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> Unfixed bugs of vanilla game, Send them here if you find any
LZJ
post Sep 5 2008, 09:32 AM
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Hmm there's one thing in particular which I find rather strange: silenced fighters cannot use their warrior HLAs like Critical Strike, Greater Whirldwind Attack or Hardiness as they are considered spells too. For War Cry (which I never choose anyway), I can understand this, but not fo these others... unless... the warrior needs to grunt or shout ohmy.gif to activate his ability?
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LZJ
post Sep 7 2008, 01:26 PM
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Hmmm I found a possible bug... or at least I don't think it is an intended effect.

Free Action guards only partially against Stone Golems' "Golem Slow" ability. The total number of attacks are not halved, BUT the THAC0 and AC are still affected: Base THAC0 still increases by 4, and AC goes up as well.
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Raven
post Sep 7 2008, 05:41 PM
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QUOTE(LZJ @ Sep 7 2008, 02:26 PM) *
Free Action guards only partially against Stone Golems' "Golem Slow" ability. The total number of attacks are not halved, BUT the THAC0 and AC are still affected: Base THAC0 still increases by 4, and AC goes up as well.

Yes, that's because the 'Slow' effect (which increases casting time, decreases movement rate etc.) is prevented, but the penalties to THAC0 and AC are not actually tied to the Slow effect. I imagine the issue could be solved by adding immunity to the Golem Slow spell file to Free Action.
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Shadan
post Sep 8 2008, 08:06 AM
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Strange thing, maybe not a bug but I think it is cheesy. Shade Lord dungeon, lich and room with fire floor. Accidentally lich stood on fire floor, of course he didn't get damage from fire since he has a Prot. from Fire, but his spell castings was always failure.

Another thing: If a character has an item equipped which gives immunity to Confusion, text message still says XY is confused when he doesn't pass on saving throw.

This post has been edited by shadan: Sep 8 2008, 08:13 AM
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Sikret
post Sep 8 2008, 08:16 AM
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QUOTE(LZJ @ Sep 7 2008, 05:56 PM) *
Free Action guards only partially against Stone Golems' "Golem Slow" ability. The total number of attacks are not halved, BUT the THAC0 and AC are still affected: Base THAC0 still increases by 4, and AC goes up as well.


Will fix. Thanks!

Free Action Spell and potions had a lot of bugs in the vanilla game which I have already fixed. It seems that their problems are endless. smile.gif

QUOTE(shadan @ Sep 8 2008, 12:36 PM) *
Strange thing, naybe not a bug but I think it is cheesy. Shade Lord dungeon, lich and room with fire floor. Accidebtally lich stood on fire floor, of course he didn't get damage from fire since he ahs a Prot. from Fire, but his spell castings was always failure.


Good observation! I will check and fix.

QUOTE
Another thing: If a character has an item equipped which gives immunity to Confusion, text massage still says XY is confused when he doesn't pass on saving throw.


It depends on the item. Tell me which item it is and I will check and fix it.


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Shadan
post Sep 8 2008, 09:38 AM
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It was the Shield of Harmony.
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Shadan
post Sep 12 2008, 07:29 AM
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Against liches sometimes my casters fail their casting most of the times. I did'nt know what is this but I figured out later. Their summoned fallen deva or dark planetar used Unholy Word, and it has a spellfailure component. It is a very confusing because there is no indication in combat text, no icon on charater portrait, and it doesn't mentioned on character sheet. Something should show me if my caster has a spellfailure effect on him. Two types of spell failure is caused by Holy Word: one is with slow, and one is with deafness. Both should be marked with corresponding deafness and slow icon on portrait plus an icon for spell failure. Deafness one should be cured with Cure Disease, Neutralize Poison, Heal, Greater Restoration as they cure deafness. I don't know what is with slow + spellfailure component. Maybe this should be uncurable since it is greater effect on lower level creatures.

