IA 6.5 "Bugs" and inconsistencies I've encountered, Bugs, features and inconsistencies |
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IA 6.5 "Bugs" and inconsistencies I've encountered, Bugs, features and inconsistencies |
Jan 18 2021, 11:25 AM
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#1
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Forum Member Posts: 565 Joined: 30-November 20 |
First of all, thanks for the great mod! I've truly enjoyed playing this mod through and I've spent enormous amount of time with BG2/IA within the last few months. I kept tabs on everything inconsistent / "buggy" stuff in the game and here's a list. I'm currently figuring out Orcus and will likely head out to Suldannessar quite soon if I have the chance from real life.
I'm unsure if these are BG2/EE/IA issues & some might be by design. Anyway, here's you go: *** Bugs & inconsistencies *** Weahermistress in Temple of Talos is broken -> she’s just sleeping in her bed from the start of the game and is never awake. When Valygar gets confused(?) (at least) from Umber Hulks) there’s no icon / info that he is confused. (This happened at underdark / Mid Flayer lair & umberhulks) Paws of the Furious Cat do not work on a dual classed berserker/druid (the descriptionn specifically states they work on a fighter/druid). Daystar doesn’t do double damage against Skeleton Lords. It does, for some reason, do a few points of magic damage. Jan Jansen - loses the +1 spell per level when levelling up - has a strange “remove magic” button in his spells, even if he has no remove magic spell at all. Selecting the spell does nothing. (I had a look with eekeeper and this might be due to Jan having 4 spells as innate abilities even though he has only 3 innate abilities (1x create bruiser mates, 2x set snare)). - Lost his thieving abilities (thieving + stealth) at some random point? The "quick use" icons were grey, as if he was wearing an armour that prevents the use of thieving skills. I had a look and for some reason this effect was added to his variables (Button: Disable button(144) with variables 0 & 1 => disables stealth & thieving). Jan was level 20 at the time. - Ammunition from the “improved flasher launcher” weights 1lbs/piece. It’s quite difficult for Jan to carry the amount around as he has so low strength. Potion of defence gives +8 to AC against crushing attacks (so char is easier to hit with crushing). Delon (who should trigger the vanilla game’s ranger stronghold quest #2) spawns so randomly it's too easy to lose the stronghold. And If he spawns, and talks to Minsc, it triggeres the original “investigate deaths at Umar Hills” quest, even though that quest is Finished (I assume the original quest wasn’t triggered by Delon talking to Minsc) Strongholds - Ranger-protector of Umar Hills is finished in journal, even though “Umar Witch” quest is activated & not done yet - 2 Higgolds appear (when starting the Playhouse stronghold). One is at x=320, y=1160 the other one x=806, y=771 - Paladin Stronghold says “finished” even though I was yet to face Firkraag When "hit" with effects of a spell, like Greater malision, it counts as a “hit” on contingency. So if you have something launching on the condition of “hit”, a negatively affecting spell will trigger it. Sometimes contingency (stoneskin/myself/enemy sighted) triggers, even if there are no monsters in sight (this might have to do with a previous stoneskin expiring). Squirreled Away doesn’t trigger anything to Journal. Neither does the expanded mage stronghold quests. Chaos (the monster with the child @ trademeet) isn’t hittable with Treefolk’s arm +3. I think Chaos required +4 weapons to hit, but that club should be +5 against unnatural creatures. I forged "treefolk's fist", but I still have Skullcrusher in my inventory. Salamnder prince's "improved fireshield" gets to interrupt my casting, even though my protagonist is immune to the damage (and the console says "<charname> was immune to damage". No HP's are reduced either. The mind flayer control circlet sometimes don’t work - it says “charmed” but the ring under the mind flayer stays red instead of green. I only got the circlet to work in the room where a new mind flayer always spawns @ Underdark. Risbearer’s innate abilities do not work. As innate abilities, they probably should have a casting time of 0. Now e.g. “risk decrement” just gets cancelled every now and then. It is a serious drag on the usefulness of those abilities and sometimes not being able to fire that specific ability means that you lost a battle. Hood of the Honourless isn’t usable by Jan (it’s supposed to be usable by a thief). It’s a big shame, since that item looks like custom made fit for Jan. It makes no sense for Improved Dragon helmet not to be usable by e.g. Valygar. The helmets the improved dragon helmet was made of do not have such restrictions. Cancelling “chain contingency” goes into a loop - you can’t cast the spell again even though it’s not