Unfixed bugs of vanilla game, Send them here if you find any |
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Unfixed bugs of vanilla game, Send them here if you find any |
Jan 4 2010, 04:44 AM
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#401
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Forum Member Posts: 601 Joined: 20-November 09 |
When loading a saved game, characters equipped with either grandfather of assassins or boots of the ranger lord are not under the effect of improved haste (do not have the correct number of attacks). However, equipping them grants the correct number of attacks.
Not technically a bug, but equipping the boots of the ranger lord with flail of ages +5 already equipped does not result in the improved haste number of attacks. Equipping them in the opposite order gives the improved haste # of attacks. Perhaps FoA+5 should be modified to give immunity to slow? Probably from the original game, but spell levels from my high level cleric's spellbooks would occasionally be wiped clean. I think it has to do with the Wish "all characteristics to 25." |
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Jan 4 2010, 04:53 AM
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#402
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The Tactician Distinguished Developer Posts: 7781 Joined: 1-December 05 |
When loading a saved game, characters equipped with either grandfather of assassins or boots of the ranger lord are not under the effect of improved haste (do not have the correct number of attacks). However, equipping them grants the correct number of attacks. I'll check this. Did you have Free Action on yourself when this happened? Even if this problem exists, it's from the vanilla game. There is nothing I can do about it. QUOTE Not technically a bug, but equipping the boots of the ranger lord with flail of ages +5 already equipped does not result in the improved haste number of attacks. Equipping them in the opposite order gives the improved haste # of attacks. Perhaps FoA+5 should be modified to give immunity to slow? It's the way Free Action and Haste work with each other. It's a problem of the vanilla game. The Flail of Ages +5 doesn't grant Free Action in v6 though.QUOTE Probably from the original game, but spell levels from my high level cleric's spellbooks would occasionally be wiped clean. I think it has to do with the Wish "all characteristics to 25." Yes, it has nothing to do with IA. -------------------- 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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Jan 4 2010, 09:06 AM
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#403
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Premium Member Tactical reputation: 2 Posts: 6117 Joined: 23-February 08 |
@ bulian:
QUOTE When loading a saved game, characters equipped with either grandfather of assassins or boots of the ranger lord are not under the effect of improved haste (do not have the correct number of attacks). However, equipping them grants the correct number of attacks. In my v6 tests, such issue has arisen only when I saved with Free Action active. After loading, the IH from the boots was nullified by Free Action. I had to test a difficult encounter, so I saved after pre-buffing sequence but before applying FA on my protagonist. Otherwise, I never witnessed Improved Haste not being applied correctly after loading the game. Does it happen every time in your case? |
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Jan 8 2010, 02:07 AM
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#404
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Forum Member Posts: 601 Joined: 20-November 09 |
I did some tests with free action and found the items were working fine though there was a different bug that I inadvertently found.
I loaded from an earlier spot in the game and took a vagrant, F/T, and F/M, and unequipped BoRL, GoA, and regular boots of speed, respectively. Each character had 7/2 APR. I cast free action and equipped each item. The vagrant and F/T had the IH icons displaying, though the F/M did not have a regular haste icon displaying. The number of attacks for all 3 characters remained at 7/2. Perhaps the IH icon should not display here? Resting with the items equipped removed free action, though each character still had 7/2 APR. At this point I saved the game and reloaded it, and the vagrant and F/T were affected by IH (7 APR) and the F/M was affected by regular haste (4 APR). The F/M also had the haste icon displaying. So, the items work fine upon loading, though if equipped while under the effects of free action, they do not grant haste or IH once the free action is removed. I reloaded my original game where I noticed the error and noticed I had given my F/T melodic fury from "The Four" to bump his THAC0 down a bit, which also grants haste. He had 4 APR (hasted), not 7 APR (IH). Both haste and IH icons were displayed. Casting remove curse on him removed the ring and gave him 7 APR. From there, equipping melodic fury gave him 4 APR. I then rested and cast remove curse again (7 APR) and equipped boots of speed (4 APR). Removing the boots of speed (now 7 APR) and casting the spell haste caused no change to # of APR and no line in the dialogue area, perhaps due to a hidden immunity to haste on the item? Lastly, if I unequip both GoA and and Melodic Fury (APR = 7/2) and equip Melodic Fury before GoA, I end up with 7 APR. The same is true for equipping boots of speed before GoA. However, saving and loading after each case (boots of speed before GoA, (7 APR) and GoA before boots of speed (4 APR))cause the character to load with only 4 APR. The bug is an incompatibility of sorts for items that grant haste and IH, and/or the dependence on item slot order in which buffs are applied upon loading. |
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Jan 8 2010, 07:28 AM
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#405
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The Tactician Distinguished Developer Posts: 7781 Joined: 1-December 05 |