In fight against Irenicus in Spellhold one of the crazy spellcasters uses Strength of One, which lower my characters strength to 18/75 from higher strength... I think spell should be tweaked don't lower higher strength.
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lroumen
post Sep 12 2008, 09:54 AM
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I would like to argue that that's the way the Strength of One spell works as per description smile.gif
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Shadan
post Sep 12 2008, 12:05 PM
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QUOTE(lroumen @ Sep 12 2008, 09:54 AM) *
I would like to argue that that's the way the Strength of One spell works as per description smile.gif


I know but all strength type spell have this stupidity... This lowering thing should be deleted from all strength type spell's effect and description also...
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Vuki
post Sep 12 2008, 04:08 PM
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QUOTE(shadan @ Sep 12 2008, 02:05 PM) *
I know but all strength type spell have this stupidity... This lowering thing should be deleted from all strength type spell's effect and description also...

Or - if it is possible - it should allow a saving throw in case the strength is lowered. smile.gif


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Sikret
post Sep 13 2008, 08:28 AM
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QUOTE(shadan @ Sep 12 2008, 11:59 AM) *
Against liches sometimes my casters fail their casting most of the times. I did'nt know what is this but I figured out later. Their summoned fallen deva or dark planetar used Unholy Word, and it has a spellfailure component. It is a very confusing because there is no indication in combat text, no icon on charater portrait, and it doesn't mentioned on character sheet.


Since the casting failure probablity is not more than 50%, the game's developers have decided not to add a miscast icon to the spell. It's intentional (not a bug). However, you actually do have an indication in the combat text and that is the very fact that you read that an Unholy Word spell is cast; so you already know that there is a 50% chance of casting failure. In short, I don't think that there is anything in need of fixing here.

QUOTE
In fight against Irenicus in Spellhold one of the crazy spellcasters uses Strength of One, which lower my characters strength to 18/75 from higher strength... I think spell should be tweaked don't lower higher strength.


The spell is working as intended (no bug); however, the behavior of those mad spellcasters is entirely revised in IA v6. You won't have any problem with their choice of spells anymore.


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SpellStorm
post Sep 13 2008, 01:21 PM
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QUOTE(Sikret @ Sep 13 2008, 11:28 AM) *
Since the casting failure probablity is not more than 50%, the game's developers have decided not to add a miscast icon to the spell. It's intentional (not a bug). However, you actually do have an indication in the combat text and that is the very fact that you read that an Unholy Word spell is cast; so you already know that there is a 50% chance of casting failure. In short, I don't think that there is anything in need of fixing here.


My personal opinion is that the spell's effect should be indicated with the proper 'deafened' icon on the character's portrait. This is what should be fixed. Besides, why do enemy Planetars have Unholy Word while my own don't have it?
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leonidas
post Sep 13 2008, 06:31 PM
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Ye there's a little deafened icon you get with the level two spell to indicate 50% spell failure that unholy word probably should have.

It's annoying because you have to guess when the spell failure effect has ran out at the moment.
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matti
post Sep 13 2008, 07:41 PM
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QUOTE(SpellStorm @ Sep 13 2008, 03:21 PM) *
QUOTE(Sikret @ Sep 13 2008, 11:28 AM) *
Since the casting failure probablity is not more than 50%, the game's developers have decided not to add a miscast icon to the spell. It's intentional (not a bug). However, you actually do have an indication in the combat text and that is the very fact that you read that an Unholy Word spell is cast; so you already know that there is a 50% chance of casting failure. In short, I don't think that there is anything in need of fixing here.


My personal opinion is that the spell's effect should be indicated with the proper 'deafened' icon on the character's portrait. This is what should be fixed. Besides, why do enemy Planetars have Unholy Word while my own don't have it?


they got holy word instead, right?

cos they are the good boys.
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SpellStorm
post Sep 14 2008, 05:57 AM
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QUOTE(matti @ Sep 13 2008, 10:41 PM) *
they got holy word instead, right?

cos they are the good boys.


Yes, of course I meant that my (dark) planetars should have (Un)Holy word as well, much like the enemy ones have it.
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Sikret
post Sep 14 2008, 08:48 AM
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QUOTE(SpellStorm @ Sep 13 2008, 05:51 PM) *
Besides, why do enemy Planetars have Unholy Word while my own don't have it?


