Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Bug Reports => Topic started by: qwertyuioppp on March 04, 2019, 09:17:59 PM

Title: Topic for minor issues v3
Post by: qwertyuioppp on March 04, 2019, 09:17:59 PM
Old thread was too large.

Sometimes, we miss out on some of the very basic minor bugs and misconfigurations in the heat of topics turning into principal, more long-winded discussions. As much as the latter is still relevant, I think we would still benefit from making it a bit more effective and separating the two.

This topic is intended to make aware all the minor issues that's very forward to evaluate what's wrong and just a matter of getting around fixing it - like an item missing from a crafting store, a placeable placed wrong etc. Compiling it here should reduce the possibility of it . As the things are fixed, the posts will be removed from the topic.

Feel free to post anything that might already have been reported before in other topics but never got around to be fixed. No matter how minor, it usually takes very little time fixing these things, especially if we are already working with the area involved. Insignificant as it may seem, the little quirks tend to spoil the natural immersion into the game experience.

Thanks for helping :)
Title: Re: Topic for minor issues v3
Post by: Gods_Kill_People on March 04, 2019, 09:21:04 PM
In Darkon in the swamps, there is a section of the road that is floating off the ground, pointed this out to Brimstone during the event, but figured to post it here.
Title: Re: Topic for minor issues v3
Post by: Arawn on March 04, 2019, 09:29:18 PM
In Darkon in the swamps, there is a section of the road that is floating off the ground, pointed this out to Brimstone during the event, but figured to post it here.

We don't have Darkon in the module.
Title: Re: Topic for minor issues v3
Post by: Gods_Kill_People on March 04, 2019, 09:34:49 PM
In Darkon in the swamps, there is a section of the road that is floating off the ground, pointed this out to Brimstone during the event, but figured to post it here.

We don't have Darkon in the module.

Its whatever maps Brimstone used for it, would need to ask him about the plot he did there.
Title: Re: Topic for minor issues v3
Post by: DM Brimstone on March 04, 2019, 09:44:09 PM
That was a road placeable I put down. Now everyone knows I mailed in laying down that road section! :lol:
Title: Re: Topic for minor issues v3
Post by: Gods_Kill_People on March 04, 2019, 09:45:05 PM
That was a road placeable I put down. Now everyone knows I mailed in laying down that road section! :lol:

LOL, well, still loved the event anyways!
Title: Re: Topic for minor issues v3
Post by: qwertyuioppp on March 06, 2019, 12:12:44 AM
Kethyar (longbow) gives an Armor Bonus instead of an Attack Bonus.
Title: Re: Topic for minor issues v3
Post by: t0rchic on March 06, 2019, 12:28:12 AM
Kethyar (longbow) gives an Armor Bonus instead of an Attack Bonus.

Should just make that official. That's real neat.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on March 06, 2019, 09:49:19 AM
Dame Godiva arrives in Port:

(https://i.imgur.com/rzzO6C0.jpg)

Maybe a PC had pick-pocketed her?
Title: Re: Topic for minor issues v3
Post by: Tarnation! on March 07, 2019, 01:51:23 AM
Barovia - Road to Zeidenburg - Berez

Today, I have had trouble entering this area. Much like the Port-a-Lucine Bazaar, I get stuck transitioning and eventually crash or time out. I managed to load in successfully once, but all other attempts have needed a DM to rescue me from a loop. No issues with any other areas. No configuration changes.
Title: Re: Topic for minor issues v3
Post by: Cortege on March 12, 2019, 05:24:01 AM
Miner's Merriment - the front door is lockable with a DC of 1, but unlockable with a much higher DC. Meaning pretty much anyone can lock the front door and stall all traffic for an indeterminate amount of time. I definitely didn't do that. :facepalm:
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on March 12, 2019, 02:25:20 PM
[Opens door slightly ajar, reaches behind, pushes the lock button in, shuts the door that now requires a key or some lock-picking to open.]

When crafting arrowheads, they don't appear to be craftable 'in bulk'.

The presence of a completed arrowhead on the anvil prevents other arrowheads from being crafted until the completed one is removed. This is in opposition to many other crafts that don't require the removal of a completed item in order to craft a new/similar item.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on March 17, 2019, 08:48:21 PM
VoB Western Outskirts, gate to the village.

When in ethereal jaunt, I could not pass through it. Played the correct animation, and sometimes moved my PC, but never to the other side of the gate.

Sometimes I would be moved up to the gate. Sometimes I would slide along it. But I did not pass through, as, for example, happens on the gate in Port's Savant.

Was also under the effect of Bull's Strength, Eagle's Splendor, and Divine Vigor at the time.
Title: Re: Topic for minor issues v3
Post by: Philos on March 18, 2019, 02:02:02 AM
VoB Western Outskirts, gate to the village.

When in ethereal jaunt, I could not pass through it. Played the correct animation, and sometimes moved my PC, but never to the other side of the gate.

Sometimes I would be moved up to the gate. Sometimes I would slide along it. But I did not pass through, as, for example, happens on the gate in Port's Savant.

Was also under the effect of Bull's Strength, Eagle's Splendor, and Divine Vigor at the time.

Quote
Ethereal Jaunt

Spell Level: Cleric 7; Wizard / Sorcerer 7

Innate Level: 7

School: Transmutation

Descriptor:

Component: Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn + 1 Round / Level

Save: None.

Spell Resistance: No

The caster becomes ethereal. An ethereal creature is invisible and insubstantial. As an insubstantial creature, the caster can move through other living creatures (but not walls or objects) and cannot be affected by physical or magical damage or effects. However, force effects (Magic Missile, Isaac's Greater Magic Storm and Isaac's Lesser Magic Storm) and abjurations affect an ethereal creature normally since their effects extend onto the Near Ethereal. An ethereal creature cannot attack other creatures, acquire items or gold, or cast spells. Casting spells or performing a hostile action will make the etherealness vanish.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on March 18, 2019, 07:07:35 AM
Ethereal Jaunt allows passing through unlocked doors. I use it this way all the time. See my comment regarding the gate in the Savant.

It's also clear from the animation and the movement that this particular gate is bugged, or at least wasn't working correctly at that moment.

(The gate was not locked.)
Title: Re: Topic for minor issues v3
Post by: t0rchic on March 20, 2019, 04:51:00 PM
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.
Title: Re: Topic for minor issues v3
Post by: Hatsune on March 21, 2019, 08:17:27 PM

The presence of a completed arrowhead on the anvil prevents other arrowheads from being crafted until the completed one is removed. This is in opposition to many other crafts that don't require the removal of a completed item in order to craft a new/similar item.

This is because Arrowheads are a crafting material. Crafting seems to always be 'last in' is the next targeted material, so when you make an arrowhead, it becomes the target for your next crafting. The script detects it as a crafting material, but you are using the wrong tool (since arrowheads wants a smiths hammer in an anvil)... thus gives the crafting error. Don't think this is 'fixable' with the current system.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on March 22, 2019, 08:15:14 AM
You say that, but there's no issues with other crafting stations that make crafting materials.
Title: Re: Topic for minor issues v3
Post by: EO on March 22, 2019, 04:41:42 PM
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.

Where did you get them?
Title: Re: Topic for minor issues v3
Post by: t0rchic on March 22, 2019, 05:10:55 PM
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.

Where did you get them?

ML crypts
Title: Re: Topic for minor issues v3
Post by: EO on March 23, 2019, 10:33:27 AM
Puddin' Mashers says "supprisingly" instead of "surprisingly" in the examine text.

Where did you get them?

ML crypts

Thanks, found the issue and will fix it next update.
Title: Re: Topic for minor issues v3
Post by: Tarnation! on March 27, 2019, 01:48:22 AM
The schoolmistress in the Ezrite School in the Tent City, Krofburg.
Her supply of the 'specialty' parchment items is not infinite, and I often find the four different ones missing (with space where they should be) and the normal one available.

EDIT: Apparently it happens at the Krezk Outpost, too. I think it's due to purchases made with a full inventory, but I recall a workaround being implemented to prevent that. Maybe it's not working?
Title: Re: Topic for minor issues v3
Post by: EO on April 04, 2019, 09:39:33 PM
The schoolmistress in the Ezrite School in the Tent City, Krofburg.
Her supply of the 'specialty' parchment items is not infinite, and I often find the four different ones missing (with space where they should be) and the normal one available.

EDIT: Apparently it happens at the Krezk Outpost, too. I think it's due to purchases made with a full inventory, but I recall a workaround being implemented to prevent that. Maybe it's not working?

I'll fix those.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 05, 2019, 01:37:44 AM
if you're facing the door to the slums hospice in Valkali and go about a block to the left, there's a 1-sided pillar where you can see through it from the left.
Title: Re: Topic for minor issues v3
Post by: Tarnation! on April 05, 2019, 03:08:36 AM
The transition leading from Berez - The Trusty Ox - Upstairs -> the barn doesn't work. It works in the other direction, though.
Title: Re: Topic for minor issues v3
Post by: Tarnation! on April 08, 2019, 07:17:47 AM
Took two levels of rogue to start, and then one level of bard. I didn't get bard weapon proficiency, for some reason (noticed that I couldn't use longsword). It's worked fine on a build that I started with bard. Is the feat granted only on second level of bard, or is this a bug?
Title: Re: Topic for minor issues v3
Post by: DM Tenebris on April 08, 2019, 11:42:08 AM
A recent issue I've come across is with a NPC that frequents the Ezra Shrine within the Village of Barovia. He comes in during the night cycle and if he walks on us casting our cleric spells, we get hit with an OCR increase. I'm aware Barovians seldom can tell the difference between witchcraft and divine, but it seems unfortunate a NPC in our sanctum would hold the same reaction.

Is it possible to remove the OCR detection from this NPC or just prevent this NPC from entering the shrine entirely?
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 10, 2019, 08:36:36 PM
We were exploring the Ooze cave and found out its full of vampires by accident.  We ran for dear life out into the bright sunshine and were followed by two of them.

They didn't burst into flames.

There should probably be something that keeps them from following you out if its daytime, and if they do, they should probably explode (though I could see how this would be highly exploitable, so maybe just making it so they won't transition outside during the day.

Title: Re: Topic for minor issues v3
Post by: Chabxxu on April 10, 2019, 08:46:16 PM
We were exploring the Ooze cave and found out its full of vampires by accident.  We ran for dear life out into the bright sunshine and were followed by two of them.

They didn't burst into flames.

There should probably be something that keeps them from following you out if its daytime, and if they do, they should probably explode (though I could see how this would be highly exploitable, so maybe just making it so they won't transition outside during the day.



If my memory is correct, on the server, vampires take some damage per round and don't instantly explode.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 10, 2019, 09:01:44 PM
Don't think these particular ones were taking any damage.  We had a long battle with them, and by the time we finished the first, the 2nd was still "uninjured." It took at least 10 to 15 rounds to kill vamp #1, so vamp # 2 was either outrunning his damage with regen, or else he just wasn't taking damage.

I played on a server where when vampires went outside, they were immediately hit with a "combustion" effect and took big fire damage each round they remained outside.

A will save. vs. fear might be a nice touch too. The idea of seeing flaming vampires run around with those little floaty skulls makes me happy.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on April 10, 2019, 09:52:21 PM
[deleted, wrong place to post this kind of reply, sorry.]
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on April 10, 2019, 11:01:38 PM
From what I know, their regeneration is probably significant enough to counter the sunlight damage, whatever it is. It should probably be disabled in sunlight. They should have to make fort saves vs level drain, reflex saves vs slow, and will save vs fear in my opinion, once per turn (minute), so each different class of vampire is at threat of some kind of debuff. On top of this, they should also be flagged not to run outside, so the only way this can happen is if an MPC leads them to their doom.

Seems like less of a minor issue and more like a major inconsistency to me.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 10, 2019, 11:19:39 PM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.
Title: Re: Topic for minor issues v3
Post by: herkles on April 10, 2019, 11:28:38 PM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.

There is the Nosferatu Strain which can walk in the daylight like Dracula did in the book; it weakens them but doesn't kill them as it is described as "daylight powerlessness". I don't think any players are of that strain but some NPCs might be like that.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 10, 2019, 11:55:32 PM
It's been a long time since I've seen an NPC vampire outside in the daytime, so I'm not sure whether anything has changed mechanically with EE etc.

When I last did, the vampire would slowly lose HP faster than it regenerated...if the game engine was "noticing" it. What I mean is, if I stood and observed the vampire so that it was motionless and not being controlled, nothing seemed to happen. Only when it was engaged did the sun effect seem to work. The vampire would appear to "wince" and take damage--such as a PC does with cold.

Also, my understanding is that it has to be full sunlight to devastate the vampire. Because we are in the Land of the Mists--particularly Barovia--much of the time we don't experience full sunlight, even during the day. The amount of damage it takes might be affected by the weather.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on April 11, 2019, 12:08:24 AM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.
I agree, but this would probably be more interesting if and only if they appeared in sunlight, which they wouldn't. This is most certainly some kind of glitch. I like the idea of them slowly burning to nothing, especially if that means they are feared, slowed, drained, and utterly melting before your eyes. If they are just running at you full bore while damage slowly ticks away that's fairly uninteresting and may as well lock them all indoors at that point.
Title: Re: Topic for minor issues v3
Post by: FinalHeaven on April 11, 2019, 12:18:10 AM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.
The flaw with at least part of this statement is that Holy Symbols don't inherently stop Vampires here.  The person wielding the Symbol must do so with faith and conviction, and that faith and conviction is something that should be present with the character regularly.  If it isn't, or if the PC in question has never had faith previously and is just whipping out the Symbol in reflex, the vampire is entirely capable of ignoring it.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 11, 2019, 12:29:08 AM
Let me clarifyÖ in a lot of modern vampire movies, they like to turn the "holy symbol" thing into a myth. I agree they have to be used by someone with faith to be effective, and in all AMPC RP I've had, that's been done very well with opposed rolls.
Title: Re: Topic for minor issues v3
Post by: Itikar on April 12, 2019, 07:58:02 AM
So, I found a pair of wind and fire wheels in game on my monk, and they are quite nice. However, I think they might have a small bug. Namely they cannot be used with flurry.

Now, I searched a bit before posting this, and turns out the wind and fire wheels are a pure homebrew weapon, but since they are exotic weapons in game and monks can still use them, it seems to me logical they have been added to the monk weapons here (like sai, nunchaku, tonfa, etc.), and therefore it would seem also logical that flurry worked with them as it does with these new monk weapons.

If not, then sorry for bothering. :P
Title: Re: Topic for minor issues v3
Post by: Thundron on April 12, 2019, 08:01:21 AM
Took two levels of rogue to start, and then one level of bard. I didn't get bard weapon proficiency, for some reason (noticed that I couldn't use longsword). It's worked fine on a build that I started with bard. Is the feat granted only on second level of bard, or is this a bug?
Bard Never gets profiency with longsword to My knowledge, perhaps your last character was Elf?
Title: Re: Topic for minor issues v3
Post by: emptyanima on April 12, 2019, 08:19:05 AM
Per the PoTM Wiki;  https://nwnravenloft.fandom.com/wiki/Bard

Bards get longsword prof on this server. I recently rolled a human bard and can confirm that I got longsword use without taking martial prof, so this sounds like a bug!
Title: Re: Topic for minor issues v3
Post by: EO on April 12, 2019, 08:21:39 AM
You currently get it at bard level 2, something which will change with the hak update. As such itís not a bug.
Title: Re: Topic for minor issues v3
Post by: emptyanima on April 12, 2019, 08:24:46 AM
Ohhh. That explains that, then! Forgot what level it appeared...
Title: Re: Topic for minor issues v3
Post by: EO on April 12, 2019, 08:29:04 AM
A recent issue I've come across is with a NPC that frequents the Ezra Shrine within the Village of Barovia. He comes in during the night cycle and if he walks on us casting our cleric spells, we get hit with an OCR increase. I'm aware Barovians seldom can tell the difference between witchcraft and divine, but it seems unfortunate a NPC in our sanctum would hold the same reaction.

Is it possible to remove the OCR detection from this NPC or just prevent this NPC from entering the shrine entirely?

Thatís not a bug. The NPC sleeps in the shrine at night. It also sends a clear message that the shrine is essentially unused since a beggar uses it as shelter.
Title: Re: Topic for minor issues v3
Post by: Thundron on April 12, 2019, 08:46:21 AM
Not to be overly picky.. but sunlight should NUKE vampires. If not we're in twilight land. I could see like some ancient vampire withstanding it for a bit.. but my god if holy symbols and sunlight don't stop them.... *full body shiver* they aren't vampires.
I actually like the way Vampire age works on True Blood. Older you are, faster you are destroyed by sunlight, but on every other aspect you are stronger than younglings.. but anyways on this case, Vampire on sunlight should Be hit by Sunbeam every turn.
Title: Re: Topic for minor issues v3
Post by: EO on April 12, 2019, 12:35:24 PM
We were exploring the Ooze cave and found out its full of vampires by accident.  We ran for dear life out into the bright sunshine and were followed by two of them.

They didn't burst into flames.

There should probably be something that keeps them from following you out if its daytime, and if they do, they should probably explode (though I could see how this would be highly exploitable, so maybe just making it so they won't transition outside during the day.

As indicated by others this isnít a bug. The amount of damage taken by vampires is based on the amount of sunlight. The cloudier/darker the less damage. Itís affected by the hour of the day and the weather.
Title: Re: Topic for minor issues v3
Post by: Hypatia on April 12, 2019, 02:16:25 PM
Seemed like a bright sunny day but I didnít look at the weather info, so it must have been cloudy? It was probably about 2 to 3pm though.

Thanks
Title: Re: Topic for minor issues v3
Post by: Thundron on April 14, 2019, 12:51:26 PM
seems like ghost ethereal jaunt aint working as ghost keeps opening doors after hak update.

Also my wildshape didnt work, I tried to use it and made animation but said its tied to uses of wildshape and none ramaining, same after rest. could be wildshape/wildshape(non hostile) thing? there was another druind being cat so not sure if normal wildshape is only broken? addressed elsewhere already
Title: Re: Topic for minor issues v3
Post by: Ronalia on April 15, 2019, 03:47:37 PM
Pack oxen and summoned creatures have been dropping off the party menu after going through transitions, and dominated animals need to be constantly told to follow to keep moving (if the character stops and then starts moving again, the animal will still be stopped in that place). Tried to read through the other notes; hope this isn't a repost. Thanks!
Title: Re: Topic for minor issues v3
Post by: EO on April 15, 2019, 05:55:29 PM
Pack oxen and summoned creatures have been dropping off the party menu after going through transitions, and dominated animals need to be constantly told to follow to keep moving (if the character stops and then starts moving again, the animal will still be stopped in that place). Tried to read through the other notes; hope this isn't a repost. Thanks!

Thatís intentional. You must maintain a short distance from your pack animals, like having them on a leash. Otherwise you lose control.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 17, 2019, 11:18:41 AM
Last night it did not appear that the DM vampire we were fighting was harmed by Healing Circle III. I don't know whether its being a DM vampire makes any difference, but I would assume Spell Resistance or something like that would still show up in the log:

[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03]  Iridni Ren casting Healing Circle III
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03] Attack Of Opportunity : Viktor Sagunovich attacks  Iridni Ren : *hit* : (7 + 36 = 43)
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03]  Iridni Ren : Initiative Roll : 2 : (2 + 0 = 2)
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03]  Iridni Ren : Damage Resistance absorbs 5 damage
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:03]  Iridni Ren : Damage Reduction absorbs 12 damage : 138 points remaining
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:04] Asariel Mina'stellyr casts Sunburst
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:04] MorrŪgan Harding  casting Haste
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:05]  Iridni Ren casts Healing Circle III
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:05] Trentor Atiens  : Healed 42 hit points.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06]  Iridni Ren : Healed 0 hit points.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06] Anastasia Caris: *she raises her necklace*
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06] Anastasia Caris : Healed 0 hit points.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06] MorrŪgan Harding  : Healed 0 hit points.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:06] MorrŪgan Harding  casts Haste
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:08] Anastasia Caris turns undead.
[CHAT WINDOW TEXT] [Tue Apr 16 23:29:10]  Iridni Ren attacks Viktor Sagunovich : *hit* : (5 + 34 = 39)


Clearly, I was in range because the vampire attacked and damaged my PC (although the spell also wasn't disrupted as seen by the healing messages for the PCs).
Title: Re: Topic for minor issues v3
Post by: qwertyuioppp on April 17, 2019, 11:22:34 AM
No issue here, I just didn't apply the vampire subrace to the NPC because I'm a worthless hack.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 17, 2019, 12:00:45 PM
Hahaha :D
Title: Re: Topic for minor issues v3
Post by: Itikar on April 22, 2019, 10:32:28 PM
Maybe there's something I am missing, but at the Broken Bell Inn in Vallaki, Market District, the innkeeper says to check in the back by Igor, if one wants work.

Now in the back the room is locked, even if one uses [knock], so maybe there's something I am missing or there's an oversight here. :?:
Title: Re: Topic for minor issues v3
Post by: qwertyuioppp on April 22, 2019, 11:47:33 PM
Maybe there's something I am missing, but at the Broken Bell Inn in Vallaki, Market District, the innkeeper says to check in the back by Igor, if one wants work.

Now in the back the room is locked, even if one uses [knock], so maybe there's something I am missing or there's an oversight here. :?:

The door is plot-locked intentionally, because this is a DM-reliant interaction; any position taken there is expected to be actively roleplayed to a certain extent. If you're interested in this, you can make a post over in this thread (https://www.nwnravenloft.com/forum/index.php?topic=11329.0) and a DM will try to help you out and run an encounter.
Title: Re: Topic for minor issues v3
Post by: Itikar on April 23, 2019, 06:42:46 AM
Oh, thanks, sorry for the trouble. I thought it was a mechanical quest. :)
Title: Re: Topic for minor issues v3
Post by: Itikar on April 24, 2019, 08:25:15 PM
Some minor things:

- Morninglord temple in Vallaki slums: the staircase transitions have doors that can be closed, except no door is visibile!? They do make the door noise when one closes them though.

