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> Unfixed bugs of vanilla game, Send them here if you find any
nataben1314
post Jul 23 2007, 06:26 PM
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I did have an old installation of the fixpack on my game that I uninstalled, so I guess that's probably the issue. So exactly what file ought I delete from the overrides folder? Abusing stacking friends wont be a problem with me because one casting gets me high enough charisma for my purposes. Plus I hate cheese!
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Ice
post Jul 23 2007, 08:35 PM
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I just noticed that Holy Smite turns summons hostile.
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nataben1314
post Jul 23 2007, 11:22 PM
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QUOTE(Ice @ Jul 23 2007, 01:35 PM) *

I just noticed that Holy Smite turns summons hostile.


Does it turn all summons hostile or just evil summons? If its the latter than its not a bug, just a side affect of holy smite.
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Ice
post Jul 23 2007, 11:44 PM
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Nope, I mean summons that shouldn't be affected, like Devas and Planetars.
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Sikret
post Jul 24 2007, 08:42 AM
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QUOTE(nataben1314 @ Jul 23 2007, 10:56 PM) *
I did have an old installation of the fixpack on my game that I uninstalled, so I guess that's probably the issue. So exactly what file ought I delete from the overrides folder? Abusing stacking friends wont be a problem with me because one casting gets me high enough charisma for my purposes. Plus I hate cheese!


It's SPWI107.spl; but I have an alternate suggestion: If you want I can attach the file from my own override folder to a PM and send it to you so that you can paste it into your override folder and overwrite the corrupted file with a healthy one.

EDIT: I actually just sent the PM.

This post has been edited by Sikret: Jul 24 2007, 09:28 AM


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Sikret
post Jul 24 2007, 09:07 AM
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As for Holy Smite, it seems that we have a dilemma to choose the less worse situation. In the vanilla game, Holy Smite was not flagged as "Hostile Spell" and didn't have the problem you mentioned, but it had other problems. You could cast it without breaking your invisibility and you could cast it on "blue circled" evil creatures without turning them hostile. thetruth suggested to fix it and I changed it to a "Hostile Spell" (see the readme). As a result, those previous problems are solved, but now that I read your report, I see that we have this new problem. My vote is still to keep the change and have it as a hostile spell (as the previous bugs seem more serious to me than the one your reported). Any ideas?


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Ice
post Jul 24 2007, 10:34 AM
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I think it would be better to revert it to non hostile: not breaking invisibility and not making evil neutral creatures hostile aren't really exploitable holes, since tough monsters have invisible detection by script and with MR and all even unleashing all the party's Holy Smites before a battle wouldn't make any difference, but turning your summons hostile in the middle of a fight (or being barred from using one of the few good party-friendly AoE spells) can really turn the tide of a confrontation, especially with things like Mordenkainen's Swords, Skeleton Warriors, Devas and Planetars.

EDIT: maybe it would be possible to tweak summons so they don't turn hostile even when damaged?

This post has been edited by Ice: Jul 24 2007, 11:18 AM
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Sikret
post Jul 24 2007, 12:04 PM
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The non-evil summons don't actually take any damage. I guess I found the best way to fix the problem. Don't worry. I will ask one of the testers to test it and will let you know the result.


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Ymarsakar
post Jul 31 2007, 03:34 PM
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I'm late to the talks over PI but I'm wondering at why these solutions wouldn't be better than replacing the spell.

How about people make the Pimage spell last 1/2 or 1/4 as long, while increasing the time it requires to cast, as well as making it so that it can't be re-cast until a certan time trigger?

The Perfect Camouflage spell is stated to be a benefit because it reduces the time it takes to cast by 1 round/spell. Instead of removing PI, why shouldn't PI just be made to be harder to cast given its benefits? A lot of the scroll usage and what not takes time. A lot of the summoning more than 5 stuff takes time as well. Which leaves only the improved alacrity and time stop, but in point of fact time stop doesn't stop the projected image's duration from running out. Haste might have an additional effect there, not sure. If the PI spell can be coded to end somewhere around the first time stop or second time stop duration, it can nerf both the endless summoning, the endless spells, and the endless scroll usage. The player would have to choose within a limited time, what he wants to do, since he has to have cast multiple level 7 spells to do all three. The less powerful Simulacrum has a wait sequence that could be a good base template, although the 7th level one should have a shorter cooldown time.

