Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Bug Reports => Topic started by: EO on October 17, 2020, 02:54:27 PM

Title: Topic for minor issues v4
Post by: EO on October 17, 2020, 02:54:27 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 v4
Post by: EO on October 17, 2020, 02:59:52 PM
Carpentry.

Every placeable in the Structures/Walls category is no longer there. Other things could be missing, this is just what I found so far.

The category is now empty; I'll disable it for the next update.
Title: Re: Topic for minor issues v4
Post by: Rainor on October 17, 2020, 03:16:54 PM
It wasn't empty... It had plenty of useful placeables. Some of which I've been using to setup for a current player event and was planning to use later on.
Title: Re: Topic for minor issues v4
Post by: EO on October 17, 2020, 03:45:01 PM
It wasn't empty... It had plenty of useful placeables. Some of which I've been using to setup for a current player event and was planning to use later on.

Most placeables in the lot weren't meant to be used by players; that was an oversight. They only had one visible side, among other issues. A handful (maybe 20) were accidentally cut but will be put back when we next update.
Title: Re: Topic for minor issues v4
Post by: EO on October 17, 2020, 04:17:55 PM
Problem: Crit range on a pistol is larger than intended.

How: Using Keen + Improved critical on a flintlock, while it is in the offhand allows the Gun to crit on a 16-20.  (Mainhand weapon is a shortsword, I haven't tested to see if that changes it.)

This will be fixed next update to follow the threat range rules of a longbow, so 19-20 with either Keen/Improved Critical, and 18-20 with both.
Title: Re: Topic for minor issues v4
Post by: EO on October 17, 2020, 04:18:41 PM
Dementlieu, Fetes Champetres rentable location.
The placeables built onstage re-appeared in the same spot but under the stage once the server reset.

This should hopefully be fixed but won't affect existing placeables, only those placed now and stored now.
Title: Re: Topic for minor issues v4
Post by: Maffa on October 18, 2020, 08:13:56 AM
- I havent had a roll for cold weather in a long while. Now it was -8°C and i have been chilvibing outdoors for hours and not a single roll has been made.

- It seems that as of late I'm having troubles dropping items in closed bags even though there's plenty of room inside.
Title: Re: Topic for minor issues v4
Post by: EO on October 18, 2020, 10:14:23 AM
- I havent had a roll for cold weather in a long while. Now it was -8°C and i have been chilvibing outdoors for hours and not a single roll has been made.

- It seems that as of late I'm having troubles dropping items in closed bags even though there's plenty of room inside.

Weather damage starts at -10, except under certain circumstances, so not taking damage at -8 is normal.

For the second bug, if anything, it'd be a Beamdog issue, so best report it to them.
Title: Re: Topic for minor issues v4
Post by: A humble sage on October 19, 2020, 07:43:01 PM
The changes to the head color structure have tied hoods and helmets to hair color. This has left my hooded and bearded old man (male human head id 36) consistently cosplaying Ezio. The hood had previously been colored based off of the equipped armor, is that changing post this update?
Title: Re: Topic for minor issues v4
Post by: Rainor on October 19, 2020, 08:54:35 PM
Enchanted magic bags can not be given a label. Attempting to do so creates the error message: "Error: This item carries a custom name and thus cannot be labelled."

They can be labeled before being enchanted, and that will stick. But afterwards it is unchangeable
Title: Re: Topic for minor issues v4
Post by: Dreaderick on October 20, 2020, 08:00:52 PM
The blacksmith in Berez is labeled 'Dementelieu Commoner'
Title: Re: Topic for minor issues v4
Post by: Iridni Ren on October 20, 2020, 08:31:32 PM
Might clear up with a server reset, but none of the beggars in the Ouvrier is taking coin.

The dialogue runs, but you don't lose any gold from your inventory.
Title: Re: Topic for minor issues v4
Post by: EO on October 21, 2020, 10:05:23 PM
The changes to the head color structure have tied hoods and helmets to hair color. This has left my hooded and bearded old man (male human head id 36) consistently cosplaying Ezio. The hood had previously been colored based off of the equipped armor, is that changing post this update?

We'll fix these issues.

Enchanted magic bags can not be given a label. Attempting to do so creates the error message: "Error: This item carries a custom name and thus cannot be labelled."

They can be labeled before being enchanted, and that will stick. But afterwards it is unchangeable

We'll make it possible to label enchanted bags.

The blacksmith in Berez is labeled 'Dementelieu Commoner'

I'll fix this. Thanks.

Might clear up with a server reset, but none of the beggars in the Ouvrier is taking coin.

The dialogue runs, but you don't lose any gold from your inventory.

Thanks, I'll fix this.
Title: Re: Topic for minor issues v4
Post by: Fungal Artillery on October 22, 2020, 09:49:11 AM
Since the last reset, the mist camp Trader's Vardo merchant Djordji's conversation menu is bugged. When you ask for Herbalism wares or Alchemist's wares, it opens up the normal shop with all the non-crafting equipment instead.
Title: Re: Topic for minor issues v4
Post by: EO on October 22, 2020, 12:35:37 PM
Since the last reset, the mist camp Trader's Vardo merchant Djordji's conversation menu is bugged. When you ask for Herbalism wares or Alchemist's wares, it opens up the normal shop with all the non-crafting equipment instead.

I've added a hotfix for this temporarily but a permanent fix should be when the server next resets.
Title: Re: Topic for minor issues v4
Post by: Urf on October 22, 2020, 03:08:47 PM
The boat entrance in werewolf caves is no longer accessible.

The holy water pool in the outskirts church was not blessing gloves. It could include weapons too, but I did not test. This was during the DAY. It gave the usual confirmation message "blessing weapons till dusk" however there were no bonuses listed on my gloves. Not sure how to recreate this bug. I even restarted the client and logged back in effort to fix it.

Title: Re: Topic for minor issues v4
Post by: EO on October 22, 2020, 03:19:59 PM
The boat entrance in werewolf caves is no longer accessible.

The holy water pool in the outskirts church was not blessing gloves. It could include weapons too, but I did not test. This was during the DAY. It gave the usual confirmation message "blessing weapons till dusk" however there were no bonuses listed on my gloves. Not sure how to recreate this bug. I even restarted the client and logged back in effort to fix it.

Were the gloves bracers by any chance?
Title: Re: Topic for minor issues v4
Post by: Iridni Ren on October 24, 2020, 01:10:12 AM
Another PC gave me a room key to the room he rented. When I logged back in, I had that key plus a second (unidentified) key.

Upon examining it, the second key was for the same location as the first key.

Spoiler: show
Both were for Tenements, Room 9
Title: Re: Topic for minor issues v4
Post by: Inti on October 24, 2020, 08:31:51 AM
Not sure if this has been reorted.

The Printing Press seems to take either a random or the first stored piece of paper in your inventory whether it's been written on or not. I.e. It does not necessarily take a 'Blank Piece of Paper', in the inventory.

I first thought that once your inventory runs out of Blank ones, the Press just starts taking ones already used, but seems not the case.


PLEASE BEWARE when using the Press and have any pieces of paper with plot or sentimental value on you. If you want to make sure not to lose them (to the Press, though not to a crash) - leave them on the floor while operating the Press.


Example:

Spoiler: show


(https://i.imgur.com/v7V7sTL.jpg)

'The Creation' was a piece of paper that my PC bought off an Akiri scholar ages back. It is not replaceable and is now gone forever. :(




-------------------------------



The other issue is not exactly a bug, but something I noticed since the update, I think, and probably has to do with the walkmesh.

You are no longer able to place items on a table in the scenery:

Everything automatically goes to the floor. It's a small, cosmetic thing to be sitting around a table with books, drinks, food or candles that you've put on top of it, but I'd say it can rather add to the immersion of the scene. We no longer seem to have that.
Title: Re: Topic for minor issues v4
Post by: EO on October 24, 2020, 10:39:07 AM
Another PC gave me a room key to the room he rented. When I logged back in, I had that key plus a second (unidentified) key.

Upon examining it, the second key was for the same location as the first key.

Spoiler: show
Both were for Tenements, Room 9


Where did you relog?
Was it after a reset?
Title: Re: Topic for minor issues v4
Post by: Iridni Ren on October 24, 2020, 10:50:38 AM
Another PC gave me a room key to the room he rented. When I logged back in, I had that key plus a second (unidentified) key.

Upon examining it, the second key was for the same location as the first key.

Spoiler: show
Both were for Tenements, Room 9


Where did you relog?
Was it after a reset?

Never mind...rechecking just now it's likely that I moused over the wrong key when examining the unidentified one.  I now have a skeleton key in my inventory, and that was probably the "duplicate."

Sorry about the false alarm.
Title: Re: Topic for minor issues v4
Post by: EO on October 25, 2020, 10:37:27 PM
Quote
The Printing Press seems to take either a random or the first stored piece of paper in your inventory whether it's been written on or not. I.e. It does not necessarily take a 'Blank Piece of Paper', in the inventory.

Since the last reset, the mist camp Trader's Vardo merchant Djordji's conversation menu is bugged. When you ask for Herbalism wares or Alchemist's wares, it opens up the normal shop with all the non-crafting equipment instead.

The boat entrance in werewolf caves is no longer accessible.

Might clear up with a server reset, but none of the beggars in the Ouvrier is taking coin.

The dialogue runs, but you don't lose any gold from your inventory.

The blacksmith in Berez is labeled 'Dementelieu Commoner'

Enchanted magic bags can not be given a label. Attempting to do so creates the error message: "Error: This item carries a custom name and thus cannot be labelled."

They can be labeled before being enchanted, and that will stick. But afterwards it is unchangeable

The changes to the head color structure have tied hoods and helmets to hair color. This has left my hooded and bearded old man (male human head id 36) consistently cosplaying Ezio. The hood had previously been colored based off of the equipped armor, is that changing post this update?

All these should now be fixed.
Title: Re: Topic for minor issues v4
Post by: Iridni Ren on October 27, 2020, 12:14:40 AM
Received the "minor progression by roleplay message" while in Dementlieu near the gate.

I had not been RP'ing in a low RP XP zone previously, having logged in from the OOC after a reset
Title: Re: Topic for minor issues v4
Post by: FinalHeaven on October 27, 2020, 12:26:48 AM
Received the "minor progression by roleplay message" while in Dementlieu near the gate.

I had not been RP'ing in a low RP XP zone previously, having logged in from the OOC after a reset
France is no longer safe.
Title: Re: Topic for minor issues v4
Post by: Rainor on October 31, 2020, 04:35:48 PM
Hobgoblin warchief is able to use the disarm ability with ranged weapons. The description of the feat points out that you have to be in melee combat to use disarm
Title: Re: Topic for minor issues v4
Post by: Iridni Ren on November 01, 2020, 01:40:58 AM
Might clear up with a server reset, but none of the beggars in the Ouvrier is taking coin.

The dialogue runs, but you don't lose any gold from your inventory.

Seems fixed. They seldom respond the first time you click on them--which was always true--but it does deduct the gold now if you persist.
Title: Re: Topic for minor issues v4
Post by: Haered Gwend on November 01, 2020, 02:11:06 AM
Elf head 182 in this chart upon logging in did not look correct (had a headdress as opposed to being a normal Elf head). Tried several other heads through customize, and none of them correlated to the chart.

https://www.nwnravenloft.com/forum/index.php?topic=15194.msg174398#msg174398

When logging in I was in the OOC area. Relogged several times without it correcting.

The head in 182 has always been this PC's head.
Title: Re: Topic for minor issues v4
Post by: Asous on November 02, 2020, 08:35:14 AM
The "Domains and Other Worlds" book in the OOC lounge does not seem to be working.
Title: Re: Topic for minor issues v4
Post by: Curbstone Trappings on November 03, 2020, 02:21:04 AM
Looking for roleplay mode will show a disguised character's undisguised account name in @lfrp list
Title: Re: Topic for minor issues v4
Post by: EO on November 03, 2020, 07:38:23 AM
Looking for roleplay mode will show a disguised character's undisguised account name in @lfrp list

Thanks; I'll fix this.
Title: Re: Topic for minor issues v4
Post by: The Great Unclean One on November 05, 2020, 01:40:17 PM
Barovia - Wachter Province - Retezat Forest - North East, entering this area at the south east corner transition seems to put you into the model of a large placeable tree. I had to @seatme out of it.
Title: Re: Topic for minor issues v4
Post by: ObsidianOrb on November 07, 2020, 04:32:57 PM
I was at the Mist Camp - Tser Pool - Barovia recently and I saw some "Ferrets". Ferrets are a distinct sub species bred from the wild European Polecat, I think it would be more accurate to rename them Polecats. Just putting it out there.
Title: Re: Topic for minor issues v4
Post by: EO on November 08, 2020, 07:46:21 PM
I was at the Mist Camp - Tser Pool - Barovia recently and I saw some "Ferrets". Ferrets are a distinct sub species bred from the wild European Polecat, I think it would be more accurate to rename them Polecats. Just putting it out there.

That's not a bug; in DnD, ferrets are their own species, and appear to be wild creatures. I encourage you to pick up on the lore rather than drawing parallels to the real world.
Title: Re: Topic for minor issues v4
Post by: Destinysdesire on November 09, 2020, 09:24:11 PM
Miners in the Zeklos mines apparently have run away from the Kroftburg mines?

https://ibb.co/1L3J1cX
Title: Re: Topic for minor issues v4
Post by: DM Agony on November 11, 2020, 09:29:27 PM
The Blue Water Inn is charging twice for a key.