- Murnu's Mercantile in the warehouse district of Vallaki: if one enters his shop, even at a relatively late hour such as 14 pm, he is still in his bedroom. However if one opens the room to the bedroom he goes to the storeroom and sells regularly. Guess he is a merchant on demand? I suspect this is due to him not opening the door of his bedroom. He does however open the curtain to the storeroom without issues.

- Vallaki, crafting house in the Warehouse district: Aleksei Volznik says that he got everything except for the bee's wax, for which he advises to go to a guy south from there, except that... Aleksei actually got also the bee's wax in his shop inventory. So I guess that line is outdated perhaps?
Title: Re: Topic for minor issues v3
Post by: Itikar on April 25, 2019, 07:52:15 PM
Another one today, I thought that mundane shuriken were sold for 0 gp only in the tutorial, but apparently also other merchants, such as the one in Vallaki, sell them for literally nothing! I would suggest to make them cost 1 gp per stack.

I also wonder if the price is due to being sold in stacks of 50, and if maybe selling them in stacks of 99 would fix the issue.
Title: Re: Topic for minor issues v3
Post by: EO on April 25, 2019, 08:30:26 PM
Another one today, I thought that mundane shuriken were sold for 0 gp only in the tutorial, but apparently also other merchants, such as the one in Vallaki, sell them for literally nothing! I would suggest to make them cost 1 gp per stack.

I also wonder if the price is due to being sold in stacks of 50, and if maybe selling them in stacks of 99 would fix the issue.

They may show up as 0 gp but they are still sold for 1 gp.

Quote
Some minor things:

- Morninglord temple in Vallaki slums: the staircase transitions have doors that can be closed, except no door is visibile!? They do make the door noise when one closes them though.

- Murnu's Mercantile in the warehouse district of Vallaki: if one enters his shop, even at a relatively late hour such as 14 pm, he is still in his bedroom. However if one opens the room to the bedroom he goes to the storeroom and sells regularly. Guess he is a merchant on demand? I suspect this is due to him not opening the door of his bedroom. He does however open the curtain to the storeroom without issues.

- Vallaki, crafting house in the Warehouse district: Aleksei Volznik says that he got everything except for the bee's wax, for which he advises to go to a guy south from there, except that... Aleksei actually got also the bee's wax in his shop inventory. So I guess that line is outdated perhaps?

I'll try to fix all three; not sure about Murnu's though.
Title: Re: Topic for minor issues v3
Post by: haifisch021 on April 27, 2019, 03:01:19 AM
Voice of Wrath can be taken at level one by rangers at level one despite not yet having access to 1st-level spells (which is the prerequisite for the feat).

How to recreate: Create a level one ranger and select the feat :P
Title: Re: Topic for minor issues v3
Post by: EO on April 27, 2019, 10:50:07 PM
Voice of Wrath can be taken at level one by rangers at level one despite not yet having access to 1st-level spells (which is the prerequisite for the feat).

How to recreate: Create a level one ranger and select the feat :P

Yeah, no way around that. It's actually the same thing with a few NwN basic feats.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 28, 2019, 06:48:23 PM
Zeklos Keep: If you are an Elf, the gate guards will speak to you and let you in. But they will not speak to you at all once inside except to say your kind had better not cause any trouble, effectively trapping you.

I don't think this was the case until recently, because I'm pretty sure my Elf PC could come and go at night, once she went through the conversation and subsequent wait. They would say, if she left, they wouldn't let her back in, but they would allow her to leave.

If it's intentional and suspicion of Elves, it's odd they let "her kind" in but won't let her out :D

Title: Re: Topic for minor issues v3
Post by: EO on April 28, 2019, 09:58:32 PM
Zeklos Keep: If you are an Elf, the gate guards will speak to you and let you in. But they will not speak to you at all once inside except to say your kind had better not cause any trouble, effectively trapping you.

I don't think this was the case until recently, because I'm pretty sure my Elf PC could come and go at night, once she went through the conversation and subsequent wait. They would say, if she left, they wouldn't let her back in, but they would allow her to leave.

If it's intentional and suspicion of Elves, it's odd they let "her kind" in but won't let her out :D

Did that occur at day or night? If it was during the day, was the gate locked initially?
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 28, 2019, 10:16:41 PM
At night.

Entered at one gate (which was locked) but was admitted after trudging footsteps, etc. Went to the other gate to continue my journey, and the guard would not say anything except for my kind to not cause trouble. In the past I've made the same trek (leaving the herbalist heading toward Vallaki) and been allowed out with a warning I wouldn't be allowed back in.

When daylight came the guard wandered away, and the gate unlocked (although still closed), so I could leave.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on April 28, 2019, 10:28:04 PM
This bug isn't exclusive to elves. There are times I log in or spend a long time in Zeklos or Krezk, only to have the guard ignore me when I ask to be let out, and it happens on half-elf and human characters. I have noticed it happening as early as one month ago when I started frequenting these places, and as recently as today when I planned to get out and park my character elsewhere before logging out.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on April 28, 2019, 10:40:22 PM
Can the gate conversation be initiated by clicking on the gate itself, when you're on the inside, to have him open it and let you out? I know from the VoB mechanics there is an option to talk to the guard directly as well as gate dialogue, just wondering if the gate-triggered dialogue can still be used if for some reason the dialogue option for guard gate duty doesn't have priority over generic text.

Or maybe guards just don't like letting people out into the night for their own safety west of Vallaki..
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on April 28, 2019, 10:50:04 PM
The gate is locked, the guard has to be the one spoken to. You can freely walk in and out repeatedly, but if you log in or spend a long time in there, sometimes you just cannot get out. The buildings are also locked at night, despite the fact there are night-shift workers who trade positions with the day-shift workers. The guards sometimes disappear seconds after walking away from the gate without faux-entering a building, and the gate unlocks without anyone even coming out to lock it...

As for VoB, I wasn't even aware there was dialogue to get that gate open. I have freely walked in and out of them every single time just by clicking on the gates, am I thinking of the wrong side perhaps?
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 28, 2019, 11:55:48 PM
Can the gate conversation be initiated by clicking on the gate itself, when you're on the inside, to have him open it and let you out? I know from the VoB mechanics there is an option to talk to the guard directly as well as gate dialogue, just wondering if the gate-triggered dialogue can still be used if for some reason the dialogue option for guard gate duty doesn't have priority over generic text.

Or maybe guards just don't like letting people out into the night for their own safety west of Vallaki..

Clicking on the gate doesn't initiate the conversation, but perhaps it did at one time...and that's what changed?

Regarding your second paragraph, however, to repeat...he did used to say that you were leaving at your own risk. Now he only says not to cause any trouble.

I realize that Barovia in general started having locked doors at night awhile ago. That's when it first started being required that you talk to the guard. But this new behavior--where he won't talk to you--started recently.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 29, 2019, 07:23:59 PM
Spoiler: show
Can the gate conversation be initiated by clicking on the gate itself, when you're on the inside, to have him open it and let you out? I know from the VoB mechanics there is an option to talk to the guard directly as well as gate dialogue, just wondering if the gate-triggered dialogue can still be used if for some reason the dialogue option for guard gate duty doesn't have priority over generic text.

Or maybe guards just don't like letting people out into the night for their own safety west of Vallaki..

Clicking on the gate doesn't initiate the conversation, but perhaps it did at one time...and that's what changed?

Regarding your second paragraph, however, to repeat...he did used to say that you were leaving at your own risk. Now he only says not to cause any trouble.

I realize that Barovia in general started having locked doors at night awhile ago. That's when it first started being required that you talk to the guard. But this new behavior--where he won't talk to you--started recently.


I just now talked to the guard successfully. However, my PC leveled since the last conversation and gained a point in Cha, which also reduced her OCR by 1. So I'm wondering if perhaps Star Elves were given an extra point of OCR in the last mod, and this caused the garda to quit speaking to her.

If not, it seems the guard's behavior is inconsiistent.
Title: Re: Topic for minor issues v3
Post by: Itikar on May 03, 2019, 08:45:43 AM
This is only tangentially related, and I don't know if this is the right place, but the wiki is currently missing a background image.
Title: Re: Topic for minor issues v3
Post by: herkles on May 03, 2019, 08:59:40 PM
If you have 3 NPCs following you only the first 2 can do emotes, the third can't do emotes.
Title: Re: Topic for minor issues v3
Post by: Itikar on May 05, 2019, 08:46:15 PM
Morninglord temple in the outskirts: it seems the crypts have a door, that can be opened and closed, but the door is not visible. It does however make the regular door noises when opened and closed respectively.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on May 07, 2019, 08:39:16 PM
I am posting about the bugged Zeklos and Krezk gates and doors again since the bug has been persisting for the past couple months and it makes these areas far less appealing.

The doors

Expected behaviour: You can freely enter businesses in these towns at night because there are often designated night shift workers who go on duty when the doors lock.
Bug in question: The doors are locked, but pickable. You can freely enter, talk to the specifically designated night shift worker, and continue your crafts while it is night time.
Steps to reproduce: Wait for nightfall. Pick the lock to any business in Zeklos or Krezk (DC 28 or so, you are never in line-of-sight of a guard). Freely do business.

The gates

Expected behaviour: The gate is locked at night, but with a brief conversation, the guard lets you in or out.
Bug in question: At around 4 AM in-game time, or maybe 5 AM, the guard won't let you out of Zeklos or Krezk, even if he would let you in or out at any other time of night. In some areas he consistently disappears for no reason, and the gates swing open without anyone being there.
Steps to reproduce: Walk in and out of the gates of Zeklos or Krezk freely, at any point of the night, until about 4 or 5 AM. The guard will no longer let you leave. This next part is specifically in Zeklos, where if you watch for a little longer, the guard will just walk away, disappear without actually walking up to the entrance of any building, and then shortly after, the gate swings open with nobody nearby, which happens shortly after 6 AM I believe.

Notes: Footage to come soonish. I just need to actually get out to Zeklos at this exact time. But it has a 100% reproduction rate, it never not happens.

OOC problems leading to area abandonment: Like the RP XP cap in Western Barovia, these bugged behaviours shove players away and incentivize them going to more convenient places like Dementlieu for OOC reasons rather than IC reasons. In Dementlieu, it's already about a 2 minute walk to get to the dye vendor from the entrance of the city. Two transitions. Zeklos and Krezk have major low-level crafting hubs and dye vendors. To get to Krezk from Zeklos, you risk running into some of the most powerful outdoor mobs in the game which can be found patrolling when not in "sleep mode" idling, but still their spawns are very close to the road. You also have to spend around 5 minutes at a full running pace just to get to Zeklos from the Vallaki outskirts. This makes the region so unattractive when paired with the bug.

To those in disbelief: I understand that it's Barovia, but why would tavern doors be unlocked at night, but other businesses lock, despite some of them having specifically designated night shift workers that appear in there as the sun sets ingame, but you can't access them without breaking and entering? The only way to do business in these places is to bash or pick your way in, or just log in on the interior while it's night time. Something is wrong.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 07, 2019, 10:32:01 PM
Spoiler: show
I am posting about the bugged Zeklos and Krezk gates and doors again since the bug has been persisting for the past couple months and it makes these areas far less appealing.

The doors

Expected behaviour: You can freely enter businesses in these towns at night because there are often designated night shift workers who go on duty when the doors lock.
Bug in question: The doors are locked, but pickable. You can freely enter, talk to the specifically designated night shift worker, and continue your crafts while it is night time.
Steps to reproduce: Wait for nightfall. Pick the lock to any business in Zeklos or Krezk (DC 28 or so, you are never in line-of-sight of a guard). Freely do business.

The gates

Expected behaviour: The gate is locked at night, but with a brief conversation, the guard lets you in or out.
Bug in question: At around 4 AM in-game time, or maybe 5 AM, the guard won't let you out of Zeklos or Krezk, even if he would let you in or out at any other time of night. In some areas he consistently disappears for no reason, and the gates swing open without anyone being there.
Steps to reproduce: Walk in and out of the gates of Zeklos or Krezk freely, at any point of the night, until about 4 or 5 AM. The guard will no longer let you leave. This next part is specifically in Zeklos, where if you watch for a little longer, the guard will just walk away, disappear without actually walking up to the entrance of any building, and then shortly after, the gate swings open with nobody nearby, which happens shortly after 6 AM I believe.

Notes: Footage to come soonish. I just need to actually get out to Zeklos at this exact time. But it has a 100% reproduction rate, it never not happens.

OOC problems leading to area abandonment: Like the RP XP cap in Western Barovia, these bugged behaviours shove players away and incentivize them going to more convenient places like Dementlieu for OOC reasons rather than IC reasons. In Dementlieu, it's already about a 2 minute walk to get to the dye vendor from the entrance of the city. Two transitions. Zeklos and Krezk have major low-level crafting hubs and dye vendors. To get to Krezk from Zeklos, you risk running into some of the most powerful outdoor mobs in the game which can be found patrolling when not in "sleep mode" idling, but still their spawns are very close to the road. You also have to spend around 5 minutes at a full running pace just to get to Zeklos from the Vallaki outskirts. This makes the region so unattractive when paired with the bug.

To those in disbelief: I understand that it's Barovia, but why would tavern doors be unlocked at night, but other businesses lock, despite some of them having specifically designated night shift workers that appear in there as the sun sets ingame, but you can't access them without breaking and entering? The only way to do business in these places is to bash or pick your way in, or just log in on the interior while it's night time. Something is wrong.


+1
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on May 08, 2019, 07:45:02 AM
Another bug Arawn reminded me to post here.

Greater Restoration and Restoration both remove the debuffs tied to the Raise Dead spell. These debuffs are reapplied if you log out of the game or crash and rejoin before resting.

Reproduction is just so with a 100% success rate so far. I always use Greater Restoration immediately after resurrecting people in combat/dangerous areas to clear the debuff and fully heal them with only one spellcast. But if they crash or relog, they are debuffed until they rest.

These spells are in some very powerful circles, and I'd like to see them keep this utility to remain competitive for slots, but the bug fixed.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 08, 2019, 08:42:56 AM
I also agree with the above. These spells should at least be as strong as a good night's rest.
Title: Re: Topic for minor issues v3
Post by: Juxtaposition on May 09, 2019, 03:51:46 AM
Asking Biskop Taico in Nordenvall Fane to restore you from draining has a cost of 200gp but ends up being a cast of Heal, instead. Reproduction rate thus far is 100%.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 09, 2019, 09:58:32 AM
I am posting about the bugged Zeklos and Krezk gates and doors again since the bug has been persisting for the past couple months and it makes these areas far less appealing.

The doors

Expected behaviour: You can freely enter businesses in these towns at night because there are often designated night shift workers who go on duty when the doors lock.
Bug in question: The doors are locked, but pickable. You can freely enter, talk to the specifically designated night shift worker, and continue your crafts while it is night time.
Steps to reproduce: Wait for nightfall. Pick the lock to any business in Zeklos or Krezk (DC 28 or so, you are never in line-of-sight of a guard). Freely do business.

The gates

Expected behaviour: The gate is locked at night, but with a brief conversation, the guard lets you in or out.
Bug in question: At around 4 AM in-game time, or maybe 5 AM, the guard won't let you out of Zeklos or Krezk, even if he would let you in or out at any other time of night. In some areas he consistently disappears for no reason, and the gates swing open without anyone being there.
Steps to reproduce: Walk in and out of the gates of Zeklos or Krezk freely, at any point of the night, until about 4 or 5 AM. The guard will no longer let you leave. This next part is specifically in Zeklos, where if you watch for a little longer, the guard will just walk away, disappear without actually walking up to the entrance of any building, and then shortly after, the gate swings open with nobody nearby, which happens shortly after 6 AM I believe.

Notes: Footage to come soonish. I just need to actually get out to Zeklos at this exact time. But it has a 100% reproduction rate, it never not happens.

OOC problems leading to area abandonment: Like the RP XP cap in Western Barovia, these bugged behaviours shove players away and incentivize them going to more convenient places like Dementlieu for OOC reasons rather than IC reasons. In Dementlieu, it's already about a 2 minute walk to get to the dye vendor from the entrance of the city. Two transitions. Zeklos and Krezk have major low-level crafting hubs and dye vendors. To get to Krezk from Zeklos, you risk running into some of the most powerful outdoor mobs in the game which can be found patrolling when not in "sleep mode" idling, but still their spawns are very close to the road. You also have to spend around 5 minutes at a full running pace just to get to Zeklos from the Vallaki outskirts. This makes the region so unattractive when paired with the bug.

To those in disbelief: I understand that it's Barovia, but why would tavern doors be unlocked at night, but other businesses lock, despite some of them having specifically designated night shift workers that appear in there as the sun sets ingame, but you can't access them without breaking and entering? The only way to do business in these places is to bash or pick your way in, or just log in on the interior while it's night time. Something is wrong.

Likewise, in the Village of Barovia, Isabela's Dwelling, she disappears after dark..even if you are inside with her. So making it to her abode before 6 p.m. doesn't mean you can spend the night brewing.

Where does she go? It's supposed to be her home. To be sure, one can--for an extreme sense of realism--say she's asleep and can't be disturbed, but these stations and NPCs exist in game for the purpose of crafting, not to be idle half the play time. There's zero good effect or Gothic horror generated, only player frustration.

Locking these places because Barovians lock their doors at night might be more faithful to the setting. If PCs are supposed to stay indoors during Old Noapte, however, they need something to *do,* and thus some incentive to stay indoors.
Title: Re: Topic for minor issues v3
Post by: Sinful Mystic on May 10, 2019, 08:13:18 AM
I made a new character who died last night, so I respawned. Wasn't too stressed because I knew I had the xp to spare to not lose my level. Respawn no problem.


This morning I logged on to rest and got the message "improper level detected, -2000 xp" and then it dropped me down my new level hit points causing me to "pass out" and made me level 2.


Long story short, I think the server just stole 2k xp from me.

Character is Gabriele Boca
Account Barovian Sins
Title: Re: Topic for minor issues v3
Post by: Sinful Mystic on May 10, 2019, 08:19:43 AM
I made a new character who died last night, so I respawned. Wasn't too stressed because I knew I had the xp to spare to not lose my level. Respawn no problem.


This morning I logged on to rest and got the message "improper level detected, -2000 xp" and then it dropped me down my new level hit points causing me to "pass out" and made me level 2.


Long story short, I think the server just stole 2k xp from me.

Character is Gabriele Boca
Account Barovian Sins

Just an update, new rest message indicatates I am close to level so it was not 2k taken. i'm thinking maybe the death penalty was applied twice.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 12, 2019, 10:06:36 PM
A Besom broom appears to sell for only 1 gold piece.

Has 48 charges, Dispels Magic at the cost of three charges.
Title: Re: Topic for minor issues v3
Post by: Pav on May 30, 2019, 03:04:20 AM
port a lucine is literally unplayable and trying to transition between zones enters me into a crash loop which dms cannot rescue me out of, between publique and marchand on the middle terrace (between the voix de l'ame and the red vardo store). yes, i played around with all my settings.

other players are also reporting lag and frequent crashes.

please do not wait on beamdog to fix their game. i suggest trying to single out the vfx that causes this issue, remove it, and reinsert it once it is confirmed that the parent company fixed their erroneous implementations.

inajira bless.

p.s.: it happens in vallaki sometimes too, so might be worth looking into.
Title: Re: Topic for minor issues v3
Post by: Arawn on May 30, 2019, 03:50:06 AM
port a lucine is literally unplayable and trying to transition between zones enters me into a crash loop which dms cannot rescue me out of, between publique and marchand on the middle terrace (between the voix de l'ame and the red vardo store). yes, i played around with all my settings.

other players are also reporting lag and frequent crashes.

please do not wait on beamdog to fix their game. i suggest trying to single out the vfx that causes this issue, remove it, and reinsert it once it is confirmed that the parent company fixed their erroneous implementations.

inajira bless.

p.s.: it happens in vallaki sometimes too, so might be worth looking into.

Iíd be curious to know what makes you think itís a VFX, since generally my first suspicion is specific graphics hardware interacting badly with a tileset?
Title: Re: Topic for minor issues v3
Post by: Bastard Son on May 30, 2019, 04:01:13 AM
port a lucine is literally unplayable and trying to transition between zones enters me into a crash loop which dms cannot rescue me out of, between publique and marchand on the middle terrace (between the voix de l'ame and the red vardo store). yes, i played around with all my settings.

other players are also reporting lag and frequent crashes.

please do not wait on beamdog to fix their game. i suggest trying to single out the vfx that causes this issue, remove it, and reinsert it once it is confirmed that the parent company fixed their erroneous implementations.

inajira bless.

p.s.: it happens in vallaki sometimes too, so might be worth looking into.

Ive been experiencing this too, actually till now thought it was just me.
Title: Re: Topic for minor issues v3
Post by: EO on May 30, 2019, 07:47:43 AM
port a lucine is literally unplayable and trying to transition between zones enters me into a crash loop which dms cannot rescue me out of, between publique and marchand on the middle terrace (between the voix de l'ame and the red vardo store). yes, i played around with all my settings.

other players are also reporting lag and frequent crashes.

please do not wait on beamdog to fix their game. i suggest trying to single out the vfx that causes this issue, remove it, and reinsert it once it is confirmed that the parent company fixed their erroneous implementations.

inajira bless.

p.s.: it happens in vallaki sometimes too, so might be worth looking into.