I did some tests with free action and found the items were working fine though there was a different bug that I inadvertently found. I loaded from an earlier spot in the game and took a vagrant, F/T, and F/M, and unequipped BoRL, GoA, and regular boots of speed, respectively. Each character had 7/2 APR. I cast free action and equipped each item. The vagrant and F/T had the IH icons displaying, though the F/M did not have a regular haste icon displaying. The number of attacks for all 3 characters remained at 7/2. Perhaps the IH icon should not display here? Resting with the items equipped removed free action, though each character still had 7/2 APR. At this point I saved the game and reloaded it, and the vagrant and F/T were affected by IH (7 APR) and the F/M was affected by regular haste (4 APR). The F/M also had the haste icon displaying. So, the items work fine upon loading, though if equipped while under the effects of free action, they do not grant haste or IH once the free action is removed. I reloaded my original game where I noticed the error and noticed I had given my F/T melodic fury from "The Four" to bump his THAC0 down a bit, which also grants haste. He had 4 APR (hasted), not 7 APR (IH). Both haste and IH icons were displayed. Casting remove curse on him removed the ring and gave him 7 APR. From there, equipping melodic fury gave him 4 APR. I then rested and cast remove curse again (7 APR) and equipped boots of speed (4 APR). Removing the boots of speed (now 7 APR) and casting the spell haste caused no change to # of APR and no line in the dialogue area, perhaps due to a hidden immunity to haste on the item? Lastly, if I unequip both GoA and and Melodic Fury (APR = 7/2) and equip Melodic Fury before GoA, I end up with 7 APR. The same is true for equipping boots of speed before GoA. However, saving and loading after each case (boots of speed before GoA, (7 APR) and GoA before boots of speed (4 APR))cause the character to load with only 4 APR. The bug is an incompatibility of sorts for items that grant haste and IH, and/or the dependence on item slot order in which buffs are applied upon loading. Since, these are all about the original game's mechanism to handle haste effects, and have nothing to do with Improved Anvil in particular, the related posts are moved to this topic. -------------------- 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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Mar 20 2010, 07:57 PM
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#406
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Forum Member Posts: 19 Joined: 15-March 10 |
Has contingency been completely gutted in IA 5(or earlier) or do I have a bug?
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Mar 20 2010, 08:08 PM
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#407
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The Tactician Distinguished Developer Posts: 7781 Joined: 1-December 05 |
Has contingency been completely gutted in IA 5(or earlier) or do I have a bug? The Contingency spell works without any problem in IA. Perhaps you could explain your actual problem in the game instead. -------------------- 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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Mar 20 2010, 08:18 PM
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#408
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Forum Member Posts: 19 Joined: 15-March 10 |
Has contingency been completely gutted in IA 5(or earlier) or do I have a bug? The Contingency spell works without any problem in IA. Perhaps you could explain your actual problem in the game instead. All the contingency scrolls I find are red to my protag, meaning it will let me try to scribe them but they will always fail and I cannot equip the spell to cast as a scroll it either. He is a fighter/mage dual. My sorcerer can cast the scroll from a hotkey, but when she does, it only allows one spell to be cast in the contingency. The first contingency scroll I picked up was from a thief that a vampire had killed. He actually dropped two different scrolls(or he and another thief that got killed did).Both of them were red, but I didn't notice it at the time, so I just tried to scribe the first one and failed. Then I noticed that the scrolls I picked up were red to my prot and no matter what I could not scribe the remaining contingency scroll. Now i just got another scroll of contingency, but it's the same story as the first time. Red. I still kept the first "bugged" red scroll with me, hoping it would become useable after I could use level 6 spells or something cause that's what I thought the problem was initially. |
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Mar 20 2010, 08:32 PM
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#409
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The Tactician Distinguished Developer Posts: 7781 Joined: 1-December 05 |
All the contingency scrolls I find are red to my protag, meaning it will let me try to scribe them but they will always fail and I cannot equip the spell to cast as a scroll it either. He is a fighter/mage dual. Is he a Berserker dualled to mage or a plain fighter dualled to mage? If I remember correctly, there was a bug in the vanilla game which made these scrolls unusable by dual-class Berserker-mages. Several similar bugs existed with other scrolls all of which are fixed in IA v6, but none of them were IA-bugs; they were all bugs of the vanilla game (the last few posts have been moved to this topic as they weren't about any bugs in Improved Anvil). QUOTE My sorcerer can cast the scroll from a hotkey, but when she does, it only allows one spell to be cast in the contingency. This part isn't clear to me. How many spells did you expect to put in a contingency? Also, did you mean "Quick Item Slot" (instead of hotkey)? -------------------- 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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Mar 20 2010, 08:41 PM
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#410
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Forum Member Posts: 19 Joined: 15-March 10 |