(https://i.imgur.com/qRdhvK2.png)
Title: Re: Topic for minor issues v4
Post by: EO on November 11, 2020, 09:33:39 PM
The Blue Water Inn is charging twice for a key.

(https://i.imgur.com/qRdhvK2.png)

Will fix.

Miners in the Zeklos mines apparently have run away from the Kroftburg mines?

https://ibb.co/1L3J1cX

Thanks, will fix it.
Title: Re: Topic for minor issues v4
Post by: Calad on November 12, 2020, 01:50:21 PM
Not sure if it should go here.

However; earlier on before a few server updates, drinks/items/food put under the tables appeared on the tables, but now they just hang mid-air. It was a cool RP prop to use, and I wonder if it's on purpose or if it can be changed, if it's a bug.

(https://media.discordapp.net/attachments/579382722615574534/776518778636468264/unknown.png)
Title: Re: Topic for minor issues v4
Post by: EO on November 12, 2020, 04:49:40 PM
Not sure if it should go here.

However; earlier on before a few server updates, drinks/items/food put under the tables appeared on the tables, but now they just hang mid-air. It was a cool RP prop to use, and I wonder if it's on purpose or if it can be changed, if it's a bug.

(https://media.discordapp.net/attachments/579382722615574534/776518778636468264/unknown.png)

This is a Beamdog change, so should report it to them.
Title: Re: Topic for minor issues v4
Post by: ObsidianOrb on November 13, 2020, 01:29:11 PM
Its possible to create a campfire in the Near Ethereal Plain.
Title: Re: Topic for minor issues v4
Post by: EO on November 13, 2020, 09:27:11 PM
The "Domains and Other Worlds" book in the OOC lounge does not seem to be working.

Looking for roleplay mode will show a disguised character's undisguised account name in @lfrp list

Miners in the Zeklos mines apparently have run away from the Kroftburg mines?

https://ibb.co/1L3J1cX

The Blue Water Inn is charging twice for a key.

(https://i.imgur.com/qRdhvK2.png)

These should now be fixed.
Title: Re: Topic for minor issues v4
Post by: Audric Lacroix on November 14, 2020, 12:13:49 AM
The OOC Room Pool of Scrying appears to have ceased function.
Title: Re: Topic for minor issues v4
Post by: DM Indolence on November 15, 2020, 02:09:33 PM
Southern most transition of Sithicus -Border's Edge Mountains - Mantle Woods - The Weeping Glades leads right into a Salt Shadow ambush. This causes two issues: One, long loading times (mist placeables, maybe) result in frequently loading in half dead. Two, the transition back isn't a transition, but scriped to fade away to black and then load. This means PCs attempting to escape this encounter die inside the transition zone. Recovering bodies/gear becomes an exercise in frustration as the game continuously shifts would be-rescuers away.

Feel free to Discord for more details.
Title: Re: Topic for minor issues v4
Post by: Smiles on November 15, 2020, 03:17:03 PM
It seems like the Port bounties have been spawning in the daytime in the Ouvrier and Marchand and slaughtering civilians!
Title: Re: Topic for minor issues v4
Post by: Duayne on November 16, 2020, 03:49:55 PM
Login: Mark Johansen
Character: Ivory Cunningham
Discord:

I was changing the locks on Shop II which worked fine but it apparently decided that I'm suddenly banned when i went to have more key's made.


Quote above currently on generic requests.

The same happens for the Governor's Hotel in Port-A-Lucine, though if you leave the area and let it reset after 15 mins, it usually fixes this issue temporarily. Unsure on the cause of this, maybe someone barred from renting speaks to the NPC and it causes that interaction to everyone that comes after them for that specific instance of the area?
Title: Re: Topic for minor issues v4
Post by: EO on November 16, 2020, 10:24:28 PM
Southern most transition of Sithicus -Border's Edge Mountains - Mantle Woods - The Weeping Glades leads right into a Salt Shadow ambush. This causes two issues: One, long loading times (mist placeables, maybe) result in frequently loading in half dead. Two, the transition back isn't a transition, but scriped to fade away to black and then load. This means PCs attempting to escape this encounter die inside the transition zone. Recovering bodies/gear becomes an exercise in frustration as the game continuously shifts would be-rescuers away.

Feel free to Discord for more details.

I'll move the spawns further away from the transition.

The same happens for the Governor's Hotel in Port-A-Lucine, though if you leave the area and let it reset after 15 mins, it usually fixes this issue temporarily. Unsure on the cause of this, maybe someone barred from renting speaks to the NPC and it causes that interaction to everyone that comes after them for that specific instance of the area?

I think I've found the cause and will fix it.

The OOC Room Pool of Scrying appears to have ceased function.

I couldn't recreate this. Was it a one-shot thing?
Title: Re: Topic for minor issues v4
Post by: FinalHeaven on November 16, 2020, 10:37:16 PM
The OOC Room Pool of Scrying appears to have ceased function.

I couldn't recreate this. Was it a one-shot thing?

I've noticed this as well.  It does still function but you have to struggle to get into the right position to make it work.  It used to be that clicking on it would have your character approach from any angle and still receive the popup text.
Title: Re: Topic for minor issues v4
Post by: Audric Lacroix on November 17, 2020, 12:24:34 AM
Finals observation seems to be more in line. You have to hit it just right now. It did appear at first to be entirely non functional. Sorry for the delay in response.
Title: Re: Topic for minor issues v4
Post by: Kamfrenchie on November 17, 2020, 01:20:14 PM
vampires seem to only very slowly melt in the sunlight, but only when out of battle.Once a fight start, they stop taking damage.
Title: Re: Topic for minor issues v4
Post by: Calad on November 18, 2020, 05:42:21 AM
When going through the transition from Southern Farms to Southern Forest East in Vallaki, if somebody is in follow mode it always breaks. Always. I assume it is because of the amount of trees and the pillars at the transition? A very small thing, but wanted to point it out.
Title: Re: Topic for minor issues v4
Post by: Kamfrenchie on November 18, 2020, 08:57:02 PM
in the slums of vallaki, someone using animal  empathy somehow turned the dog hostile against nearby npcs, a garda npc yelled at it, it killed a cat, then a barovian civilian npc, before the garda finally slew it.
Title: Re: Topic for minor issues v4
Post by: Asous on November 19, 2020, 07:41:20 AM
The hand models on "Gendarme Uniform (F)" are what I assume to be the wrong model/number. Given the male version sets your hands to option 0/1 I'd assume they are meant to match such?

Spoiler: show
(https://cdn.discordapp.com/attachments/328531192791957514/778962673475780648/Capture.PNG)
Title: Re: Topic for minor issues v4
Post by: inkcorvid on November 19, 2020, 05:27:46 PM
Fiery Beetle Mandibles and Damaged Fiery Beetle Mandibles somehow stack inside the alchemist's flasks, converting one into another. I had a bag containing two undamaged mandibles and two damaged ones. Using a flask on the bag hoovered all four of them up, converting them into the undamaged variety in the process.

Screenshot: https://imgur.com/a/GYcv8GY
Title: Re: Topic for minor issues v4
Post by: EO on November 19, 2020, 05:53:39 PM
Fiery Beetle Mandibles and Damaged Fiery Beetle Mandibles somehow stack inside the alchemist's flasks, converting one into another. I had a bag containing two undamaged mandibles and two damaged ones. Using a flask on the bag hoovered all four of them up, converting them into the undamaged variety in the process.

Screenshot: https://imgur.com/a/GYcv8GY

Thanks for the report. I'll fix it by making it impossible to store Fiery Beetle Mandibles & Fiery Beetle Mandibles in the same container.

The hand models on "Gendarme Uniform (F)" are what I assume to be the wrong model/number. Given the male version sets your hands to option 0/1 I'd assume they are meant to match such?

Spoiler: show
(https://cdn.discordapp.com/attachments/328531192791957514/778962673475780648/Capture.PNG)


I'll fix the uniform.

in the slums of vallaki, someone using animal  empathy somehow turned the dog hostile against nearby npcs, a garda npc yelled at it, it killed a cat, then a barovian civilian npc, before the garda finally slew it.

As mentioned in the other topic, I think I've found the cause of this bug and will fix it.

Finals observation seems to be more in line. You have to hit it just right now. It did appear at first to be entirely non functional. Sorry for the delay in response.

This may be fixed in the next Beamdog patch since they're working on pathfinding.
Title: Re: Topic for minor issues v4
Post by: Philos on November 19, 2020, 05:55:08 PM
Fiery Beetle Mandibles and Damaged Fiery Beetle Mandibles somehow stack inside the alchemist's flasks, converting one into another. I had a bag containing two undamaged mandibles and two damaged ones. Using a flask on the bag hoovered all four of them up, converting them into the undamaged variety in the process.

Screenshot: https://imgur.com/a/GYcv8GY

I don't think there's a difference between the two as far as alchemy is concerned.
Title: Re: Topic for minor issues v4
Post by: inkcorvid on November 19, 2020, 06:08:32 PM
I had assumed you could only alchemize like with like, even if they're functionally the same in terms of output, though I'll try and test that when I get the chance. Though if I recall correctly, the ranger in the outskirts only accepts the undamaged mandibles (though everyone's better off if they're sold to an alchemist).
Title: Re: Topic for minor issues v4
Post by: Iridni Ren on November 19, 2020, 06:37:36 PM
I had assumed you could only alchemize like with like, even if they're functionally the same in terms of output, though I'll try and test that when I get the chance. Though if I recall correctly, the ranger in the outskirts only accepts the undamaged mandibles (though everyone's better off if they're sold to an alchemist).

This is right. No difference as far as alchemy, but the ranger buys only undamaged.
Title: Re: Topic for minor issues v4
Post by: EO on November 19, 2020, 09:02:38 PM

Quote above currently on generic requests.

The same happens for the Governor's Hotel in Port-A-Lucine, though if you leave the area and let it reset after 15 mins, it usually fixes this issue temporarily. Unsure on the cause of this, maybe someone barred from renting speaks to the NPC and it causes that interaction to everyone that comes after them for that specific instance of the area?

I think I've identified the cause of this and will fix it next update.
Title: Re: Topic for minor issues v4
Post by: Destinysdesire on November 20, 2020, 03:04:11 PM
Shackles count trying to eat food as casting a spell...
Title: Re: Topic for minor issues v4
Post by: Ryltar/ Robert Archer on November 20, 2020, 05:28:00 PM
Shackles count trying to eat food as casting a spell...

 :lol: this made me laugh too hard  :lol:
Title: Re: Topic for minor issues v4
Post by: EO on November 21, 2020, 09:57:52 AM
Shackles count trying to eat food as casting a spell...

I'll clarify the message but it still won't be possible.
Title: Re: Topic for minor issues v4
Post by: EO on November 21, 2020, 11:47:46 PM
Fiery Beetle Mandibles and Damaged Fiery Beetle Mandibles somehow stack inside the alchemist's flasks, converting one into another. I had a bag containing two undamaged mandibles and two damaged ones. Using a flask on the bag hoovered all four of them up, converting them into the undamaged variety in the process.

Screenshot: https://imgur.com/a/GYcv8GY

This should now be fixed; you won't be able to store both types of mandibles in the same container.

The hand models on "Gendarme Uniform (F)" are what I assume to be the wrong model/number. Given the male version sets your hands to option 0/1 I'd assume they are meant to match such?

Spoiler: show
(https://cdn.discordapp.com/attachments/328531192791957514/778962673475780648/Capture.PNG)


This should now be fixed; you can ask for your item to be replaced.

in the slums of vallaki, someone using animal  empathy somehow turned the dog hostile against nearby npcs, a garda npc yelled at it, it killed a cat, then a barovian civilian npc, before the garda finally slew it.

This should now be fixed.

Finals observation seems to be more in line. You have to hit it just right now. It did appear at first to be entirely non functional. Sorry for the delay in response.

This may be fixed in the next Beamdog patch since they're working on pathfinding.

Shackles count trying to eat food as casting a spell...

The message has been clarified.


Quote above currently on generic requests.

The same happens for the Governor's Hotel in Port-A-Lucine, though if you leave the area and let it reset after 15 mins, it usually fixes this issue temporarily. Unsure on the cause of this, maybe someone barred from renting speaks to the NPC and it causes that interaction to everyone that comes after them for that specific instance of the area?

This should now be fixed.
Title: Re: Topic for minor issues v4
Post by: Lucia Ricci on November 22, 2020, 12:38:19 AM
I don't now the correct term but I think it's pathing? I can say in Alhoon, Tergs and a couple other dungeons it's very hard to enter some rooms and your characters will routinely either not go in or try to go in a longer way around. So you can be in combat and not able to reach your party due to invisible forces blocking you.

I don't know how this works, but it's a thing.
Title: Re: Topic for minor issues v4
Post by: Wine-Stain on November 22, 2020, 02:18:19 AM
I don't now the correct term but I think it's pathing? I can say in Alhoon, Tergs and a couple other dungeons it's very hard to enter some rooms and your characters will routinely either not go in or try to go in a longer way around. So you can be in combat and not able to reach your party due to invisible forces blocking you.

I don't know how this works, but it's a thing.