If you want to help take a screenshot of where it happens for reference then open up your toolset, load the POTM haks, recreate that area and see if you crash when loading it. Then delete placeables until you find the one causing the crashes. Since itís inconsistent youíll need to do a few runs per placeable you remove. Then once youíve found the problem  report it. Thatís the most efficient way of telling if itís caused by that. It may take you a few hours at least but itíll be worth it.
Title: Re: Topic for minor issues v3
Post by: AnOldFriend on May 30, 2019, 08:00:18 AM
It seems when the Lady of Mysteries temple got updated, the location of the shop keeper  was made so that from which ever direction you speak to them from, they'll be unable to see you and issue the [looks about confused] dialog.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 11:59:36 AM
Asking Biskop Taico in Nordenvall Fane to restore you from draining has a cost of 200gp but ends up being a cast of Heal, instead. Reproduction rate thus far is 100%.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 12:00:06 PM
It seems when the Lady of Mysteries temple got updated, the location of the shop keeper  was made so that from which ever direction you speak to them from, they'll be unable to see you and issue the [looks about confused] dialog.

This should also be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 12:01:27 PM
Morninglord temple in the outskirts: it seems the crypts have a door, that can be opened and closed, but the door is not visible. It does however make the regular door noises when opened and closed respectively.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 12:02:18 PM
At night.

Entered at one gate (which was locked) but was admitted after trudging footsteps, etc. Went to the other gate to continue my journey, and the guard would not say anything except for my kind to not cause trouble. In the past I've made the same trek (leaving the herbalist heading toward Vallaki) and been allowed out with a warning I wouldn't be allowed back in.

When daylight came the guard wandered away, and the gate unlocked (although still closed), so I could leave.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on June 01, 2019, 12:03:59 PM
Some minor things:

- Morninglord temple in Vallaki slums: the staircase transitions have doors that can be closed, except no door is visibile!? They do make the door noise when one closes them though.

- Murnu's Mercantile in the warehouse district of Vallaki: if one enters his shop, even at a relatively late hour such as 14 pm, he is still in his bedroom. However if one opens the room to the bedroom he goes to the storeroom and sells regularly. Guess he is a merchant on demand? I suspect this is due to him not opening the door of his bedroom. He does however open the curtain to the storeroom without issues.

- Vallaki, crafting house in the Warehouse district: Aleksei Volznik says that he got everything except for the bee's wax, for which he advises to go to a guy south from there, except that... Aleksei actually got also the bee's wax in his shop inventory. So I guess that line is outdated perhaps?

First and third should hopefully now be fixed.
Title: Re: Topic for minor issues v3
Post by: callofzoidberg on June 01, 2019, 12:38:57 PM
I'm not sure if this is an issue or a suggestion, but I'll place it here. First of all, awesome job with the height slider!

I was wondering if it would be possible to get a confirmation when the height has been changed.  I see the "You are using the customize command" but maybe something that says "You have just altered your height. You are now shown to be (Inches)"

Thanks for the consideration.
Title: Topic for minor issues v3
Post by: Mereyn on June 01, 2019, 05:18:44 PM
The height customization for halflings seems to be a bit off. A lightfoot halfling male from Forgotten Realms starts at 37 inches.
As a test I've customized the height to be the highest possible, which is 40. The halfling character in question didn't grow taller,
but became considerably smaller.
Title: Re: Topic for minor issues v3
Post by: Pav on June 01, 2019, 10:44:19 PM
Iíd be curious to know what makes you think itís a VFX, since generally my first suspicion is specific graphics hardware interacting badly with a tileset?

it hasn't been a problem until the last update by beamdog (though it's been flaring up since the last hak update), my graphics hardware hasn't changed nor do i really update my drivers for fear of this exact issue.

If you want to help take a screenshot of where it happens for reference then open up your toolset, load the POTM haks, recreate that area and see if you crash when loading it. Then delete placeables until you find the one causing the crashes. Since itís inconsistent youíll need to do a few runs per placeable you remove. Then once youíve found the problem  report it. Thatís the most efficient way of telling if itís caused by that. It may take you a few hours at least but itíll be worth it.

on it chief.

while i'm here, @lastresettime doesn't seem to work anymore.
Title: Re: Topic for minor issues v3
Post by: Pav on June 02, 2019, 12:40:14 AM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.
Title: Re: Topic for minor issues v3
Post by: EO on June 02, 2019, 12:43:13 AM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.

Found the issue. We'll resolve it in an upcoming update.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 02, 2019, 01:21:41 AM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.

Found the issue. We'll resolve it in an upcoming update.

I think this might occur even without changing your PC's height?

Because I thought one of my PC's had a spike, so I looked at the other before changing her height, and she didn't increase after the change. But her OCR already seemed elevated to what it was previously.
Title: Re: Topic for minor issues v3
Post by: Arawn on June 02, 2019, 03:13:58 AM
@lastresettime is now a subcommand of @server.
Title: Re: Topic for minor issues v3
Post by: Mereyn on June 02, 2019, 04:54:28 AM
Rangers cannot pick two-weapon defense without wasting a feat on two-weapon fighting to qualify.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on June 02, 2019, 06:34:08 AM
@lfrp will no longer toggle LFRP mode on. No message is returned.
Title: Re: Topic for minor issues v3
Post by: EO on June 02, 2019, 07:19:44 AM
Rangers cannot pick two-weapon defense without wasting a feat on two-weapon fighting to qualify.

Pretty sure that's not the case. You have 15 Dexterity, right?
Title: Re: Topic for minor issues v3
Post by: Mereyn on June 02, 2019, 09:38:36 AM
16 in fact, could not choose the two-weapon defense feat.
Title: Re: Topic for minor issues v3
Post by: EO on June 02, 2019, 10:00:31 AM
16 in fact, could not choose the two-weapon defense feat.

Mmm, I can't seem to recreate this. Can you doublecheck to make sure you do have Dual-Wielding? You may have lost it at some point with the hak update. Otherwise it may have to do with the level at which you take it (bonus feat vs regular feat).
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 04, 2019, 09:29:16 AM
Very minor, but the cold damage in the town of Krofburg proper seems excessive. Was there on Sus during February.

Being an Aasimar, she has innate cold resistance, and she was wearing a Forest Walker cloak as well (which probably doesn't stack). Even so, she was taking steady damage, such as 7 hp, meaning the unmodified total would have been at least 12.

Reasons this seems excessive:

1) New PCs are encouraged to do fetch quests to Krofburg as a "safe" way to level. But it would be very easy to die from the damage alone as was previously the case with rocks in Dvergeheim.

2) NPCs were loitering outside, unlike Vallaki, where they tend to get pretty thinned out during the winter months.

3) If the cold is sufficient to cause physical harm to a cold-resistant race, it seems that normal humans in normal clothes would die. Or at least be so uncomfortable as to seek shelter.
Title: Re: Topic for minor issues v3
Post by: aprogressivist on June 04, 2019, 10:46:03 AM
Just to check, but was this during the day or at night?
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 04, 2019, 11:14:00 AM
I think it was just around sun up. What caught my attention (aside from my HPs going down steadily!) was the prospector sitting on the ground for no apparent reason, even while my cold-resistance was being pierced. The DC was quite high, too. I want to say it was in the 30s?

Anyway, not something I'm going to spend a lot of energy debating. I was just struck by humans choosing to live (and be outdoors) in a place that would soon kill even someone of a cold-resistant race.

I think we get used to the idea of most things on the server being deadly because our PCs are built to overcome them. But +5 cold DR should represent an ability to at least withstand a climate where normal people choose to live and work.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on June 05, 2019, 11:40:46 PM
Did you want your race to have this feat for free as well? https://nwnravenloft.fandom.com/wiki/Cold_Endurance

I was in the Krofburg area recently and it was in a range of -12 to -32 I think depending on where I was, which is apt for winter in the mountains. Staying near campfires helps (I think?) but standing around in the cold and not having the fortitude to withstand it is going to harm the body.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 06, 2019, 02:28:59 AM
Did you want your race to have this feat for free as well? https://nwnravenloft.fandom.com/wiki/Cold_Endurance

Ummm...I wasn't asking for any feat. I wasn't suggesting anything needed to be changed about Aasimars at all. This is what I said:

"the cold damage in the town of Krofburg proper seems excessive"

Quote
I was in the Krofburg area recently and it was in a range of -12 to -32 I think depending on where I was, which is apt for winter in the mountains.


I'm not talking about temperature either; I'm talking about how much damage should accrue from those temperatures. How soon do you think you would die if you were outside in -20 degrees and bundled up? I've walked in in -17 F (-27 C) before. It was extremely uncomfortable, but I didn't die or even get frostbite.

I'm saying normal villagers would not lounge around outside in temperatures cold enough to kill, say, a polar bear. Recall that we have HP inflation on POTM because of receiving max HP per level, so the value of 5 DR is already lessened. But it's normally the equivalent damage sufficient to one-shot a zero level i(average person).

Damage more in the unmodified 12 hp range as was the case here would kill an ox. One can argue the temperatures should be that cold, and that such cold would quickly kill people. But given those two premises it becomes pretty difficult to argue people would be outside in it.

That's the argument from immersion. The argument from play-ability is it's similar to the former conditions in Dvergeheim in which new players/PCs can die on a "beginner" quest while looking for where to turn a delivery in.
Title: Re: Topic for minor issues v3
Post by: Ercvadasz on June 06, 2019, 03:46:49 PM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.

Found the issue. We'll resolve it in an upcoming update.



Actually I would say so. It is probably the reason why allmost all the dwarves got their OCR over the treshold.
Seen nearly all of them be chased by Radu or the guardas.

I think this might occur even without changing your PC's height?

Because I thought one of my PC's had a spike, so I looked at the other before changing her height, and she didn't increase after the change. But her OCR already seemed elevated to what it was previously.
Title: Re: Topic for minor issues v3
Post by: Phantomswake on June 07, 2019, 12:41:46 AM
Name: Tool tip for tumble [not include dex bonus] [not include item bonus]

Where: After obtaining 5 ranks in tumble from items AC didn't increase.I noticed this.

When: The tooltip is there allways you can see it by looking at the tumble skill in your character sheet.

What: The tool tip is just confusing and misleading.

Recreate: Very easy to recreate just get items that add up to 5 tumble and you will see you AC will not go up any.

Ideas:  Could be put more simply.  IE: maximum bonus from tumble ranks +4 [-item bonus, -dex bonus]
Title: Re: Topic for minor issues v3
Post by: Ercvadasz on June 07, 2019, 12:44:26 AM
Name: Tool tip for tumble [not include dex bonus] [not include item bonus]

Where: After obtaining 5 ranks in tumble from items AC didn't increase.I noticed this.

When: The tooltip is there allways you can see it by looking at the tumble skill in your character sheet.

What: The tool tip is just confusing and misleading.

Recreate: Very easy to recreate just get items that add up to 5 tumble and you will see you AC will not go up any.

Ideas:  Could be put more simply.  IE: maximum bonus from tumble ranks +4 [-item bonus, -dex bonus]

Tumble bonus for AC bonus never took item ranks into consideration. For every 5 skill points you invest in the skill you get 1 AC.
So yes here +4 is max or +2 (if you have 1 point per 2 levels).
Not sure about the skill focuses though!
Title: Re: Topic for minor issues v3
Post by: Phantomswake on June 07, 2019, 03:28:58 AM
A DM said that +4 AC was maximum you get from tumble, and that was from raw rank.  So with that I assume that skill focus may help you get that raw rank but it won't let you break that hard cap.
Title: Re: Topic for minor issues v3
Post by: TheFury on June 07, 2019, 03:57:30 AM
Tumble AC only comes from ranks in the skill as seen on the level up skill increase screen, not from feats, items, or anything else. Tumble AC caps at level 17 for both class skill and non-class skill characters with maximum investment.
Title: Re: Topic for minor issues v3
Post by: Always_a_hero on June 08, 2019, 12:53:57 PM
It seems the script for the stones lowering the gates of the bridge (Morninglordian's crypt, near Vallaki) isn't working again. A check might be in order.
Title: Re: Topic for minor issues v3
Post by: HopeIsTheCarrot on June 11, 2019, 07:49:09 AM
As well, changing heights out of the default setting increases your OCR, regardless of your race's range.

All of my characters spiked by 2, despite being below 5'11 tall humans. One of my characters is shorter by a single inch, and still saw an OCR increase.

Found the issue. We'll resolve it in an upcoming update.



Actually I would say so. It is probably the reason why allmost all the dwarves got their OCR over the treshold.
Seen nearly all of them be chased by Radu or the guardas.

I think this might occur even without changing your PC's height?

Because I thought one of my PC's had a spike, so I looked at the other before changing her height, and she didn't increase after the change. But her OCR already seemed elevated to what it was previously.

Sooner we could fix this the better, pretty rough IC and OOC having so many characters unable to go into or near Vallaki/Barovia for no IC reason. Thanks!
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 11, 2019, 10:36:20 AM
If you have the Broken Bell (female at least) uniform equipped, and you enter the change item appearance menu, you have two options to craft weapon. One will say no item is equipped, but the other appears as though it can be selected. There is no armor or robe choice.

If you choose to modify weapon, it will tell you that your inventory is full.

The uniform's description does not mark it as one that can't be modified, but if that's the case, there is little feedback to the user to indicate what the problem is, only a buggy menu.

Title: Re: Topic for minor issues v3
Post by: urathraviel on June 11, 2019, 03:47:49 PM
Bug with Raise dead:

Used a corpse on Sister Klara, however because she wanders she'd moved out of LOS before she tried to cast. and then got stuck on a wall unable to do anything as she ran to the target to cast. so i picked the corpse up to move it, whereupon she started to cast and i was billed for the spell even though it failed.

When i moved and used the corpse again, i was again billed for the spell which did cast, only the subject ghost was not teleported over to the corpse. Fortunatly player was able to revive himself when they moved themself to their corpse.
Title: Re: Topic for minor issues v3
Post by: EO on June 14, 2019, 06:32:27 AM
Bug with Raise dead:

Used a corpse on Sister Klara, however because she wanders she'd moved out of LOS before she tried to cast. and then got stuck on a wall unable to do anything as she ran to the target to cast. so i picked the corpse up to move it, whereupon she started to cast and i was billed for the spell even though it failed.

When i moved and used the corpse again, i was again billed for the spell which did cast, only the subject ghost was not teleported over to the corpse. Fortunatly player was able to revive himself when they moved themself to their corpse.

I'll fix this.
Title: Re: Topic for minor issues v3
Post by: EO on June 14, 2019, 08:19:09 AM
It seems the script for the stones lowering the gates of the bridge (Morninglordian's crypt, near Vallaki) isn't working again. A check might be in order.

Which area specifically? Nevermind, found the issue and will fix.
Title: Re: Topic for minor issues v3
Post by: Hound on June 14, 2019, 07:23:07 PM
It seems the script for the stones lowering the gates of the bridge (Morninglordian's crypt, near Vallaki) isn't working again. A check might be in order.

Which area specifically? Nevermind, found the issue and will fix.

Was just down in the lower crypts of the morning lord temple in the western outskirts, where the gated bridge is and the pressure plates are still not lowering the gate when stood upon. Tested at approximately 1700hrs MST after the most recent update.
Title: Re: Topic for minor issues v3
Post by: Shae on June 18, 2019, 05:36:17 PM
So I decided to make a cleric and noticed that when you select domains it gives the error. Script. conv_dom_apply, OID: ffffffe7, tag: , ERROR: TOO MANY INSTRUCTIONS Then after that it makes it so my race and subrace isn't detected so wasn't sure if this significant enough to post as major issues or not as i seem to be the only one having this problem . but figured I would bring this up.
Title: Re: Topic for minor issues v3
Post by: Monktrus on June 21, 2019, 06:12:26 PM
The Athasian Elf's racial Longstride ability seems to be broken, there's no change to movement speed after it's used.
Title: Re: Topic for minor issues v3
Post by: EO on June 22, 2019, 09:57:04 AM
The Athasian Elf's racial Longstride ability seems to be broken, there's no change to movement speed after it's used.

Thanks, I found the issue (a typo) and will correct it in my next update.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 24, 2019, 12:38:44 AM
Rested in the Herbalist Hut near the Sullen Woods. I had several wards on, but I'm guessing it was True Seeing that caused this. When the wards expired as I rested, the Herbalist disappeared and became invisible.

Later, another PC entered the hut and was also invisible, despite not having invisibility on.
Title: Re: Topic for minor issues v3
Post by: urathraviel on June 24, 2019, 01:13:55 AM
Had you had darkness cast on you previously that login?
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on June 24, 2019, 06:24:20 AM
Rested in the Herbalist Hut near the Sullen Woods. I had several wards on, but I'm guessing it was True Seeing that caused this. When the wards expired as I rested, the Herbalist disappeared and became invisible.

Later, another PC entered the hut and was also invisible, despite not having invisibility on.

This is a well-known engine bug that dates back to the original release of NWN.
Solved via re-casting either UV or TS, or re-logging.

See here. (http://wiki.avlis.org/Ultravision_Bug)
Or here. (http://wiki.arelith.com/Common_bugs#All_characters_are_invisible)
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 24, 2019, 08:38:03 AM
Yes, this was the cause (shadow fiends in the Sullen Woods casting Darkness).

Thanks.
Title: Re: Topic for minor issues v3
Post by: Always_a_hero on June 24, 2019, 05:02:48 PM
I've checked creating a character have a race and customized subrace of: human, elf, half-elf and "Half-Drow", and it seems the Half-drow option is no longer accessible as a subrace in character creation, for -all- background settings. Could be I need some prerequisites if there are, but asking help from a DM and veteran player leads me to think I didn't miss anything.
Title: Re: Topic for minor issues v3
Post by: EO on June 24, 2019, 05:14:16 PM
I've checked creating a character have a race and customized subrace of: human, elf, half-elf and "Half-Drow", and it seems the Half-drow option is no longer accessible as a subrace in character creation, for -all- background settings. Could be I need some prerequisites if there are, but asking help from a DM and veteran player leads me to think I didn't miss anything.

Half-Drow are still very much there for Faerun.
Title: Re: Topic for minor issues v3
Post by: Always_a_hero on June 24, 2019, 07:45:01 PM
I've checked creating a character have a race and customized subrace of: human, elf, half-elf and "Half-Drow", and it seems the Half-drow option is no longer accessible as a subrace in character creation, for -all- background settings. Could be I need some prerequisites if there are, but asking help from a DM and veteran player leads me to think I didn't miss anything.

Half-Drow are still very much there for Faerun.

Right, didn't realize there was a second option for Faerun. But I was interested in making a half-drow of Greyhawk and seemed like the option is not available, even though they are mentioned in the setting's RP ressource here and there. I would've thought Half-drow could've been available in Eberron, Faerun and Greyhawk though after reading more thoroughly I suppose it doesn't make sense in Eberron. Still would mean it is lacking in Greyhawk's dialog option, unless there's an RP explanation I haven't read yet.
Title: Re: Topic for minor issues v3
Post by: EO on June 27, 2019, 09:20:57 PM
Right, didn't realize there was a second option for Faerun. But I was interested in making a half-drow of Greyhawk and seemed like the option is not available, even though they are mentioned in the setting's RP ressource here and there. I would've thought Half-drow could've been available in Eberron, Faerun and Greyhawk though after reading more thoroughly I suppose it doesn't make sense in Eberron. Still would mean it is lacking in Greyhawk's dialog option, unless there's an RP explanation I haven't read yet.

If you can point me to canon references to half-drow in Greyhawk, I'll gladly add support. There are a handful of references to half-drow in Eberron in Stormreach but not much.

edit: I'll add support for Eberron half-drow. Until a canon source confirms the existence of half-drow on Oerth I won't add support.
Title: Re: Topic for minor issues v3
Post by: AnOldFriend on June 30, 2019, 07:30:32 PM
Not sure if it's intentional or not, But the  scroll for Negative energy protection (Ezra's shielding against the mist of death)  in the Raduta keep chapel is the only scroll out of the bunch which is not usable by paladins even though it's a paladin spell. 
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on June 30, 2019, 08:19:27 PM
The spell in nwn default is a cleric only spell, is druid missing as well as paladin on this scroll item?
Title: Re: Topic for minor issues v3
Post by: EO on July 01, 2019, 10:43:24 AM
Not sure if it's intentional or not, But the  scroll for Negative energy protection (Ezra's shielding against the mist of death)  in the Raduta keep chapel is the only scroll out of the bunch which is not usable by paladins even though it's a paladin spell.

I'll fix it.
Title: Re: Topic for minor issues v3
Post by: ZSRunner on July 01, 2019, 01:49:58 PM
Picked up a servants candle the other day.  It's the one with the cold resist 10 / -

I was reading the description of the item and it said if you activate it the candle will float behind you.  I'm not sure if this item is supposed to have an activation or not, but currently it doesn't.

I'll edit this post with a picture of the description when I get home from work.

(https://lh3.googleusercontent.com/opbTNr2ZYc8EJxUDfLNUdSkc9zePmp6IBfco3jA49wf6ET7pIfjYQ49DAnD-VPoYAY9704PcAu8YrA22EqKfjSZQvlVPhDGr22ijBvvuAPNpkWypkMn92c3GuwpUEUNvzFgFp56KPuubjDb1dHyIi-V52BeaNTIBfIsVP6MkxVGVPL0XBRJX3r38gkfdhOHcTKjpLHidaS7govK1GYsEfR63TRziJOtbZbBK1Jd8pVPpwCnM0G2unUscD2jnkU9-drqDnh3ewZbOvwrWURaVwuluHhqyYLAtIsrPcXRr0A3NYvznMv_kcQ_blqFXGDE2TBzyr79wFgCftSsuUjzDq_nByH5TBRaxQiyO57xBXdFtXmIupw6DbahfLe1zv2b_5gltqTzV0DWzaKJzGJk-Cv2X5M2E2z_-PbUVB2B4EC_f52I2nSb5_qAj0z3A5G7jW7tmVE0OcBjHr30PU_W3CSiHqfk5Ic90WTPFoxxGv4YlehFDysqPehXVQVrmYAT9znqAhQOI5CbnxFhgO8fsEPiFxU8QCfa51jVRsJviVXqj-BWZQFyCk0P5SzWT_4VFbI1WmnIJ9Ow4iqA88H2n1iOw5B7mJvB-Fij5q5KPgM_cTFNFulBstQ6SRZxuZOIHaXNqRTmDxxCa2bk286HsRbCT0a5JIQg=w450-h464-no)
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on July 07, 2019, 08:59:41 AM
Casting in front of Bervis the Gnome raises OCR. Since he is not a native Barovian, this was unexpected.