active. Grave Lich’s Llarlorch’s interrupter interrupts, even though the recipient has protection from magical energy (my character had 120% resistance against magic energy and still got interrupted). It says spell “char was immune to my damage” but still interrupts. Cernd’s burning hands has a strange casting time. Cernd has -3 casting time at the moment, but still it isn’t instant. Minsc has max hit points and (at least) Valygar, Jan, Cernd do not. If Armor of Faith is cast, it sometimes triggers the animation (the white wings) when “attacked” Contigency “hit points at 50%” doesn’t work (It doesn’t work in vanilla game either). I couldn't forge sword of the rashemi even though I had all of the components in my inventory. You can only summon one planetar (apparently). Even though the it says "you cannot summon any more creatures", you can summon more creatures but just not another planter. If you are at your maximum with summons, you can't cast "wish". It just says "you can't summon any more creatures" and the spell gets cancelled. This post has been edited by pekkae: Jan 18 2021, 01:39 PM |
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Jan 18 2021, 01:34 PM
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#2
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Premium Member Tactical reputation: 2 Posts: 6117 Joined: 23-February 08 |
Hi!
Glad you like the mod! Thanks for the reports. Just to clarify, do you have anything else installed besides IA and the recommended stuff? QUOTE Weahermistress in Temple of Talos is broken -> she’s just sleeping in her bed from the start of the game and is never awake. You mean the related quest is unsolvable? Or she just doesn't follow the daily routine?QUOTE When Valygar gets confused(?) (at least) from Umber Hulks) there’s no icon / info that he is confused. (This happened at underdark / Mid Flayer lair & umberhulks) I already saw this report, but couldn't reproduce. Which battle specifically do you mean? Were there any spells affecting him at the moment or equipment? QUOTE Paws of the Furious Cat do not work on a dual classed berserker/druid (the descriptionn specifically states they work on a fighter/druid). This is already noted, I'll investigate and fix for V7.QUOTE Daystar doesn’t do double damage against Skeleton Lords. It does, for some reason, do a few points of magic damage. I'll check it out. QUOTE - loses the +1 spell per level when levelling up I'll re-check.QUOTE - has a strange “remove magic” button in his spells, even if he has no remove magic spell at all. Selecting the spell does nothing. (I had a look with eekeeper and this might be due to Jan having 4 spells as innate abilities even though he has only 3 innate abilities (1x create bruiser mates, 2x set snare)). It is probably because the spell remains as memorized while not present in spell book, I'll check it. QUOTE - Lost his thieving abilities (thieving + stealth) at some random point? The "quick use" icons were grey, as if he was wearing an armour that prevents the use of thieving skills. I had a look and for some reason this effect was added to his variables (Button: Disable button(144) with variables 0 & 1 => disables stealth & thieving). Jan was level 20 at the time. I think there's some equipment that adds this as a permanent feature. A remnant of the older anti-cheat stuff, to prevent thieves with UAI abuse ultra-powerful items. I mostly removed the UAI restrictions, but I hadn't thought of this.QUOTE - Ammunition from the “improved flasher launcher” weights 1lbs/piece. It’s quite difficult for Jan to carry the amount around as he has so low strength. This is easily fixable. What about the ammo containers, though? QUOTE Potion of defence gives +8 to AC against crushing attacks (so char is easier to hit with crushing). I see, thanks.QUOTE Delon (who should trigger the vanilla game’s ranger stronghold quest #2) spawns so randomly it's too easy to lose the stronghold. And If he spawns, and talks to Minsc, it triggeres the original “investigate deaths at Umar Hills” quest, even though that quest is Finished (I assume the original quest wasn’t triggered by Delon talking to Minsc) The original quest actually does trigger by this discussion. Yes, interactions with Delon are notoriously problematic. I've already had a similar report in the past and made what I thought was a successful attempt at fixing this. I'll see if this could be adjusted. QUOTE Strongholds These three look like vanilla bugs, I'll see if I can fix them.QUOTE When "hit" with effects of a spell, like Greater malision, it counts as a “hit” on contingency. So if you have something launching on the condition of “hit”, a negatively affecting spell will trigger it. I'll check this out, but sounds like an engine thing that I won't be able to fix. QUOTE Sometimes contingency (stoneskin/myself/on hit) triggers, even if there are no monsters in sight (this might have to do with a previous stoneskin expiring). Very strange.QUOTE Squirreled