Reported this issue in the old thread (a few times) - it seems like it's an issue with that particular door model itself. Enemies with a direct path to the player character and no obstacles were still showing up as having no LoS to one another. It became really bad after Beamdog released that patch that improved pathing issues, and was definitely not as much of a problem before.
Title: Re: Topic for minor issues v4
Post by: CBT on November 22, 2020, 04:28:32 PM
As of last update, changing weapon appearances is still not possible despite the patch notes claiming it is fixed.
Title: Re: Topic for minor issues v4
Post by: Britasianninja on November 29, 2020, 01:08:06 PM
tl;dr Recently crafted potions aren't reliably stacking with ones previously crafted and stored, despite not having been an issue previously. Additionally, previously stored potions cost more to re-store, and can be sold to vendors.

More specifically: I had a number of potions crafted and stored previously, which I withdrew from the Drain to transfer to Port. At the same time, I crafted some additional potions to store alongside them (done countless times before, no issues with stacking). Now, the bank at Port is demanding 200gp to store the older potions, but 10gp for the ones crafted today (so it seems the system is assigning different values to the previously stored potions?). Additionally, while crafted potions generally cannot be sold to vendors, I now have the option to sell most of the previously crafted ones.
Title: Re: Topic for minor issues v4
Post by: Glowfire on November 29, 2020, 02:07:49 PM
tl;dr Recently crafted potions aren't reliably stacking with ones previously crafted and stored, despite not having been an issue previously. Additionally, previously stored potions cost more to re-store, and can be sold to vendors.

More specifically: I had a number of potions crafted and stored previously, which I withdrew from the Drain to transfer to Port. At the same time, I crafted some additional potions to store alongside them (done countless times before, no issues with stacking). Now, the bank at Port is demanding 200gp to store the older potions, but 10gp for the ones crafted today (so it seems the system is assigning different values to the previously stored potions?). Additionally, while crafted potions generally cannot be sold to vendors, I now have the option to sell most of the previously crafted ones.
I experienced this too.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on December 12, 2020, 06:52:06 AM
Angler's Dive - Upstairs seems to be having a stronk. Really long load times, too, since these appeared.

EDIT: The upstairs part of the Den has a similar problem with load times. This was never an issue before the last update, but all players entering the area seem to hang on the load screen (but don't crash/time out).

(https://puu.sh/GWNtU/665e5118b8.jpg)
Title: Re: Topic for minor issues v4
Post by: gotesu on December 15, 2020, 02:58:11 AM
Hi there

negative energy traps, ghost stag str drain, goblyn str drain (and maybe more but I didnt check) ignore negative energy ward (tried from potion) and death's blood feat save bonus against negative energy.

thanks!
Title: Re: Topic for minor issues v4
Post by: Iridni Ren on December 15, 2020, 11:33:56 AM
Could the board (https://www.nwnravenloft.com/forum/index.php?board=8.0) named "Server & Community Discussion" please be renamed something like "Requests, Server & Community Discussion"?

Generic Requests is pinned at the top of the board, but the board's title and description don't make it an obvious place to look for the thread. And the search function with "generic" never returns it as the first result. (I just tried, and it was the 19th result returned.) If someone has posted on another thread in the folder most recently, it's not easy to find Generic Requests (which is one of the most useful threads on the forum).

ETA: Or perhaps "DM Requests, Server & Community Discussion" and rename the thread DM Requests.

When it was created, the thread wasn't meant to be that alone from the description, but it's pretty much what it is. And generic has always seemed to me an odd choice (more "miscellaneous" than "generic"?).
Title: Re: Topic for minor issues v4
Post by: Maffa on December 18, 2020, 04:48:37 AM
No idea if bug, oversight or feature. It has happened in the action server but i should think it'd be the same in the RP server as well. If it's a feature and it is a sort of trick feel free to delete the post. Ill place everything under spoiler just in case.

The door to the first floor in Hotep
Spoiler: show
behaves like a inn door, except that only one key is provided. So, once you use the key and unlock the door, the key gets destroyed, and if the door gets closed it locks again with no further ways to unlock it since there are no more keys around (nor it can be picked) and the whole run gets spoiled and you need to wait for the dungeon to refresh to start all over again. I would suggest it just remains unlocked even is the door gets closed.
I dont know if the issue presents itself also with the other locked doors downstairs, but in case I would also like the same for them.
Title: Re: Topic for minor issues v4
Post by: zDark Shadowz on December 18, 2020, 05:07:12 PM
The druid "Hare" wild shape doesn't replace the strength score of the character when shifted.
Title: Re: Topic for minor issues v4
Post by: EO on December 18, 2020, 10:57:45 PM
The druid "Hare" wild shape doesn't replace the strength score of the character when shifted.

That's intentional, otherwise it'd gimp it too much.
Title: Re: Topic for minor issues v4
Post by: Lucia Ricci on December 22, 2020, 05:22:21 PM
I think my character is bugged. I am very regularly being seen in stealth by things that are not making any kind of roll for me to fail and in every case it should be mathematically impossible for them to spot me. It's usually just one who then brings his friends to the party. I know it's not location specific because easy things like shadows and Raduta ghosts are doing it as well as werewolves and even weasels. Usually if I can make it to a transition and come back things revert to normal.

Before you ask I have factored in things like light. Exposure penalty after picking up an item. It's never been an instance of forgetting a major piece of gear. I cannot account for this issue and it has got me killed a couple times and robbed once (thanks for not taking my swords :) ) which is nu fun when it's not your fault. The only thing I can think of is lag but I have not seen anyone else mentioning this problem. It happens several times a day and has only been an issue for about a week. About the same time lag started to get bad.

Any help with this issue would be welcome.
Title: Re: Topic for minor issues v4
Post by: Maffa on December 26, 2020, 10:45:43 AM
The minimap in "Dementlieu - Baie de Sable - Beach" only shows the entry point.
Title: Re: Topic for minor issues v4
Post by: EO on December 26, 2020, 03:03:41 PM
The minimap in "Dementlieu - Baie de Sable - Beach" only shows the entry point.

What do you mean?
Title: Re: Topic for minor issues v4
Post by: Maffa on December 26, 2020, 03:19:03 PM
the minimap/navigation map only shows the entry point, then you walk in a blank/undiscovered map
Title: Re: Topic for minor issues v4
Post by: EO on December 26, 2020, 03:21:26 PM
the minimap/navigation map only shows the entry point, then you walk in a blank/undiscovered map

That may have been lag or an issue on your end (check if you have subscribed to any workshops and/or have any overrides in your Neverwinter Nights\override folder). I tested and it looks fine on my end.
Title: Re: Topic for minor issues v4
Post by: Maffa on December 26, 2020, 04:12:32 PM
Lag then, i had issues.

Please ignore.
Title: Re: Topic for minor issues v4
Post by: Ophie Kitty on December 27, 2020, 10:32:01 PM
Since the hexblade update, it appears that the column of light when you are in the near ethereal is called Bad Strref during its dialog options.
Title: Re: Topic for minor issues v4
Post by: zDark Shadowz on January 07, 2021, 06:53:05 AM
Player name: zDark Shadowz

I'm unable to log into the server, it was on the list and then timed out as I attempted to log in and now it's no longer on the list.

When attempting to direct connect with the IP address I receive this message:

(https://i.imgur.com/pG3frLq.png)
Title: Re: Topic for minor issues v4
Post by: EO on January 07, 2021, 11:09:42 AM
Player name: zDark Shadowz

I'm unable to log into the server, it was on the list and then timed out as I attempted to log in and now it's no longer on the list.

When attempting to direct connect with the IP address I receive this message:

(https://i.imgur.com/pG3frLq.png)

There were temporary connections problem this morning (EST) in some areas but they seem resolved now.
Title: Re: Topic for minor issues v4
Post by: Maffa on January 08, 2021, 09:41:30 AM
no idea if it is unavoidable because hardcoded or what, but moving items into cointainers (such as putting your craftables in order into their containers) is perceived as a combat activity by the exhaustion meter. Boring as it might be, such an activity should not pileup onto exhaustion as it is not combat nor running.
Title: Re: Topic for minor issues v4
Post by: Calad on January 08, 2021, 05:35:36 PM
None of the rooms at the Old Anchor Inn in the Wachter lands are safezones. You cannot go to the OOC lounge from them/rest. Also there are some tile issues I think, even when doors are closed you can hear the people speaking inside/sometimes see them.
Title: Re: Topic for minor issues v4
Post by: EO on January 08, 2021, 09:08:06 PM
None of the rooms at the Old Anchor Inn in the Wachter lands are safezones. You cannot go to the OOC lounge from them/rest. Also there are some tile issues I think, even when doors are closed you can hear the people speaking inside/sometimes see them.

I'll fix this, thanks.
Title: Re: Topic for minor issues v4
Post by: Maffa on January 09, 2021, 01:53:17 PM
I dont know if it is a long standing situation or if it's only recently happening, but quite often (not always, but quite often)  when i try to knock down an enemy, my character stops attacking altogether, deselecting the enemy and standing still.
Title: Re: Topic for minor issues v4
Post by: Alan Hunter on January 09, 2021, 03:36:09 PM
Happens now and then.
Title: Re: Topic for minor issues v4
Post by: Maffa on January 09, 2021, 03:44:11 PM
Since it's a staple of my fighting strategy i notice it quite often, but never before the last month tbh if i have to tell the truth.
Title: Re: Topic for minor issues v4
Post by: SardineTheAncestor on January 11, 2021, 08:20:25 AM
Barovia - Old Svalich Road - Along Lake Zarovich

The new area with the diary can't be moved through with WASD, only by clicking. The building must be sunken into the ground in the toolset to prevent players becoming stuck when using WASD movement.
Title: Re: Topic for minor issues v4
Post by: EO on January 12, 2021, 08:38:18 AM
Barovia - Old Svalich Road - Along Lake Zarovich

The new area with the diary can't be moved through with WASD, only by clicking. The building must be sunken into the ground in the toolset to prevent players becoming stuck when using WASD movement.

This should now be fixed.

None of the rooms at the Old Anchor Inn in the Wachter lands are safezones. You cannot go to the OOC lounge from them/rest. Also there are some tile issues I think, even when doors are closed you can hear the people speaking inside/sometimes see them.

This should now be fixed.

no idea if it is unavoidable because hardcoded or what, but moving items into cointainers (such as putting your craftables in order into their containers) is perceived as a combat activity by the exhaustion meter. Boring as it might be, such an activity should not pileup onto exhaustion as it is not combat nor running.

I can look into it.
Title: Re: Topic for minor issues v4
Post by: Marcus Weyland on January 12, 2021, 08:51:20 AM
Shelgarn's Persistent Blade can't be Extended like other summons can. (I know it's Evocation and not a real "summon" but so is Mord's Sword and that can be Extended)
Title: Re: Topic for minor issues v4
Post by: Iridni Ren on January 12, 2021, 09:19:11 AM
Shelgarn's Persistent Blade can't be Extended like other summons can. (I know it's Evocation and not a real "summon" but so is Mord's Sword and that can be Extended)

A NWN thing: https://nwn.fandom.com/wiki/Extend_spell
Title: Re: Topic for minor issues v4
Post by: EO on January 12, 2021, 11:02:01 PM
Shelgarn's Persistent Blade can't be Extended like other summons can. (I know it's Evocation and not a real "summon" but so is Mord's Sword and that can be Extended)

I'll fix this and a few more in the next hak update.
Title: Re: Topic for minor issues v4
Post by: Calad on January 13, 2021, 06:54:06 PM

None of the rooms at the Old Anchor Inn in the Wachter lands are safezones. You cannot go to the OOC lounge from them/rest. Also there are some tile issues I think, even when doors are closed you can hear the people speaking inside/sometimes see them.

This should now be fixed.



They are safezones now, but the see-through/hear through problem is still there. Especially this one.

(https://media.discordapp.net/attachments/579382722615574534/799063583865700413/unknown.png)
Title: Re: Topic for minor issues v4
Post by: EO on January 13, 2021, 07:11:27 PM

They are safezones now, but the see-through/hear through problem is still there. Especially this one.

(https://media.discordapp.net/attachments/579382722615574534/799063583865700413/unknown.png)

There's always a delay in NwN with inn rooms where you see people through a door briefly and hear them, that's nothing new.
Title: Re: Topic for minor issues v4
Post by: Ophie Kitty on January 13, 2021, 07:23:07 PM
(https://cdn.discordapp.com/attachments/281585063060307969/799068851014205460/enchanting.png)

Hexblades could use a mention for their level requirement and capable in the enchanting crafting info message through the rest menu.

And while we're at it, could gilding have some sort of mention that it requires level 30 smithing to partake in the craft info as well? The only place it mentions this currently is the first time you try to use gilding tools on a tub otherwise.
Title: Re: Topic for minor issues v4
Post by: Calad on January 13, 2021, 07:25:14 PM

They are safezones now, but the see-through/hear through problem is still there. Especially this one.

(https://media.discordapp.net/attachments/579382722615574534/799063583865700413/unknown.png)

There's always a delay in NwN with inn rooms where you see people through a door briefly and hear them, that's nothing new.

Oh we are aware of that. We checked it, too. Waiting a minute and all that after the door is closed. Same issue is in the Drain as well, in room 2. Something with the tileset I think.
Title: Re: Topic for minor issues v4
Post by: EO on January 13, 2021, 07:46:34 PM
(https://cdn.discordapp.com/attachments/281585063060307969/799068851014205460/enchanting.png)

Hexblades could use a mention for their level requirement and capable in the enchanting crafting info message through the rest menu.

