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> IA 4.2 Bug thread, Was for IA v4.2
luan
post May 11 2007, 07:01 PM
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Didn't see an active comprehensive bug thread... If I missed it please delete this topic.

I was very careful about my installation so I don't believe I have any conflicting mods.

I noticed you could attack some of the dialog triggered improved NPCs without repercussion. They would stand there while I pound on them, drinking potions until they finally died, never turning hostile.

Initiating dialog was the only way to trigger hostility.

This occured with Borinall and Samia. I'd imagine this may be the case with other NPCs as well so I'll keep an eye out.
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Mongerman
post May 11 2007, 11:44 PM
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Sounds like the false talk technique. Was'nt this fixed?
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Sikret
post May 12 2007, 07:46 AM
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Neither I nor any of the testers had such a problem in their games, luan! I think the best thing for you to do is to avoid attacking them and give them time to initiate their dialogues. In my game, you can't even attack Samia before her dialogue, because she initiates dialogue immediately when you are in her line of sight. Send me your Weidu.log file in a PM.


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luan
post May 12 2007, 08:51 AM
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QUOTE
Neither I nor any of the testers had such a problem in their games, luan! I think the best thing for you to do is to avoid attacking them and give them time to initiate their dialogues. In my game, you can't even attack Samia before her dialogue, because she initiates dialogue immediately when you are in her line of sight. Send me your Weidu.log file in a PM.


Ah, you misinterpret! The ambush works properly. Dialog initiates and her party attacks immediately.

The problem occurs when I manually attack Samia while she's a passive NPC questgiver, alone waiting for me to all her dirty work!

The situation is the same for Borinall. If I continue the quest normally, dialog gets heated and he attacks immediately. However, if I reply with something to the effect of "oh... I was just wandering around, I'll leave.", Borinall will remain a neutral NPC. He will remain so even if manually attacked.

This post has been edited by luan: May 12 2007, 08:54 AM
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Sikret
post May 12 2007, 09:33 AM
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QUOTE(luan @ May 12 2007, 01:21 PM) *

Ah, you misinterpret! The ambush works properly. Dialog initiates and her party attacks immediately.

The problem occurs when I manually attack Samia while she's a passive NPC questgiver, alone waiting for me to all her dirty work!

The situation is the same for Borinall. If I continue the quest normally, dialog gets heated and he attacks immediately. However, if I reply with something to the effect of "oh... I was just wandering around, I'll leave.", Borinall will remain a neutral NPC. He will remain so even if manually attacked.


Ah, I see.

The problem with Samia was already there in the original game, because I have not touched that part when she is a passive NPC. The problem with Borinall was probably my fault. I will fix them two. Are there any other creatures with a similar problem. I'll be grateful if you report them all.



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luan
post May 12 2007, 09:42 AM
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I'll let you know if I come across anymore.
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leonidas
post May 12 2007, 12:19 PM
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I noticed one or two things as well, in my last game of 4.2:

The slaver wizard in the slaver's hold in athkatla has endless chain lightnings.

And also, if you summon a project image with immunity: divination around firkraag, he'll get stuck casting remove magics, only he'll target the closest member of your party rather than the project image.

There's also several other bugs with vanilla bg that probably warrant attention; I could send you a PM sikret, if you want.
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Sikret
post May 12 2007, 01:06 PM
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QUOTE(leonidas @ May 12 2007, 04:49 PM) *
I noticed one or two things as well, in my last game of 4.2:

The slaver wizard in the slaver's hold in athkatla has endless chain lightnings.


Confirmed and fixed for v4.3. Thanks.
QUOTE
And also, if you summon a project image with immunity: divination around firkraag, he'll get stuck casting remove magics, only he'll target the closest member of your party rather than the project image.


Just checked his script and didn't find any such bug. Please test it, thetruth!
QUOTE
There's also several other bugs with vanilla bg that probably warrant attention; I could send you a PM sikret, if you want.


do send them please.



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spiral
post May 12 2007, 01:39 PM
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QUOTE(leonidas @ May 12 2007, 12:19 PM) *

The slaver wizard in the slaver's hold in athkatla has endless chain lightnings.


One of the spawning cowled wizards did the same. At least 4-5 chain lightnings in a row.
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Sikret
post May 12 2007, 01:59 PM
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QUOTE(spiral @ May 12 2007, 06:09 PM) *
QUOTE(leonidas @ May 12 2007, 12:19 PM) *

The slaver wizard in the slaver's hold in athkatla has endless chain lightnings.


One of the spawning cowled wizards did the same. At least 4-5 chain lightnings in a row.