Away doesn’t trigger anything to Journal. Neither does the expanded mage stronghold quests. This is a conscious design decision made by Sikret. Personally, I don't share this. The new druid stronghold quest will feature journal entries. I might do a partial revision of the ranger stronghold as well due to plot-related reasons, in which case I'll introduce some journal entries as well. But I doubt that this will be fixed soon, if ever. QUOTE Chaos (the monster with the child @ trademeet) isn’t hittable with Treefolk’s arm +3. I think Chaos required +4 weapons to hit, but that club should be +5 against unnatural creatures. There were plenty of bugs remaining with this item and its upgrades in the latest released version, I think I've fixed this but I'll re-check just in case.QUOTE I forged "treefolk's fist", but I still have Skullcrusher in my inventory. Probably fixed too, I'll re-check. QUOTE Salamnder prince's "improved fireshield" gets to interrupt my casting, even though my protagonist is immune to the damage (and the console says "<charname> was immune to damage". No HP's are reduced either. What do you mean? It applies a continuous effect that hits the character when you do not do physical damage to the enemy?QUOTE The mind flayer control circlet sometimes don’t work - it says “charmed” but the ring under the mind flayer stays red instead of green. I only got the circlet to work in the room where a new mind flayer always spawns @ Underdark. Maybe IA has added some immunities to all mind flayers beside this particular one. I'll check. QUOTE Risbearer’s innate abilities do not work. As innate abilities, they probably should have a casting time of 0. Now e.g. “risk decrement” just gets cancelled every now and then. It is a serious drag on the usefulness of those abilities and sometimes not being able to fire that specific ability means that you lost a battle. What do you mean by cancelled? Interrupted?QUOTE Hood of the Honourless isn’t usable by Jan (it’s supposed to be usable by a thief). It’s a big shame, since that item looks like custom made fit for Jan. I think it was designed for single class (i.e., swashbuckler) thieves. QUOTE It makes no sense for Improved Dragon helmet not to be usable by e.g. Valygar. The helmets the improved dragon helmet was made of do not have such restrictions. I'll check it out.QUOTE Cancelling “chain contingency” goes into a loop - you can’t cast the spell again even though it’s not active. Doubtful that it is caused by IA, maybe a bug of the opcode. I'll check just in case. QUOTE Grave Lich’s Llarlorch’s interrupter interrupts, even though the recipient has protection from magical energy (my character had 120% resistance against magic energy and still got interrupted). It says spell “char was immune to my damage” but still interrupts. I have a suspicious that a successful hit is a trigger for interruption, not the damage actually dealt, in which case I'm not sure it's fixable in a simple manner.QUOTE Cernd’s burning hands has a strange casting time. Cernd has -3 casting time at the moment, but still it isn’t instant. The casting time is set correctly, but the spell has a #165 opcode (Pause Target) for the duration of two seconds, which I have no idea why is present on the spell. Maybe a crutch to better visually simulate the continious animation. This is probably what you are experiencing. QUOTE Minsc has max hit points and (at least) Valygar, Jan, Cernd do not. This is historically so. And, strictly speaking, max HP isn't guaranteed in dnd (and on core rules in the game).QUOTE If Armor of Faith is cast, it sometimes triggers the animation (the white wings) when “attacked” I am not sure I understood. This happens later on, after the spell is active? QUOTE Contigency “hit points at 50%” doesn’t work (It doesn’t work in vanilla game either). I'll see if it is possible to fix.QUOTE I couldn't forge sword of the rashemi even though I had all of the components in my inventory. Noted. QUOTE You can only summon one planetar (apparently). Even though the it says "you cannot summon any more creatures", you can summon more creatures but just not another planter. This is engine level, I'll see if it is adjustable.QUOTE If you are at your maximum with summons, you can't cast "wish". It just says "you can't summon any more creatures" and the spell gets cancelled. This is an engine issue that was submitted to Beamdog some time ago, but probably won't be fixed, because they have moved on to greener pastures, but not before rolling an architecture update of the executable that will most certainly break a lot of stuff. |
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Jan 18 2021, 03:06 PM
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#3
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Forum Member Posts: 565 Joined: 30-November 20 |
*Glad you like the mod! Thanks for the reports. Just to clarify, do you have anything else installed besides IA and the recommended stuff?