(I also think I've done it in the past without incident, but not positive.)
Title: Re: Topic for minor issues v3
Post by: aprogressivist on July 07, 2019, 10:11:42 AM
Casting in front of Bervis the Gnome raises OCR. Since he is not a native Barovian, this was unexpected.

(I also think I've done it in the past without incident, but not positive.)

Nah, fairly sure I've been Bervis'd into the OCR +2 club before.
Title: Re: Topic for minor issues v3
Post by: EO on July 07, 2019, 11:19:19 AM
Casting in front of Bervis the Gnome raises OCR. Since he is not a native Barovian, this was unexpected.

(I also think I've done it in the past without incident, but not positive.)

I'll fix this.
Title: Re: Topic for minor issues v3
Post by: Gavin Mace on July 08, 2019, 01:37:00 AM
Gendarmerie Barracks - Officer Chest upstairs won't open correctly. The window of contents flashes on screen, but closes immediately.
Title: Re: Topic for minor issues v3
Post by: Juxtaposition on July 17, 2019, 09:08:34 PM
Using weapons on characters with creature weapons seems to bug the character sheet.

(https://i.imgur.com/zcensa0.png)

I don't remember this being a problem on other characters before, so I am curious whether or not this is isolated to my PC or if it's a new bug. While it's not a necessary fix as damage is calculating correctly, it's still a slight bother :|
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on July 18, 2019, 12:27:01 AM
Just don't worry about it. If you're using a main weapon it wont use your creature weapons.

When you have creature weapons it needs to list them somewhere as creature weapons are unique, you can have multiple assigned and it will randomly use one of any that are equipped with a preference for the 1st slot.
Title: Re: Topic for minor issues v3
Post by: AnOldFriend on July 20, 2019, 02:31:23 PM
I'm fairly certain in the past when you used @read 12  it would give you two entries to your quest journal,  now it only gives one.

It's alphabetical so commands which start with  M-Z are not  shown. 

This would not matter much if  @help was displayed, but it seems the journal help entries have not been updated since @help was added. 
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on July 22, 2019, 04:27:19 AM
Barovia - Road to Zeidenburg - Along the Luna River - Cave

This cave has a transition which acts like a door from the outside, unlike many other cave entrances.

If you log out inside and the area resets, when you log back in, said "door" will be locked, and you have to pick or bash your way out.
Some characters could even be stuck behind it until they received DM help because of its bash DC.

(https://i.imgur.com/bjqIc58.png)
Title: Re: Topic for minor issues v3
Post by: Ercvadasz on July 23, 2019, 02:19:24 AM
Towards VoB at the crossroads. The two chairs that are next to the benches and the bell, are facing in the wrong direction. They used to face the road before.(Pre EE)
Title: Re: Topic for minor issues v3
Post by: EO on July 23, 2019, 10:56:24 PM
Towards VoB at the crossroads. The two chairs that are next to the benches and the bell, are facing in the wrong direction. They used to face the road before.(Pre EE)

Will fix this.
Title: Re: Topic for minor issues v3
Post by: EO on July 23, 2019, 10:56:47 PM
Barovia - Road to Zeidenburg - Along the Luna River - Cave

This cave has a transition which acts like a door from the outside, unlike many other cave entrances.

If you log out inside and the area resets, when you log back in, said "door" will be locked, and you have to pick or bash your way out.
Some characters could even be stuck behind it until they received DM help because of its bash DC.

Will fix this.
Title: Re: Topic for minor issues v3
Post by: HM01 on July 25, 2019, 11:38:41 PM
Very minor, but I believe the books in the OOC lounge with setting information have lost their prior descriptions.
Title: Re: Topic for minor issues v3
Post by: EO on July 29, 2019, 09:12:01 PM
Bug with Raise dead:

Used a corpse on Sister Klara, however because she wanders she'd moved out of LOS before she tried to cast. and then got stuck on a wall unable to do anything as she ran to the target to cast. so i picked the corpse up to move it, whereupon she started to cast and i was billed for the spell even though it failed.

When i moved and used the corpse again, i was again billed for the spell which did cast, only the subject ghost was not teleported over to the corpse. Fortunatly player was able to revive himself when they moved themself to their corpse.

This should now be fixed.

It seems the script for the stones lowering the gates of the bridge (Morninglordian's crypt, near Vallaki) isn't working again. A check might be in order.

This should now be fixed.

The Athasian Elf's racial Longstride ability seems to be broken, there's no change to movement speed after it's used.

This should now be fixed.

Not sure if it's intentional or not, But the  scroll for Negative energy protection (Ezra's shielding against the mist of death)  in the Raduta keep chapel is the only scroll out of the bunch which is not usable by paladins even though it's a paladin spell.

This should now be fixed.

Casting in front of Bervis the Gnome raises OCR. Since he is not a native Barovian, this was unexpected.

(I also think I've done it in the past without incident, but not positive.)

This should now be fixed.

Towards VoB at the crossroads. The two chairs that are next to the benches and the bell, are facing in the wrong direction. They used to face the road before.(Pre EE)

This should now be fixed.

Barovia - Road to Zeidenburg - Along the Luna River - Cave

This cave has a transition which acts like a door from the outside, unlike many other cave entrances.

If you log out inside and the area resets, when you log back in, said "door" will be locked, and you have to pick or bash your way out.
Some characters could even be stuck behind it until they received DM help because of its bash DC.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: Devils Plaything on July 31, 2019, 07:01:25 AM
Taking druid levels after a non-druid base class does not give you the druid language. I have no idea if this is intentional or not!
Title: Re: Topic for minor issues v3
Post by: EO on July 31, 2019, 07:44:55 AM
Taking druid levels after a non-druid base class does not give you the druid language. I have no idea if this is intentional or not!

Yeah, you have to manually add it.
Title: Re: Topic for minor issues v3
Post by: Devils Plaything on July 31, 2019, 09:05:08 AM
Taking druid levels after a non-druid base class does not give you the druid language. I have no idea if this is intentional or not!

Yeah, you have to manually add it.

Aha! Excellent and have done so. Thank you, then, and consider this one irrelevant!
Title: Re: Topic for minor issues v3
Post by: fenixphire on July 31, 2019, 12:07:01 PM
As a garda, when you examine someone there is a slight typo in the line break between the stat descriptions and the OCR text.

(https://i.imgur.com/PNVyLlB.png)

ETA: It also seems to trigger an influence roll when you examine someone with the eye (Examine Object) from the radial menu, now.
Title: Re: Topic for minor issues v3
Post by: EO on August 03, 2019, 09:59:58 AM
As a garda, when you examine someone there is a slight typo in the line break between the stat descriptions and the OCR text.

(https://i.imgur.com/PNVyLlB.png)

ETA: It also seems to trigger an influence roll when you examine someone with the eye (Examine Object) from the radial menu, now.

These should now be fixed, if we don't have to rollback.
Title: Re: Topic for minor issues v3
Post by: person on August 08, 2019, 01:37:00 AM
my character was halfway through level 7, and today is now a new level 6, with old gear and no fangs.

account name:  Conrad
character name:  James Smith


Title: Re: Topic for minor issues v3
Post by: Ercvadasz on August 12, 2019, 09:01:56 AM
Not sure if it is intentional or an oversight, but the herbs that spawn in the VoB well are all eastern barovians. (viccar, ghost cap, and so on)
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on August 20, 2019, 07:29:32 AM
Could a trash barrel be placed near the saw horse and woodworking table in Zeklos? Per MAB's comments about clutter, I don't think that woodworking station resets at all because I regularly find materials left in it.
Title: Re: Topic for minor issues v3
Post by: EO on August 20, 2019, 09:41:56 PM
Could a trash barrel be placed near the saw horse and woodworking table in Zeklos? Per MAB's comments about clutter, I don't think that woodworking station resets at all because I regularly find materials left in it.

I'll just convert them to placeable spawns.
Title: Re: Topic for minor issues v3
Post by: purple on August 21, 2019, 06:36:35 PM
The Tailor in Krezk was not selling cloth dye when I visited him today (2 hours ago). He sold metal & leather, but not cloth. I had another PC who was with me confirm. :(
Title: Re: Topic for minor issues v3
Post by: TheFury on August 21, 2019, 08:00:22 PM
The Tailor in Krezk was not selling cloth dye when I visited him today (2 hours ago). He sold metal & leather, but not cloth. I had another PC who was with me confirm. :(

I thought I faced the same issue, but his default (if you don't click on leather or metal) IS cloth. Perhaps that's the issue?
Title: Re: Topic for minor issues v3
Post by: Gavin Mace on August 26, 2019, 02:17:02 AM
The Tailor in Krezk was not selling cloth dye when I visited him today (2 hours ago). He sold metal & leather, but not cloth. I had another PC who was with me confirm. :(

I thought I faced the same issue, but his default (if you don't click on leather or metal) IS cloth. Perhaps that's the issue?

Correct.
Title: Re: Topic for minor issues v3
Post by: Thundron on September 01, 2019, 12:06:32 PM
I used silver candelabra on ground and it just dissappeared. Shouldnt it place it on ground and emit light?
Title: Re: Topic for minor issues v3
Post by: Ercvadasz on September 02, 2019, 08:59:09 PM
There is a typo with the meenlock description.
They apparantly dont force others to metamorph, but to meatmorph:)
Title: Re: Topic for minor issues v3
Post by: Thundron on September 05, 2019, 08:09:28 AM
in Kathryn Fashion, npc didnt have clothing templates for sale. I think it might be old issue that when you buy them and your inventory is full, it gets deleted from npc inventory, which has been fixed in most places I suppose.
Title: Re: Topic for minor issues v3
Post by: Gavin Mace on September 15, 2019, 06:19:54 AM
Dementlieu - Port-a-Lucine - Quartier Marchand - Sang d'Encre

One of the tattoo artists spawns in with the 'spectral caliban' appearance. I don't think I want to get a tattoo from a ghost...

(https://i.imgur.com/gsaNwzs.png)
Title: Re: Topic for minor issues v3
Post by: Devils Plaything on September 17, 2019, 06:24:42 AM
It appears that even if some furniture previously set up by a character is out of reach (or in this case, on top of a wall my character has no access to), a Carpenter's Portable Kit lets you deconstruct the furniture regardless.
Title: Re: Topic for minor issues v3
Post by: EO on September 22, 2019, 10:05:21 AM
It appears that even if some furniture previously set up by a character is out of reach (or in this case, on top of a wall my character has no access to), a Carpenter's Portable Kit lets you deconstruct the furniture regardless.

Thanks. I'll fix this.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on September 30, 2019, 12:49:59 AM
The door in the Quartier Ouvrier has fallen over, it was like this when I found it:

(https://i.imgur.com/NWPb609.jpg)
Title: Re: Topic for minor issues v3
Post by: Myth Weaver on October 05, 2019, 10:52:01 AM
Account : MythWeaver
Character : Anezka

I died in the mountains' undergrounds a few days ago and stabilized but went afk before standing up (with 20 doombats around me, I wasn't about to stand until I see an opportunity. Thing is, falling rocks finished me off. Help arrived and grabbed my corpse while I followed around in ghost form. When reaching the priest, they tried rezing me and it told them "This player isn't dead"... My ectoplasm went WTF? Then I tried clicking on my corpse and lo and behold, I stood up, as if rezzed... but I'm stuck in a perma-state daze and slow as if I was a ghost, and I have my own corpse in my inventory. Help?
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on October 05, 2019, 10:56:56 AM
Sometimes having another PC knock you down again to below 0 will fix bugs like this.
Title: Re: Topic for minor issues v3
Post by: Myth Weaver on October 06, 2019, 09:41:43 AM
It did solve the issue of the Perma-daze and Perma-slow, thank you for that. Now there is only the issue of the time paradox... I exist in two places at the same time XD
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on October 06, 2019, 03:39:16 PM
In the DM ship, the Clerical Domains Changer didn't appear to display confirmation messages; after making both of my choices, it just showed the description for the Air Domain, and the 2 options were "Apply" and "Reset"

so while it worked, it looked a little strange. Sorry for no screenshot.
Title: Re: Topic for minor issues v3
Post by: Myth Weaver on October 06, 2019, 09:08:10 PM
Account : MythWeaver
Character : Anezka

I died in the mountains' undergrounds a few days ago and stabilized but went afk before standing up (with 20 doombats around me, I wasn't about to stand until I see an opportunity. Thing is, falling rocks finished me off. Help arrived and grabbed my corpse while I followed around in ghost form. When reaching the priest, they tried rezing me and it told them "This player isn't dead"... My ectoplasm went WTF? Then I tried clicking on my corpse and lo and behold, I stood up, as if rezzed... but I'm stuck in a perma-state daze and slow as if I was a ghost, and I have my own corpse in my inventory. Help?
[/s]

UPDATE : The perma-Slow and perma-Daze was solved by downing me to 0 and healing me (Thanks to Idrini Ren for the tip). My body is still laying around in Dvergeheim (sp?). There is another issue though I just noticed. The monsters are all naturally neutral to me.  Here some screenshots of me being part of a wolf pack and me having a laugh with skeletons (I swear, Jim's jokes are the best!) Understand I would like to play my character fairly without being accused of exploiting the game and... say... loot all the dungeons while monsters are neutral. I'm betting it could be solved by killing myself and being rezzed again but I don't want someone to have to pay for a bug in the game (even if it's only 300gp), it would be unfair and not RP.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on October 13, 2019, 09:54:34 AM
Once in a while, I get thrown IG as I'm trying to approach the Scrying Pool in the OOC Entry Area. This is before I'm anywhere near one of the entry portals, so I don't get a choice as to where I end up. The sparkly animation comes up as though I have stepped on a portal.
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on October 13, 2019, 04:10:42 PM
(https://i.imgur.com/Tlkzc4w.png)
(https://i.imgur.com/ZsQRZPY.png)

The egrets in the Oasis of Apep, Har'Akir appear to be floating and have a larger glowing silhouette than they should.
Title: Re: Topic for minor issues v3
Post by: Thundron on October 26, 2019, 04:36:13 AM
is there way to fix issue when Garda for example takes our opium delivery and you cannot get new job from reds..? Like is it possible to for Reds to "check" if you have item givem by him, if not he can give new one.🤔
Title: Re: Topic for minor issues v3
Post by: Arawn on October 26, 2019, 05:07:08 AM
is there way to fix issue when Garda for example takes our opium delivery and you cannot get new job from reds..? Like is it possible to for Reds to "check" if you have item givem by him, if not he can give new one.🤔

Given that you've just failed to make the delivery, having to wait until a reset to get a new mission is really the lightest of consequences...
Title: Re: Topic for minor issues v3
Post by: FiendishDireSloth on October 27, 2019, 07:15:50 AM
Sound Burst scrolls are Only Usable By: Clerics and Paladins instead of Clerics and Bards.
Title: Re: Topic for minor issues v3
Post by: EO on October 27, 2019, 04:53:41 PM
Sound Burst scrolls are Only Usable By: Clerics and Paladins instead of Clerics and Bards.

Thanks. I'll fix this with the hak update.
Title: Re: Topic for minor issues v3
Post by: EO on October 28, 2019, 03:11:31 PM
It appears that even if some furniture previously set up by a character is out of reach (or in this case, on top of a wall my character has no access to), a Carpenter's Portable Kit lets you deconstruct the furniture regardless.

Thanks. I'll fix this.

This should now be fixed. Can anyone confirm?
Title: Re: Topic for minor issues v3
Post by: EO on October 28, 2019, 03:11:51 PM
Dementlieu - Port-a-Lucine - Quartier Marchand - Sang d'Encre

One of the tattoo artists spawns in with the 'spectral caliban' appearance. I don't think I want to get a tattoo from a ghost...

(https://i.imgur.com/gsaNwzs.png)

This should now be fixed. Can anyone confirm?
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on December 10, 2019, 10:53:17 AM
The medium armour item called "Serpent's Kiss" cannot be modified. It does not say OOC Cannot Be Modified in the description. I figured it would be an item that's expected to be modified, since its materials are listed as Leather, Scale, and Silk, and its visuals are primarily chain armour.

Title: Re: Topic for minor issues v3
Post by: Always_a_hero on December 11, 2019, 07:58:43 PM
I noticed the violin-playing animation (@emote 22) is flipped: the hand playing the bow is the right hand and the one holding the violin is left hand, as it should be the opposite (even more so IRL). So if doing a mirror on whatever skeleton playing the animation is possible so the hands are holding the proper way, then maybe it'll end up better-looking for those violin players IG, otherwise it won't change much or worse, look uglier heheh.
Title: Re: Topic for minor issues v3
Post by: EO on December 26, 2019, 09:54:09 AM
The medium armour item called "Serpent's Kiss" cannot be modified. It does not say OOC Cannot Be Modified in the description. I figured it would be an item that's expected to be modified, since its materials are listed as Leather, Scale, and Silk, and its visuals are primarily chain armour.

I'll make it so those can be modified.
Title: Re: Topic for minor issues v3
Post by: SevenStormStyle on December 29, 2019, 06:14:37 PM
Unyielding Roots doesn't work as intended, at least when self-cast. It only makes the target immune to entanglement (weird) and does nothing else. If it's relevant, this was discovered in the Har'Akir area just north of the trolls' gate when the caster/target was injured and invisible.
Title: Re: Topic for minor issues v3
Post by: Curbstone Trappings on December 30, 2019, 11:25:33 PM
My character does not seem to receive a +1 and +1 bonus to Disguise through her 5 base ranks in Influence and 5 base ranks in Perform.

Character: Anica Petrovic
Login: Antonia FŲdes
Title: Re: Topic for minor issues v3
Post by: EO on December 30, 2019, 11:29:06 PM
My character does not seem to receive a +1 and +1 bonus to Disguise through her 5 base ranks in Influence and 5 base ranks in Perform.

Character: Anica Petrovic
Login: Antonia FŲdes

The bonus is given when the check is made, as indicated in the skill description.
Title: Re: Topic for minor issues v3
Post by: Curbstone Trappings on December 30, 2019, 11:32:43 PM
My character does not seem to receive a +1 and +1 bonus to Disguise through her 5 base ranks in Influence and 5 base ranks in Perform.

Character: Anica Petrovic
Login: Antonia FŲdes

The bonus is given when the check is made, as indicated in the skill description.

Thank you for clearing that up!
Title: Re: Topic for minor issues v3
Post by: Jeerbear on December 31, 2019, 12:47:09 AM
Char: Annie McDubeineh
Login: JerrBear

i cant seem to get this disguise system to start working, i have tried entering "@disguise set [name] test name". as well as "@disguise set [name] <test name>". but when i check with @disguise preview the name for the preview is still blank. any help anyone can give me would be appreciated because honestly its staring to make me feel like an idiot that i cant figure this out

-note- i have also tried to set the description but get the same results
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on December 31, 2019, 01:47:34 AM
Dont use those brackets and you're good, @disguise set name Karaz Steel
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on January 04, 2020, 02:29:59 AM
Dvergeheim. Dwarf Female Commoner. There's a couple of them around the area. Their left bicep has a broken mesh option and looks like a half-orc sized puff sleeve.


(https://i.imgur.com/9azgYvA.jpg)
Title: Re: Topic for minor issues v3
Post by: Telkar on January 08, 2020, 07:31:50 PM
Having natural bite/claw attacks (attack 1, 2 and 3 on the character sheet) and equipping a weapon, the weapon damage doesn't show correctly in the character sheet, as well as the extra damage from two handed weapons.
Title: Re: Topic for minor issues v3
Post by: HM01 on January 09, 2020, 12:47:48 AM
Unlike the transmutation counterpart, the Coma spell does not have a permanent duration and the spell effects are cancelled upon player rest.

Logging out with the alarm spell seems to give an infinite duration when logging back in if the spell is still active, persisting after rest.

//edit: It's still likely the full duration, which is an eternity but not infinite. yet it does still un-tether if you crash/log
Title: Re: Topic for minor issues v3
Post by: Curbstone Trappings on January 14, 2020, 05:54:38 PM
Having Madame Keja identify a bag with items in it will place the bag on her table but make it (and thus the contained items) unreachable.
Title: Re: Topic for minor issues v3
Post by: EO on January 14, 2020, 06:09:11 PM
Having Madame Keja identify a bag with items in it will place the bag on her table but make it (and thus the contained items) unreachable.

This should hopefully be fixed next update.
Title: Re: Topic for minor issues v3
Post by: EO on January 17, 2020, 01:11:08 PM
Having Madame Keja identify a bag with items in it will place the bag on her table but make it (and thus the contained items) unreachable.

This is now fixed.
Title: Re: Topic for minor issues v3
Post by: Telkar on January 23, 2020, 10:32:01 PM
I can only hold a crystal ball / palantir in the main hand. When I then equip a weapon in the offhand, I get no parry AC, but it seems like I should.

So maybe make the crystal ball a torch item or let offhand weapons activate parry AC?
Title: Re: Topic for minor issues v3
Post by: Haered Gwend on January 25, 2020, 02:15:53 PM
The forge in the VoB does not appear to have a gilder's tub.

All the ingredients and tools of gilding are available for purchase, and a source of silver is nearby. Could a tub be added?
Title: Re: Topic for minor issues v3
Post by: Curbstone Trappings on January 28, 2020, 12:00:47 PM
I found a Cloak of Confidence with the appropriate skill boni that come with the name, but it has the descriptive text of what I assume belongs to the Midnighter's Cape.
Title: Re: Topic for minor issues v3
Post by: MAB77 on January 30, 2020, 08:39:45 AM
The forge in the VoB does not appear to have a gilder's tub.