All the contingency scrolls I find are red to my protag, meaning it will let me try to scribe them but they will always fail and I cannot equip the spell to cast as a scroll it either. He is a fighter/mage dual. Is he a Berserker dualled to mage or a plain fighter dualled to mage? If I remember correctly, there was a bug in the vanilla game which made these scrolls unusable by dual-class Berserker-mages. Several similar bugs existed with other scrolls all of which are fixed in IA v6, but none of them were IA-bugs; they were all bugs of the vanilla game (the last few posts will also be moved to the thread for bugs of the vanilla game in the near future). QUOTE My sorcerer can cast the scroll from a hotkey, but when she does, it only allows one spell to be cast in the contingency. This part isn't clear to me. How many spells did you expect to put in a contingency? Also, did you mean "Quick Item Slot" (instead of hotkey)?Hmm. Must be vanilla bug, then. I recently reinstalled the game and dont have any of the mods, I only installd a couple of the ease of use ones. I can't believe the final TOB patch didn't fix something as major as not even being able to use certain spells for certain classes. Oh, I must have gotten contingency mixed up with chain contingency or something. Been a couple months since lastI played. |
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Mar 21 2010, 10:43 PM
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#411
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The Tactician Distinguished Developer Posts: 7781 Joined: 1-December 05 |
You forgot to answer my question: Is your protagonist a Berserker dualled to mage or a plain fighter dualled to mage?
-------------------- 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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Mar 22 2010, 08:31 PM
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#412
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Forum Member Posts: 19 Joined: 15-March 10 |
Ya, uhh. Protag is a zerker/mage dual.
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May 14 2013, 12:21 AM
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#413
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Forum Member Posts: 161 Joined: 4-June 09 From: Bosnia |
Possibly infinity money exploit in spellhold.
When speaking with one of prisoners, one which give encoded note (go monkey go), everytime he gives one which stack in inventory and can be sold about 90 g. |
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May 14 2013, 02:11 PM
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#414
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Forum Member Posts: 237 Joined: 23-April 13 |
Yeah, seems that way. The guilty one is Wanev. Didn't know about that one, myself. Still, that leaves plenty of other infinite gold and xp exploits open in IA v6. Frankly, the xp ones are far more important.
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May 14 2013, 04:22 PM
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#415
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The Tactician Distinguished Developer Posts: 7781 Joined: 1-December 05 |
Thanks for the report, antizyclon! We will block that exploit in v7. We have already blocked tons of vanilla game exploits, but there are still more we need to take care of. Players need to be their own policemen and do not (ab)use the remaining vanilla game exploits as long as they are still available.
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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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May 23 2013, 12:39 AM
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#416
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Forum Member Posts: 161 Joined: 4-June 09 From: Bosnia |
In second lvl of WK near acid pool*(dont remember exactly how is called pool) are summoned green slime*(again not sure the name is correct) which give ~60 xp. From what I have seen they are summooned periodically and probably infinit xp gain.
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May 28 2013, 08:43 PM
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#417
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Forum Member Posts: 2607 Joined: 10-May 13 |
I'm not sure if it can be repeated infinitely but spore colonies summon mushroom-guys(myconids right?) and each of them is worth 420 EXP... (after 3 summons I got bored, so maybe I'm wrong)
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May 28 2013, 08:50 PM
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#418
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Forum Member Tactical reputation: 1 Posts: 215 Joined: 4-August 08 |
They do have a limit, but you're right it would seem at first that there is no limit
One XP exploit I would report is the master vampires. I did not test that for 4 hours in a row, but long enough to be pretty certain that the number of vampire brides they can summon is not finite. One particular application of this exploit could be on watcher's keep level 5, where 4 master vampires spawn with purple globe |
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May 31 2013, 08:52 PM
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#419
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Forum Member Posts: 2607 Joined: 10-May 13 |
Ok then... I have no time for trying eventual exploits for hours (sorry) but someone can confirm it:
in that location with screaming statue, where you have to answer some questions, wrong answer=summoned opponent, and if 1-st answer is right but second is wrong then skeleton warrior appears... and it drop 2h sword+1 and some stuff like gold, but one can summon many of them(tried 5 and every1 dropped sword+1) |
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May 31 2013, 09:19 PM
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#420
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Forum Member Posts: 237 Joined: 23-April 13 |
Well...personally, didn't think that someone will find THAT one. It's one of the most well-hidden infinite gold exploits...
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