I have Item pack by Daulmakan (just adds a few random items) and an item upgrade pack, that adds a few sites for Cromwell to upgrade. While the mods add other things as well, I just installed the items & Cromwell stuff and IA was the last mod to install. *Weahermistress in Temple of Talos is broken -> she’s just sleeping in her bed from the start of the game and is never awake.You mean the related quest is unsolvable? Or she just doesn't follow the daily routine? She doesn't follow the daily routine, she is just sleeping in her bed. The quests can be still done as they don't require her to be awake. *When Valygar gets confused(?) (at least) from Umber Hulks) there’s no icon / info that he is confused. (This happened at underdark / Mid Flayer lair & umberhulks) I already saw this report, but couldn't reproduce. Which battle specifically do you mean? Were there any spells affecting him at the moment or equipment? This happened in the Underrdark in the mind flayer part. Unfortunately I don't have a save so that I could check. *Ammunition from the “improved flasher launcher” weights 1lbs/piece. It’s quite difficult for Jan to carry the amount around as he has so low strength. This is easily fixable. What about the ammo containers, though? I would handle these like any other crossbow ammunition. *Salamnder prince's "improved fireshield" gets to interrupt my casting, even though my protagonist is immune to the damage (and the console says "<charname> was immune to damage". No HP's are reduced either.What do you mean? It applies a continuous effect that hits the character when you do not do physical damage to the enemy? I had protection from Fire & started casting vampiric touches on the prince. My casting time for the spell was 0 but every other spell would be cancelled/interrupted, because of "damage" even though I was protected and no damage was done to me. *Risbearer’s innate abilities do not work. As innate abilities, they probably should have a casting time of 0. Now e.g. “risk decrement” just gets cancelled every now and then. It is a serious drag on the usefulness of those abilities and sometimes not being able to fire that specific ability means that you lost a battle.What do you mean by cancelled? Interrupted? Yes interrupted. *Hood of the Honourless isn’t usable by Jan (it’s supposed to be usable by a thief). It’s a big shame, since that item looks like custom made fit for Jan. I think it was designed for single class (i.e., swashbuckler) thieves. Would definitely change this as that Item has exactly the things needed to improve Jan. *Grave Lich’s Llarlorch’s interrupter interrupts, even though the recipient has protection from magical energy (my character had 120% resistance against magic energy and still got interrupted). It says spell “char was immune to my damage” but still interrupts. I have a suspicious that a successful hit is a trigger for interruption, not the damage actually dealt, in which case I'm not sure it's fixable in a simple manner Most likely so, as pierce magic / RRoR's also disrupt casting (at least sometimes). *Cernd’s burning hands has a strange casting time. Cernd has -3 casting time at the moment, but still it isn’t instant. The casting time is set correctly, but the spell has a #165 opcode (Pause Target) for the duration of two seconds, which I have no idea why is present on the spell. Maybe a crutch to better visually simulate the continious animation. This is probably what you are experiencing Sounds like it. Though that's a serious drag on the usefulness of the spell . *Minsc has max hit points and (at least) Valygar, Jan, Cernd do not. This is historically so. And, strictly speaking, max HP isn't guaranteed in dnd (and on core rules in the game). Yes I know. Having max hp's for Jan at least would be super important (as it's quite hard to get him over 60....) *]If Armor of Faith is cast, it sometimes triggers the animation (the white wings) when “attacked” I am not sure I understood. This happens later on, after the spell is active? After the spell is cast & active, the char gets attacked it launches the animation again as if the spell was just cast. |
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Jan 18 2021, 06:49 PM
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#4
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Premium Member Tactical reputation: 2 Posts: 6117 Joined: 23-February 08 |