All the ingredients and tools of gilding are available for purchase, and a source of silver is nearby. Could a tub be added?

The limited amount of gilding tubes in the module is on purpose. There is already a gilding tube in Barovia and we don't plan to add any in the village.

It has the tools because blacksmith merchants across the module share the same inventory. (Most of them anyway)
Title: Re: Topic for minor issues v3
Post by: MAB77 on January 30, 2020, 08:41:38 AM
I found a Cloak of Confidence with the appropriate skill boni that come with the name, but it has the descriptive text of what I assume belongs to the Midnighter's Cape.

Will get that fixed. Thanks.
Title: Re: Topic for minor issues v3
Post by: Haered Gwend on January 30, 2020, 08:46:19 AM
The forge in the VoB does not appear to have a gilder's tub.

All the ingredients and tools of gilding are available for purchase, and a source of silver is nearby. Could a tub be added?

The limited amount of gilding tubes in the module is on purpose. There is already a gilding tube in Barovia and we don't plan to add any in the village.

It has the tools because blacksmith merchants across the module share the same inventory.

Then perhaps the merchant should be modified not to sell gilding pliers, apricot acid, and mercury because, as it is, the absence does not seem on purpose but a clear oversight.

And some blacksmiths have coal and some don't.
Title: Re: Topic for minor issues v3
Post by: MAB77 on January 30, 2020, 01:10:30 PM
This too is on purpose, but resources wise it is simpler and more efficient to have vendors share inventories vs having one store inventory for every merchants in the game. This will effectively mean that some merchants will be selling items you can't use in the immediate vicinity, but that is not considered an issue in itself.
Title: Re: Topic for minor issues v3
Post by: Averdjski on January 30, 2020, 02:36:43 PM
Character: Raszandyr Galaraan
Login: Averdjski

I have the Healing Domain, and I am using Light Regeneration Potions that I've made myself. The potions produce a flat 4 hp heal, then go on to regnerate, not sure if intentional?

https://imgur.com/a/W44z06a
Title: Re: Topic for minor issues v3
Post by: ardenchasemoradin on January 30, 2020, 02:43:28 PM
This may be a known issue, but Goggle of Night have to be put on, then, the character has to log out and back in for the darkvision ability to apply.
Title: Re: Topic for minor issues v3
Post by: EO on January 30, 2020, 03:37:09 PM
Character: Raszandyr Galaraan
Login: Averdjski

I have the Healing Domain, and I am using Light Regeneration Potions that I've made myself. The potions produce a flat 4 hp heal, then go on to regnerate, not sure if intentional?

https://imgur.com/a/W44z06a

Do you have Augment Healing?
Title: Re: Topic for minor issues v3
Post by: Averdjski on January 30, 2020, 03:41:12 PM
Character: Raszandyr Galaraan
Login: Averdjski

I have the Healing Domain, and I am using Light Regeneration Potions that I've made myself. The potions produce a flat 4 hp heal, then go on to regnerate, not sure if intentional?

https://imgur.com/a/W44z06a

Do you have Augment Healing?

I do, yes.
Title: Re: Topic for minor issues v3
Post by: EO on January 30, 2020, 03:41:35 PM
I do, yes.

Then that's why; it's not a bug. Augment Healing affects Regenerate spells.
Title: Re: Topic for minor issues v3
Post by: Averdjski on January 30, 2020, 03:42:07 PM
I do, yes.

Then that's why; it's not a bug. Augment Healing affects Regenerate spells.

Oh right, thank you!
Title: Re: Topic for minor issues v3
Post by: haifisch021 on January 30, 2020, 11:21:34 PM
Could I get a DM to help me level up a fallen paladin? Thanks :*
Title: Re: Topic for minor issues v3
Post by: MAB77 on January 31, 2020, 07:42:27 AM
Could I get a DM to help me level up a fallen paladin? Thanks :*

Please note this thread is for minor bug issues. The generic request thread is more suited for what you ask. Note that fallen paladins need to redeem themselves to be able to progress in the paladin class, but afaik you should be able to multiclass in another class.
Title: Re: Topic for minor issues v3
Post by: Telkar on February 03, 2020, 08:39:20 PM
With the Carpenter's Portable Kit, there are no options to select from under the "Lighting" and "Structures".
Title: Re: Topic for minor issues v3
Post by: EO on February 03, 2020, 08:44:11 PM
With the Carpenter's Portable Kit, there are no options to select from under the "Lighting" and "Structures".

Place oak chunks in the carpenterís kit for now. Itíll work.
Title: Re: Topic for minor issues v3
Post by: Telkar on February 05, 2020, 12:57:46 PM
In Har-Thelen, the "Sithican Merchant" and the "Sithican Fishermen" have the conversation dialog of the Ferryman.

Also, with OCR 18 in Sithicus, nothing special happens with the elves. Not sure if that's intentional or not. The OCR has been 14 before. It seems to fluctuate.

Edit: Strange ... their dialog seems normal now.
Title: Re: Topic for minor issues v3
Post by: herkles on February 06, 2020, 10:39:49 PM
The gendarme NPCs have been slaughtering the Vistani merchant NPCs in the marchand lately
Title: Re: Topic for minor issues v3
Post by: EO on February 07, 2020, 08:51:28 AM
The gendarme NPCs have been slaughtering the Vistani merchant NPCs in the marchand lately

Thanks. Will be fixed next update.
Title: Re: Topic for minor issues v3
Post by: Rainor on February 11, 2020, 01:51:18 PM
The snakes summoned through casting Sticks to Snakes are just way too huge to do anything with, especially at higher levels when the snakes get larger. The collisions for them are way bigger than the snake and they constantly get stuck on any nearby objects and terrain.
Title: Re: Topic for minor issues v3
Post by: Inviktus on February 11, 2020, 02:36:39 PM
I converted an old character (Ruben Blueriver) yesterday.  They are missing the default knockdown feat/ability, even after a relevel.
Title: Re: Topic for minor issues v3
Post by: EO on February 12, 2020, 09:55:09 AM
The snakes summoned through casting Sticks to Snakes are just way too huge to do anything with, especially at higher levels when the snakes get larger. The collisions for them are way bigger than the snake and they constantly get stuck on any nearby objects and terrain.

Thanks, I'll fix that. I was hoping the hitbox would scale but it didn't.
Title: Re: Topic for minor issues v3
Post by: Inviktus on February 12, 2020, 01:49:49 PM
I converted an old character (Ruben Blueriver) yesterday.  They are missing the default knockdown feat/ability, even after a relevel.
Tried releveling another old level 2 character.  Had knockdown before, but  not after.  Am I just not looking in the right place?
Title: Re: Topic for minor issues v3
Post by: EO on February 13, 2020, 09:07:49 AM
I converted an old character (Ruben Blueriver) yesterday.  They are missing the default knockdown feat/ability, even after a relevel.
Tried releveling another old level 2 character.  Had knockdown before, but  not after.  Am I just not looking in the right place?

Indeed, you'll need a full remake for those characters. You can post the request in Generic Requests in the Servers & Community Discussion forum.
Title: Re: Topic for minor issues v3
Post by: Inviktus on February 13, 2020, 09:13:25 AM
I converted an old character (Ruben Blueriver) yesterday.  They are missing the default knockdown feat/ability, even after a relevel.
Tried releveling another old level 2 character.  Had knockdown before, but  not after.  Am I just not looking in the right place?

Indeed, you'll need a full remake for those characters. You can post the request in Generic Requests in the Servers & Community Discussion forum.
Excellent, thank you!
Title: Re: Topic for minor issues v3
Post by: JaneDoe79 on February 27, 2020, 10:01:19 AM
Lady's Resting Place in Western Outskirts of Vallaki - Rocking chair allows you to sit on it, but the seat is backwards.

(https://i.gyazo.com/165bc4a8ba36a9102e2e914a348edbd0.png)
Title: Re: Topic for minor issues v3
Post by: EO on February 27, 2020, 11:10:55 AM
The snakes summoned through casting Sticks to Snakes are just way too huge to do anything with, especially at higher levels when the snakes get larger. The collisions for them are way bigger than the snake and they constantly get stuck on any nearby objects and terrain.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on February 27, 2020, 11:11:30 AM
With the Carpenter's Portable Kit, there are no options to select from under the "Lighting" and "Structures".

This should now be fixed. I've also fixed the issue with the Sawhorse; it will now require either chunks or planks.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on March 01, 2020, 12:36:11 AM
I've noticed that what I assume is the "Yell" channel sometimes causes duplicate messages. Here's from my chat log when it happened tonight. My PC was in the big room in the Kinship Lodge; the other PC was in the small room to the left of the kitchen as you face the kitchen with the door shut between us.

[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] You hear a raised voice from the east: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] Other PC: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] Door: You hear a raised voice from The Wayfarer Kinship: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] Door: You hear a raised voice from The Wayfarer Kinship: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
Title: Re: Topic for minor issues v3
Post by: Arawn on March 01, 2020, 03:03:35 AM
I've noticed that what I assume is the "Yell" channel sometimes causes duplicate messages. Here's from my chat log when it happened tonight. My PC was in the big room in the Kinship Lodge; the other PC was in the small room to the left of the kitchen as you face the kitchen with the door shut between us.

[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] You hear a raised voice from the east: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] Other PC: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] Door: You hear a raised voice from The Wayfarer Kinship: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]
[CHAT WINDOW TEXT] [Sat Feb 29 22:56:15] Door: You hear a raised voice from The Wayfarer Kinship: [You can hear muffled grumbles coming from inside the room as she struggles to get out of her armour]

Thanks, I'll look into this.
Title: Re: Topic for minor issues v3
Post by: WolfeJob on March 07, 2020, 05:28:44 AM
Occasionally there is a Ghostly Armor that spawns stuck behind some rubble in the last locked room in Raduta Keep (bottom floor of ramparts). Until today, I've treated that room like a no-go zone because I don't trust it when it happens. Today I went in after killing the other two spawned mobs to test it out and got rekt from halfway across said room. My character was almost dead center of the room when our trapped friend decided to swing. The rubble in question is clear across from both entrances to the room (one from the Ramparts, one from the tower).

I'm not sure how I can recreate this (nor am I inclined to. One time taking level loss is more than enough testing for me, thank you).
Title: Re: Topic for minor issues v3
Post by: EO on March 08, 2020, 05:53:09 PM
Occasionally there is a Ghostly Armor that spawns stuck behind some rubble in the last locked room in Raduta Keep (bottom floor of ramparts). Until today, I've treated that room like a no-go zone because I don't trust it when it happens. Today I went in after killing the other two spawned mobs to test it out and got rekt from halfway across said room. My character was almost dead center of the room when our trapped friend decided to swing. The rubble in question is clear across from both entrances to the room (one from the Ramparts, one from the tower).

I'm not sure how I can recreate this (nor am I inclined to. One time taking level loss is more than enough testing for me, thank you).

Can you confirm the name of the area and the location of the room (with a screenshot/minimap ideally)? It's easy to fix but that report is too vague.
Title: Re: Topic for minor issues v3
Post by: herkles on March 09, 2020, 07:56:05 PM
The purple firework does not do anything.
Title: Re: Topic for minor issues v3
Post by: EO on March 13, 2020, 08:31:47 PM
The purple firework does not do anything.

I'll fix this in my next update.
Title: Re: Topic for minor issues v3
Post by: The Doorman on March 16, 2020, 10:46:29 PM
I was instructed by DM Tenebris to report this as a bug: the scimitar, Vigil, cannot be modified via the crafting menu.

When the weapon is equipped, going to the craft weapon screen shows a line of "Not possible - you do not have any shield or weapon to modify" even if the weapon is in hand.
Title: Re: Topic for minor issues v3
Post by: FiendishDireSloth on March 17, 2020, 06:34:33 PM
Claude Lambert (the Anchorite in the Edrigan Notre de le Repentance) is very bad at his job. If you attempt to have him raise a corpse, you get the message <<Claude Lambert is busy and cannot help you right now.>>
Title: Re: Topic for minor issues v3
Post by: EO on March 24, 2020, 07:56:11 PM
Claude Lambert (the Anchorite in the Edrigan Notre de le Repentance) is very bad at his job. If you attempt to have him raise a corpse, you get the message <<Claude Lambert is busy and cannot help you right now.>>

I'll fix this.
Title: Re: Topic for minor issues v3
Post by: FiendishDireSloth on March 24, 2020, 09:28:17 PM
Caliban Gang Leaders, Caliban Brutes, and the named Caliban bounty in Port-a-Lucine all render without clothes or armor. This causes a minor scandal when my noble is hunting them through the sewer for sport/heads.
Title: Re: Topic for minor issues v3
Post by: EO on March 24, 2020, 10:27:27 PM
Caliban Gang Leaders, Caliban Brutes, and the named Caliban bounty in Port-a-Lucine all render without clothes or armor. This causes a minor scandal when my noble is hunting them through the sewer for sport/heads.

I'll fix this (and Gol in the Drain).
Title: Re: Topic for minor issues v3
Post by: Mortimer on March 28, 2020, 09:23:55 AM
Animal empathy bug after crashing causing tame to become immune to animal empathy or as the message reads, "Immune to Dominate" even after successful checks.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on March 29, 2020, 11:31:47 PM
Following today's update, a few items in my inventory grid are invisible. Not sure if it's the item itself, or the model being used, but it's affecting my quarterstaff, armor, weapons, hood, herbalist's mortar and pestle, and a few others that I haven't managed to find yet. Weapons and armor appear as usual on the character model. I haven't made any changes on my end.

EDIT: It seems like it may be certain parts are missing their inventory icon. One of my bows has the 'handle' (bottom) visible still, and my armor has everything but the torso visible. Some spell icons are gone, too. Anything non-vanilla.

Double Edit: It's only on the one character. The same items and spell icons are visible on an alt.


That seems to have resolved itself for no apparent reason, even after multiple game restarts.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on March 30, 2020, 05:54:38 AM
War fans cannot have their appearance modified - the crafting menu says that no weapon is equipped to modify.
Title: Re: Topic for minor issues v3
Post by: seething on March 31, 2020, 04:43:05 PM



Hi there

I have the quest for letters to fishing lodge. The barkeep is invisible even after multiple relogs. I see his name only but cannot deliver the package. The female weapon-shop lady in the city is also invisible, even after some days.

okay this keeps happening - is there any way to talk to an invisible person, I can see there name if i press TAB

Thanks
Title: Re: Topic for minor issues v3
Post by: Razzen on April 01, 2020, 02:41:13 PM
I'm not certain what the extent of this bug is, but I noticed while fighting a certain fiend boss in Perfidus that the Black Blade of Disaster (summon), if already attacking an enemy before a time stop, will then continue to attack that enemy during the time stop.
Title: Re: Topic for minor issues v3
Post by: Bwpsycho on April 01, 2020, 05:16:07 PM
This small island west of the lighthouse in Dementlieu - Baie de Sable - Beach isn't solid on one side.

Spoiler: show
(https://i.imgur.com/deNWxAT.png)
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on April 01, 2020, 05:33:57 PM
I can't test this again due to lack of resources, so I could be mistaken and messed up my herbalism crafting; apologies if this is the case.

The combination of 5x Black hawthorn flowers, bark and thorns placed in that order produced 5 potions of Regenerate Serious Wounds instead of Regenerate Critical Wounds, at DC 42 and declared it a new recipe in a bulk craft recently.

Berries instead of thorns generated the correct critical potion, and singular were doing moderate as per normal.

I'll try it again next Autumn IG and confirm if this specific combination is doing this, as without the resources I can't attempt to replicate it to confirm it wasn't just my mistake or something.
Title: Re: Topic for minor issues v3
Post by: Telkar on April 03, 2020, 09:24:09 PM
Not sure if intentional, but the Pumpkin Sign and Savage Sign that can be made with the Woodworker's Kit aren't writable.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on April 04, 2020, 06:52:51 AM
Barovia - Balinok Mountains - Deep Under the Mountain - Dungeon (et al).

Prior to the recent update, this wasn't a problem.

Doorways are causing opponents to become stuck and unreachable. It's as though the hit-box for the door is now giant. I noticed there often seemed to be a physical 'blockade' in an open door, even when there was plenty of visible room to move in. Not sure how else to explain it. Opponents seem to struggle to route around getting blocked, and things right in front of me are not in line of sight. I had to open and shut the door to try and shove things into range because there was no other way to initiate combat. Path issues have always been present, but this is next-level. I have been through this dungeon before, countless times, and haven't experienced anything this bad.
Wasn't having any lag at the time.
Title: Re: Topic for minor issues v3
Post by: EO on April 04, 2020, 01:40:20 PM
Not sure if intentional, but the Pumpkin Sign and Savage Sign that can be made with the Woodworker's Kit aren't writable.

I'll change it so all carpentry placeables can be renamed/description changed using the quill.
Title: Re: Topic for minor issues v3
Post by: Haered Gwend on April 05, 2020, 12:47:05 PM
A chitin helm weighs 0.8 lbs.

The template for a helm weighs 2 pounds.
Title: Re: Topic for minor issues v3
Post by: Rainor on April 06, 2020, 02:59:22 PM
Quote
- Enabled setting name and description of crafted placeables.

This doesn't seem to be the case despite the update.
Title: Re: Topic for minor issues v3
Post by: EO on April 06, 2020, 07:59:24 PM
Quote
- Enabled setting name and description of crafted placeables.

This doesn't seem to be the case despite the update.

Have you used a Quill?
Title: Re: Topic for minor issues v3
Post by: Rainor on April 06, 2020, 08:43:24 PM
Quote
- Enabled setting name and description of crafted placeables.

This doesn't seem to be the case despite the update.

Have you used a Quill?

I did. Apart from the three default signs from before the carpentry update, I was unable to edit the name or description of any of the placeables.
Title: Re: Topic for minor issues v3
Post by: EO on April 08, 2020, 11:11:29 AM
Quote
- Enabled setting name and description of crafted placeables.

This doesn't seem to be the case despite the update.

Found the cause; will be fixed next update.
Title: Re: Topic for minor issues v3
Post by: Heresyteller on April 08, 2020, 03:29:17 PM
(https://steamuserimages-a.akamaihd.net/ugc/1002556126520269234/C80D61196B5DDF04B5E9ADF1C3BCF6761B66307B/)

I have noticed an issue in the sitting animation for the halfling with this specific Robe (number 174)
Title: Re: Topic for minor issues v3
Post by: Asous on April 08, 2020, 09:03:14 PM
This door seen below does not have a lock inside the Vallaki Citadel.

Spoiler: show
(https://i.gyazo.com/dac46fefcc85c0d716419ff8c84e5485.png)
(https://i.gyazo.com/380d263835299c1cb22acf78a89a6213.jpg)
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on April 10, 2020, 12:20:53 AM
Barovia - Vallaki - Main Docks - The Den - Main Floor

The secret door is not acting like it should any more. It can no longer be used, and is permanently visible. It can still be 'triggered' by a successful search check, but in that case, a second door appears in the same place, overlapping the permanent one. It's not usable, either.

We also have a floating knife in the library! Near the red arm-chair. (https://puu.sh/Fvzng/d32ce7e142.jpg)
Title: Re: Topic for minor issues v3
Post by: EO on April 10, 2020, 01:06:46 PM
Barovia - Vallaki - Main Docks - The Den - Main Floor

The secret door is not acting like it should any more. It can no longer be used, and is permanently visible. It can still be 'triggered' by a successful search check, but in that case, a second door appears in the same place, overlapping the permanent one. It's not usable, either.

We also have a floating knife in the library! Near the red arm-chair. (https://puu.sh/Fvzng/d32ce7e142.jpg)

I'll fix both in an upcoming update. However, you'll need to ask a DM to remove the door placeable and update the rental placeables.

This door seen below does not have a lock inside the Vallaki Citadel.

Spoiler: show
(https://i.gyazo.com/dac46fefcc85c0d716419ff8c84e5485.png)
(https://i.gyazo.com/380d263835299c1cb22acf78a89a6213.jpg)


I'll add a lock.
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on April 12, 2020, 04:57:33 PM
Two minor issues I found

1) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn - Cellar: There are two NPC's called "Shady Looking Man", however one of the men has a female soundset, male model, and male portrait.

2) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn: Iossif Costirceanu, when asing to see the menu, he says "Sorry there is no store available)

(Also...10gp to saty in this hole in the wall? Seems a lot  :think:)
Title: Re: Topic for minor issues v3
Post by: EO on April 12, 2020, 05:53:38 PM
Quote
Barovia - Vallaki - Main Docks - The Den - Main Floor

The secret door is not acting like it should any more. It can no longer be used, and is permanently visible. It can still be 'triggered' by a successful search check, but in that case, a second door appears in the same place, overlapping the permanent one. It's not usable, either.

We also have a floating knife in the library! Near the red arm-chair. (https://puu.sh/Fvzng/d32ce7e142.jpg)

This door seen below does not have a lock inside the Vallaki Citadel.

Spoiler: show
(https://i.gyazo.com/dac46fefcc85c0d716419ff8c84e5485.png)
(https://i.gyazo.com/380d263835299c1cb22acf78a89a6213.jpg)


Both are fixed.
Title: Re: Topic for minor issues v3
Post by: EO on April 12, 2020, 06:02:00 PM
Two minor issues I found

1) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn - Cellar: There are two NPC's called "Shady Looking Man", however one of the men has a female soundset, male model, and male portrait.

2) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn: Iossif Costirceanu, when asing to see the menu, he says "Sorry there is no store available)

(Also...10gp to saty in this hole in the wall? Seems a lot  :think:)

Will fix both issues.
Title: Re: Topic for minor issues v3
Post by: EO on April 12, 2020, 06:02:44 PM
Quote
- Enabled setting name and description of crafted placeables.

This doesn't seem to be the case despite the update.