And while we're at it, could gilding have some sort of mention that it requires level 30 smithing to partake in the craft info as well? The only place it mentions this currently is the first time you try to use gilding tools on a tub otherwise.

I'll update both.
Title: Re: Topic for minor issues v4
Post by: Crowl on January 14, 2021, 09:08:16 AM
There are forcefields around some buildings in the Dementlieu cemetery that prevent you from going near or around them:

Building 1 (https://cdn.discordapp.com/attachments/790745359835987973/799278162659377162/20210111180504_1.jpg)

Building 2 (https://cdn.discordapp.com/attachments/790745359835987973/799278196540571718/20210111180737_1.jpg)
Title: Re: Topic for minor issues v4
Post by: Myrza on January 15, 2021, 12:58:30 PM
Greater Weapon Focus (Unarmed) doesn't seem to be working. (Don't ask why I have it)
Title: Re: Topic for minor issues v4
Post by: EO on January 16, 2021, 10:27:42 AM
Greater Weapon Focus (Unarmed) doesn't seem to be working. (Don't ask why I have it)

Thanks; it's indeed an oversight. I'll try to make it work with gloves (so it won't work when equipping bracers or gauntlets or nothing in the arm slot).
Title: Re: Topic for minor issues v4
Post by: inkcorvid on January 29, 2021, 08:20:08 AM
The "Large Bone" item (dropped by Experimental Zombie) is able to be crafted into a wand using some crafting system PotM doesn't or only partially implements. The bone wand item it makes says that you can use it to craft a magic wand using the Craft Wand skill.

Replication: Collect large bone from Experimental Zombie -> Radial menu -> Use: Craft Weapon Component
Title: Re: Topic for minor issues v4
Post by: SardineTheAncestor on January 30, 2021, 01:35:06 AM
Ghastria - West Point - Bandit Camp

Too many placeables with sound (fires/torches particularly) are probably causing sound bugs in this map. Easier to notice at the end: when all the spellcasters have auras up and are spamming AOEs, and there's tons of torches and fires in the last room, spells you cast, attacks you launch, voice lines you send, etc. will be muted.
Title: Re: Topic for minor issues v4
Post by: Green Monster on January 31, 2021, 01:16:19 AM
Lost my trade licenses when I logged in after a reset, even though they were still valid. See screenshot here (https://ibb.co/zQJfp5Y) with in-game date circled.
Title: Re: Topic for minor issues v4
Post by: Hatsune on February 01, 2021, 06:39:51 PM
The 'cleanup scripts' in the Vestibule dungeon removed all the leftover knuckles from bodies, but leave all the 'rusted gear' in remains. Would be nice if the script could clean up everything.
Title: Re: Topic for minor issues v4
Post by: Ophie Kitty on February 01, 2021, 09:04:39 PM
Lost my trade licenses when I logged in after a reset, even though they were still valid. See screenshot here (https://ibb.co/zQJfp5Y) with in-game date circled.
I can confirm this too, I've been losing my valid trader's licenses every reset/crash for a few rotations now.
Title: Re: Topic for minor issues v4
Post by: EO on February 01, 2021, 09:24:19 PM
Lost my trade licenses when I logged in after a reset, even though they were still valid. See screenshot here (https://ibb.co/zQJfp5Y) with in-game date circled.

Trade licenses are automatically removed when seasons change. I'll add a feedback message to make it clearer.

Ghastria - West Point - Bandit Camp

Too many placeables with sound (fires/torches particularly) are probably causing sound bugs in this map. Easier to notice at the end: when all the spellcasters have auras up and are spamming AOEs, and there's tons of torches and fires in the last room, spells you cast, attacks you launch, voice lines you send, etc. will be muted.

I'll tone down some of the sounds.

The "Large Bone" item (dropped by Experimental Zombie) is able to be crafted into a wand using some crafting system PotM doesn't or only partially implements. The bone wand item it makes says that you can use it to craft a magic wand using the Craft Wand skill.

Replication: Collect large bone from Experimental Zombie -> Radial menu -> Use: Craft Weapon Component

I'll remove it from their inventory.
Title: Re: Topic for minor issues v4
Post by: Ophie Kitty on February 01, 2021, 09:46:57 PM
Trade licenses are automatically removed when seasons change. I'll add a feedback message to make it clearer.
I think Green Monster means they are disappearing regardless of season and time purchased. I've lost three sets of winter+spring without there being a change of season yet too. Something recently updated has made licenses getting removed every/nearly every reset/crash, and when they usually only disappeared when there was a reset + season rotation, and it would only delete the expired paper.
Title: Re: Topic for minor issues v4
Post by: Green Monster on February 05, 2021, 10:15:54 PM


Trade licenses are automatically removed when seasons change. I'll add a feedback message to make it clearer.


Lost my trade licenses when I logged in after a reset, even though they were still valid. See screenshot here (https://ibb.co/zQJfp5Y) with in-game date circled.

Apologies if I was not being clear. The season HAD NOT CHANGED. That's what I meant by "still valid". See screenshot, in-game date is highlighted and circled.
Title: Re: Topic for minor issues v4
Post by: Green Monster on February 05, 2021, 10:30:08 PM
Potions and varnishes are no longer stacking after BOTH stacks have been put in storage in the SAME warehouse.

Example:

Conclusion: When storing them, somehow the "max stack" number value is getting set to whatever the current stack is and then reset to normal when they are returned to usable form. Either that, or a time stamp is being added that makes each stack of stored items unique and therefore un-stackable with the same stored item stored at a later time.
Title: Re: Topic for minor issues v4
Post by: Monktrus on February 06, 2021, 11:20:05 AM
Derro seem to be missing their racial spells, or at least I haven't been able to figure out how to use them. They should have Darkness like drow/tieflings, as well as sound burst once a day.
Title: Re: Topic for minor issues v4
Post by: EO on February 06, 2021, 02:18:54 PM
Derro seem to be missing their racial spells, or at least I haven't been able to figure out how to use them. They should have Darkness like drow/tieflings, as well as sound burst once a day.

We never gave Derro those racial spells.
Title: Re: Topic for minor issues v4
Post by: Green Monster on February 08, 2021, 11:04:40 AM
Now potions that have been through the storage system AT ALL cannot stack. I un-stored 17 speed potions to combine with a stack of 22 I had just made, and they wouldn't stack! I un-stored a stack of 53 cure criticals, and the un-stored potions would not stack with the stack of 46 I had just made

ETA: Is it possible that the issue that was causing the stored potions to gain a unique identifier has been fixed but the un-store script isn't removing the unique identifier?
Title: Re: Topic for minor issues v4
Post by: vvolatile on February 08, 2021, 12:17:03 PM
INACCESSIBLE HERB SPAWN NODE

https://i.imgur.com/f1FHJKH.png (https://i.imgur.com/f1FHJKH.png)

This is just outside Raduta Keep. You can't reach this Fetid Sparganium in this location.
Title: Re: Topic for minor issues v4
Post by: vvolatile on February 08, 2021, 12:18:25 PM
FLOATING ROCK/DIRT PILE

https://i.imgur.com/E74fK8p.png (https://i.imgur.com/E74fK8p.png)

Attached to many props just like this are floating rock/dirt piles. This *particular* one is outside Raduta keep, but I've seen them in a lot of places.
Title: Re: Topic for minor issues v4
Post by: vvolatile on February 10, 2021, 04:12:06 PM
BLACK ROCK PILE IN UPPER DVERGHEIM

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

Upper Dvergheim, northeast corner. Rocks are not receiving light for some reason. Possibly Beamdog's fault, or maybe missing materials/textures/whatever; I am not versed on this engine's specifics.
Title: Re: Topic for minor issues v4
Post by: Ophie Kitty on February 21, 2021, 05:48:38 AM
Some weird behavior still happening with trading licenses. Since shortly after Green Monster's queries since February 5th,  I still kept my previous Winter, Spring, Summer, and Fall for 15+ days; Today it took away both my Summer (correct) and Fall (current season, incorrect), and still left my previous winter/spring papers.
Title: Re: Topic for minor issues v4
Post by: EO on February 21, 2021, 03:54:30 PM
Some weird behavior still happening with trading licenses. Since shortly after Green Monster's queries since February 5th,  I still kept my previous Winter, Spring, Summer, and Fall for 15+ days; Today it took away both my Summer (correct) and Fall (current season, incorrect), and still left my previous winter/spring papers.

This likely happens when there are time jumps, which might happen from time to time.
Title: Re: Topic for minor issues v4
Post by: Green Monster on February 23, 2021, 05:42:57 PM
Some weird behavior still happening with trading licenses. Since shortly after Green Monster's queries since February 5th,  I still kept my previous Winter, Spring, Summer, and Fall for 15+ days; Today it took away both my Summer (correct) and Fall (current season, incorrect), and still left my previous winter/spring papers.

I suspect that this only happens when you have multiple licenses and one is not for the current one. So, if you have one expired and one current, the script sees that one is not current and removes all. If you have one current and one for next season, the script sees that one is not for this season and takes them all. Instead of doing a for loop and calculating the value of current or not for each individual license, it's just doing a boolean "Is there a license that isn't this season? If yes, delete em all!!"

To fix this, the script should do the following:

Identify what season this is.
Then for EACH license separately, if that license is NOT for this season OR the next season, delete that license only
Move on to next license
Title: Re: Topic for minor issues v4
Post by: GentleShade on March 02, 2021, 06:46:30 AM
There is a mist creature that drops a bone which can be crafted into a wand (which is un-enchantable on this server).

Is should probably be removed from the corpse and/or be replaced with a skeleton knuckle.

(https://cdn.discordapp.com/attachments/662293587656179731/816269449614983168/unknown.png)
Title: Re: Topic for minor issues v4
Post by: EO on March 02, 2021, 08:44:33 AM
There is a mist creature that drops a bone which can be crafted into a wand (which is un-enchantable on this server).

Is should probably be removed from the corpse and/or be replaced with a skeleton knuckle.

(https://cdn.discordapp.com/attachments/662293587656179731/816269449614983168/unknown.png)

Thanks; I'll remove them from their inventory. If you spot others, let us know.
Title: Re: Topic for minor issues v4
Post by: Thundron on March 06, 2021, 03:30:40 PM

(https://cdn.discordapp.com/attachments/486236706920726529/817852068542414868/unknown.png)
Crafted cloth became uncraftable when crafting selection vanished.

Apparently it became plot item and cannot be transfered.


Thanks to DM Bara, my item got fixed.
Title: Re: Topic for minor issues v4
Post by: Kiyosa on March 09, 2021, 10:47:10 PM
No newly brewed potions will stack with any potions brewed before the latest update. Not one. Which is resulting in a lot of inventory space suddenly being occupied by the same sort of potions.
Title: Re: Topic for minor issues v4
Post by: Kiyosa on March 11, 2021, 01:32:15 PM
(https://i.gyazo.com/ce5997118dafcc6ea7fe80f03e6ee0a7.png)

This NPC keeps blocking the entrance to the vendor at Mist Camp. Convincing him not to do that anymore would be great!
Title: Re: Topic for minor issues v4
Post by: MAB77 on March 11, 2021, 03:43:12 PM
No newly brewed potions will stack with any potions brewed before the latest update. Not one. Which is resulting in a lot of inventory space suddenly being occupied by the same sort of potions.

This is an unfortunate side effect of the changes that were done, but one that will naturally resolves itself as stacks of older potions are being used.
Title: Re: Topic for minor issues v4
Post by: inkcorvid on March 13, 2021, 08:47:46 AM
The Wonderous Mirrors of Appearance Changing in the OOC Lounge seem to have been replaced with regular, non-interactable mirrors.

OOC Lounge on the left, OOC New Character Area on the right:

(https://i.imgur.com/Zqnwzdi.png)(https://i.imgur.com/hgYLHJt.png)
Title: Re: Topic for minor issues v4
Post by: EO on March 13, 2021, 10:55:50 AM
The Wonderous Mirrors of Appearance Changing in the OOC Lounge seem to have been replaced with regular, non-interactable mirrors.

OOC Lounge on the left, OOC New Character Area on the right:

(https://i.imgur.com/Zqnwzdi.png)(https://i.imgur.com/hgYLHJt.png)

Yeah this happens sometimes; I'll fix it in the next update. Otherwise, a reset is enough to fix something like that.
Title: Re: Topic for minor issues v4
Post by: EO on March 13, 2021, 10:57:36 AM
(https://i.gyazo.com/ce5997118dafcc6ea7fe80f03e6ee0a7.png)

This NPC keeps blocking the entrance to the vendor at Mist Camp. Convincing him not to do that anymore would be great!

I'll change the NPC so he doesn't move around anymore, should fix that one.
Title: Re: Topic for minor issues v4
Post by: WolfeJob on March 14, 2021, 09:19:29 AM
Gris Gris created via "Bestow Gris Gris" can be sold to merchants. They do not, then, disappear upon resting. Tested with only a couple of low level spells (babby voodan problems) with the same result.
Title: Re: Topic for minor issues v4
Post by: EO on March 15, 2021, 08:45:22 PM
Gris Gris created via "Bestow Gris Gris" can be sold to merchants. They do not, then, disappear upon resting. Tested with only a couple of low level spells (babby voodan problems) with the same result.