QUOTE I had protection from Fire & started casting vampiric touches on the prince. My casting time for the spell was 0 but every other spell would be cancelled/interrupted, because of "damage" even though I was protected and no damage was done to me. OK, I get it. It's just a regular resonating fire shield bug.QUOTE Yes interrupted. Many of the innate abilities aren't really innate. It's a known issue, will be fixed eventually. QUOTE Sounds like it. Though that's a serious drag on the usefulness of the spell smile.gif. I'm surprised that someone actually uses it QUOTE Yes I know. Having max hp's for Jan at least would be super important (as it's quite hard to get him over 60....) I'm fairly sure that I tried to calculate the maximum amount back when I'd been working on this, strange. QUOTE After the spell is cast & active, the char gets attacked it launches the animation again as if the spell was just cast. Strange stuff. I can see the animation effect added to the spell but nothing suggests that it should trigger on hit. |
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Jan 21 2021, 12:13 PM
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#5
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Forum Member Posts: 565 Joined: 30-November 20 |
"Improved Haste" is broken, it doesn't add any attacks per round.
I noticed this when I got the "boots of the ranger lord" and thus Valygar's attacks went from 4,5 -> 9 (Water's Edge +4 off hand & Corthala Family Blade +5 main hand, ** katana / ** scimitar, level 22). Overjoyed, I tested out attacks per round on Minsc. I just got 4 attacks. Next round 5 attacks. Switching to Halberd (** so 2,5 attacks per round). I just get 2 attacks per round. Next round 3 attacks. The boots do not add any attacks per round. Also, casting "improved haste" on Valygar doesn't double attacks per round (it doesn't seem to add any attacks per round). My Risk bearer's innate "improved haste"also doesn't add any attacks per round. The info screen ("record" screen) does tell me that the attacks have increased but in reality, they do not. edit1: Cernd with paws of the cheetah improved hasted stays at 2 APR, even though info screen says attack per round: 4. edit2: Oil of speed doesn't work either. My protagonist stays at 1 APR even with an Oil of speed. edit3: Haste doesn't add attacks per round either. Tried it with Valygar & Halberd (I just get 2 or 3 APR -> should be 3 or 4 APR). Protagonist (necro) stays at 1 APR, even with haste & with Oil of speed. edit4: I also loaded a very old savegame (13th level characters) and no, it doesn't add any attacks per round there either. Valygar's APR stays at 3 or 4, when it should be 7 (3,5 *2 ). This post has been edited by pekkae: Jan 21 2021, 12:55 PM |
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Jan 21 2021, 12:18 PM
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#6
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Forum Member Posts: 565 Joined: 30-November 20 |
Improved hasted (Not wearing improved boots if the ranger lord)
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Jan 21 2021, 12:21 PM
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#7
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Forum Member Posts: 565 Joined: 30-November 20 |
A full round.
Valygar level 23 Halberd with ** Not wearing boots of speed / improved boots of the ranger lord But "improved hasted" 3 attacks per round. Should be 5 (2,5 APR *2)
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Jan 21 2021, 02:19 PM
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#8
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Premium Member Tactical reputation: 2 Posts: 6117 Joined: 23-February 08 |
Well, this is new. I'm gonna need a save game and a complete weidu log to begin with. Can't reproduce it locally on my installation.
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Jan 21 2021, 04:12 PM
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#9
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Forum Member Posts: 565 Joined: 30-November 20 |
Well, this is new. I'm gonna need a save game and a complete weidu log to begin with. Can't reproduce it locally on my installation. I tried starting a new game and it doesn't work there either (consoled in an improved haste scroll "SCRL7Q") I could try re-installing everything, but I'm a little bit hesitant because I really don't want to start over again. Where do I send the saved game and where do I get the Weidu log? (or is it the "ImprovedAnvil.debug" under "logs"?) Oh. Btw. I have the Macos version of the game. Thanks for the help in advance. This post has been edited by pekkae: Jan 21 2021, 04:34 PM |
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Jan 21 2021, 04:34 PM
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#10
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Premium Member Tactical reputation: 2 Posts: 6117 Joined: 23-February 08 |
Just attach the archive with the save game to this post. Weidu log, is the file that is literally named weidu.log and it is located inside the BG2 folder.