This is now fixed.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on April 13, 2020, 02:00:27 PM
I was shown a scroll recently of Cacophonic Burst, but I can't find any caster spellbook types that can actually cast the spell normally. Its class restrictions on the scroll state only useable by Bard/Sorcerer/Wizard, but it doesn't appear to be on any Bard, Sorcerer or Wizard spellbooks either.

https://nwnravenloft.fandom.com/wiki/Cacophonic_Burst

The description in the PotM wikia is as per the scroll I saw I think, no spell level or class was indicated in the description, it was just blank.
Title: Re: Topic for minor issues v3
Post by: EO on April 13, 2020, 02:03:33 PM
I was shown a scroll recently of Cacophonic Burst, but I can't find any caster spellbook types that can actually cast the spell normally. Its class restrictions on the scroll state only useable by Bard/Sorcerer/Wizard, but it doesn't appear to be on any Bard, Sorcerer or Wizard spellbooks either.

https://nwnravenloft.fandom.com/wiki/Cacophonic_Burst

The description in the PotM wikia is as per the scroll I saw I think, no spell level or class was indicated in the description, it was just blank.

Yeah, that's intentional. It's a spell only available as a scroll.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on April 14, 2020, 10:06:11 PM
That's pretty cool, then, super secret spells.
Title: Re: Topic for minor issues v3
Post by: FiendishDireSloth on April 15, 2020, 01:41:12 PM
The chapter house door and the crypt door in Ste. Mere des Larmes can be locked from the outside but not the inside.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 15, 2020, 01:51:20 PM
The door to the Workers' Lodge in the Quartier Ouvrier used to be bashable with high strength. It wasn't yesterday, but I don't know whether that's an intentional change or a bug.
Title: Re: Topic for minor issues v3
Post by: foxtale on April 15, 2020, 03:52:56 PM
The extra keys to the governor's hotel room I am renting vanished from the inventory of the third party I gave them to when they entered the hotel after I renewed the rental period.

Sadly, unlike the new rentals in Vallaki, I can't simply acquire new keys from the governor's hotel before my rental has expired. Curiously the keys were restored to the other player's inventory when the server was reset, but upon entering the hotel once more, they vanished again.

A perhaps important note: Everything worked fine when I renewed the rental of the room for the first time, but that time the other player holding the keys was logged in and in the lobby with me, unlike this time.
Title: Re: Topic for minor issues v3
Post by: EO on April 15, 2020, 06:13:16 PM
Two minor issues I found

1) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn - Cellar: There are two NPC's called "Shady Looking Man", however one of the men has a female soundset, male model, and male portrait.

2) Barovia - Wachter Province - Wachter Estate - Old Anchor Inn: Iossif Costirceanu, when asing to see the menu, he says "Sorry there is no store available)

(Also...10gp to saty in this hole in the wall? Seems a lot  :think:)

Both should now be fixed.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on April 16, 2020, 04:48:38 AM
Barovia - Balinok Mountains - Deep Under the Mountain - Dungeon (et al).

Prior to the recent update, this wasn't a problem.

Doorways are causing opponents to become stuck and unreachable. It's as though the hit-box for the door is now giant. I noticed there often seemed to be a physical 'blockade' in an open door, even when there was plenty of visible room to move in. Not sure how else to explain it. Opponents seem to struggle to route around getting blocked, and things right in front of me are not in line of sight. I had to open and shut the door to try and shove things into range because there was no other way to initiate combat. Path issues have always been present, but this is next-level. I have been through this dungeon before, countless times, and haven't experienced anything this bad.
Wasn't having any lag at the time.

Brought some victims to check this one out. They had the same issues - it was as though an invisible person was standing right in the center of the door-ways. Whether trying to path via WASD or clicking, no good. Swarms of spawns getting stuck. All three of us were losing our minds as we tried to find an angle to achieve LOS with our opponents.

Another thing we noticed was that the areas with ground tremors seem to increase latency. I noticed this last time, but thought it was just my connection. 5-10 second hangs at worst. The moment we were out? No lag at all.
Title: Re: Topic for minor issues v3
Post by: Shae on April 19, 2020, 08:17:47 PM
Second wind can no longer be used while unconscious wasn't sure if this was a update for it on purpose or just a minor bug, Did ask Dm Arawn and he said to send it to the bug reports just to be on the safe side.
Title: Re: Topic for minor issues v3
Post by: inkcorvid on April 20, 2020, 07:25:14 AM
There's a door in the University of Dementlieu Faculty of Arcane Sciences building (ground floor, south-west corner of the map) that seems to lead nowhere. Assuming this isn't just a decorative door, is that a broken transition? Might be an entrance to the adjoining laboratory building, which has a (locked) external door, because I didn't see an exterior door it might correspond with.

(https://media.discordapp.net/attachments/691524406941319189/701754087565426688/Broken_Transition_University_Arcane.png?width=1000&height=462)
Title: Re: Topic for minor issues v3
Post by: EO on April 20, 2020, 10:19:05 AM
Second wind can no longer be used while unconscious wasn't sure if this was a update for it on purpose or just a minor bug, Did ask Dm Arawn and he said to send it to the bug reports just to be on the safe side.

Thanks, I'll fix this.
Title: Re: Topic for minor issues v3
Post by: EO on April 20, 2020, 10:31:16 AM
There's a door in the University of Dementlieu Faculty of Arcane Sciences building (ground floor, south-west corner of the map) that seems to lead nowhere. Assuming this isn't just a decorative door, is that a broken transition? Might be an entrance to the adjoining laboratory building, which has a (locked) external door, because I didn't see an exterior door it might correspond with.

(https://media.discordapp.net/attachments/691524406941319189/701754087565426688/Broken_Transition_University_Arcane.png?width=1000&height=462)

I'll lock it; I think it was meant to lead to a lab of sorts but was never implemented.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 20, 2020, 07:51:19 PM
There is still a bug with True Seeing and Darkness so that if darkness is cast on a PC warded with True Seeing and then True Seeing wears off, all PCs and NPCs are invisible. A while ago I was told this was a long-time bug. Don't know if anything has changed so that it could now be fixed.
Title: Re: Topic for minor issues v3
Post by: Telkar on April 20, 2020, 09:10:43 PM
Using a shackle scroll incurred arcane spell failure. I thought it shouldn't because it's not arcane only?
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on April 22, 2020, 01:21:54 PM
Area: Village of Barovia - Western gate

The west gate still doesn't lock at night correctly, I assume it's meant to work much like the Zeklos outpost gates. It remains unlocked at night for the most part, unless a player intervenes such as with the following:

If a player with Open Lock skill attempts to lock the gate from the outside, this initiates the guard conversation. They may then pass through the gate, with the guard opening it up, and the guard then locking it behind the player. However when dawn comes, the gate doesn't unlock by itself, and the guard no longer provides the conversation dialogue necessary to permit people to leave the city.
Title: Re: Topic for minor issues v3
Post by: EarlofEtheria on April 23, 2020, 09:27:51 AM
As I went to put some gold I took back down from an incapacitated player, I aimed on the blood where the backpack used to be. The gold was eaten by the bloodstain and the message popped up:

[Puts some gold into the bloodstain]

This resulted in the loss of the gold as bloodstains cannot be interacted with, and the characters present had no way to attempt to 'break' the blood.
Title: Re: Topic for minor issues v3
Post by: EO on April 25, 2020, 02:45:28 PM
Area: Village of Barovia - Western gate

The west gate still doesn't lock at night correctly, I assume it's meant to work much like the Zeklos outpost gates. It remains unlocked at night for the most part, unless a player intervenes such as with the following:

If a player with Open Lock skill attempts to lock the gate from the outside, this initiates the guard conversation. They may then pass through the gate, with the guard opening it up, and the guard then locking it behind the player. However when dawn comes, the gate doesn't unlock by itself, and the guard no longer provides the conversation dialogue necessary to permit people to leave the city.

Thanks. I finally found the issue and will fix it in an upcoming update.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on April 26, 2020, 07:39:45 AM
With the new update, I don't seem to be able to enter into Stealth mode. Detect mode on and off is fine though.

No ranks spent into hide or move silently on the character that is having issues, Karaz Steel.

EDIT: Nevermind, seems I can use stealth mode again. Weird. //
Title: Re: Topic for minor issues v3
Post by: TheOrangeKnight on April 26, 2020, 08:12:11 AM
After the newest patch, disguises now reveal themselves in the chatlog when someone recieves an item from a disguised person. The disguise is still above the player, but the chatlog is broken.

Eg. (Player A is normal, B is disguised, and is their actual name)

Player A: Receives something from [Player B]
Title: Re: Topic for minor issues v3
Post by: EO on April 26, 2020, 11:10:55 AM
Area: Village of Barovia - Western gate

The west gate still doesn't lock at night correctly, I assume it's meant to work much like the Zeklos outpost gates. It remains unlocked at night for the most part, unless a player intervenes such as with the following:

If a player with Open Lock skill attempts to lock the gate from the outside, this initiates the guard conversation. They may then pass through the gate, with the guard opening it up, and the guard then locking it behind the player. However when dawn comes, the gate doesn't unlock by itself, and the guard no longer provides the conversation dialogue necessary to permit people to leave the city.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: EO on April 26, 2020, 11:12:20 AM
There's a door in the University of Dementlieu Faculty of Arcane Sciences building (ground floor, south-west corner of the map) that seems to lead nowhere. Assuming this isn't just a decorative door, is that a broken transition? Might be an entrance to the adjoining laboratory building, which has a (locked) external door, because I didn't see an exterior door it might correspond with.

(https://media.discordapp.net/attachments/691524406941319189/701754087565426688/Broken_Transition_University_Arcane.png?width=1000&height=462)

This is now fixed.
Title: Re: Topic for minor issues v3
Post by: EO on April 26, 2020, 11:12:26 AM
Second wind can no longer be used while unconscious wasn't sure if this was a update for it on purpose or just a minor bug, Did ask Dm Arawn and he said to send it to the bug reports just to be on the safe side.

This is now fixed.
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on April 26, 2020, 04:14:38 PM
Two foxes spawn on the walls of Vallaki in Barovia - Vallaki - Shores of Lake Zarovitch
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on April 26, 2020, 05:41:18 PM
Two foxes spawn on the walls of Vallaki in Barovia - Vallaki - Shores of Lake Zarovitch

I saw them up there recently as well. Thought it might be one-time glitch, but somehow the foxes that used to be on the ground must have started spawning or otherwise getting on the wall.
Title: Re: Topic for minor issues v3
Post by: EO on April 26, 2020, 05:54:33 PM
Two foxes spawn on the walls of Vallaki in Barovia - Vallaki - Shores of Lake Zarovitch

Thanks. I'll fix that.
Title: Re: Topic for minor issues v3
Post by: Phantasia on April 27, 2020, 04:41:07 PM
Area: Village of Barovia - Western gate

The west gate still doesn't lock at night correctly, I assume it's meant to work much like the Zeklos outpost gates. It remains unlocked at night for the most part, unless a player intervenes such as with the following:

If a player with Open Lock skill attempts to lock the gate from the outside, this initiates the guard conversation. They may then pass through the gate, with the guard opening it up, and the guard then locking it behind the player. However when dawn comes, the gate doesn't unlock by itself, and the guard no longer provides the conversation dialogue necessary to permit people to leave the city.

Thanks. I finally found the issue and will fix it in an upcoming update.

The guard gets sucked through the gate without fail when asking for entry and he closes the gate again. Also you can speak to him while invisible.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on April 28, 2020, 05:55:15 AM
Barovia - Vallaki - Main Docks - The Den - Main Floor

Cut down the amount of placeables drastically, but still getting 'scene exceeds maximum complexity' errors + entire rooms worth of placeables vanishing over time. This leaves quite a few rooms bare and empty since it is hard to divide 15 pieces of furniture between them all. Tenebris managed to get rid of the errors by removing a couple of things, but then it started again.
Title: Re: Topic for minor issues v3
Post by: EO on April 28, 2020, 07:13:10 AM
Barovia - Vallaki - Main Docks - The Den - Main Floor

Cut down the amount of placeables drastically, but still getting 'scene exceeds maximum complexity' errors + entire rooms worth of placeables vanishing over time. This leaves quite a few rooms bare and empty since it is hard to divide 15 pieces of furniture between them all. Tenebris managed to get rid of the errors by removing a couple of things, but then it started again.

This isn't a bug though, the system is designed with a limit. Removing descriptions on placeables can help you have more.
Title: Re: Topic for minor issues v3
Post by: Destinysdesire on April 28, 2020, 04:26:46 PM
At request of Cosmic regarding the lag

I noticed a spike while me and Conner were doing Herbalisim, and it would stop again once we stopped for a few minutes, I am not sure if its inner connected, but perhaps its the length of the crafting time as Herbalisim takes a full 10 seconds to go through, with a lot of emoting and such from the character, plus the cauldron lights up, I wonder if it could be straining the system? Especially repeated use.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on April 28, 2020, 05:56:54 PM
Barovia - Vallaki - Main Docks - The Den - Main Floor

Cut down the amount of placeables drastically, but still getting 'scene exceeds maximum complexity' errors + entire rooms worth of placeables vanishing over time. This leaves quite a few rooms bare and empty since it is hard to divide 15 pieces of furniture between them all. Tenebris managed to get rid of the errors by removing a couple of things, but then it started again.

This isn't a bug though, the system is designed with a limit. Removing descriptions on placeables can help you have more.

There aren't any. These are static placeables put there by a DM. I'm going to count them and see, but we barely have any at all, and several rooms must be completely bare to allow what we do have. Which makes it hard to use those rooms for RP because they can't be dressed. Place is massive.
Title: Re: Topic for minor issues v3
Post by: foxtale on April 29, 2020, 02:51:23 AM
The extra keys to the governor's hotel room I am renting vanished from the inventory of the third party I gave them to when they entered the hotel after I renewed the rental period.

Sadly, unlike the new rentals in Vallaki, I can't simply acquire new keys from the governor's hotel before my rental has expired. Curiously the keys were restored to the other player's inventory when the server was reset, but upon entering the hotel once more, they vanished again.

A perhaps important note: Everything worked fine when I renewed the rental of the room for the first time, but that time the other player holding the keys was logged in and in the lobby with me, unlike this time.

The issue persists and repeats. We let the rental expire and rented it again with two extra keys, but after renewing the rental in the following week, the keys vanished once more. We had hoped that the extra keys in the other player's inventory would properly update their expiring time if I renewed the rental while they were logged in with their character, but no such luck.
Title: Re: Topic for minor issues v3
Post by: Kinga on April 29, 2020, 05:31:22 AM
The extra keys to the governor's hotel room I am renting vanished from the inventory of the third party I gave them to when they entered the hotel after I renewed the rental period.

Sadly, unlike the new rentals in Vallaki, I can't simply acquire new keys from the governor's hotel before my rental has expired. Curiously the keys were restored to the other player's inventory when the server was reset, but upon entering the hotel once more, they vanished again.

A perhaps important note: Everything worked fine when I renewed the rental of the room for the first time, but that time the other player holding the keys was logged in and in the lobby with me, unlike this time.

The issue persists and repeats. We let the rental expire and rented it again with two extra keys, but after renewing the rental in the following week, the keys vanished once more. We had hoped that the extra keys in the other player's inventory would properly update their expiring time if I renewed the rental while they were logged in with their character, but no such luck.

I think this is the issue with all rooms in the Hotel. Happened to me as well, with suite nr 8
Title: Re: Topic for minor issues v3
Post by: fenixphire on April 29, 2020, 11:07:16 AM
The extra keys to the governor's hotel room I am renting vanished from the inventory of the third party I gave them to when they entered the hotel after I renewed the rental period.

Sadly, unlike the new rentals in Vallaki, I can't simply acquire new keys from the governor's hotel before my rental has expired. Curiously the keys were restored to the other player's inventory when the server was reset, but upon entering the hotel once more, they vanished again.

A perhaps important note: Everything worked fine when I renewed the rental of the room for the first time, but that time the other player holding the keys was logged in and in the lobby with me, unlike this time.

The issue persists and repeats. We let the rental expire and rented it again with two extra keys, but after renewing the rental in the following week, the keys vanished once more. We had hoped that the extra keys in the other player's inventory would properly update their expiring time if I renewed the rental while they were logged in with their character, but no such luck.

I think this is the issue with all rooms in the Hotel. Happened to me as well, with suite nr 8

You have to have all the keys on the person who rented it at the time of renewal to renew them.
Title: Re: Topic for minor issues v3
Post by: Little Bigsword on April 30, 2020, 11:32:57 AM
The rented rooms at the Barnacle donít work properly. You pay for them just like any other inn room but even if youíre the correct size/race for the place they donít function as safe spots nor do they allow you to transport to the OOC hall. Bit silly for the only inn specifically flavored for Halflings in Port.
Title: Re: Topic for minor issues v3
Post by: EO on April 30, 2020, 04:43:37 PM
The rented rooms at the Barnacle donít work properly. You pay for them just like any other inn room but even if youíre the correct size/race for the place they donít function as safe spots nor do they allow you to transport to the OOC hall. Bit silly for the only inn specifically flavored for Halflings in Port.

This is a bug that hasn't been reported before. I'll fix it in my next update.
Title: Re: Topic for minor issues v3
Post by: Kamfrenchie on May 01, 2020, 08:48:27 AM
I applied a fire varnish on a bar Ethel Sword shortly before a reset, and it has remained permanently on fire ever since.

Character: Vestylaeth'llar Oustyl

Login : Rahimus
Title: Re: Topic for minor issues v3
Post by: Glowfire on May 01, 2020, 11:54:57 AM
A few days ago, the priest in the Cathedral of Ste. Mere des Larmes were trying to say that neither my PC, Narcisse de Verley, or Anatole de la Rochenoire were followers of Ezra. He did a PC raise but then refused all healing with the following text in the screenshot.

Anatole de la Rochenoire has had that issue in the past at the Refuge of the Fifth Light in Vallaki as well. It seems the Ezrite priests don't recognize the deity being set as Ezra, at least on laity? (Neither of our PCs are clerics).

Spoiler: show
(https://i.imgur.com/2k21Oyi.png)



Edited to add: I have been told by a few people that to be healed by some of the NPC priests a PC needs to be set faction friendly and that the above isn't a bug but sort of an 'intended feature'. However, if that is the case - perhaps the conversation can be changed to reflect something about that rather than the NPC priests saying that the PC isn't a follower of Ezra (when they are). These details are difficult for newer players to know about and it makes it confusing. It certainly is minor but I'll leave this post here anyway.
Title: Re: Topic for minor issues v3
Post by: fenixphire on May 01, 2020, 03:38:11 PM
A few days ago, the priest in the Cathedral of Ste. Mere des Larmes were trying to say that neither my PC, Narcisse de Verley, or Anatole de la Rochenoire were followers of Ezra. He did a PC raise but then refused all healing with the following text in the screenshot.

Anatole de la Rochenoire has had that issue in the past at the Refuge of the Fifth Light in Vallaki as well. It seems the Ezrite priests don't recognize the deity being set as Ezra, at least on laity? (Neither of our PCs are clerics).

Spoiler: show
(https://i.imgur.com/2k21Oyi.png)



Edited to add: I have been told by a few people that to be healed by some of the NPC priests a PC needs to be set faction friendly and that the above isn't a bug but sort of an 'intended feature'. However, if that is the case - perhaps the conversation can be changed to reflect something about that rather than the NPC priests saying that the PC isn't a follower of Ezra (when they are). These details are difficult for newer players to know about and it makes it confusing. It certainly is minor but I'll leave this post here anyway.

I would also love to see something done about this. Slightly annoying to be told my PC is not able to be healed for not being laity, when they very much are.
Title: Re: Topic for minor issues v3
Post by: herkles on May 01, 2020, 08:22:26 PM
A few days ago, the priest in the Cathedral of Ste. Mere des Larmes were trying to say that neither my PC, Narcisse de Verley, or Anatole de la Rochenoire were followers of Ezra. He did a PC raise but then refused all healing with the following text in the screenshot.

Anatole de la Rochenoire has had that issue in the past at the Refuge of the Fifth Light in Vallaki as well. It seems the Ezrite priests don't recognize the deity being set as Ezra, at least on laity? (Neither of our PCs are clerics).

Spoiler: show
(https://i.imgur.com/2k21Oyi.png)



Edited to add: I have been told by a few people that to be healed by some of the NPC priests a PC needs to be set faction friendly and that the above isn't a bug but sort of an 'intended feature'. However, if that is the case - perhaps the conversation can be changed to reflect something about that rather than the NPC priests saying that the PC isn't a follower of Ezra (when they are). These details are difficult for newer players to know about and it makes it confusing. It certainly is minor but I'll leave this post here anyway.

I would also love to see something done about this. Slightly annoying to be told my PC is not able to be healed for not being laity, when they very much are.

You have to be marked as faction friend to count as laity.
Title: Re: Topic for minor issues v3
Post by: fenixphire on May 02, 2020, 08:48:00 AM
A few days ago, the priest in the Cathedral of Ste. Mere des Larmes were trying to say that neither my PC, Narcisse de Verley, or Anatole de la Rochenoire were followers of Ezra. He did a PC raise but then refused all healing with the following text in the screenshot.

Anatole de la Rochenoire has had that issue in the past at the Refuge of the Fifth Light in Vallaki as well. It seems the Ezrite priests don't recognize the deity being set as Ezra, at least on laity? (Neither of our PCs are clerics).

Spoiler: show
(https://i.imgur.com/2k21Oyi.png)



Edited to add: I have been told by a few people that to be healed by some of the NPC priests a PC needs to be set faction friendly and that the above isn't a bug but sort of an 'intended feature'. However, if that is the case - perhaps the conversation can be changed to reflect something about that rather than the NPC priests saying that the PC isn't a follower of Ezra (when they are). These details are difficult for newer players to know about and it makes it confusing. It certainly is minor but I'll leave this post here anyway.

