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> Herbs & Potions bug reports and suggestions
CamDawg
post Feb 14 2005, 12:09 PM
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I noticed a few anomalies while playing, so I had a closer look at the items with NI.

Oak Club +1
Uses 'None' as its proficiency and has 'Quarterstaff' listed as the proficiency in the description

Poisonkiss Staff +1
Uses Quarterstaff proficiency but the description says club.

Poison, Virulent Poison
Has 'Missile Weapon' listed as its proficiency in the description, though this is a BG term and not BG2. The items themselves have 'None' set in the item file for proficiency. Having to use them as weapons is a bit counterintuitive--all other potions are targeted out of the quickslot (such as Firebreath or Acidic Explosive). The other problem is that they're not flagged as potions so they can't be stored in potion cases. It seems that the rationale is that it can only be used on one person, ergo we want a to-hit roll. If that's the case, I'd rather have these potions work like an assassin's poison ability where I can coat my own weapon and do poison damage that way.

Staves
The staves all have "Not Usable By" in the description, though they're usable by all. Monks can not use staves.

Non-healing potions
Wizard slayers are not allowed to use magic potions outside of healing ones.

Sleeping Powder
Uses a bag icon when in inventory, but when moved around it changes to a scroll. I'm not sure if it's intended or not but it is set as a scroll item meaning it can be stored in scroll cases rather than potion cases.

Acidic Explosive, Concentrated Acidic Explosive
Former uses a fireball animation and does not stick around for 10 rounds as promised. Neither of them do acid damage.

The Rock Golem has nothing to say to me; even a generic "the golem stares vacantly" line like the ones in CI would be an improvement. I strongly suggest the herbs be spread around the game as the current system is suboptimal.


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Lemernis
post Aug 27 2006, 11:08 AM
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Apologies for my confusion, I didn't realize Jouma had to be spoken to again to get the item! I assumed the item crafting would work like Cromwell or Cespenar, where the item remains in the character's inventory.

What I had done is removed the party's two mundane quarterstaffs, laying them on the ground, with only Aule's Staff left amongst the party's inventory before aksing Jouma to perform the enchantment. My hope was that the +3 staff would then get upgraded. I overlooked that Jouma had instead taken one of the staff's lying on the ground. And sure enough when I speak to her again she gives it back, the item appearing in the inventory as enchanted.

I guess I have to keep reloading to get the better possible item, i.e., the poisonous quaterstaff with +3 enchantment (vs. the one that adds +1 fire damage).

When you upgrade this mod, if you intend to add to the crafting options I have a suggestion. There was a wonderful enchanted quarterstaff in Dark Side of the Coast that had a percent chance to break one of the victom's bones, effected by casting Slow upon the victim. I think it may have been called "Crusher." It was a fun weapon, and it'd be great to see it back in the game.

This post has been edited by Lemernis: Aug 27 2006, 11:17 AM


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