Just checked all of them and didn't find any bug. If you can be more specific about the creature's name, I will check again. Of course, 4 or 5 Chain Lightnings is not a problem (though I didn't even find that). Three Chain Lightnings is a spell trigger is also normal.



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Sikret
post May 13 2007, 08:39 AM
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QUOTE(Sikret @ May 12 2007, 05:36 PM) *
QUOTE(leonidas @ May 12 2007, 04:49 PM) *
And also, if you summon a project image with immunity: divination around firkraag, he'll get stuck casting remove magics, only he'll target the closest member of your party rather than the project image.


Just checked his script and didn't find any such bug. Please test it, thetruth!


leonidas,

thetruth has not been online since the time I asked him to perform this test, but I found some free time to test it myself (I tested it with Abazigal though because he was nearer and uses the same tactics against clones) and I'm pretty sure that the mentioned bug does not exist in my game. The remove magic is cast directly at the clone (not on the PC) even when the pc is a closer target than the clone; and once the remove magic is cast the clone is destroyed and there is never any need to a second dispel magic. everything works as intended.

Still, I ask thetruth to test it again for 100% certainty (and if Firkraag somehow mysteriously behaves different than Abazigal, he will tell me and I will fix it).

This post has been edited by Sikret: May 13 2007, 12:45 PM


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spiral
post May 13 2007, 10:27 AM
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QUOTE(Sikret @ May 12 2007, 01:59 PM) *

Just checked all of them and didn't find any bug. If you can be more specific about the creature's name, I will check again. Of course, 4 or 5 Chain Lightnings is not a problem (though I didn't even find that). Three Chain Lightnings is a spell trigger is also normal.


It's S!MAGECO.CRE It was one chain lightning each round for more than 3 rounds, till most of my party died. ^^
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Sikret
post May 13 2007, 10:59 AM
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Ok, I will check it again, spiral.


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Clown
post May 13 2007, 12:14 PM
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One minor bug with the new item, Hesperus, when it casts its Sunray on hit the character using the sword stops attacking and will not re-start attacking from the same position. I tend to have to move the character or get it to perform some other action before I can get them to start attacking again.
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leonidas
post May 13 2007, 12:57 PM
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QUOTE(Clown @ May 13 2007, 12:14 PM) *

One minor bug with the new item, Hesperus, when it casts its Sunray on hit the character using the sword stops attacking and will not re-start attacking from the same position. I tend to have to move the character or get it to perform some other action before I can get them to start attacking again.


Sounds like the infinity engine bug that stops you being able to click on a hostile if you change weapons (usually ranged > mêlée) if you're right next to them. IIRC, it also affects some spells and weapon abilities.

Anyway, point is, I don't think that is a bug with hesperus.
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leonidas
post May 13 2007, 01:25 PM
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QUOTE(Sikret @ May 13 2007, 08:39 AM) *

leonidas,

thetruth has not been online since the time I asked him to perform this test, but I found some free time to test it myself (I tested it with Abazigal though because he was nearer and uses the same tactics against clones) and I'm pretty sure that the mentioned bug does not exist in my game. The remove magic is cast directly at the clone (not on the PC) even when the pc is a closer target than the clone; and once the remove magic is cast the clone is destroyed and there is never any need to a second dispel magic. everything works as intended.

Still, I ask thetruth to test it again for 100% certainty (and if Firkraag somehow mysteriously behaves different than Abazigal, he will tell me and I will fix it).


Hrm, it definitely happened, so there must be something else going on, that I haven't described to you.

I'll try and replicate it.
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Sikret
post May 13 2007, 01:36 PM
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No need for more tests, leonidas!

thetruth reported that Firkraag and Abazigal behave differently and I just found out the glitch in firkraag's script and fixed it. I sent a fixfile to thetruth for a final test. I'm almost sure that it will work seamlessly; thetruth will tell us.

Thanks again for the reports.


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Romulas
post May 13 2007, 01:46 PM
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QUOTE(Clown @ May 13 2007, 04:14 AM) *

One minor bug with the new item, Hesperus, when it casts its Sunray on hit the character using the sword stops attacking and will not re-start attacking from the same position. I tend to have to move the character or get it to perform some other action before I can get them to start attacking again.


I remember this happening with ia 3.0, so I don't think it is a new problem with ia 4.x. This problem does not show as long as you are fighting with a script, hence probably not too many people have seen it. But, after the sunray goes off you defineately need to retarget your fighter if not using an attack, script.

Romulas
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thetruth
post May 13 2007, 04:11 PM
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Yes the fix resolved the problem. Now Firkraag casts his RM on the PI.
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Sikret
post May 14 2007, 04:42 AM
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Thanks, thetruth!


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