Yeah, that's "intentional"; the item property will still fade out after the allotted time so its impact is minimal.
Title: Re: Topic for minor issues v4
Post by: GentleShade on March 16, 2021, 09:14:07 AM
When bulk herb crafting with a maker's stamp only 1 out of 10 potions gets the maker's stamp applied.
Title: Re: Topic for minor issues v4
Post by: inkcorvid on March 17, 2021, 07:47:54 PM
Copper throwing axes seem to be weightless. This isn't true of cold iron throwing axes. Is this a bug? Or is the sole benefit of copper that you can carry thousands of them?

(https://i.imgur.com/AUPH1GA.png)
Title: Re: Topic for minor issues v4
Post by: MAB77 on March 17, 2021, 07:57:47 PM
When bulk herb crafting with a maker's stamp only 1 out of 10 potions gets the maker's stamp applied.

Stamps were designed for armors and weapons. It's a side effect of the script that 1 potion can be stamped, though not intended.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on March 18, 2021, 06:33:32 AM
When creating a voodan character, the option to select domain + spell school does not appear in the character creation process. Furthermore, once entering the OOC New Character Area, levelling up is unavailable (even though it reports the level up when @relevel is attempted), and the character cannot use the domain/spell school changer (or anything else). Generated two throwaway PCs to test this. Other classes don't seem to broken.
Title: Re: Topic for minor issues v4
Post by: EO on March 18, 2021, 08:48:03 AM
When creating a voodan character, the option to select domain + spell school does not appear in the character creation process. Furthermore, once entering the OOC New Character Area, levelling up is unavailable (even though it reports the level up when @relevel is attempted), and the character cannot use the domain/spell school changer (or anything else). Generated two throwaway PCs to test this. Other classes don't seem to broken.

Check your game version; it sounds like you're playing on an older version. You should patch up to the most recent build (20.1) or even the development patch (21).
Title: Re: Topic for minor issues v4
Post by: Vastgoten on March 19, 2021, 03:10:54 AM

The guard on the rooftop of Thutmose house in Muhar falls through the roof when the front door to the house is closed after it has been opened.
When opening the door he levitates up again.

Nothing happens when you just open the door, and most probably leaves it open. But when closing it the guard drops down.
Title: Re: Topic for minor issues v4
Post by: Coronenko on March 19, 2021, 10:11:31 AM
Craftable containers don't give penalty on Hide/Move Silently when opened/closed in stealth mode
Title: Re: Topic for minor issues v4
Post by: EO on March 19, 2021, 10:59:53 PM
Craftable containers don't give penalty on Hide/Move Silently when opened/closed in stealth mode

I'll fix that.


The guard on the rooftop of Thutmose house in Muhar falls through the roof when the front door to the house is closed after it has been opened.
When opening the door he levitates up again.

Nothing happens when you just open the door, and most probably leaves it open. But when closing it the guard drops down.

I'll try to move him so he no longer "falls."
Title: Re: Topic for minor issues v4
Post by: Forte on March 21, 2021, 02:44:43 AM
The Grandfather Sword seems to not be modifiable or customizable in any way (which is a shame) despite the fact nowhere in its description does it note it as a non-modifiable item. I would really like to see it as a modifiable weapon, but at the very least this should be detailed in its item description.

(https://i.imgur.com/PcHi8rR.png)
(https://i.imgur.com/Ravr5G4.png)
Title: Re: Topic for minor issues v4
Post by: inkcorvid on March 21, 2021, 01:02:28 PM
The robe options #61 - 62 don't have an assigned appearance, so in an inventory they appear blank and are easy to loose.

(https://i.imgur.com/vONm3Mr.png)
Title: Re: Topic for minor issues v4
Post by: EO on March 21, 2021, 01:33:15 PM
The robe options #61 - 62 don't have an assigned appearance, so in an inventory they appear blank and are easy to loose.

(https://i.imgur.com/vONm3Mr.png)

That's because these are female-only appearances but there's no way to prevent them from being given to PCs of other gender.
Title: Re: Topic for minor issues v4
Post by: ObsidianOrb on March 28, 2021, 05:36:35 AM
In Barovia - Balinok Mountains, there is a group of rocks that are placed for what I assume is to hide the edge of the map from view, they are floating quite considerably off the ground, you wouldn't notice it with the top down camera view.
Title: Re: Topic for minor issues v4
Post by: MAB77 on March 28, 2021, 07:33:14 AM
In Barovia - Balinok Mountains, there is a group of rocks that are placed for what I assume is to hide the edge of the map from view, they are floating quite considerably off the ground, you wouldn't notice it with the top down camera view.

Please add a screenshot of the area's minimap and circle the locations of the floating rocks.
Title: Re: Topic for minor issues v4
Post by: The Tiny Mesmer on March 28, 2021, 02:33:43 PM
Someone please fix this poor woman's pathing. She makes me so nervous every time I walk by. She just keeps on pacing back and forth. I fear for her sanity.  :(

She's in Quartier Savant. Just next to Shop 3.

Spoiler: show
(https://cdn.discordapp.com/attachments/724743056401891701/825799109570592818/unknown.png)
Title: Re: Topic for minor issues v4
Post by: Haunted Huntsman on March 31, 2021, 07:19:59 AM
The Sickle of Autumn cancels your spell casting abilities as druid because it's a metal weapon.  But the weapon is a druid only weapon and gives 1 extra lvl 1 spell slot.  If someone could take a look  at this! Thanks!
Title: Re: Topic for minor issues v4
Post by: MAB77 on March 31, 2021, 01:07:52 PM
The Sickle of Autumn cancels your spell casting abilities as druid because it's a metal weapon.  But the weapon is a druid only weapon and gives 1 extra lvl 1 spell slot.  If someone could take a look  at this! Thanks!

Hi. I tested both the sickles of autumn and summer. They each worked properly. Also, neither have any material components listed in their properties and the script checks only for metal items, on the armor, shield, boots, bracers and helmet slots. Whatever caused your inability to cast isn't the sickle. Practical guess, you equipped something a druid should not in one of those slots and it triggered the metal armor restriction. I suggest you unequip all those slots, rest, then test the sickle again. Let me know if it persists.
Title: Re: Topic for minor issues v4
Post by: Haunted Huntsman on March 31, 2021, 05:30:36 PM
The Sickle of Autumn cancels your spell casting abilities as druid because it's a metal weapon.  But the weapon is a druid only weapon and gives 1 extra lvl 1 spell slot.  If someone could take a look  at this! Thanks!

Hi. I tested both the sickles of autumn and summer. They each worked properly. Also, neither have any material components listed in their properties and the script checks only for metal items, on the armor, shield, boots, bracers and helmet slots. Whatever caused your inability to cast isn't the sickle. Practical guess, you equipped something a druid should not in one of those slots and it triggered the metal armor restriction. I suggest you unequip all those slots, rest, then test the sickle again. Let me know if it persists.

Turns out you were right! It was the shield I had one, didnt' realize. Thanks!
Title: Re: Topic for minor issues v4
Post by: EO on March 31, 2021, 07:11:02 PM
Someone please fix this poor woman's pathing. She makes me so nervous every time I walk by. She just keeps on pacing back and forth. I fear for her sanity.  :(

She's in Quartier Savant. Just next to Shop 3.

Spoiler: show
(https://cdn.discordapp.com/attachments/724743056401891701/825799109570592818/unknown.png)


I'll fix this.
Title: Re: Topic for minor issues v4
Post by: Winterglass on April 01, 2021, 11:06:49 AM
The katar is described as 'discrete and efficient'.
That should be 'discreet and efficient'.

'Discrete' means separate and distinct from other things.
Now, although one could argue that since hardly anyone uses punch daggers they're pretty discrete, I'm pretty sure the writer was looking for 'discreet' as in subtle, unobtrusive.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on April 02, 2021, 12:17:13 AM
Sorrowful Willow does not seem to work in any recipe. I have tried club, quarterstaff, crossbows (with steel as secondary), and both composite and ordinary bows (assassin bug legs as secondary). I get the improper/lacking ingredients message.
May not be a bug, of course, and I am simply not using it properly.


Yeah, I'm just a moron.
Title: Re: Topic for minor issues v4
Post by: Artemis on April 02, 2021, 03:11:37 AM
Sorrowful Willow does not seem to work in any recipe. I have tried club, quarterstaff, crossbows (with steel as secondary), and both composite and ordinary bows (assassin bug legs as secondary). I get the improper/lacking ingredients message.
May not be a bug, of course, and I am simply not using it properly.

I have a shield made from it that works
Title: Re: Topic for minor issues v4
Post by: EO on April 02, 2021, 09:55:33 AM
The katar is described as 'discrete and efficient'.
That should be 'discreet and efficient'.

'Discrete' means separate and distinct from other things.
Now, although one could argue that since hardly anyone uses punch daggers they're pretty discrete, I'm pretty sure the writer was looking for 'discreet' as in subtle, unobtrusive.

I'll fix this in the next hak update.
Title: Re: Topic for minor issues v4
Post by: enragedmang on April 02, 2021, 12:12:26 PM
Not sure if this is intentional but with the diagnostics running the server has been crashing seemingly at least once an hour. Just mentioning it incase there might be bugs in the diagnostics.
Title: Re: Topic for minor issues v4
Post by: ChrisRanHimselfOver on April 03, 2021, 11:53:46 AM
Noticed that I can't seem to alter the appearance of some of my weapons that aren't marked as having a set appearance. Specifically a Dementlieuese Epee and a Gaucho Bullwhip. Not sure if they should be able to be altered or are just missing an OOC notice.

I've tried re-equipping and relogging and neither made the weapons alterable.
Title: Re: Topic for minor issues v4
Post by: Coronenko on April 07, 2021, 08:05:28 PM
Cleric feat "Energy Drain" can target the caster and level drain the caster
Title: Re: Topic for minor issues v4
Post by: zDark Shadowz on April 08, 2021, 07:11:25 PM
I cant test this myself but a player on a discord channel mentioned that the Gate spell is able to last an entire dungeon despite it only being listed for 1 turn + round/level duration, accompanied with a screenshot of 3 mages using balors to run Sithicus.
Title: Re: Topic for minor issues v4
Post by: EO on April 10, 2021, 04:15:18 PM
Cleric feat "Energy Drain" can target the caster and level drain the caster

I'll fix this in the next hak update, though no ETA.

I cant test this myself but a player on a discord channel mentioned that the Gate spell is able to last an entire dungeon despite it only being listed for 1 turn + round/level duration, accompanied with a screenshot of 3 mages using balors to run Sithicus.

If this is the case, it's an exploit and anyone doing it would face the appropriate consequences.
Title: Re: Topic for minor issues v4
Post by: EO on April 15, 2021, 08:11:09 PM
I cant test this myself but a player on a discord channel mentioned that the Gate spell is able to last an entire dungeon despite it only being listed for 1 turn + round/level duration, accompanied with a screenshot of 3 mages using balors to run Sithicus.

This should now be fixed.
Title: Re: Topic for minor issues v4
Post by: Dardonas on May 02, 2021, 12:12:03 PM
In the transition just outside of Krofburg, there is a herb node that is barely accessible and visible.  It is just by the set of stairs at the transition to Krofburg's Tent City.

(https://i.gyazo.com/9cff9b4a8bdf4f0eff44c20d3c5f3cea.png)

Location: Barovia - Mt. Ghakis - Near Krofburg
Title: Re: Topic for minor issues v4
Post by: cooachlyfe on May 02, 2021, 03:01:17 PM
There is a small problem using gutwrench, a max bull, and tenser transformation. These spells should combine for a strength buff of +13. It seems when I have the strength buff from gutwrench and a max bull and then I use tenser transformation, it only gives me +12 strength. This happens regardless of whether I cast the gutwrench spell first or the max bulls first. My mistake I did not realize there was a strength cap
Title: Re: Topic for minor issues v4
Post by: Evendur on May 04, 2021, 07:32:42 PM
The Item "Abber Throwing Tomahawk", found as a set of 25 throwing axes, has a weight of 127.5

Im assuming this was not intended :) 

Title: Re: Topic for minor issues v4
Post by: Quartermaster on May 06, 2021, 12:28:00 PM
Since yesterday's EE update I have seen some graphic issues:
Deer and Camels do not have a walk animation.
In Har Akir Desert Zombies stand in the T formation and also do not have any animations.
PC armor robes float at weird angles when a PC sits, or for females, the dress robe is to the side as they stand.
PC Cloaks also do not sit with a PC, they float above the PC.

In the Governors Hotel in Port every rentable room on each floor 1-4 is now visible on area enter. I can see how they are decorated, and tab highlight every useable placeable.

Screenshots available if wanted.
Title: Re: Topic for minor issues v4
Post by: Soren / Zarathustra217 on May 07, 2021, 11:26:07 AM
Since yesterday's EE update I have seen some graphic issues:
Deer and Camels do not have a walk animation.
In Har Akir Desert Zombies stand in the T formation and also do not have any animations.
PC armor robes float at weird angles when a PC sits, or for females, the dress robe is to the side as they stand.
PC Cloaks also do not sit with a PC, they float above the PC.

In the Governors Hotel in Port every rentable room on each floor 1-4 is now visible on area enter. I can see how they are decorated, and tab highlight every useable placeable.

Screenshots available if wanted.

Are you running the development patch yourself too? If so, make sure to clear out your override folder of any shader files (anything with the .shd suffix).
Title: Re: Topic for minor issues v4
Post by: Quartermaster on May 07, 2021, 01:22:59 PM
Thank you that worked!
Title: Re: Topic for minor issues v4
Post by: Kiyosa on May 07, 2021, 06:48:09 PM
This one herb spawn deep under the mountain is unreachable, no matter what sort of herb spawns there.