I would also love to see something done about this. Slightly annoying to be told my PC is not able to be healed for not being laity, when they very much are.

You have to be marked as faction friend to count as laity.

Right, but there is no one in Port that can do that at the moment. Also, there is no way to know that IG.
Title: Re: Topic for minor issues v3
Post by: EO on May 02, 2020, 11:16:30 AM
I'll tweak the dialog a little bit to make it clearer but will keep the system as is. It promotes roleplay with members of the clergy and that store has some decent items; it would be too easy to abuse otherwise. The items in there aren't necessary to play either so no reason to give access to everyone.
Title: Re: Topic for minor issues v3
Post by: fenixphire on May 02, 2020, 11:42:09 AM
I'll tweak the dialog a little bit to make it clearer but will keep the system as is. It promotes roleplay with members of the clergy and that store has some decent items; it would be too easy to abuse otherwise. The items in there aren't necessary to play either so no reason to give access to everyone.

The problem is no one is port has faction access, even though we have 3 Pc wardens that I am aware of.
Title: Re: Topic for minor issues v3
Post by: EO on May 02, 2020, 11:42:50 AM
I'll tweak the dialog a little bit to make it clearer but will keep the system as is. It promotes roleplay with members of the clergy and that store has some decent items; it would be too easy to abuse otherwise. The items in there aren't necessary to play either so no reason to give access to everyone.

The problem is no one is port has faction access, even though we have 3 Pc wardens that I am aware of.

If they're members of the faction they should be set up properly, which would require a DM's assistance. That has nothing to do with the dialog.
Title: Re: Topic for minor issues v3
Post by: EO on May 02, 2020, 11:43:53 AM
Two foxes spawn on the walls of Vallaki in Barovia - Vallaki - Shores of Lake Zarovitch

This should now be fixed.

The rented rooms at the Barnacle donít work properly. You pay for them just like any other inn room but even if youíre the correct size/race for the place they donít function as safe spots nor do they allow you to transport to the OOC hall. Bit silly for the only inn specifically flavored for Halflings in Port.

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: Wine-Stain on May 03, 2020, 09:59:15 AM
The NPC at the bank in Vallaki no longer functions. He runs over when you click on him but a dialog doesn't open...

Apparently Eugen Dodos just didn't spawn that time! nevermind.
Title: Re: Topic for minor issues v3
Post by: Telkar on May 04, 2020, 05:19:18 PM
Using a bull's strength scroll incurred arcane spell failure. Am I misunderstanding maybe? Are scrolls that are divine only the only ones that don't incur it, as opposed to scrolls that can be divine?
Title: Re: Topic for minor issues v3
Post by: TheFury on May 04, 2020, 07:27:09 PM
Using a bull's strength scroll incurred arcane spell failure. Am I misunderstanding maybe? Are scrolls that are divine only the only ones that don't incur it, as opposed to scrolls that can be divine?

Was it spell failure from exhaustion? That could be the cause.
Title: Re: Topic for minor issues v3
Post by: Telkar on May 04, 2020, 07:40:36 PM
I'm not sure, but that's still arcane spell failure no? Is there a universal spell failure?
Title: Re: Topic for minor issues v3
Post by: SardineTheAncestor on May 04, 2020, 10:43:42 PM
Yeah, exhaustion is universal.
Title: Re: Topic for minor issues v3
Post by: Telkar on May 05, 2020, 12:26:36 AM
I was definitely not exhausted though. I'm sure I'd have remembered.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 05, 2020, 12:32:55 AM
Per this thread, if the spell has a somatic component, it can fail when cast from a scroll, regardless of it is both divine and arcane:

https://www.nwnravenloft.com/forum/index.php?topic=45678.msg571682#msg571682
Title: Re: Topic for minor issues v3
Post by: Telkar on May 05, 2020, 12:39:02 AM
Ah...that clears it up. Thanks Iridni.
Title: Re: Topic for minor issues v3
Post by: Kinga on May 05, 2020, 10:49:05 AM
So, I found this in the Mist Camp today...

(https://cdn.discordapp.com/attachments/523932742841401344/707168650406133760/unknown.png)
Title: Re: Topic for minor issues v3
Post by: Telkar on May 07, 2020, 11:14:07 PM
I can't drink from the Oasis of Apep. I can click once, but clicking again brings up the previous message.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 08, 2020, 07:31:48 PM
I think pinning an ox may be broken. I pinned one and waited two hours before logging back in, and it did not reappear.

Then I pinned one and logged back in after a reset. Again, no ox.
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on May 08, 2020, 07:45:22 PM
On the outdoor stage, by the giant fist, in Barovia - The Watcher Estate, a snow placable is overlapping the edge by a a considerable distance.
Title: Re: Topic for minor issues v3
Post by: EO on May 08, 2020, 10:46:04 PM
On the outdoor stage, by the giant fist, in Barovia - The Watcher Estate, a snow placable is overlapping the edge by a a considerable distance.

I can't drink from the Oasis of Apep. I can click once, but clicking again brings up the previous message.

I'll fix those.
Title: Re: Topic for minor issues v3
Post by: Kaninchen on May 09, 2020, 10:57:07 AM
"Mid-way Haven, Upper House, Ground Floor"

Sign of a 'Multi-denominational" has the same text as a "staff notice" one, about people being off on a honeymoon. Seems odds for a sign about the shrine to have that text on it.
I also have zero idea how often people come into this building, so might not even be worth looking at.
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on May 10, 2020, 05:01:21 AM
Barovia - Mt Ghakis - Kfrofburg - The Tent City - The Miners Merriment

Natasha Camorescu - Her conversation doesn't include any options to buy a drink, or rent a room.

The six bar stools are a little too close to the bar, it's really difficult to sit on them, I've arrived a number of times to see the NPC Andrex Caepasis, desperatly trying, and failing, to sit on one of the stools. They could be moved slightly to make it easier to sit on, but I think it would also be a good idea to remove one of the stools, just to make things a lot more practical.

Only the bouncer has any real portrait.

The dancing girls don't have a conversation, and they don't dance.

Since there is a woman playing a piano, I think a more musical song for the area music, as a suggestion.
Title: Re: Topic for minor issues v3
Post by: EO on May 10, 2020, 12:37:39 PM
Natasha Camorescu - Her conversation doesn't include any options to buy a drink, or rent a room.

That's intentional. Normally the player is run by players who provide the actual service.

The six bar stools are a little too close to the bar, it's really difficult to sit on them, I've arrived a number of times to see the NPC Andrex Caepasis, desperatly trying, and failing, to sit on one of the stools. They could be moved slightly to make it easier to sit on, but I think it would also be a good idea to remove one of the stools, just to make things a lot more practical.

I'll fix this.

Quote
Only the bouncer has any real portrait.

I'll add portraits to most NPCs except the Prospectors.

Quote
The dancing girls don't have a conversation, and they don't dance.

That's intentional.

Quote
Since there is a woman playing a piano, I think a more musical song for the area music, as a suggestion.

There's a bug with that NPC; should be fixed with the rest for that area.

"Mid-way Haven, Upper House, Ground Floor"

Sign of a 'Multi-denominational" has the same text as a "staff notice" one, about people being off on a honeymoon. Seems odds for a sign about the shrine to have that text on it.
I also have zero idea how often people come into this building, so might not even be worth looking at.

I'll fix this.
Title: Re: Topic for minor issues v3
Post by: ChrisRanHimselfOver on May 12, 2020, 11:40:02 AM
Tried to take a job as a docker in Port-a-Lucine and ended up a fisherman instead. Tried again to make sure I didn't misclick and it told me I was already working as a docker. When I tried to become a fisherman I didn't meet the stat requirements so I couldn't look to see if docker is mistakenly attached to the fisherman conversation option.

(https://cdn.discordapp.com/attachments/674734708499677243/709790812552298929/DockerFisherman.PNG)
Title: Re: Topic for minor issues v3
Post by: spookghetti on May 12, 2020, 06:48:55 PM
The Stonespike heavy pick, doesn't function as a pickaxe (no message about it biting into the rock when mining), despite the description implying otherwise:

(https://cdn.discordapp.com/attachments/364076245992079371/709894504504623226/stonespike.PNG)
Title: Re: Topic for minor issues v3
Post by: EO on May 12, 2020, 07:19:09 PM
Tried to take a job as a docker in Port-a-Lucine and ended up a fisherman instead. Tried again to make sure I didn't misclick and it told me I was already working as a docker. When I tried to become a fisherman I didn't meet the stat requirements so I couldn't look to see if docker is mistakenly attached to the fisherman conversation option.

(https://cdn.discordapp.com/attachments/674734708499677243/709790812552298929/DockerFisherman.PNG)

I'll fix this.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on May 13, 2020, 04:19:40 AM
I was in the Darklings forest area when suddenly I was being attacked by the Black Agnes. I thought I was crashing out, as it kept saying "Someone has attacked, someone cast this spell etc" but nothing was revealing itself.

I tanked all the spells and kept fighting and killing the other darklings I could clearly see until eventually during her "someone attacks" message in the combat log the Black Agnes suddenly showed up on her own from where she had been attacking me from, and combat resumed normally from there. I didn't have to exit or leave or move anywhere for this to suddenly occur.

I'm wondering if maybe when an NPC uses an Ethereal Jaunt scroll, they aren't subject to the usual effects that would otherwise cancel their Ethereal Jaunt? And maybe this is the problem with Malthor and other spellcasters that can spawn in with scrolls on their body not being visible but still being able to attack folk.

Edit: It wasn't a usual rendering bug where the creatures name was still there and you could attack of opportunity the creature. The Black Agnes's attacks were from a position of perpetual concealment, negating my dodge AC etc to consistently land hits far below my AC while I was in combat with the darklings, until she came out of concealment when I was almost done killing the nearby darklings.
Title: Re: Topic for minor issues v3
Post by: HighPrimate on May 13, 2020, 05:06:00 AM
Malthor problem is somehow connected to the line of sight, I think. The next thing happened to me in Perfidus two days ago: I lure Malthor out of its usual spot nearby the chests into narrow corridor. While I am doing it the line of sight was never broken. I've seen him all the way he's been walking towards me and could attack him without any problem. In the meantime my companions who stayed behind while I've been luring him out weren't able to see him.

When a polymorph (troll) spell been cast on me, while I was fighting, Malthor immediately disappeared from my screen, I wasn't able to target him again either.
Title: Re: Topic for minor issues v3
Post by: EO on May 15, 2020, 09:54:52 PM
I can't drink from the Oasis of Apep. I can click once, but clicking again brings up the previous message.

This should now be fixed.

On the outdoor stage, by the giant fist, in Barovia - The Watcher Estate, a snow placable is overlapping the edge by a a considerable distance.

This should now be fixed.

"Mid-way Haven, Upper House, Ground Floor"

Sign of a 'Multi-denominational" has the same text as a "staff notice" one, about people being off on a honeymoon. Seems odds for a sign about the shrine to have that text on it.
I also have zero idea how often people come into this building, so might not even be worth looking at.

This should now be fixed.

The six bar stools are a little too close to the bar, it's really difficult to sit on them, I've arrived a number of times to see the NPC Andrex Caepasis, desperatly trying, and failing, to sit on one of the stools. They could be moved slightly to make it easier to sit on, but I think it would also be a good idea to remove one of the stools, just to make things a lot more practical.

This should now be fixed.

Quote
Only the bouncer has any real portrait.

I've added portraits to all NPCs except the Prospectors.

Quote
Since there is a woman playing a piano, I think a more musical song for the area music, as a suggestion.

This should now be fixed. The piano player should let you change the music in the area.

Tried to take a job as a docker in Port-a-Lucine and ended up a fisherman instead. Tried again to make sure I didn't misclick and it told me I was already working as a docker. When I tried to become a fisherman I didn't meet the stat requirements so I couldn't look to see if docker is mistakenly attached to the fisherman conversation option.

(https://cdn.discordapp.com/attachments/674734708499677243/709790812552298929/DockerFisherman.PNG)

This should now be fixed, although if you already picked the job you'll need to quit and try again to get the right one.
Title: Re: Topic for minor issues v3
Post by: immasturgeon on May 17, 2020, 10:19:51 AM
I think the new inventory wiping function is deleting some of the default scrolls available in the merchants that would normally have a more extensive selection.

(https://i.imgur.com/0oTKzAe.jpg)
Title: Re: Topic for minor issues v3
Post by: EO on May 17, 2020, 10:28:55 AM
I think the new inventory wiping function is deleting some of the default scrolls available in the merchants that would normally have a more extensive selection.

(https://i.imgur.com/0oTKzAe.jpg)

Where is that?
Title: Re: Topic for minor issues v3
Post by: immasturgeon on May 17, 2020, 10:47:04 AM
Sorry, Port University.
Title: Re: Topic for minor issues v3
Post by: Philos on May 17, 2020, 11:18:12 AM
That's Professor Blaise Acursius in Universitť de Dementlieu - Facultť des Sciences Arcanes. He has all the scrolls he's supposed to though.  I suspect some players sold scrolls to him which jumbled the usual order and were eventually removed from his inventory.
Title: Re: Topic for minor issues v3
Post by: EO on May 17, 2020, 11:27:37 AM
That's Professor Blaise Acursius in Universitť de Dementlieu - Facultť des Sciences Arcanes. He has all the scrolls he's supposed to though.  I suspect some players sold scrolls to him which jumbled the usual order and were eventually removed from his inventory.

Yeah, that sounds about right.
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on May 18, 2020, 02:47:23 PM
In the Krezk Outpost, the dockmaster gives two quests, bags of letters for Vallaki Warehouse, and Kroffburg Tent City, they both pay 150 fang.

The Gates at the far side of the Krezk Outpost are permanently locked.

Talking to the guards in Krezk Outpost at night doesn't result in a conversation that opens the gates like it does in....that other place...nearby, can't remember the name though.

There aren't any signs for the merchants in Krezk outpost.
Title: Re: Topic for minor issues v3
Post by: The Doorman on May 18, 2020, 11:51:34 PM
A specific item, the Abber Throwing Hawk, is very heavy. I made a joke about this to another player, and he informed me that this could be a bug, rather than a feature meant to compensate for the power of its on-hit property. Apparently all throwing axes had their weights dropped, and it was proposed that this particular item may have missed the purge.

I believe I'm not supposed to link stats, so I have left only the offending statistic in the spoiler below.

If working as intended, feel free to delete, disregard, and possibly pelt me with these axes at an inopportune moment.

Spoiler: show
(https://i.imgur.com/6icJ9zm.png)
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on May 22, 2020, 02:12:45 PM
In Barovia - The Wachter Estate, on the outdoor stage, there is a dirt patch that is placed too far to the edge, its considerably overlapping the edge of the stage.
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on May 23, 2020, 06:21:56 AM
The rocking chair seat in the Lady's Rest in the Outskirts, is facing the wrong way.
Title: Re: Topic for minor issues v3
Post by: EO on May 23, 2020, 05:57:07 PM
In Barovia - The Wachter Estate, on the outdoor stage, there is a dirt patch that is placed too far to the edge, its considerably overlapping the edge of the stage.

I'll fix this.
Title: Re: Topic for minor issues v3
Post by: EO on May 23, 2020, 05:57:19 PM
The rocking chair seat in the Lady's Rest in the Outskirts, is facing the wrong way.

This was already reported and is being fixed with the hak update.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 24, 2020, 12:25:51 PM
Very minor stacking issue:

I had two claim tickets for Improved Invisibility Potions, one for 12, one for 88. I put both in the chest to combine them.

They were transformed into 12 bottles and 88 bottles as would be expected.

When I pulled the two stacks of bottles into my inventory, however, the combined stack--instead of the expected result of 99 bottles and 1 bottle, was 90 bottles--resulting in the net loss of 10 pretty valuable potions.

 
Title: Re: Topic for minor issues v3
Post by: Rainor on May 24, 2020, 02:43:43 PM
Using the /y command can sometimes result in the yellow text saying the yell came from the wrong direction, usually the opposite of where it actually came from.
Title: Re: Topic for minor issues v3
Post by: Janarah on May 27, 2020, 11:25:13 AM
This one is for the action server bit:

So far I've only noted two things, the first being that in order to do a campfire you have to go through the rest convo, turn off and on some random debug setting and then the make a campfire will show.

The second issue is if randomly dc'd, players and npcs will become hostile and invisible upon relogging. Relogging does not fix this, you have to completely shut down the game and log all the way out for it to be remedied. This might be something to do with the cross platform play? I really have no idea. But it occurs due to time out dcs, transitional dcs, and so forth. It could simply be some sort of latency issue?

Gremishka's will sometimes appear in the outskirts inn and kill bianca. Radu stands there and watches if he is in doors.

I'll check other things as I go through playing, might take a while. Crafting so far seems to work fine for the little bit I can check.

The gate guards randomly leave the gate (valliki outskirts), come down the road to the inn, and do threatening gestures at nothing? This has only happened once so far, so no idea why it happened. No hostilities towards me and I didn't see anyone else around.

Gremishka have a higher than 15 ac and a +7 to hit, were they really designed for level 2 characters to fight? Granted they only do 1 damage, but still. I so far have to go off of solitary play or a team of two.

The @ commands don't seem to actually be working, this may also be some issue with the crossplatform play?

Clarity on leveling and class picking rules might be needed in that server, otherwise I have to assume they are the same as the rp server, but new players aren't going to know any of that with the short rule section.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on May 27, 2020, 11:30:33 AM
The second issue is if randomly dc'd, players and npcs will become hostile and invisible upon relogging. Relogging does not fix this, you have to completely shut down the game and log all the way out for it to be remedied. This might be something to do with the cross platform play? I really have no idea. But it occurs due to time out dcs, transitional dcs, and so forth. It could simply be some sort of latency issue?

This is observed on the regular server as well. I think it's a Beamdog issue so not something Devs can address?

Quote
Gremishka have a higher than 15 ac and a +7 to hit, were they really designed for level 2 characters to fight? Granted they only do 1 damage, but still. I so far have to go off of solitary play or a team of two.

Seem to recall Cosmic recently tweaked this? So maybe it's not updated yet on the action server.

ETA: Found Cosmic's post, and it says, "Gremshikas now give more XP." So that was the tweak.

Quote
The @ commands don't seem to actually be working, this may also be some issue with the crossplatform play?

All or only some? Emptyanima reported this with the Switch, so yes, it does seems to be crossplatform-related.
Title: Re: Topic for minor issues v3
Post by: Haered Gwend on May 29, 2020, 12:32:41 PM
Could the weight of the Mountaineer's Cloak be reduced?

It's 8 lbs.

In terms of balance, the equivalent fire resistance cloak weighs 3 lbs. and has additional advantages, whereas the mountaineer's cloak actually has a vulnerability.

In terms of realism, the wooly fur armor gives the same cold resistance and weighs only 6 lbs. As they are both described as deriving their cold resistance from the same means (animal hides), a cloak should not weigh more than a full suit of the material.

That the cloak weighs almost three times as much as a normal cloak seems pretty excessive so as to make it undesirable and therefore pointless.
Title: Re: Topic for minor issues v3
Post by: MoonCrower on May 29, 2020, 05:27:02 PM
Exhaustion Threshold and Endurance Tonics

I encountered an interesting "thing" last night while running around Har'Akir. My druid hit +2 over the exhaustion threshold, and so I had him drink an endurance tonic. I waited for the next debug message while standing still for the spell failure to go away and it did not. Then I waited further and still it persisted. I even logged off and logged back in. Also, the screenshot I took was in MC after leaving Har'Akir.

(https://i.imgur.com/i7t6tni.png)
Title: Re: Topic for minor issues v3
Post by: EO on May 30, 2020, 01:49:54 PM
In the Krezk Outpost, the dockmaster gives two quests, bags of letters for Vallaki Warehouse, and Kroffburg Tent City, they both pay 150 fang.

This is intentional, unless I missed something.

Quote
The Gates at the far side of the Krezk Outpost are permanently locked.

This is also intentional.

Quote
Talking to the guards in Krezk Outpost at night doesn't result in a conversation that opens the gates like it does in....that other place...nearby, can't remember the name though.

I've tried to recreate this and it worked fine. Can you give more details on the context (did you arrive at night, at what hour it happened, etc.)?

Quote
There aren't any signs for the merchants in Krezk outpost.

That's minor; can be fixed or not depending on priorities.

Quote
So far I've only noted two things, the first being that in order to do a campfire you have to go through the rest convo, turn off and on some random debug setting and then the make a campfire will show.

I'll look into it.

Quote
The second issue is if randomly dc'd, players and npcs will become hostile and invisible upon relogging. Relogging does not fix this, you have to completely shut down the game and log all the way out for it to be remedied. This might be something to do with the cross platform play? I really have no idea. But it occurs due to time out dcs, transitional dcs, and so forth. It could simply be some sort of latency issue?

Which version of the game are you using?

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Gremishka's will sometimes appear in the outskirts inn and kill bianca. Radu stands there and watches if he is in doors.

I'll remove them.

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The gate guards randomly leave the gate (valliki outskirts), come down the road to the inn, and do threatening gestures at nothing? This has only happened once so far, so no idea why it happened. No hostilities towards me and I didn't see anyone else around.

Strange; I'll look into it.

Quote
The @ commands don't seem to actually be working, this may also be some issue with the crossplatform play?

I think they're disabled on the action server on purpose.<
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on May 30, 2020, 04:00:57 PM
Exhaustion Threshold and Endurance Tonics

I encountered an interesting "thing" last night while running around Har'Akir. My druid hit +2 over the exhaustion threshold, and so I had him drink an endurance tonic. I waited for the next debug message while standing still for the spell failure to go away and it did not. Then I waited further and still it persisted. I even logged off and logged back in. Also, the screenshot I took was in MC after leaving Har'Akir.

