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> IA v5 bug thread
Vuki
post Jul 14 2008, 08:01 AM
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I fighted against the Vampire Lord (or whatsoever he is called, he is the master of Dace) and hje was without any challenge. It happened because his script seemed to be a bit stupid (and it could happened because of a bug).

SPOILER!
He did not change target during the whole battle. He tried to attack first my barbarian but I attacked him back immediately with my character who hold the Amulet of Power. Then he changed to this character and he did not change target anymore even when I attack him with my whole party. He did not notice that the target he attacked was immune to his level drain (I am sure he has this ability smile.gif ). He seems to attack the character who first damage him.


Sikret, could you please modify the description of some spells (ok, it is a vanilla game bug but I do not want to create a new post)? Minor Globe of Invulnerability and Globe of Invulnerability description is wrong. It mentioned that you can remove them by a succesful dispel magic whioch is not true. Could you please also modify the description of Greater Restoriation? The mentioned area of effect is one target and of course it affects the whole party.

This post has been edited by Vuki: Jul 14 2008, 08:02 AM


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Sikret
post Jul 15 2008, 09:14 AM
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QUOTE(Vuki @ Jul 14 2008, 12:31 PM) *
I fighted against the Vampire Lord (or whatsoever he is called, he is the master of Dace) and hje was without any challenge. It happened because his script seemed to be a bit stupid (and it could happened because of a bug).

SPOILER!
He did not change target during the whole battle. He tried to attack first my barbarian but I attacked him back immediately with my character who hold the Amulet of Power. Then he changed to this character and he did not change target anymore even when I attack him with my whole party. He did not notice that the target he attacked was immune to his level drain (I am sure he has this ability smile.gif ). He seems to attack the character who first damage him.


Not only the script of the Vampire Lord in spellhold, but also the scripts of all vampires of the game are considerably improved in IA v6. The improvement is not something simple (such as just ignoring targets who are immune to level drain); they use a more complex script in v6 which lets them to give some prioirty to targets who are not immune to level drain while still considering to attack even targets who are immune to level drain, because after all, their attacks does physical damage as well and they should not just stand there if everyone in the area is immune to level drain.

Needless to mention that just like in v5, they will still be smart enough not to allow the player to fool them by keeping them at the threshold of a door using a character who is immune to level drain and another character who is not immune to level drain in their line of sight. If they see that their way to hit the other charcater is blocked, they won't just stand there doing nothing. It's of course the same even in v5 (I just mentioned it as a reminder). But in general, vampires' scripts in v6 will be a lot better than what you see in v5.

QUOTE
Sikret, could you please modify the description of some spells (ok, it is a vanilla game bug but I do not want to create a new post)? Minor Globe of Invulnerability and Globe of Invulnerability description is wrong. It mentioned that you can remove them by a succesful dispel magic whioch is not true. Could you please also modify the description of Greater Restoriation? The mentioned area of effect is one target and of course it affects the whole party.


Thanks for reminding it to me. Yes, it's a vanilla game issue; I will fix the descriptions in v6.


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Kerkes
post Jul 22 2008, 09:33 PM
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Just noticed... in copper coronet, the fight before tabitha and beastmaster those figh/mages which summon spiders and like to cast confusion usually cast fireshield, no? I had 2 enraged berserkers engage them. They didn' bother wasting confusion on them, but fireshields did't kick in either.
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Raven
post Jul 22 2008, 09:36 PM
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QUOTE(Kerkes @ Jul 22 2008, 10:33 PM) *
Just noticed... in copper coronet, the fight before tabitha and beastmaster those figh/mages which summon spiders and like to cast confusion usually cast fireshield, no? I had 2 enraged berserkers engage them. They didn' bother wasting confusion on them, but fireshields did't kick in either.


They don't always cast Fireshield; it's not part of their prebuff routine and whether they cast it in the battle is affected by several factors. So it's perfectly normal for them to not cast it.
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Kerkes
post Jul 24 2008, 09:58 PM
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That 2-h sword upgrade (warblade+lilarcor). Don't know about Cespenar, but Cromwell does the upgrade without 2 +3 2h swords. Therefore, he only needs lilarcor and warblade.
Draconis & Abazigal.SPOILER!
Don't know if this is a bug, but it pretty much ruins both fights. Those weapons which cause bleeding damage for some rounds still hurt them after they change into dragon forms. Could that be fixed somehow, by making a new creature appear, completly cured/healed of all ill effects like bleeding? Their first form is very good, so you'd expect you'll actually need to hit a dragon to kill him.

Sendai. In my first try she killed half of my party, so I reloaded (it was a great battle, she's awsome). Next time, after killing her defences, she stood idle. Didn't fire a spell, a HLA, nothing while everybody was beating the hell out of her. Cernd actually finished her with his staff:).
Those spiders in sendai's enclave. I killed every single one of them, and still couldn't exit area. Had to go for that slavemaster... I read that spiders are improved, but I haven't noticed anything different from vanilla. Maybe that big spider Lasha or something survived 5 secs longer, but othervise no.
Weapons like wave halberd and poseidon's wrath. Had to reload on Yaga because of that "ice crashing effect" when you kill someone, you loose all the loot that he has but a few not so useful items and some gold. Please fix that! Makes a few very powerful weapons "not so hot choice" for killing bosses (if you want the loot, that is) Same would apply for level drain kill. I don't know if that can be fixed, but it's very annoying.