Spoiler: Location Pictures • show
(https://i.gyazo.com/21219f22546fd039b65fc690ef9f38e7.png)

(https://i.gyazo.com/39f4f4a41b3e892869fc2f4bbfc70bfb.png)
Title: Re: Topic for minor issues v4
Post by: EO on May 09, 2021, 10:47:24 AM
This one herb spawn deep under the mountain is unreachable, no matter what sort of herb spawns there.

Spoiler: Location Pictures • show
(https://i.gyazo.com/21219f22546fd039b65fc690ef9f38e7.png)

(https://i.gyazo.com/39f4f4a41b3e892869fc2f4bbfc70bfb.png)


In the transition just outside of Krofburg, there is a herb node that is barely accessible and visible.  It is just by the set of stairs at the transition to Krofburg's Tent City.

(https://i.gyazo.com/9cff9b4a8bdf4f0eff44c20d3c5f3cea.png)

Location: Barovia - Mt. Ghakis - Near Krofburg

I'll fix both of these.
Title: Re: Topic for minor issues v4
Post by: Folly on May 09, 2021, 09:29:19 PM
I'll fix both of these.

I have another unfixed herb spawn. Sorry don't have screenshot. Will try to give you the best description of where it is.

If you exit Port going East onto the avenue du progress, and then head south ONE or TWO zones. (im not sure)
Then you head  west (towards the city wall) up a slight hill in the grassy terrain, you find a zone exit WEST.
Go through that zone exit, you are now within visible distance of the city walls. And there is a tree with a herb spawn in it, floating high up.
It is impossible to acquire the herb located in the tree.

Some images with a rough sense of where it is. Again, my zone count is a guess. So it might be wrong.

(https://i.imgur.com/woG7lLV.png)

(https://i.imgur.com/Tp5PKjr.png)
Title: Re: Topic for minor issues v4
Post by: EO on May 09, 2021, 09:44:34 PM
I'll fix both of these.

I have another unfixed herb spawn. Sorry don't have screenshot. Will try to give you the best description of where it is.

I found it; will fix it next update.
Title: Cannot Recover Crafted Traps
Post by: NacreCicatrix on May 12, 2021, 03:35:00 AM
I cannot recover a crafted trap my character has set (the option is greyed out).
I can't disable it either, as I cannot meet the DC (30, I can only get 25).
It's showing up as a red square on my screen when set. Not green. Walking over it doesn't trigger it, though.



Title: Re: Cannot Recover Crafted Traps
Post by: EO on May 12, 2021, 08:39:38 AM
I cannot recover a crafted trap my character has set (the option is greyed out).
I can't disable it either, as I cannot meet the DC (30, I can only get 25).
It's showing up as a red square on my screen when set. Not green. Walking over it doesn't trigger it, though.

This is intentional; disabling it will also recover it automatically, but you need to pass the DC.
Title: Re: Cannot Recover Crafted Traps
Post by: NacreCicatrix on May 12, 2021, 03:38:21 PM
I cannot recover a crafted trap my character has set (the option is greyed out).
I can't disable it either, as I cannot meet the DC (30, I can only get 25).
It's showing up as a red square on my screen when set. Not green. Walking over it doesn't trigger it, though.

This is intentional; disabling it will also recover it automatically, but you need to pass the DC.

Ranger trappers are screwed if they mis-lay a crafted trap, since it's hard to reach the DC (of stronger traps) with a non class skill. I have been told it's free recovery for regular traps, so I guess I'll ditch crafting!
Title: Re: Topic for minor issues v4
Post by: Quartermaster on May 14, 2021, 10:19:45 AM
There has been some instability with arcane spells since the new hak update. At times mass spells will not give effects to some in a party. Mass see invisibility, Mass improved invisibility, Mass bulls strength, Mass Haste, and Mass protection from elements, in this order failed to give their bonuses to one in our group who was in touching distance to the caster.

Also the Spell firebrand has been messed up for months. Some times nothing happens, no animation, no damage to enemies. other times it will only send out 1 or 2 brands, when it should send out as many as enemies present. (per it's description)
Title: Re: Topic for minor issues v4
Post by: herkles on May 14, 2021, 11:15:23 AM
blue crabs have the meat item when they die not the blue crab item. Shouldn't they blue crab item so you can eat them?
Title: Re: Topic for minor issues v4
Post by: inkcorvid on May 14, 2021, 11:19:19 AM
Blood Hawks that spawn on the mountain road to Krofburg drop feathers that are associated with the defunct crafting system. They have radial options to craft weapon and armor with them.

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

EDIT: Only +3 Int, to answer the question below.
Title: Re: Topic for minor issues v4
Post by: zDark Shadowz on May 14, 2021, 03:24:32 PM
Blood Hawks that spawn on the mountain road to Krofburg drop feathers that are associated with the defunct crafting system. They have radial options to craft weapon and armor with them.

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

What was the intelligence modifier of the person doing the killing of these birds?

I know there is a default nwn script that will generate crafting components from creatures if the killer has a 6+ craft weapon / armour modifier based purely upon the creatures' appearance, and those skills are intelligence skills. Could be the cause of it.
Title: Re: Topic for minor issues v4
Post by: EO on May 14, 2021, 05:11:08 PM
There has been some instability with arcane spells since the new hak update. At times mass spells will not give effects to some in a party. Mass see invisibility, Mass improved invisibility, Mass bulls strength, Mass Haste, and Mass protection from elements, in this order failed to give their bonuses to one in our group who was in touching distance to the caster.

Also the Spell firebrand has been messed up for months. Some times nothing happens, no animation, no damage to enemies. other times it will only send out 1 or 2 brands, when it should send out as many as enemies present. (per it's description)

This isn't a new bug; it has to do with line of sight but nothing we can really do about it on our end.
Title: Re: Topic for minor issues v4
Post by: Rainor on May 14, 2021, 11:47:56 PM
When placed, carpets seem to just now face a random direction, or have no regard as to which way the player is facing and only go one way.
Title: Re: Topic for minor issues v4
Post by: EO on May 23, 2021, 10:07:49 AM
When placed, carpets seem to just now face a random direction, or have no regard as to which way the player is facing and only go one way.

I've tried recreating this, but couldn't.
Title: Re: Topic for minor issues v4
Post by: A humble sage on May 23, 2021, 11:12:36 PM
When crafting Chitin shields, Once the chitin has been worked into plates, it does not get detected as an ingredient until it has been removed from the station and added to the station again. This happens with both chitin and thick chitin (wasn't able to test it with other varieties)
Title: Re: Topic for minor issues v4
Post by: Duayne on May 25, 2021, 05:35:43 AM
"Wax-Myrtle Tree" as well as other tree-type herbs causing brief FPS freezes when rendering in. This happens everytime without fail even if already seen before but has to re-render. I think something like this was reported before and I vagulely remember the solution being the graphic getting recompiled? But I'm really not sure.

I will add names of the other ones causing the FPS drops when I get their names again.
Title: Re: Topic for minor issues v4
Post by: EO on May 25, 2021, 07:37:58 PM
"Wax-Myrtle Tree" as well as other tree-type herbs causing brief FPS freezes when rendering in. This happens everytime without fail even if already seen before but has to re-render. I think something like this was reported before and I vagulely remember the solution being the graphic getting recompiled? But I'm really not sure.

I will add names of the other ones causing the FPS drops when I get their names again.

I'll compile the model.
Title: Re: Topic for minor issues v4
Post by: Duayne on May 26, 2021, 06:04:18 AM
I'll compile the model.

"Black Hawthorn" Is another one that causes the same issue, though not as severe.
Title: Re: Topic for minor issues v4
Post by: herkles on May 27, 2021, 10:07:29 PM
In the Voix de L'ARme there is a table with three stools but it doesn't seem like you can sit there. @findseat doesn't work either.
Title: Re: Topic for minor issues v4
Post by: EO on May 29, 2021, 10:04:24 AM
In the Voix de L'ARme there is a table with three stools but it doesn't seem like you can sit there. @findseat doesn't work either.

Thanks; I've found the cause and will fix it next hak update.
Title: Re: Topic for minor issues v4
Post by: inkcorvid on May 31, 2021, 12:03:46 AM
The "Bomb" item has the wrong description:

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

(Found in Blaustein - Reaver Cave - Bloated Corpse)
Title: Re: Topic for minor issues v4
Post by: EO on May 31, 2021, 01:02:10 PM
The "Bomb" item has the wrong description:

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

(Found in Blaustein - Reaver Cave - Bloated Corpse)

Will fix it.
Title: Re: Topic for minor issues v4
Post by: Duayne on June 03, 2021, 07:53:32 AM
I don't think these throwing axes should be weighing 5.1 each?

(https://i.gyazo.com/d6bf2b8b31d8546f7b9c6ccebcc56a15.png)
Title: Re: Topic for minor issues v4
Post by: foxtale on June 04, 2021, 02:45:11 AM
When candles are placed on the ground using their item special ability, the resulting placeables can't be picked up again if they are saved and re-placed by the rental system after a server reset.
This would ordinarily be no problem as players can remove such items with a Flame Hand spell or similar, but these ones are resistand to all damage, it seems. It would be helpful to make them destructible.
Title: Re: Topic for minor issues v4
Post by: Lucasnoskin on June 07, 2021, 09:07:08 PM
Robes of the Shintao's Detect Evil cannot be used.

The bonus feat given by the "Robes of Shintao", Detect Evil, does not appear on the radial menu. Nor can I find any way to use it, though the feat can be seen in the feat list.

A screenshot of the robes. https://imgur.com/aHj4NQJ (https://imgur.com/aHj4NQJ)
A screenshot of the feat appearing on the feat list.https://imgur.com/y3maNXC (https://imgur.com/y3maNXC)
A screenshot of it not appearing on the radial menu. https://imgur.com/844Vn4v (https://imgur.com/844Vn4v)

I've tried relogging with the robes equipped, aside from that I cannot think of much else.
I've also done the @debug command on my character with the robes, Dante Canter.
Title: Re: Topic for minor issues v4
Post by: zDark Shadowz on June 07, 2021, 10:06:15 PM
It's likely because it's paladin specific and it's tied to the paladin radial.
Title: Re: Topic for minor issues v4
Post by: EO on June 07, 2021, 10:09:44 PM
Robes of the Shintao's Detect Evil cannot be used.

The bonus feat given by the "Robes of Shintao", Detect Evil, does not appear on the radial menu. Nor can I find any way to use it, though the feat can be seen in the feat list.

A screenshot of the robes. https://imgur.com/aHj4NQJ (https://imgur.com/aHj4NQJ)
A screenshot of the feat appearing on the feat list.https://imgur.com/y3maNXC (https://imgur.com/y3maNXC)
A screenshot of it not appearing on the radial menu. https://imgur.com/844Vn4v (https://imgur.com/844Vn4v)

I've tried relogging with the robes equipped, aside from that I cannot think of much else.
I've also done the @debug command on my character with the robes, Dante Canter.

I thought I had removed all these Detect Evil feats on items; I guess I missed that one. I'll remove that feat from the robe and replace it with something else in my next update. You can ask a DM to swap it then for the new version.
Title: Re: Topic for minor issues v4
Post by: Dagoth on June 11, 2021, 09:58:45 AM
meet some bug! if you got corpse in your bags and teleport with it in OOC area - corpse multiplied. One corpse falls on the ground in place there character teleport and one still lies in bags.
Title: Re: Topic for minor issues v4
Post by: EO on June 16, 2021, 09:33:24 PM
When candles are placed on the ground using their item special ability, the resulting placeables can't be picked up again if they are saved and re-placed by the rental system after a server reset.
This would ordinarily be no problem as players can remove such items with a Flame Hand spell or similar, but these ones are resistand to all damage, it seems. It would be helpful to make them destructible.

That applies to all crafted placeables in rentals. Unfortunately there's no way around it short of cutting into rental placeables limit.
Title: Re: Topic for minor issues v4
Post by: inkcorvid on June 21, 2021, 09:22:26 AM
(https://i.imgur.com/4JK9ofj.png)

What's the unit here of which there are 6? OOC minutes? IG hours? Years?
Title: Re: Topic for minor issues v4
Post by: Maragrouf on June 21, 2021, 07:34:32 PM
There seems to be a bug related to Fear and the way it makes you run around. When the Fear debuff is removed, the "run around" effect can still happen for a bit longer, which can make you move in unwanted directions.

Not too sure how or why it happens.
Title: Re: Topic for minor issues v4
Post by: Kiyosa on June 23, 2021, 05:34:57 PM
This is the second time it happens. The caravan bell just isn't there:

(https://i.gyazo.com/3c367c8db1c2f9e598a8de7859844f77.png)

I'm not sure it's a coincidence or not but it's been the Port caravan both times.
Title: Re: Topic for minor issues v4
Post by: Wilkins1952 on June 23, 2021, 06:43:07 PM
This is the second time it happens. The caravan bell just isn't there:

(https://i.gyazo.com/3c367c8db1c2f9e598a8de7859844f77.png)

I'm not sure it's a coincidence or not but it's been the Port caravan both times.

