bug Reports
Post by: Echon on April 24, 2005, 06:22:57 AM
I have not made a decision regarding dexterity yet although I want it to be exactly like Nerik described it as that is the way it is supposed to be in P&P.

-Echon
Title: Re: Bug Reports
Post by: Salk on April 24, 2005, 08:51:57 AM
Not always P&P rules are satisfactory/consistent like Nerik himself pointed out in his own post. Spellcasting hindring dexterity is logical and reasonable. How to express this best ? Not certainly by changing the Dexterity attribute to a fixed number (14). A character with low Dexterity should *still* suffer a penalty for casting a spell. To raise its Dexterity under casting is not coherent with the initial purpouse.

Sometimes we can change rules to make the gaming experience better...
Title: Re: Bug Reports
Post by: Echon on April 24, 2005, 08:58:33 AM
High dexterity adds an AC bonus as it allows the character to dodge attacks. Spellcasting requires full concentration and prevents dodging. I do not think spellcasters should be penalised beyond that and become even easier to hit than anyone else with no dexterity bonus who stands still.

-Echon
Title: Re: Bug Reports
Post by: LoOk on April 24, 2005, 09:41:08 AM
If this is such a big deal, why don't you only apply the penalty to creatures with 15 dex and above? Or is that impossible to do?
Title: Re: Bug Reports
Post by: Echon on April 24, 2005, 10:27:48 AM
That would be more or less impossible as the dexterity modifier needs to begin the exact same time the casting begins and a script would be too slow for that.

-Echon
Title: Re: Bug Reports
Post by: ElfBane on April 24, 2005, 11:04:27 AM
At Character generation,,,,Grease has no description, and Mage Armor has the Grease description. Also, are you supposed to start with nothing? Not even a lousey staff or dagger from your cheapskate mentor? 8)
Title: Re: Bug Reports
Post by: Echon on April 24, 2005, 11:26:08 AM
Those spells are on the to-do list.

Yeah, you start with nothing. At least Gorion has given you what gold he could spare. :)

-Echon
Title: Re: Bug Reports
Post by: ElfBane on April 24, 2005, 11:50:01 AM
I have Baldurdash, Dudleyville and FotD loaded. When I loaded FotD I got some parseing errors and I noticed one of them I believe refered to the Ramazith file. Are these parseing errors normal?
Title: Re: Bug Reports
Post by: Echon on April 24, 2005, 12:23:01 PM
WeiDU likes to warn you about harmless errors. If the installation finished, everything is fine.

-Echon
Title: Re: Bug Reports
Post by: ElfBane on April 24, 2005, 04:41:37 PM
Those spells are on the to-do list.

Yeah, you start with nothing. At least Gorion has given you what gold he could spare. :)

-Echon
So,, my level 15 mentor, who must have 'boatloads' of treasure, can only spare 90 GP? Just kidding ::)
Title: Re: Bug Reports
Post by: Ghreyfain on April 24, 2005, 04:44:39 PM
Those spells are on the to-do list.

Yeah, you start with nothing. At least Gorion has given you what gold he could spare. :)

-Echon
So,, my level 15 mentor, who must have 'boatloads' of treasure, can only spare 90 GP? Just kidding ::)

That's sort of the thing about D&D.  Basically every high level adventurer has a huge hoard of treasure, except you never run into anyone in a game that has quite as much as you do.  Very bizarre, but probably best not to clog this thread with non-bug reports.
Title: Re: Bug Reports
Post by: Echon on April 24, 2005, 04:54:01 PM
BioWare actually stuck with AD&D regarding the gold you begin the game with. It is based on your class. Warriors gain the most, wizards the least.

-Echon
Title: Re: Bug Reports
Post by: LoOk on April 25, 2005, 09:55:01 AM
I don't know if this is me but when I enter a house in Beregost I get an assertion error. It says some exit is missing from area 3327. It's the house just north (and a bit west) of the Jovial Juggler. A touch grey. I think you know which building I mean now. Or is this not a bug and just my install?
Title: Re: Bug Reports
Post by: Echon on April 25, 2005, 10:51:24 AM
It is a FotD error. For now, you can fix it by deleting AR3327.are from your override folder.

-Echon
Title: Re: Bug Reports
Post by: Schatten on April 26, 2005, 01:01:32 PM
1) Medium Shield +1 displayed as "History of Shadowdale Vol.4"

2) In Friednly Arm Inn get message "path assertion fails at line 724"
Title: Re: Bug Reports
Post by: Echon on April 26, 2005, 02:00:25 PM
2) In Friednly Arm Inn get message "path assertion fails at line 724"

I have not seen that error before. What were you doing when it happened?

-Echon
Title: Re: Bug Reports
Post by: Galactygon on April 26, 2005, 02:57:07 PM
Some of the descriptions for the STATES.BAM have incorrect strings assigned.

-Galactygon
Title: Re: Bug Reports
Post by: Echon on April 26, 2005, 03:22:06 PM
Actually, nearly all the old portrait icons have incorrect strings and the new icons have no strings at all. It is being fixed.