This post has been edited by Kerkes: Jul 24 2008, 10:14 PM
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Raven
post Jul 24 2008, 10:03 PM
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QUOTE(Kerkes @ Jul 24 2008, 10:58 PM) *
That 2-h sword upgrade (warblade+lilarcor). Don't know about Cespenar, but Cromwell does the upgrade without 2 +3 2h swords. Therefore, he only needs lilarcor and warblade.


You're right, we actually spotted this already. Only one of the Warblade upgrade options checks for the +3 two-handed swords.

You'll have to wait for Sikret to answer the other issues. I think he'll be back online tomorrow.
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Kerkes
post Aug 6 2008, 09:43 PM
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It's not a bug about spiders...It was the first time I didn't finish both of them, that's ok, not a bug. My mistake.
I don't know if this is a bug, but I do hope it is and there is a patch for it: JD sword parts are not included into the Item Randomizer, right?
I found mage half ONE time only. With a Vagrant protagonist. I played about a dozed times with Vagrant, and never found it, just once. I always find barbarian half in the same place, so I think it's a bug. Please help about this!

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Sikret
post Aug 7 2008, 01:46 PM
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Have you installed all of the fixes? Their links can be found in the first post in the "Progress Report for IA v6" topic.


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Kerkes
post Aug 7 2008, 06:25 PM
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Did now. tnx!
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Shadan
post Aug 18 2008, 04:00 PM
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Spell description (fresh BG2, with only EoU, IA and The Four) says about mage Prot. from Fire it gives 50% fire res, while fixes.txt says it is changed to 100 %. I am not sure what is with Prot. from Cold, description says 50%.
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Sikret
post Aug 18 2008, 08:40 PM
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QUOTE(shadan @ Aug 18 2008, 08:30 PM) *
Spell description (fresh BG2, with only EoU, IA and The Four) says about mage Prot. from Fire it gives 50% fire res, while fixes.txt says it is changed to 100 %.


No, you have confused a few things which each other. The spell's description says that the spell confers total immunity to fire, which is correct. It also says that the spell confers +50% resistance to magical fire damage, which is correct as well. However, magical fire damage is a different damage type than fire damage (the former has never been used in the game, so the +50% resistance to that damage type has no practical consequences in the game).

What the fixes&tweaks document says is that the spell is changed to *set* resistance to fire at 100% rather than adding 100% to fire resistance which was the spell's function in the vanilla game. It's all about resistance to fire (not resistance to magical fire).

QUOTE
I am not sure what is with Prot. from Cold, description says 50%.


It's the same for Protection From Cold as well.


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Shadan
post Aug 19 2008, 08:53 AM
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Hmm, thanks for clarifying this, Sikret. I don't understand this wierd thing about normal and magical fire. If magical fire is not used in the game, it should be omitted from character cheets and spell descriptions... But I understand you have better and more important things to do. smile.gif
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leonidas
post Aug 19 2008, 03:55 PM
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Or perhaps add in some magical fire damage eh?
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lroumen
post Aug 20 2008, 07:23 AM
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You can't because the game can crash if the magical fire damage deals the final killing blow.
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LZJ
post Aug 23 2008, 01:28 AM
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I think I've recalled another minor issue with Contingency in IA v5... it can trigger (its triggering and not the casting of the spell which I haven't tested yet) in a certain area where it probably should not:

SPOILER!
The Trademeet Tomb.
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SpellStorm
post Aug 23 2008, 06:09 AM
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Contingency and Chain Contingency had always worked in Dead Magic Zones. I mean specifically the ones inside Watcher's Keep, the Teleport Maze.

The Trademeet Tomb in IA 5.0 is also a Dead Magic Zone.
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LZJ
post Aug 26 2008, 01:41 PM
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Hmm I'm not sure if this qualifies as an important bug, or even one that is IA specific, but I've noticed it's effects on 2 IA items, namely Phosphorous and Grandmaster of Assassins.

For Phosphorous, I find that when I'm wielding it off-hand and I have another Strength-setting item like the Gauntlets of Ogre Power equipped, the game might not set my Strength using Phosphorous, but the other equipped item... in the case of the Gantlets of Ogre Strength, it would be 18/00.

For GoA, this bug would come about if I am wearing Boots of Speed and have GoA equipped in the off-hand. The number of attacks I have would be set according to the Haste effect instead of the Improved Haste.

This bug is easily solved by re-equipping the said weapon, or by not having the conflicting equipment (Gauntlets of Ogre Strength, Boots of Haste as described above) equipped at all.

As I said, it's probably a minor issue and probably not important. smile.gif Just thought I should mention it.
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Sikret
post Aug 26 2008, 01:48 PM
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There is nothing to be done about equipping multiple items which grant str. bonuses (by setting str. to specific numbers) and the way they stack with each other. It's something in the vanilla game which can't be modded.

The dagger's Imp. Haste is omitted in v6, so the problem is automatically resloved.


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LZJ
post Aug 26 2008, 01:51 PM
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QUOTE
The dagger's Imp. Haste is omitted in v6, so the problem is automatically resloved.


That's rather disappointing. Now there's only one item granting permanent Improved Haste. I guess it had to be done though, for rebalancing issues.
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leonidas
post Aug 26 2008, 10:32 PM
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Another minor thing but I might as well report it: baron metrich of the 2nd paladin quest uses his fists to fight despite having 2 long swords on his body when you dispose of him.
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