I have had this happen due to lag before where relogging fixed it... Not sure if there is another fix for it other than that.
Title: Re: Topic for minor issues v4
Post by: Micalaylee93 on June 24, 2021, 12:16:42 PM
Recently got the Cloak of Arachnida, and it doesn't give immunity to shadow conjuration: web. not sure if its a bug or it its not supposed to. The description of the cloak mentions it "Grants immunity to entrapment by web spells or webs of any sort" i thought this would include shadow webs.

if its not a bug, is there a chance the cloak could get immunity to the shadow conjuration version?

Thank you.
Title: Re: Topic for minor issues v4
Post by: Purist on June 27, 2021, 06:10:13 AM
Dumitru the Beggar says he will charge a single wolf fang to tell you of the rumors he knows. He actually charges 1GP twice everytime you ask for a rumor.
Title: Re: Topic for minor issues v4
Post by: EO on June 28, 2021, 05:27:29 PM
Recently got the Cloak of Arachnida, and it doesn't give immunity to shadow conjuration: web. not sure if its a bug or it its not supposed to. The description of the cloak mentions it "Grants immunity to entrapment by web spells or webs of any sort" i thought this would include shadow webs.

if its not a bug, is there a chance the cloak could get immunity to the shadow conjuration version?

Thank you.

I'll fix this so it works against all forms of web, hopefully.

Dumitru the Beggar says he will charge a single wolf fang to tell you of the rumors he knows. He actually charges 1GP twice everytime you ask for a rumor.

Thanks, I'll fix this.
Title: Re: Topic for minor issues v4
Post by: InMyDarkestHours on June 28, 2021, 09:42:18 PM
There seems to be a bug related to Fear and the way it makes you run around. When the Fear debuff is removed, the "run around" effect can still happen for a bit longer, which can make you move in unwanted directions.

Not too sure how or why it happens.

This is been around for awhile and I'd love to see this fixed, it's quite frustrating.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on June 29, 2021, 01:44:42 AM
I'm not sure if this is intentional.

The 'follow' command for dominated animals and animal companions does not seem to work when the animal is engaged in combat. They cannot be pulled back from combat or a charge with the command, and continue their attack. When they do not have the sword icon beside their portrait, they obey as usual. Stand ground still works.
I can't speak for other varieties of summons.
Title: Re: Topic for minor issues v4
Post by: Eruheran on June 30, 2021, 11:03:18 AM
(https://i.gyazo.com/a4bad603118d1485912d66e6cd025804.jpg)

This doesn't seem right. This lootbag appearance for the blade happens when you change the color of the weapon, top, middle and bottom parts (in this case a longsword).

I forgot to count, but about 4 or 5 out of the 10 or so colors are viewable, the rest result in this lootbag appearance. Those numbers are from the amount of times I clicked "next color" until I got back to the first viewable color variant.

You can also see in the inventory the weapon takes on the default appearance. For reference, the weapon being shown is one that was crafted in 2020.


Edit: Been addressed.
Title: Re: Topic for minor issues v4
Post by: Vissy on July 01, 2021, 07:53:14 AM
I agree. There are very, -very- few longsword appearances compared to other weapons, as most of the options result in the "default" lootbag appearance.
Title: Re: Topic for minor issues v4
Post by: EO on July 01, 2021, 09:53:51 AM
(https://i.gyazo.com/a4bad603118d1485912d66e6cd025804.jpg)

This doesn't seem right. This lootbag appearance for the blade happens when you change the color of the weapon, top, middle and bottom parts (in this case a longsword).

I forgot to count, but about 4 or 5 out of the 10 or so colors are viewable, the rest result in this lootbag appearance. Those numbers are from the amount of times I clicked "next color" until I got back to the first viewable color variant.

You can also see in the inventory the weapon takes on the default appearance. For reference, the weapon being shown is one that was crafted in 2020.

That's not a bug; not all colors are supported, so some will show the bag model. While it could be fixed it's not really worth the trouble considering the low impact of seeing bag models sometimes.
Title: Re: Topic for minor issues v4
Post by: Iolantir on July 09, 2021, 08:15:31 PM
Lesser Shadow Wolves in the Sullen Woods don't seem to actually be shadows. They can be crit, sneak attacked, and don't drop shadow residue. Shadow Rats do.
Title: Re: Topic for minor issues v4
Post by: Revenant on July 09, 2021, 08:25:40 PM
Most non-vanilla top appearances for the Bastard Sword are now locked. While there may be some that are supposed to be, this includes a wide swath of very normal medieval sword appearances. Bottom and Middle do not seem affected, or at least not as severely. I haven't noticed anything for other weapons, though I haven't been going out of my way to check either.
Title: Re: Topic for minor issues v4
Post by: zDark Shadowz on July 10, 2021, 01:24:12 AM
Lesser Shadow Wolves in the Sullen Woods don't seem to actually be shadows. They can be crit, sneak attacked, and don't drop shadow residue. Shadow Rats do.

They arent undead, no. This is intended I believe.
(they're fey creatures, hit them with copper)
Title: Re: Topic for minor issues v4
Post by: Iolantir on July 10, 2021, 10:25:18 AM
Lesser Shadow Wolves in the Sullen Woods don't seem to actually be shadows. They can be crit, sneak attacked, and don't drop shadow residue. Shadow Rats do.

They arent undead, no. This is intended I believe.
(they're fey creatures, hit them with copper)

I don’t have a source book with me, but I could have sworn shadow wolves were undead. Especially since they spawn with and around other shadow creatures.
Title: Re: Topic for minor issues v4
Post by: EO on July 10, 2021, 03:03:31 PM
Lesser Shadow Wolves in the Sullen Woods don't seem to actually be shadows. They can be crit, sneak attacked, and don't drop shadow residue. Shadow Rats do.

Those are shadow fey; there's a mixture of both in there. They're the shadow wolves from the Wagner Mines.
Title: Re: Topic for minor issues v4
Post by: Dardonas on July 14, 2021, 03:48:25 AM
Zombie Golems in the curst cave have had odd aggro mechanics for the past year or so.  They will track to ghosts, invisible characters, downed characters and stealthing characters when not in combat.
Title: Re: Topic for minor issues v4
Post by: tom on July 14, 2021, 09:06:05 AM
Zombie Golems in the curst cave have had odd aggro mechanics for the past year or so.  They will track to ghosts, invisible characters, downed characters and stealthing characters when not in combat.

Also on lower spawns blasphemes are spawned instead of zombie golems and those have tremorsense of some kind of I recall correctly.
Title: Re: Topic for minor issues v4
Post by: grongrin on July 14, 2021, 11:18:19 AM
Encountered a bug of not getting a spell after learning it from a scroll.
I was in the middle of re-levelling my character, took a break a few levels in and then learned a spell from a scroll, but that spell doesn't show up in my spellbook (the scroll was used up and i got the notification that I should have the spell now, as shown in the attached image).
Spoiler: show
(https://i.imgur.com/3JFznoW.png)
Title: Re: Topic for minor issues v4
Post by: EO on July 14, 2021, 01:01:04 PM
Encountered a bug of not getting a spell after learning it from a scroll.
I was in the middle of re-levelling my character, took a break a few levels in and then learned a spell from a scroll, but that spell doesn't show up in my spellbook (the scroll was used up and i got the notification that I should have the spell now, as shown in the attached image).
Spoiler: show
(https://i.imgur.com/3JFznoW.png)


I'd need more information for that, such as:

1) Did you change your spell school? Unlikely but to make sure.
2) Is this a remake or a relevel?
3) Are you a pure wizard or multiclass?
Title: Re: Topic for minor issues v4
Post by: Dardonas on July 15, 2021, 02:55:06 AM
Zombie Golems in the curst cave have had odd aggro mechanics for the past year or so.  They will track to ghosts, invisible characters, downed characters and stealthing characters when not in combat.

Also on lower spawns blasphemes are spawned instead of zombie golems and those have tremorsense of some kind of I recall correctly.

Doesn't have anything to do with this. Zombie Golems don't have tremor sense.  They will track across the dungeon to stand and hover on top of stealthers without being aggro'd to them.
Title: Re: Topic for minor issues v4
Post by: herkles on July 15, 2021, 09:50:48 AM
Edelweiss seems to do two very different things based on who is selling it. the Hospice in Port has it do Invisibility, while the one in the Medical department has it do remove disease. Shouldn't they do the same thing? 
Title: Re: Topic for minor issues v4
Post by: EO on July 17, 2021, 09:28:58 AM
Edelweiss seems to do two very different things based on who is selling it. the Hospice in Port has it do Invisibility, while the one in the Medical department has it do remove disease. Shouldn't they do the same thing?

I'll change them all to the Remove Disease version.
Title: Re: Topic for minor issues v4
Post by: zDark Shadowz on July 17, 2021, 09:33:01 AM
I'll miss the free invisibility herb drops.
Title: Re: Topic for minor issues v4
Post by: WolfeJob on July 18, 2021, 11:38:39 AM
Are we going to add another source of invisibility to compensate for the change? As it stands, there are very few readily available sources of it for characters than do not have access to herbalism/UMD. Unless, of course, I am missing something obvious.
Title: Re: Topic for minor issues v4
Post by: EO on July 18, 2021, 12:01:23 PM
Are we going to add another source of invisibility to compensate for the change? As it stands, there are very few readily available sources of it for characters than do not have access to herbalism/UMD. Unless, of course, I am missing something obvious.

When we first introduced herbalism we pulled most consumables from the game world. We may or may not add an alternative but we prefer people use the in-game crafting economy rather than relying on NPCs.
Title: Re: Topic for minor issues v4
Post by: WolfeJob on July 18, 2021, 12:56:47 PM
My concern with that is the limiting reagent being the availability of invis herbs and how they generally end up being used. Improved Invisibility potions are far more useful if there are no arcane casters available to provide the buff, and very quickly eat through the herbalist's supply. If no consumable is added, perhaps increasing the spawn rate or variety of herbs that are used in those recipes?
Title: Re: Topic for minor issues v4
Post by: herkles on July 18, 2021, 01:17:18 PM
Are we going to add another source of invisibility to compensate for the change? As it stands, there are very few readily available sources of it for characters than do not have access to herbalism/UMD. Unless, of course, I am missing something obvious.

When we first introduced herbalism we pulled most consumables from the game world. We may or may not add an alternative but we prefer people use the in-game crafting economy rather than relying on NPCs.
Could the herablism system we have be able to get the various herbs that are found in NPC shops? I know Belladonna is found available but what the other plants?
Title: Re: Topic for minor issues v4
Post by: Dardonas on July 18, 2021, 03:41:48 PM
Edelweiss seems to do two very different things based on who is selling it. the Hospice in Port has it do Invisibility, while the one in the Medical department has it do remove disease. Shouldn't they do the same thing?

I'll change them all to the Remove Disease version.

Wouldn't it make more sense to keep them with the invisibility and change the remove the disease ones?  I've only ever looked at Eidelweiss as an invisibility plant, the Remove Disease variant seems like an off-shoot and the vast majority I've otherwise seen are invisibility.
Title: Re: Topic for minor issues v4
Post by: EO on July 18, 2021, 10:43:12 PM
Quote
Wouldn't it make more sense to keep them with the invisibility and change the remove the disease ones?  I've only ever looked at Eidelweiss as an invisibility plant, the Remove Disease variant seems like an off-shoot and the vast majority I've otherwise seen are invisibility.

It giving Invisibility is a bit off; I added it years ago (along with Lemon and other consumables that gave spells) in the pre-crafting days. They were never meant to be sold in stores initially but to be found in loot tables. As mentioned, we'll either add an alternative (eg. Dust of Disappearance) or pull that completely, and encourage people to go the crafting route.
Title: Re: Topic for minor issues v4
Post by: DaloLorn on July 19, 2021, 03:09:09 AM
Quote
Wouldn't it make more sense to keep them with the invisibility and change the remove the disease ones?  I've only ever looked at Eidelweiss as an invisibility plant, the Remove Disease variant seems like an off-shoot and the vast majority I've otherwise seen are invisibility.

It giving Invisibility is a bit off; I added it years ago (along with Lemon and other consumables that gave spells) in the pre-crafting days. They were never meant to be sold in stores initially but to be found in loot tables. As mentioned, we'll either add an alternative (eg. Dust of Disappearance) or pull that completely, and encourage people to go the crafting route.

There actually is an alternative already: Rokuma Mirrored Masks. They're bigger and heavier than Edelweiss, and bigger than Dusts of Disappearance, but they've got a short Invisibility spell too.
Title: Re: Topic for minor issues v4
Post by: Dardonas on July 20, 2021, 11:34:18 PM
Quote
Wouldn't it make more sense to keep them with the invisibility and change the remove the disease ones?  I've only ever looked at Eidelweiss as an invisibility plant, the Remove Disease variant seems like an off-shoot and the vast majority I've otherwise seen are invisibility.

It giving Invisibility is a bit off; I added it years ago (along with Lemon and other consumables that gave spells) in the pre-crafting days. They were never meant to be sold in stores initially but to be found in loot tables. As mentioned, we'll either add an alternative (eg. Dust of Disappearance) or pull that completely, and encourage people to go the crafting route.

There actually is an alternative already: Rokuma Mirrored Masks. They're bigger and heavier than Edelweiss, and bigger than Dusts of Disappearance, but they've got a short Invisibility spell too.