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Jan 21 2021, 04:45 PM
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#11
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Forum Member Posts: 565 Joined: 30-November 20 |
Ok. Thanks a lot.
pfa.
Attached File(s)
000000816_Broken_Haste.zip ( 100.4k )
Number of downloads: 2
WeiDU.log.zip ( 1.04k ) Number of downloads: 2 |
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Jan 21 2021, 05:44 PM
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#12
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Forum Member Posts: 87 Joined: 2-February 15 |
Tested your save game and Haste & Improved Haste works perfectly. Autopause end of round might be pause wrongly too fast when char under haste.
Tested that 1 char no haste (2apr), 1 char improved haste (3apr) both attacking same time same target. I got correct amount of attack when checked rate of their attacks match 2/3. Tested even more on my own game. Haste&Improved Haste affect how fast "auto pause end of round" for attacks last. for casting round is still 6s. Numbers of attacks match correctly when hasted chars x2, because haste makes attack round last only 3s. so hasted char attack round for autopause is counted 2x faster than normal = 3s. So when char under haste it will do apr amount of attacks in 6s = 2 * "end of auto pause round" This post has been edited by Dequ: Jan 21 2021, 07:14 PM |
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Jan 21 2021, 08:00 PM
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#13
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Forum Member Posts: 565 Joined: 30-November 20 |
Tested your save game and Haste & Improved Haste works perfectly. Autopause end of round might be pause wrongly too fast when char under haste. Tested that 1 char no haste (2apr), 1 char improved haste (3apr) both attacking same time same target. I got correct amount of attack when checked rate of their attacks match 2/3. Tested even more on my own game. Haste&Improved Haste affect how fast "auto pause end of round" for attacks last. for casting round is still 6s. Numbers of attacks match correctly when hasted chars x2, because haste makes attack round last only 3s. so hasted char attack round for autopause is counted 2x faster than normal = 3s. So when char under haste it will do apr amount of attacks in 6s = 2 * "end of auto pause round" Yes, you are right. The misleading thing is the 3s round. I had both protagonist & Valygar attacking Minsc and Protagonist has 1 attack per 9 attacks from Valygar. Additional misleading thing (for me) is that boots of speed apparently give you one additional attack per round. I didn't know this. In the vanilla game, IIRC, they were only supposed to increase movement speed but not attacks. Anyway thank you for the reply, I really appreciate it. |
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Jan 21 2021, 08:21 PM
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#14
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Premium Member Tactical reputation: 2 Posts: 6117 Joined: 23-February 08 |
Indeed, autopause:end round fires twice during the 6 second interval for a IH character. The surest way to check is simply to compare amount of attacks in character's sheet before and after applying haste. The amount in the record will change according to the active buffs.
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Jun 3 2021, 03:20 AM
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#15
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Forum Member Posts: 18 Joined: 20-April 09 |
I have also encountered some bugs during the game.
1. Troll King does not drop Blood of a Royal Troll. I've reported it in the other topic, it does not happen all the time. 2. Minsc's sword is forged while Dragon Blade is not consumed. And the talk option to forge Minsc's blade is still there. I did not install any other mods other than IA. This post has been edited by forthenature: Jun 3 2021, 03:23 AM |
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Jun 3 2021, 05:42 AM
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#16
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Premium Member Tactical reputation: 2 Posts: 6117 Joined: 23-February 08 |
There are a few bugs, unfortunately, with the new items in the current version. I've fixed all of them in v7.
The one with the Blood not being dropped is indeed another one that I've missed. I'll fix it, thanks. For a local fix, feel free to clua in the item if it did not drop during the battle. |
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Jul 19 2021, 06:26 AM
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#17
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Forum Member Posts: 565 Joined: 30-November 20 |
Here's a few additional inconsistencies I've encountered.