In short, I'm looking at a PI that only lasts around 4-8 rounds, ever. With a cooldown time between 4-8 rounds before it could be cast again. When the PI casts Time Stop, a script could be activated to destroy the P image within 5-8 rounds. Perhaps shorter with improved alacrity. From uscript's rar file, I know that you can change the mislead/simu/PI spells to be able to use custom scripts other than the creature/default ones. What I don't know is whether the scripting language can adequately code for a "kill myself as image" scenario when a specific spell has been cast by the image.

There's also no reason why you can't shift it to a 8th or 9th level spell, given the rather lack of useful 9th level spells from the vanilla game. Other than Black Blade for F/Ms and time stop, most people only use the new ToB spells, comet, dragon, improved alacrity. I really would like to see some changes to the vanilla level 9 spells, such as Energy Drain, Meteor Swarm, and Absolute Immunity just because I never use them.

As another alternative, you can script enemy mages to cast PI, requiring the party members to dispel it or true sight it. This goes along with enemy mages casting true sight and remove magic. One is easy to defend against, in time, but both will destroy the PI.

Sendai's casting of PI along with immunity diviation, mislead, improved invisibility, essentially makes it into a magic duel. At higher levels, this can make PI a tactically challenging tool for both sides; it just would require increasing the difficulty and more scripts.

This post has been edited by Ymarsakar: Jul 31 2007, 03:37 PM
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Raven
post Jul 31 2007, 05:08 PM
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I'm not going to enter an argument about PI but there are a couple of things you might like to know:


QUOTE(Ymarsakar @ Jul 31 2007, 04:34 PM) *
The Perfect Camouflage spell is stated to be a benefit because it reduces the time it takes to cast by 1 round/spell.

In 4.3 PI is replaced with a different (anti-golem) spell, not Perfect Camouflage as had originally been planned.


QUOTE
I really would like to see some changes to the vanilla level 9 spells, such as Energy Drain, Meteor Swarm, and Absolute Immunity just because I never use them.

Absolute Immunity is already more useful and powerful in IA, not because the spell has been tweaked, but because weapons of +6 enchantment have been altered to only strike as a +5 weapon (while retaining the THAC0 and damage bonus of +6). Hence Absolute Immunity does actually grant immunity to all weapons.

EDIT: Actually, thinking about it, ignore what I said about Absolute Immunity being more 'useful' since the change in +6 weapons actually only helps enemies...

This post has been edited by Raven: Jul 31 2007, 06:39 PM
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Raven
post Aug 2 2007, 01:34 PM
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Sikret, is it possible to change the summoned Efreet and Djinn so they can make more than one magic missile per casting? It just seems a bit silly that considering they can cast more powerful spells (lightning bolt/fireball etc.) the number of missiles is not higher (4 or 5 maybe).
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Sikret
post Aug 2 2007, 02:34 PM
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They are not scripted to cast magic missile at all. I just removed magic missile from the list of their memorized spells. Thanks for the report.


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Shaitan
post Aug 14 2007, 09:48 AM
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This isn't really important, but still: I always felt, that it was strange that the Portal Key in the starting dungeon couldn't be moved. Can this be fixed eventually?

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Shaitan
post Aug 14 2007, 11:07 AM
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The immunity to charm from Valygar's initial armour isn't display with an icon on the side-picture.

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jebu
post Sep 21 2007, 10:14 PM
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I recently started my first IA (v4.2) game, and one weird bug showed up again. I cast a mage spell on purpose to get the Cowled wizards to attack me (didn't want to pay 5000gp, might get some scrolls from the corpses, and wanted to see if they were harder with IA). It was just the second group that had attacked me and they went down, but someone was still invisible, casting spells at me without becoming even partially visible, and I was unable to dispel the invisibility or to damage him with area effect spells.

