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The Black Wyrm's Lair Terms of Use |
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#1
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![]() The Tactician ![]() Distinguished Developer Posts: 7764 Joined: 1-December 05 ![]() |
Hi,
If you happen to find any new bugs in the original game which are not yet fixed by IA, please report them to me either via PMs or by sending them here in this thread. Before sending any reports, make sure that you have already installed Baldurdash TOB Fixpack v1.12 (no other fixpacks) as well as the newest version of Improved Anvil. Also, make sure that you have followed IA's installation instructions very precisely. Thanks in advance This post has been edited by Sikret: May 14 2007, 09:29 AM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#2
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![]() ![]() Gold Member Tactical reputation: 3 Posts: 879 Joined: 29-June 07 From: Budapest - Hungary ![]() |
I don't know if these Vanilla bugs or IA, so I write them down here.
1. Liches in Temple Ruins took down 2 of my defensive spells with 1 Ruby Ray. Both SI: Abj. and Minor Spell Deflection disappeared. This happened at least 3 times on my blade and mage. SI: Abj. surely was dispelled, and I didn't see spell turning animation either. I was not able to check if ST is still up, just animation lost or it is dispelled. (Would it be possible to change these graphic type spells (like spell turning, SI, globe of inv., Mirror Image, Blur) to be visible in character sheet where other buffs are mentioned?) 2. If I cast Melf's Minute Meteor with 2 weapons in my hands, my attack per round is 6. If I equip Belm to left hand (either before or after), my attack per round goes down to 3/2. I checked it, attacked my character and attack rate on char sheet was valid. If I press Offensive Spin with Melf's Minute Meteor, my attack per round decreased also. With Haste and Impr. haste, it works well. Very annoying bug, since I can't use Offensive Spin and always have to change offhandweapon, when I want to use MMM. Imho MMM should give 5 attack per round, with Belm, Offensive Spin and Haste it should be 6, with Impr. Haste it is correctly 10 now. |
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#3
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![]() The Tactician ![]() Distinguished Developer Posts: 7764 Joined: 1-December 05 ![]() |
I don't know if these Vanilla bugs or IA, so I write them down here. 1. Liches in Temple Ruins took down 2 of my defensive spells with 1 Ruby Ray. Both SI: Abj. and Minor Spell Deflection disappeared. This happened at least 3 times on my blade and mage. SI: Abj. surely was dispelled, and I didn't see spell turning animation either. I am 99.99% sure that there is no such bug in the game. First of all, note that Spell Turning (which is a 7th level spell) always gets removed before SI. Ruby Ray always removes higher level protections first (with the sole exception of Spell Shield which always takes precedence). So, your Spell Turning had surely removed prior to the SI with the lich's previous Ruby Ray. That much is about Spell Turning. As for Minior Spell Deflection (which is a 3rd level spell), it will be removed after SI. I can make two wild guesses about what might have happened in your game: 1- One possibility is that the Minor Spell Deflection's duration had just accidentally expired at that time. Befor reading the second guess, just tell me, shadan: You didn't possibly installed the "Invisible Cloak of Mirroring Animation" component of Ease-of-Use, did you? It's not recommended and it can have very bad effects on spells' animations. The second guess will lose its point if you have installed that unrecommended component. 2- My second guess (which is a wild one and needs testing) is that since SI and Minor Spell Deflection use the same animation on the character's avatar (the same kindof shimmering globe), perhaps when you cast these two spells together only one of the two animations shows up. If this wild guess is true, then removing SI will remove the animaton while Minor Spell Deflection is actually active on your character. QUOTE 2. If I cast Melf's Minute Meteor with 2 weapons in my hands, my attack per round is 6. If I equip Belm to left hand (either before or after), my attack per round goes down to 3/2. I checked it, attacked my character and attack rate on char sheet was valid. If I press Offensive Spin with Melf's Minute Meteor, my attack per round decreased also. With Haste and Impr. haste, it works well. Very annoying bug, since I can't use Offensive Spin and always have to change offhandweapon, when I want to use MMM. Imho MMM should give 5 attack per round, with Belm, Offensive Spin and Haste it should be 6, with Impr. Haste it is correctly 10 now. Yes, this is a well-know issue in the vanilla game. (Not to mention that using an off-hand weapon while also using MMM is cheesy. ![]() -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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