(BG2EE, latest IA version, simplified economy installed & some other IA tweaks) - Recast vital energy dispels illusions (if I have say mirror image active on Sorcerer & F/M, they get cancelled when casting RvE) - There are literally no "protection fro level drain" - drops (I've got 2 now and I'm almost through chapter 6), probably due to "simplified economy". - More RRoR scrolls need to be added, they are really scarce in the beginning. You have to rely on scrolls for that spell in the beginning (at least @ planar prison / shade lord), but "simplified economy" probably takes them away - Green Wyrm dropped only 5k coins but not anything else (I think the finishing blow was with Sword of the Rashemi & magic damage, so the scripts thought I was cheating) The problem with Green Wyrm got replicated throughout the game, no robe of neutral archmagi from hybrid trifling, no short sword of the mask from grandfather of Rune Assassins etc. I had to replay a number of encounters and it seems that 30+% of the time the scripts think I'm cheating. ( My party has an uber-powerful K(13)/T with UAI on it, but there's no cheats with that character) - If you summon a deva, you can't summon a planetary - Golem Slayer doesn't do triple damage against gem golems and coin golems (it did work on bone golem (or what's it called, the one that throws "hideous laughter")) This post has been edited by pekkae: Jul 19 2021, 06:27 AM |
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Jul 19 2021, 01:18 PM
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#18
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Premium Member Tactical reputation: 2 Posts: 6117 Joined: 23-February 08 |
QUOTE - Recast vital energy dispels illusions (if I have say mirror image active on Sorcerer & F/M, they get cancelled when casting RvE) This might be a feature, not a bug.QUOTE - There are literally no "protection fro level drain" - drops (I've got 2 now and I'm almost through chapter 6), probably due to "simplified economy". I'll re-check but we took care not to touch rare and unique stuff, only generic loot. QUOTE - More RRoR scrolls need to be added, they are really scarce in the beginning. You have to rely on scrolls for that spell in the beginning (at least @ planar prison / shade lord), but "simplified economy" probably takes them away See previous point. RRoR scrolls are very rare by design, and you only get like 3-4 distinct drops of it in specific places. Can you pinpoint one location where it should be found, but wasn't?QUOTE - Green Wyrm dropped only 5k coins but not anything else (I think the finishing blow was with Sword of the Rashemi & magic damage, so the scripts thought I was cheating) The problem with Green Wyrm got replicated throughout the game, no robe of neutral archmagi from hybrid trifling, no short sword of the mask from grandfather of Rune Assassins etc. I had to replay a number of encounters and it seems that 30+% of the time the scripts think I'm cheating. ( My party has an uber-powerful K(13)/T with UAI on it, but there's no cheats with that character) There's no such scripting in the game to my knowledge. Something else is at play here, maybe loot gets destroyed due to chunked death? QUOTE - If you summon a deva, you can't summon a planetary IIRC it's by design even in vanilla?QUOTE - Golem Slayer doesn't do triple damage against gem golems and coin golems (it did work on bone golem (or what's it called, the one that throws "hideous laughter")) I'll re-check. |
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Jul 19 2021, 01:26 PM
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#19
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Forum Member Posts: 565 Joined: 30-November 20 |
QUOTE There's no such scripting in the game to my knowledge. Something else is at play here, maybe loot gets destroyed due to chunked death? The result was similar to if I used the console (CTRL+T IIRC) to kill the enemy, e.g. Green Wyrm. I thought there was an anti-cheat script that tries to identify that and reduces the loot. I've never had that problem before with any character but the K/T seems to be an exception. |
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Jul 19 2021, 07:07 PM
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Premium Member Tactical reputation: 2 Posts: 6117 Joined: 23-February 08 |
Once again this looks more like a chunked death issue or something. I don't have a clear idea at the moment. One thing I am pretty sure of is there shouldn't percentage based loot reductions. If some drops were restricted, they were guaranteed to be so based on specific condition (e.g., character's class).
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Lo-Fi Version | Time is now: 7th November 2024 - 04:01 AM |