I reloaded a dozen times or so, and managed to get the same bug again, but can't duplicate it reliably. I think it happened when a Cowled cast Simulacrum (triggered?) and died instantly. Anyway, Inquisitor's True Sight or Dispel Magic wouldn't work, though Dispel reported hitting a 'Cowled Enforcer', and there was a swirling piece of something (part of the dead mage's corpse?) floating in the air at the spot.

It shouldn't be caused by any mods. It's been quite a while since I've played an un-modded BG2 game, but I recall the same thing happening back then in Brynnlaw, when I killed the Cowled to get the wardstone.

P.S. Nice job with the mod! I'm not very far yet, so haven't fought any of the BIG enemies, but there's been several surprises with the easier places already. Suna Seni ambush was nasty, but I had already been to Trademeet and had some exp. Then at Seven Vales, after fighting with the party upstairs, I had to raise three members in a temple (in a desperate move, I released my familiar to help finish the remaining mage after the melee fighters went down, and both the enemy mage and my F/M were very low on spells).


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Sikret
post Sep 22 2007, 11:25 AM
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Welcome to BWL, jebu!

QUOTE(jebu @ Sep 22 2007, 02:44 AM) *
I recently started my first IA (v4.2) game, and one weird bug showed up again. I cast a mage spell on purpose to get the Cowled wizards to attack me (didn't want to pay 5000gp, might get some scrolls from the corpses, and wanted to see if they were harder with IA). It was just the second group that had attacked me and they went down, but someone was still invisible, casting spells at me without becoming even partially visible, and I was unable to dispel the invisibility or to damage him with area effect spells.

I reloaded a dozen times or so, and managed to get the same bug again, but can't duplicate it reliably. I think it happened when a Cowled cast Simulacrum (triggered?) and died instantly. Anyway, Inquisitor's True Sight or Dispel Magic wouldn't work, though Dispel reported hitting a 'Cowled Enforcer', and there was a swirling piece of something (part of the dead mage's corpse?) floating in the air at the spot.

It shouldn't be caused by any mods. It's been quite a while since I've played an un-modded BG2 game, but I recall the same thing happening back then in Brynnlaw, when I killed the Cowled to get the wardstone.


Yes, it's not caused by any mod. Enemy mages actually never cast the Simulacrum spell in the game. The way it works in the vanilla game is that they just pretend to cast the spell and then a new creature, which is supposedly their clone, appears in the area. During the game, it looks as if they have cast the simulacrum spell. There are very few instances of this incident in the entire (vanilla) game all of which have been removed from the scripts and fixed by IA v4.3. (The main simulacrum spell is also replaced with a new spell; so you will never see the spell being cast in the entire game, neither by enemies nor by your own characters).

QUOTE
P.S. Nice job with the mod! I'm not very far yet, so haven't fought any of the BIG enemies, but there's been several surprises with the easier places already. Suna Seni ambush was nasty, but I had already been to Trademeet and had some exp. Then at Seven Vales, after fighting with the party upstairs, I had to raise three members in a temple (in a desperate move, I released my familiar to help finish the remaining mage after the melee fighters went down, and both the enemy mage and my F/M were very low on spells).


Thank you. Just keep practicing with 4.2 and start a new game once v4.3 is released.

Cheers



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jebu
post Sep 25 2007, 07:55 PM
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QUOTE(Sikret @ Jul 24 2007, 03:04 PM) *
The non-evil summons don't actually take any damage. I guess I found the best way to fix the problem. Don't worry. I will ask one of the testers to test it and will let you know the result.


Any new info on Holy Smite? I realized the change when I turned Sime hostile after arriving to Brynnlaw, smited the vampires ambushing my party and Sime was close enough to be hit also. I've always liked Holy Smite in the earlier parts of BG2, when mages don't yet have even Chain Lightning, and can only dream about Horrid Wilting. Fighting near neutral NPC's isn't common, but I'm more concerned about turning my summons hostile.