Yours have it as well. The fallen planatar summoned by enemies is completely identical with the one summoned by PCs. But Unholy Word won't be of much use to you; you don't encounter many good aligned enemies.

Adding a deafened icon to the Unholy Word spell is not a bad idea (though if we decide to implement it, it should be called a tweak rather than a fix). Will consider it.

EDIT: Considered the suggestion to add deafness icon to Unholy Word and decided not to implement it. A degree of uncertainty regarding its duration is a nice add-on as an additional challenge, specially because the enemies who use Unholy Word are really rare. Moreover, a tactician should be able to (approximately) reckon the duration by counting rounds.

This post has been edited by Sikret: Sep 17 2008, 07:36 AM


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Sikret
post Sep 24 2008, 09:08 AM
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QUOTE(Vuki @ Jun 15 2008, 05:53 PM) *
There are several areas in the game where you might be attacked when you try to sleep. In some of these places you really can make a lot of XPs for almost free. [...] And you can do it several - I think unlimited - times. For those who want to "cheat" it is an easy place to do. Solution could be either that they appear only limited times or they do not give you XP after some battles.


It's done as you can now read in the progress report for IA v6. Random creatures who spawn during the party's rest are replaced with new and separate versions of those creatures who not only give no xp but also carry no treasure. Moreover, there are certain spawn-points in the vanilla game in which the same creatures re-spawn infinitely if you revisit the area (even if you have already cleared the area). Those monsters are also changed in the same way.


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Vuki
post Sep 27 2008, 12:38 PM
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QUOTE(Sikret @ Sep 14 2008, 10:48 AM) *
EDIT: Considered the suggestion to add deafness icon to Unholy Word and decided not to implement it. A degree of uncertainty regarding its duration is a nice add-on as an additional challenge, specially because the enemies who use Unholy Word are really rare. Moreover, a tactician should be able to (approximately) reckon the duration by counting rounds.

Problem is that it is absolutely unrealistic. You (I mean your character) is deaf. You do not hear anything. Do you think that it remains unnoticed when you suddenly start to hear noises? A battle is very noisy and I think my characters are clever enough to realize that they are able to hear that awful noise.

I do not like those types of difficulties when you are not aware of what your characters know for sure. Decision is up to you, I just suggest to you to reconsider and add that icon.


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Arkain
post Sep 27 2008, 10:37 PM
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Another pseudo-challenge?

Seriously though it's like Vuki said: the character is deaf. He should be aware of it. Especially when considering the chance to make any mistakes when casting a spell due to the deafness. Thus the appropriate icon should be displayed in the character record. Actually if affected by the spell Deafness this is what happens. Thus I think it's quite strange if a character's deafness can only be seen on the character record if he's by the spell of the same name. From my point of view it's more a fix rather than anything else. Btw, do these two deafness effects stack with each other? If so that should be fixed as well. You can't get deafer than deaf.
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Sikret
post Sep 28 2008, 07:09 AM
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QUOTE(Vuki @ Sep 27 2008, 05:08 PM) *
Problem is that it is absolutely unrealistic. You (I mean your character) is deaf. You do not hear anything. Do you think that it remains unnoticed when you suddenly start to hear noises? A battle is very noisy and I think my characters are clever enough to realize that they are able to hear that awful noise.

I do not like those types of difficulties when you are not aware of what your characters know for sure. Decision is up to you, I just suggest to you to reconsider and add that icon.


A skilled player doesn't always and necessarily need portrait icons to realize what is going on in his game.

Of course, as I said before, adding a deafness icon is not a bad idea, but it's not a necessary tweak, specially because the lack of the icon seems to me to be something probably intended by the game's developers. Moreover, I like the lack of this particular icon as an additional challenge for testing my accuracy in counting rounds and reckoning when the deafness is ended.

The decision about this issue is already made. Let's move on to work on other things. Thanks.


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