(https://i.imgur.com/i7t6tni.png)

The exhaustion checks only change if the variables would move you up or down a level of exhaustion; if you are on 23/22 or something and then drink a potion or rage to increase that denominator, it won't update your exhaustion. If you then keep dropping down from there by standing still, it won't be removed.

Current fixes are resting or exhausting yourself over and then below the next threshold, though it'd be a nice quality of life fix if each exhaustion check would remove exhaustion if the number is below, regardless of if it just changed out of the exhausted state or not.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 04, 2020, 03:44:38 PM
Is it possible to turn off exhaustion effects in the OOC area?

Since spellcasting isn't allowed, logging in after a crash (and thus debuffed) can lead to massive exhaustion by the time you can even enter the game (which makes spellcasting virtually impossible once in game because of spell failure).
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on June 05, 2020, 04:28:08 PM
In the Krezk Outpost, the dockmaster gives two quests, bags of letters for Vallaki Warehouse, and Kroffburg Tent City, they both pay 150 fang.

This is intentional, unless I missed something.

Quote

Thanks for responding, I thought this might have been a mistake, seeing as for two different locations the job pays the same amount of Fang, however if that was the intent, then you would be right :)
Title: Re: Topic for minor issues v3
Post by: inkcorvid on June 09, 2020, 02:47:28 PM
The mysterious column of light in the Near Ethereal is named "Bad Strref" ("Bad String Reference", I assume)

(https://media.discordapp.net/attachments/691524406941319189/719985231972663306/Bad_Strref.png)
Title: Re: Topic for minor issues v3
Post by: EO on June 09, 2020, 04:50:59 PM
The mysterious column of light in the Near Ethereal is named "Bad Strref" ("Bad String Reference", I assume)

(https://media.discordapp.net/attachments/691524406941319189/719985231972663306/Bad_Strref.png)

I'll try to fix this for the next update.
Title: Re: Topic for minor issues v3
Post by: Rainor on June 10, 2020, 09:22:11 AM
When using the Mirror Of Changing Faces, if you exit the menu without clicking apply, Tattoo 1 will revert to color 0, rather than whatever your color was set to before making changes.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on June 11, 2020, 02:59:27 AM
Opened up my Dirgist's spell book to discover this:

(https://i.imgur.com/CckKCBp.jpg)

Hmm'st'd've.

Title: Re: Topic for minor issues v3
Post by: EO on June 11, 2020, 07:13:34 AM
Opened up my Dirgist's spell book to discover this:

(https://i.imgur.com/CckKCBp.jpg)

Hmm'st'd've.

I'll fix this. It's a leftover from some testing I did.
Title: Re: Topic for minor issues v3
Post by: EO on June 11, 2020, 07:13:55 AM
When using the Mirror Of Changing Faces, if you exit the menu without clicking apply, Tattoo 1 will revert to color 0, rather than whatever your color was set to before making changes.

I'll look into this.
Title: Re: Topic for minor issues v3
Post by: EO on June 11, 2020, 10:46:23 PM
When using the Mirror Of Changing Faces, if you exit the menu without clicking apply, Tattoo 1 will revert to color 0, rather than whatever your color was set to before making changes.

I've tried recreating this in-game but couldn't reproduce it. If you can give me a step by step list of what you did to get that, it would help.
Title: Re: Topic for minor issues v3
Post by: Troglodyte on June 12, 2020, 04:16:58 AM
Hello, I've just managed to get greater weapon-focus in dire mace, and apparently it only works on the main hand, not the off hand.
Not sure if this is a feat-issue or a me-issue, but I figured I wanted to let you know
Title: Re: Topic for minor issues v3
Post by: manyconsonants on June 12, 2020, 06:44:08 PM
Recently had one of my domains changed to Curse Domain. The new Wrathful Curse feat has not shown up in my feats list. Also, I am not getting the +4 to my curse spell DCs which I know is supposed to work regardless of the feat being represented on the feats list. Not sure if this is just something that happens to people who change domains mid-character life or if it is affecting others as well. Will link some screenshots below. DC for Bestow Curse should be DC19 and Feeblemind should be DC 22 if I did have the bonus.

Discord: manyconsonants#0967

Spoiler: show
(https://i.imgur.com/nPan0Dd.png)
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 12, 2020, 09:26:59 PM
Not sure what's causing it and whether a reset might fix, but the caravan master in the MC is unresponsive when the caravan isn't available. He seems to be working correctly when it is, but now he just ignores you, rather than saying there is no caravan at the moment.
Title: Re: Topic for minor issues v3
Post by: InMyDarkestHours on June 12, 2020, 10:03:19 PM
Not sure what's causing it and whether a reset might fix, but the caravan master in the MC is unresponsive when the caravan isn't available. He seems to be working correctly when it is, but now he just ignores you, rather than saying there is no caravan at the moment.

I noticed that as well. I re-logged and tried it again and it worked - I put it down to a glitch at the time.
Title: Re: Topic for minor issues v3
Post by: Iridni Ren on June 13, 2020, 12:35:16 AM
Not sure what's causing it and whether a reset might fix, but the caravan master in the MC is unresponsive when the caravan isn't available. He seems to be working correctly when it is, but now he just ignores you, rather than saying there is no caravan at the moment.

I noticed that as well. I re-logged and tried it again and it worked - I put it down to a glitch at the time.

You're right. Another player had warned me about it before I experienced it, but now it's working again.
Title: Re: Topic for minor issues v3
Post by: EO on June 13, 2020, 11:16:12 AM
Recently had one of my domains changed to Curse Domain. The new Wrathful Curse feat has not shown up in my feats list. Also, I am not getting the +4 to my curse spell DCs which I know is supposed to work regardless of the feat being represented on the feats list. Not sure if this is just something that happens to people who change domains mid-character life or if it is affecting others as well. Will link some screenshots below. DC for Bestow Curse should be DC19 and Feeblemind should be DC 22 if I did have the bonus.

Discord: manyconsonants#0967

Spoiler: show
(https://i.imgur.com/nPan0Dd.png)


If it was changed prior to the hak update this week a DM will need to fix it.

Hello, I've just managed to get greater weapon-focus in dire mace, and apparently it only works on the main hand, not the off hand.
Not sure if this is a feat-issue or a me-issue, but I figured I wanted to let you know

It appears to be a NWNX bug, I've reported it there, so we'll see if it gets fixed.
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on June 13, 2020, 12:59:11 PM
The amour crafting table in the Vallaki Crafting Hall, the one that is at an angle on the right hand side if looking at them both, is in a horrible position, if you stand just off centre you can't use it without trying to walk around and through it.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on June 14, 2020, 10:29:21 PM
May have been overlooked, so I'm pea-roasting here - Shadow Wolves in the Retezat Forest were meant to be updated so that they no longer cast Lesser Dispel. They still do.
Title: Re: Topic for minor issues v3
Post by: FoogooFish on June 16, 2020, 01:05:19 PM
After the newest patch, disguises now reveal themselves in the chatlog when someone recieves an item from a disguised person. The disguise is still above the player, but the chatlog is broken.

Eg. (Player A is normal, B is disguised, and is their actual name)

Player A: Receives something from [Player B]
Giving this a nudge as I traded something to someone with Disguised Name and the trading chat log revealed their Actual Name to me. :(
Title: Re: Topic for minor issues v3
Post by: ObsidianOrb on June 20, 2020, 02:51:21 PM
Pementieu - Port-A-Lucine - Quartier Savant - Voltiere

Tengu Fan sells for 1gp.

Also there is another location that sells exotic items in the port (I forgot to right the name down), in the same quarter, the merchant also sells the Tengu Fan for 1gp. In his conversation it say's that he sells the finest silk from Rokushima Taiyoo, but he only sells garments from Har'Akir.
Title: Re: Topic for minor issues v3
Post by: EO on June 20, 2020, 03:02:06 PM
After the newest patch, disguises now reveal themselves in the chatlog when someone recieves an item from a disguised person. The disguise is still above the player, but the chatlog is broken.

Eg. (Player A is normal, B is disguised, and is their actual name)

Player A: Receives something from [Player B]

This should now be fixed.
Title: Re: Topic for minor issues v3
Post by: FoogooFish on June 20, 2020, 03:04:38 PM
The Bellegarde Consortium building, Krofburg

When approaching the Bellegarde Clerk, her dialogue is this:

Bellegarde Clerk: [Talk] [The clerk nods to you.] Marking a delivery?

...fairly certain that should be "making" not "marking." :)
Title: Re: Topic for minor issues v3
Post by: EO on June 20, 2020, 03:05:43 PM
Hello, I've just managed to get greater weapon-focus in dire mace, and apparently it only works on the main hand, not the off hand.
Not sure if this is a feat-issue or a me-issue, but I figured I wanted to let you know

I've done some further testing on this and it works properly but the right value isn't displayed on the character sheet, but the right numbers appear on the combat log.

The amour crafting table in the Vallaki Crafting Hall, the one that is at an angle on the right hand side if looking at them both, is in a horrible position, if you stand just off centre you can't use it without trying to walk around and through it.

I've tried to move it. Can you check to see if it's better?
Title: Re: Topic for minor issues v3
Post by: EO on June 20, 2020, 03:16:21 PM
Pementieu - Port-A-Lucine - Quartier Savant - Voltiere

Tengu Fan sells for 1gp.

Also there is another location that sells exotic items in the port (I forgot to right the name down), in the same quarter, the merchant also sells the Tengu Fan for 1gp. In his conversation it say's that he sells the finest silk from Rokushima Taiyoo, but he only sells garments from Har'Akir.

I'll fix this. It obviously won't be retroactive for those who've bought them already.

The Bellegarde Consortium building, Krofburg

When approaching the Bellegarde Clerk, her dialogue is this:

Bellegarde Clerk: [Talk] [The clerk nods to you.] Marking a delivery?

...fairly certain that should be "making" not "marking." :)

I'll fix this.
Title: Re: Topic for minor issues v3
Post by: bara on June 20, 2020, 04:27:37 PM
Carpentry bug.

When going through the menu and previewing the placeables I cant use the option 1. Craft .

I need to reuse the carp box and craft without previewing.
Title: Re: Topic for minor issues v3
Post by: EO on June 20, 2020, 05:03:54 PM
Carpentry bug.

When going through the menu and previewing the placeables I cant use the option 1. Craft .

I need to reuse the carp box and craft without previewing.

I've found the cause and will have it fixed by next update.
Title: Re: Topic for minor issues v3
Post by: Homebrew Hokum on June 21, 2020, 09:23:50 AM
Crescendo of blood is not functioning correctly. Successive kills rarely increase the AB and damage bonuses, even as the 'boost' effect appears overhead. I can provide screenshots in a PM.
Title: Re: Topic for minor issues v3
Post by: Rainor on June 21, 2020, 03:16:45 PM
Carpets, when placed, will only be placed down at one angle, instead of changing based on the player's angle.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on June 21, 2020, 04:50:25 PM
I guess it makes them easier to fly as you can set a marker for true north.
Title: Re: Topic for minor issues v3
Post by: Blissey on June 22, 2020, 01:54:33 AM
Enchanted my Steel-fullplate, platinum gilded with bodak earlier. The enchanting machine stated it'd cost 18k EXP, instead 25k EXP was taken.

(https://i.gyazo.com/32bb23b720c02b790d9df908527ec412.png)
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on June 22, 2020, 02:02:31 AM
If you would lose a level or two from enchanting, the XP you see numbered is how much those levels were worth, not necessarily the total XP lost.

A pair of boots costing 5K could make it seem like you lost 14k on the enchant but you're still just 5K away from where you were before.
Title: Re: Topic for minor issues v3
Post by: Blissey on June 22, 2020, 02:23:34 AM
If you would lose a level or two from enchanting, the XP you see numbered is how much those levels were worth, not necessarily the total XP lost.

A pair of boots costing 5K could make it seem like you lost 14k on the enchant but you're still just 5K away from where you were before.

Ahah! Gotcha. Thanks for the clarification!
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on June 24, 2020, 05:18:25 AM
The ancient brown pudding that should usually only split after being hit with slashing or electrical damage (worked out by process of elimination IG in the past and seems to match the source materials I can find) seems to now split when hit with bludgeoning elemental fists enhanced with GMF, acid/cold/fire elemental essence.

The awkward succession of 20s that followed past a 50% concealment buff and at least 20/- to their hits from so many was needless to say unkind. Close battle though.
Title: Re: Topic for minor issues v3
Post by: Lim Pol on June 24, 2020, 05:54:43 PM
When using the smelter at Dvergeheim the coal is still remaining after crafting.  Not sure if it's meant to be doing that, not crafted in sometime.
Title: Re: Topic for minor issues v3
Post by: WolfeJob on June 25, 2020, 02:47:17 AM
While attempting to enchant a Platinum-Gilded Adamantine Double Scimitar, the machine does not seem to register it as a valid ingredient for enchanting.
Title: Re: Topic for minor issues v3
Post by: The Great Unclean One on June 26, 2020, 08:40:59 PM
Enhance Wild Shape can be cast as an empowered spell, which shouldn't be allowed since Enhance Wild Shape does not use variable stat increases.
Title: Re: Topic for minor issues v3
Post by: Asous on June 27, 2020, 01:31:37 PM
(https://i.gyazo.com/e453eb520afdc4d93930054ed66729db.png)

Once opened/unlocked the Western gate (the one at the outskirts or map name https://i.gyazo.com/bdb5b3d925c4556efd72b64b0119ef7a.png) to Vallaki does not have a "lock" option.
Title: Re: Topic for minor issues v3
Post by: EO on June 27, 2020, 08:49:53 PM
Enhance Wild Shape can be cast as an empowered spell, which shouldn't be allowed since Enhance Wild Shape does not use variable stat increases.

This should normally have been fixed with the last hak update. Can you check again and let me know if it hasn't?
Title: Re: Topic for minor issues v3
Post by: mappinger on June 28, 2020, 02:18:35 PM
Pavel Sabrosky, the woodworking merchant in the Trading Hall in Vallaki is missing thighs/legs.
Title: Re: Topic for minor issues v3
Post by: Rainor on June 28, 2020, 02:50:06 PM
Enhance Wild Shape can be cast as an empowered spell, which shouldn't be allowed since Enhance Wild Shape does not use variable stat increases.

This should normally have been fixed with the last hak update. Can you check again and let me know if it hasn't?

Checking my spell list, I do not see Enhance Wildshape as an empowerable spell, so it looks like it's fixed
Title: Re: Topic for minor issues v3
Post by: Asous on June 30, 2020, 07:32:55 AM
(https://i.gyazo.com/e453eb520afdc4d93930054ed66729db.png)

Once opened/unlocked the Western gate (the one at the outskirts or map name https://i.gyazo.com/bdb5b3d925c4556efd72b64b0119ef7a.png) to Vallaki does not have a "lock" option.

To confirm, this appears to be an issue with all of the gates. None can be locked again once unlocked.
Title: Re: Topic for minor issues v3
Post by: EO on June 30, 2020, 12:20:47 PM
Once opened/unlocked the Western gate (the one at the outskirts or map name https://i.gyazo.com/bdb5b3d925c4556efd72b64b0119ef7a.png) to Vallaki does not have a "lock" option.

I'll try to fix this next update.
Title: Re: Topic for minor issues v3
Post by: Rainor on July 01, 2020, 12:08:56 AM
At the Governor's Hotel, extra keys given to other players are deleted(If they aren't in the renter's inventory) when the rent is renewed, and there's no way to gain new keys.
Title: Re: Topic for minor issues v3
Post by: Jankr Cadarn on July 01, 2020, 12:07:52 PM
If being killed (not -10 dead) at the same time as changing instance, gold (can't confirm with items) may not appear with your body.. In my case, I took a hit above the well just south of Vallaki next to the beekeeper, at the same time I had clicked the well. My body was at the bottom but my gold wasn't with me or next to the well...I actually found it almost two instances south (where I came from) just past the intersection by Dvergeheim.
Title: Re: Topic for minor issues v3
Post by: Janarah on July 01, 2020, 08:17:24 PM
On the action server - notes (may or may not affect rp server since there are key differences.)

Every so often the to hit bonus from gilded platinum isn't applying when fighting and ac seems to bug out higher or lower. Not sure why. Buffing with a stat potion seems to temporarily correct the issue. Swapping weapons does not. relogging will correct inaccurate ac and to hit for a two or so hours.

Beating a dead horse, but cleave seems temperamental on if it wants to work and sometimes knocks you out of combat.

Not sure about the full details, but pokey said caltering his shield made the morning lord faction hostile against one of his toons (this may or may not be fully accurate, i don't speak italian).

Every so often areas will be devoid of hostile spawns, ore, plants, and bounties will still be there. But loot and monsters won't.

Starting ocr in barovia for half orcs (i see no issue with this bit) who put no points in cha is auto hostile.
Starting ocr in barovia for dwarves who put no points in cha is auto hostile (this might be an issue).

Title: Re: Topic for minor issues v3
Post by: Iridni Ren on July 01, 2020, 08:42:46 PM

Starting ocr in barovia for dwarves who put no points in cha is auto hostile (this might be an issue).

This might be a height issue. I recall when height was first implemented that it caused a lot of OCR problems, noticeably with Dwarves.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on July 01, 2020, 11:21:31 PM
On the action server - notes (may or may not affect rp server since there are key differences.)

Every so often the to hit bonus from gilded platinum isn't applying when fighting and ac seems to bug out higher or lower. Not sure why. Buffing with a stat potion seems to temporarily correct the issue. Swapping weapons does not. relogging will correct inaccurate ac and to hit for a two or so hours.

Beating a dead horse, but cleave seems temperamental on if it wants to work and sometimes knocks you out of combat.

Not sure about the full details, but pokey said caltering his shield made the morning lord faction hostile against one of his toons (this may or may not be fully accurate, i don't speak italian).

Every so often areas will be devoid of hostile spawns, ore, plants, and bounties will still be there. But loot and monsters won't.

AB penalties may be applying from other locations, such as exhaustion, or the entanglement bug (the latter of which can affect your AC until you next reload, or you are looking at different AB values given when flanking as opposed to up front combat. (+2 AB when the flanking condition is met), many of these are +/- 2 differences so itd be best to provide screenshots and full combat data alongside the character sheet and any buff/icons etc etc so the full picture can be seen.

Its not just Cleave affected, I've noticed even without cleave that my character would just outright not target the nearest creature after killing the one they are targeting, or be action cancelled if a worg ran away before death rather than resuming chase. These arent bugs common to other servers so I think maybe the on death AI script or something somehow interferes with the nearest PC sometimes.

Loot and monsters not spawning for the intended dungeon can happen if the dungeon has been fully cleared out somewhat recently, has a state for complete emptiness and not enough time has gone by for it to build back up. If you are absolutely certain no one has been in those places for several IRL hours, report those areas with the exact area name and the team can look into it as it'd likely happen on the RP server if the same conditions are met.
Title: Re: Topic for minor issues v3
Post by: EO on July 04, 2020, 08:37:21 PM
Crescendo of blood is not functioning correctly. Successive kills rarely increase the AB and damage bonuses, even as the 'boost' effect appears overhead. I can provide screenshots in a PM.

This should now be fixed.

Carpets, when placed, will only be placed down at one angle, instead of changing based on the player's angle.

This should now be fixed.

Carpentry bug.

When going through the menu and previewing the placeables I cant use the option 1. Craft .

I need to reuse the carp box and craft without previewing.

This should now be fixed.

Pementieu - Port-A-Lucine - Quartier Savant - Voltiere

Tengu Fan sells for 1gp.

Also there is another location that sells exotic items in the port (I forgot to right the name down), in the same quarter, the merchant also sells the Tengu Fan for 1gp. In his conversation it say's that he sells the finest silk from Rokushima Taiyoo, but he only sells garments from Har'Akir.

The Tengu Fan problems should now be fixed.

The Bellegarde Consortium building, Krofburg

When approaching the Bellegarde Clerk, her dialogue is this:

Bellegarde Clerk: [Talk] [The clerk nods to you.] Marking a delivery?

...fairly certain that should be "making" not "marking." :)

This should now be fixed.

Once opened/unlocked the Western gate (the one at the outskirts or map name https://i.gyazo.com/bdb5b3d925c4556efd72b64b0119ef7a.png) to Vallaki does not have a "lock" option.

This should now "hopefully" be fixed.
Title: Re: Topic for minor issues v3
Post by: zDark Shadowz on July 05, 2020, 03:55:50 PM
Should firearms hit on a 20?

There is a picture under free advice in Discord that shows a 20 roll missing when used on an undead creature who is otherwise immune to critical hits. The returned immunity message and ranged touch dice seems coloured in the combat log in such a way it looks like it doesnt follow all the standard ranged touch attack rules.
Title: Re: Topic for minor issues v3
Post by: Janarah on July 06, 2020, 02:17:13 PM
On action - may not apply to rp
I've noticed when cleave seems to bug out it is only on the new agrat models, and ghost model creatures, it seems to work just fine on other things. Great cleave has the same issue. For whatever reason it just doesn't want to work on the cool looking undead unless they are literally surrounding you in all directions. Perhaps a hit box issues with the model?

Specific creatures by name i've noticed cleave/great cleave not working on are slaughter wrights, agrats, greater agrats, the ghosts from the monastery, the ghosts in ghastria. Will update as I level and can test harder creatures.

The lack of spawning in some areas seems to be tied to time that the server is up, will update once i know for certain. Current theory is that the spawning just stops after about a week and a half to two weeks if no one has been to the areas. Will know for certain in another week.

Also, might not be important, but aoe spells can still kill others despite the non-pvp setting.
Title: Re: Topic for minor issues v3
Post by: EO on July 07, 2020, 07:49:14 PM
Should firearms hit on a 20?

There is a picture under free advice in Discord that shows a 20 roll missing when used on an undead creature who is otherwise immune to critical hits. The returned immunity message and ranged touch dice seems coloured in the combat log in such a way it looks like it doesnt follow all the standard ranged touch attack rules.

I'll fix this.