-Echon
Title: Re: Bug Reports
Post by: ElfBane on April 26, 2005, 05:28:42 PM
This isn't really a 'bug', but FotD allows the Candlekeep "practice party" export exploit, if you know what I'm talking about. I'm running Original Saga, which is supposed to have all the official patches, and that exploit shouldn't be there, I think. :pirate
Title: Re: Bug Reports
Post by: Echon on April 26, 2005, 05:34:09 PM
I have not touched that area or the party. I also do not seem to recall the patches altering it. To me this is nothing but a cheat and I am not going to try to prevent the player from cheating. I cannot stop them from importing items through the console, either.

-Echon
Title: Re: Bug Reports
Post by: Schatten on April 27, 2005, 01:28:26 AM
2) In Friednly Arm Inn get message "path assertion fails at line 724"
I have not seen that error before. What were you doing when it happened?
Nothin unusual. Talking with man about paths, then with K ad J, then sold some items to bartender. When it happened i was near bartender.
Also noticed that monsters get stuck far more often.
Title: Re: Bug Reports v1.00
Post by: Echon on April 27, 2005, 03:37:49 AM
Schatten: Did it happen more than once? If not, do you think you could go back there, walk around a bit and see if crashes again?

-Echon
Title: Re: Bug Reports v1.00
Post by: Schatten on April 27, 2005, 03:49:37 AM
Yes, i can. I have little choice anyway - game craches at reload. will restore form autosave and report till tomorrow.
Title: Re: Bug Reports v1.00
Post by: Schatten on April 27, 2005, 04:05:09 AM
Forgot something:
- Priest at the temple near Beregost and his syrens don`t go hostile after failed pickpoketing.
- Same with Silke in Beregost
Title: Re: Bug Reports v1.00
Post by: Echon on April 27, 2005, 07:42:04 AM
Forgot something:
- Priest at the temple near Beregost and his syrens don`t go hostile after failed pickpoketing.
- Same with Silke in Beregost

I know why that does not happen and it is going to apply to a lot of NPCs. It will be dealt with.

-Echon
Title: Re: Bug Reports v1.00
Post by: Schatten on April 27, 2005, 08:49:13 AM
Another minor issue:
- Mage near Friendly arm try to use sleep magic on half-elf (and i think on true elf too). May i suggest use some other spells for him?
Title: Re: Bug Reports v1.00
Post by: Echon on April 27, 2005, 09:23:29 AM
I will replace Sleep with something else.

-Echon
Title: Re: Bug Reports v1.00
Post by: Schatten on April 27, 2005, 10:36:53 AM
Schatten: Did it happen more than once? If not, do you think you could go back there, walk around a bit and see if crashes again?

-Echon
Still same problem. Game crashed with same error after talking with Jopi.
Patch 1.01 now
Title: Re: Bug Reports v1.00
Post by: Echon on April 27, 2005, 11:55:45 AM
I have not been able to duplicate that bug so it remains a bit difficult for me to fix. I do not even know what that assertion error means.

-Echon
Title: Re: Bug Reports v1.00
Post by: Schatten on April 28, 2005, 01:53:16 AM
I decided to restart my game. No big deal for now.
Can this issue be connected with Friendl Arm guards, who exstensively (including thos two before inn gates) "helped" me slay that mage?
Title: Re: Bug Reports v1.00
Post by: Echon on April 28, 2005, 04:06:37 AM
Did every single guard in the FAI try to help you kill Tarnesh?

-Echon
Title: Re: Bug Reports v1.00
Post by: Schatten on April 28, 2005, 04:08:46 AM
I think "yes" - all 5 or 6 of them  ;D
Title: Re: Bug Reports v1.00
Post by: Echon on April 28, 2005, 04:21:34 AM
Ah, that would be due to the Shout(). They alarmed each other all the way out to drawbridge but that is not really useful if I do not tell those two guards to resume their posts when the battle is over. I also do not know if this is related to the crash you experienced.

-Echon
Title: Re: Bug Reports v1.00
Post by: Schatten on April 29, 2005, 01:44:16 AM
Ah, that would be due to the Shout(). They alarmed each other all the way out to drawbridge but that is not really useful if I do not tell those two guards to resume their posts when the battle is over. I also do not know if this is related to the crash you experienced.

-Echon
I think problem was with the gate guards. In new game Tarnesh was killed without them, and no error anymore! :D
Title: Re: Bug Reports v1.00
Post by: Echon on April 29, 2005, 04:17:44 AM
Cool. I will make sure they stay out of it.

-Echon
Title: Re: Bug Reports v1.00
Post by: Echon on May 12, 2005, 05:20:57 PM
Priest at the temple near Beregost and his syrens don`t go hostile after failed pickpoketing.

I have not altered Keldath Ormlyr and he actually has two scripts that should make him turn hostile. It works on both of my installs. His sirines remain neutral, though, which is a bug that I have fixed.

-Echon