Is it possible to have Holy Smite grant temporary magic resistance to any non-evil targets in its area of effect? It can already check the target's alignment, and somehow makes non-evil targets automatically make a saving throw and receive no damage. Can this be changed a bit, so when a target is not evil, the effects would be "set magic resistance to 100% >> hit target with spell normally >> remove the temporary magic resistance buff"?


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jebu
post Sep 25 2007, 10:39 PM
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Sahuagin city has some duplicate items:
- Treasury key: can be pickpocketed from the mad king, then looted from the king's corpse when allying with the rebel prince. After killing the king, the prince will give you the key again (dialog says he gives it from the king's corpse but I already looted the corpse during the fight).
- Magical rope: can be pickpocketed from king, you also get it from treasury, and when allying with prince he gives you the rope (again, dialog says from the king's corpse).
- [Edited] Rebel orb: seems I ended up with 3x Rebel orb also, guess they're all from pickpocketing the priestess who gave it, then the prince's companion, and probably one of them again after coming back to kill king. Not that the orbs have any effect after you first talked to prince, but the game just seems to reload them back to their inventory too many times.

The rope in treasury is redundant and could be removed totally. The king's rope should be made non-stealable. No matter which one you ally with, you get the rope from the king or his corpse. I don't mind the key being stealable, but you end up with the key anyway, so it might as well be non-stealable if it's easier to prevent one duplicate that way. Preventing the duplicate rope + key (looting the king's corpse + getting them from the prince) might require that the prince's dialog be modified. The prince can say you're free to loot the items from the dead king, instead of him giving the items.

The Rod of Lordly Might (from treasury) has some problems:
- When it's changed into a weapon, the effect that changes it back to rod has just one charge. If you change it into a weapon another time and try to change it back to rod, you get 'Item drained' message. I don't see why it couldn't have unlimited charges, so it could be changed back and forth to different types of weapons.
- You can only see the special abilities of each weapon when it's a rod. When it's changed into a weapon, the weapon's description doesn't have its special ability listed.
- The spear is named 'Spear', it should be 'Spear +3' judging from the other weapons.
- The rod's description says 'Flaming long sword +1' but the sword is actually named 'Long sword +1', and true enough, its special ability has nothing to do with flames.
- Not a bug, but I can't recall ever actually using the rod in any of the weapon forms. The best enchant is the +3 spear, but you get Impaler (+3 enchant, +10 piercing damage) from the king's corpse. How about lowering the saving throw bonuses the rod's special abilities give to the target? Raising all the weapons to +3?

A couple more things now that I got started:
- Prismatic spray's description says "Any creature that is caught within the area of effect will be touched by one or two of the rays." However, the spell is party-friendly, which is not mentioned.
- If you have both the fake illithium alloy and the real illithium, there should be a dialogue option to give the fake one to Sir Sarles. Currently he just takes the real one. I bet Cromwell is not fooled by the fake one, though it might be interesting to see how the Mace of Disruption upgrade turns out to be in that case. ("Weird, I smashed Kangaxx with it and the head just fell off. No, not Kangaxx's head, the mace's...")

This post has been edited by jebu: Sep 25 2007, 11:03 PM


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Sikret
post Sep 26 2007, 06:38 AM
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QUOTE(jebu @ Sep 26 2007, 12:25 AM) *
QUOTE(Sikret @ Jul 24 2007, 03:04 PM) *
The non-evil summons don't actually take any damage. I guess I found the best way to fix the problem (without changing the spell back to non-hostile and without tweaking summons). Don't worry. I will ask one of the testers to test it and will let you know the result.


Any new info on Holy Smite?


Yes, it's fixed.


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Marceror
post Nov 27 2007, 07:39 PM
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This is an odd one related Yoshimo. Apparently his sword grants a "shield bonus" of 1, that doesn't stack with the shield bonus provided by a buckler.

I found it odd that when I gave Yoshi a buckler, his AC didn't change. I noted that there was an AC improvement for other characters with that same buckler. When I unequipped Yoshi's sword and then equipped the buckler, their was indeed a bonus to his AC. Perhaps this one has been around for a while, but I just noticed it, and thought it was worth passing along.
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