It's really only going to inadvertently nerf to rogues, in my opinion, further allowing other classes to shine ahead of the one thing rogues are meant to be good at, ninjalooting.  Rokuma Mirrored Masks are not able to be purchased and they weigh substantially more. 
Title: Re: Topic for minor issues v4
Post by: Glass Cannon on July 20, 2021, 11:40:44 PM
Adding an IG source of Dust of Disappearance would be good, IMO.  I think there may be a vendor or two but it's pretty rare.
Title: Re: Topic for minor issues v4
Post by: Dardonas on July 20, 2021, 11:45:57 PM
Adding an IG source of Dust of Disappearance would be good, IMO.  I think there may be a vendor or two but it's pretty rare.

It would be good, but it'll also probably cost somewhere from 600-1000 gold which is 3-4x the price you can get eidelweiss for.
Title: Re: Topic for minor issues v4
Post by: tom on July 21, 2021, 12:59:38 AM
If its difficult to procure invisibility potions I'd think introducing a new invisibility item that doesn't weigh a lot would probably be preferable to allowing dust of disappearance to be purchased.

I will say, I never knew Eidelweiss was intended to be a remove disease item since I've only ever had it from looting places and I've only ever acquired the invisibility granting version of the plant and never the cure disease variant.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on July 21, 2021, 01:20:58 AM
I use invisibility items extensively, and not just for ninjalooting. They're pretty much the lowbie panic button (and almost an essential for low-level dungeon rescues). Edelweiss wasn't exactly easy for a level 2-3 to acquire, either. I'd save up a few thousand in coin, then haul out to VoB to purchase some. Easier than finding someone who does happen to sell potions. An alternative would be great.
Title: Re: Topic for minor issues v4
Post by: Bouquet of Lotuses on July 21, 2021, 04:29:47 AM
Please, please keep a lowbie friendly invis option in the game.
Title: Re: Topic for minor issues v4
Post by: aliceofthevoid on July 22, 2021, 08:30:15 AM
Name: Wild Shape Carried Weight Bug

Where: Your local Druid

When: Appears to happen with every use of Wild Shape

What: Carried weight seems to decrease every time I use wild shape, reducing it by ~6 pounds each use when I tested it.

Ideas: Possibly some inconsistencies with the gear "merging" into the shifted form?
Title: Re: Topic for minor issues v4
Post by: Ithalan on July 22, 2021, 10:44:14 AM
Carrying capacity directly correlates to your current strength score (including any temporary modifiers) and is iirc also affected by size, so it'd probably help a lot if you could post the exact carrying capacity you were seeing, what your strength score was showing as on the character sheet and what form (if any) you were in at that time.
Title: Re: Topic for minor issues v4
Post by: HM01 on July 23, 2021, 10:24:58 AM
The recently added item "Cardona's Trick Shackles" sells to merchants for 1gp.
Title: Re: Topic for minor issues v4
Post by: Vissy on July 24, 2021, 12:06:52 PM
The "Root of Yggdrasil" item (sold in Degannwy) should probably be removed, at least temporarily, from the stores, due to IC events - if they are made out of Yggdrasil's roots, that is. (They would only have a limited supply of the material at best by now.)
Title: Re: Topic for minor issues v4
Post by: Dardonas on July 28, 2021, 09:21:58 PM
Please fix the trap door at the temple of Hotep.  The gap for the trap is too small too reliably shimmy along and is often buggy.  I don't mind the trap door mechanic, but the fact is that it's a lottery whether you can shimmy past it.  Larger model characters struggle to get by it and it's a glitch more than anything when you mess up. If the trap can be slightly smaller to accommodate characters moving by, it would help out immensely.
Title: Re: Topic for minor issues v4
Post by: EO on July 31, 2021, 02:11:40 PM
The "Root of Yggdrasil" item (sold in Degannwy) should probably be removed, at least temporarily, from the stores, due to IC events - if they are made out of Yggdrasil's roots, that is. (They would only have a limited supply of the material at best by now.)

Good point. I'll remove it.

The recently added item "Cardona's Trick Shackles" sells to merchants for 1gp.

That's normal.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on August 07, 2021, 09:10:35 AM
Ring of Arcane Stillness: characters who can use it via UMD get the feat in their list, but it does not work (spells still fail from armor penalty in tier 1-3).
Title: Re: Topic for minor issues v4
Post by: zDark Shadowz on August 07, 2021, 10:25:13 AM
Ring of Arcane Stillness: characters who can use it via UMD get the feat in their list, but it does not work (spells still fail from armor penalty in tier 1-3).

A few queries about this-

What class are you casting the spells from?
Spells themselves or just scrolls?
Are you wearing items that have arcane spell failure as an item property or only from armour and shields' innate properties?
Were you trying spells while exhausted?

'Cause theres a few things that would need to be checked in regards to what could override a feat that by default in NWN, does actually work properly, its not something that is so easily broken so it really needs more in depth details.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on August 08, 2021, 06:20:48 AM
Bard.
Spells.
No.
No.

No PEBCAK here. Another player has confirmed the same issue while attempting to use the ring in the same context.
Title: Re: Topic for minor issues v4
Post by: Wilkins1952 on August 09, 2021, 08:49:55 AM
(https://i.imgur.com/AB93SWH.jpg?1)

Crafted war fans say they are made out of steel in the description when they can be made out of other metals.
Title: Re: Topic for minor issues v4
Post by: EO on August 09, 2021, 12:32:04 PM
(https://i.imgur.com/AB93SWH.jpg?1)

Crafted war fans say they are made out of steel in the description when they can be made out of other metals.

Thanks; I'll fix this.
Title: Re: Topic for minor issues v4
Post by: Rainor on August 09, 2021, 03:03:00 PM
Animal empathy does not function while shapeshifted.
Title: Re: Topic for minor issues v4
Post by: Chadyo on August 11, 2021, 05:45:45 AM
When you cast extended polymorph on yourself, when you have two slots prepared. It proceeds to eat both slots, if you require video footage of it. I can provide it.

Solved, if you polymorph while wearing a greater amulet of thoth you will ofcourse loose the spellslot.
Title: Re: Topic for minor issues v4
Post by: DaloLorn on August 11, 2021, 08:27:45 AM
When you cast extended polymorph on yourself, when you have two slots prepared. It proceeds to eat both slots, if you require video footage of it. I can provide it.

Do you have a racial +INT boost? That's one of the many ways polymorphing can eat spells in NWN2, so it might apply here too.

Either way: try casting Fox's Cunning, first, to pad your INT score before polymorphing.
Title: Re: Topic for minor issues v4
Post by: EO on August 12, 2021, 09:33:16 PM
(https://i.imgur.com/AB93SWH.jpg?1)

Crafted war fans say they are made out of steel in the description when they can be made out of other metals.

This should now be fixed.
Title: Re: Topic for minor issues v4
Post by: EO on August 12, 2021, 09:33:24 PM
Ring of Arcane Stillness: characters who can use it via UMD get the feat in their list, but it does not work (spells still fail from armor penalty in tier 1-3).

This should now be fixed.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on August 12, 2021, 09:42:53 PM
Ring of Arcane Stillness: characters who can use it via UMD get the feat in their list, but it does not work (spells still fail from armor penalty in tier 1-3).

This should now be fixed.

Just tested - it's not working. Still failing tier 1-3 spells in armor with the ring on.
Title: Re: Topic for minor issues v4
Post by: EO on August 12, 2021, 09:43:13 PM
Quote
Just tested - it's not working. Still failing tier 1-3 spells in armor with the ring on.

What class?
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on August 12, 2021, 09:45:22 PM
I'm not sure if this is intentional.

The 'follow' command for dominated animals and animal companions does not seem to work when the animal is engaged in combat. They cannot be pulled back from combat or a charge with the command, and continue their attack. When they do not have the sword icon beside their portrait, they obey as usual. Stand ground still works.
I can't speak for other varieties of summons.

After some experimentation, this seems to apply to all henchmen, summons, etc. Neither the radial nor voice commands work.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on August 12, 2021, 09:45:33 PM
Quote
Just tested - it's not working. Still failing tier 1-3 spells in armor with the ring on.

What class?

Bard!
Title: Re: Topic for minor issues v4
Post by: EO on August 12, 2021, 09:46:59 PM
Quote
Just tested - it's not working. Still failing tier 1-3 spells in armor with the ring on.

Ah, yeah, found the cause. It'll be fixed next update.
Title: Re: Topic for minor issues v4
Post by: gotesu on August 13, 2021, 07:51:55 AM
Hi there

Tested faerie fire (the druid lvl 1 spell) against some desert trolls, it didnt negate their concealment.

thanks
Title: Re: Topic for minor issues v4
Post by: Chadyo on August 13, 2021, 08:18:55 AM
When you cast extended polymorph on yourself, when you have two slots prepared. It proceeds to eat both slots, if you require video footage of it. I can provide it.

Do you have a racial +INT boost? That's one of the many ways polymorphing can eat spells in NWN2, so it might apply here too.

Either way: try casting Fox's Cunning, first, to pad your INT score before polymorphing.

Atuar is human, so I don't think so and I don't have items that provide INT either... WAAAIT a minute I have a greater necklace of thoth, and ofcourse the moment I polymorph I loose one spellslot from the item. Consider it solved.
Title: Re: Topic for minor issues v4
Post by: manyconsonants on August 13, 2021, 10:30:05 AM
Spoiler: show
(https://i.imgur.com/TOtUQUR.jpg)


Cell VII in the East Ward of the Vallaki City Jail seems to be missing a door.
Title: Re: Topic for minor issues v4
Post by: EO on August 14, 2021, 08:43:27 AM
Spoiler: show
(https://i.imgur.com/TOtUQUR.jpg)


Cell VII in the East Ward of the Vallaki City Jail seems to be missing a door.

Thanks; I'll fix this.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on August 15, 2021, 09:27:54 AM
So, this is an odd one, and I thought it was just me, but... since maybe 2-3 updates ago, my characters have been very frequently getting stuck in doors when shutting them. Not in the void behind a door - actually inside of the door object. No amount of jiggling, @seatme, relogging seems to help, and the door cannot be targeted either (it has no-LOS transparency from all angles). Requires a DM or a player character to rescue.
A couple of others have confirmed that this has been a regular occurrence for them, but only recently.

Spoiler: show
(https://i.imgur.com/arFvuDv.jpg)
Title: Re: Topic for minor issues v4
Post by: Dardonas on August 15, 2021, 10:27:21 AM
So, this is an odd one, and I thought it was just me, but... since maybe 2-3 updates ago, my characters have been very frequently getting stuck in doors when shutting them. Not in the void behind a door - actually inside of the door object. No amount of jiggling, @seatme, relogging seems to help, and the door cannot be targeted either (it has no-LOS transparency from all angles). Requires a DM or a player character to rescue.
A couple of others have confirmed that this has been a regular occurrence for them, but only recently.

Spoiler: show
(https://i.imgur.com/arFvuDv.jpg)


This has been happening to myself as well.
Title: Re: Topic for minor issues v4
Post by: herkles on August 15, 2021, 10:36:08 AM
So, this is an odd one, and I thought it was just me, but... since maybe 2-3 updates ago, my characters have been very frequently getting stuck in doors when shutting them. Not in the void behind a door - actually inside of the door object. No amount of jiggling, @seatme, relogging seems to help, and the door cannot be targeted either (it has no-LOS transparency from all angles). Requires a DM or a player character to rescue.
A couple of others have confirmed that this has been a regular occurrence for them, but only recently.

Spoiler: show
(https://i.imgur.com/arFvuDv.jpg)


I have had this happen as Yvette before. one of the things that can fix it is if you can change your shape, via wildshape, polymorph, shapechange etc. The larger shapes can push you out of the stuck door.
Title: Re: Topic for minor issues v4
Post by: Wilkins1952 on August 15, 2021, 11:32:26 AM
So, this is an odd one, and I thought it was just me, but... since maybe 2-3 updates ago, my characters have been very frequently getting stuck in doors when shutting them. Not in the void behind a door - actually inside of the door object. No amount of jiggling, @seatme, relogging seems to help, and the door cannot be targeted either (it has no-LOS transparency from all angles). Requires a DM or a player character to rescue.
A couple of others have confirmed that this has been a regular occurrence for them, but only recently.

Spoiler: show
(https://i.imgur.com/arFvuDv.jpg)


I have had this happen as Yvette before. one of the things that can fix it is if you can change your shape, via wildshape, polymorph, shapechange etc. The larger shapes can push you out of the stuck door.

Also having someone KO you and heal you is often enough to push you out as well if you cannot change shape.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on August 16, 2021, 05:24:27 AM
The rooms at Midway Haven are not functioning as safe resting areas, and therefore, do not replenish lost health. Also, because you can't teleport to the OOC lounge from them, my character has become stuck due to the key being yoinked as he entered.
Title: Re: Topic for minor issues v4
Post by: bloodless on August 16, 2021, 06:59:03 AM
The rooms at Midway Haven are not functioning as safe resting areas, and therefore, do not replenish lost health. Also, because you can't teleport to the OOC lounge from them, my character has become stuck due to the key being yoinked as he entered.
On the latter part, logging out and then back in should open the door as well.
Title: Re: Topic for minor issues v4
Post by: EO on August 17, 2021, 07:07:24 AM
The rooms at Midway Haven are not functioning as safe resting areas, and therefore, do not replenish lost health. Also, because you can't teleport to the OOC lounge from them, my character has become stuck due to the key being yoinked as he entered.

Thanks, I'll fix that.
Title: Re: Topic for minor issues v4
Post by: Ringnar on August 19, 2021, 01:08:40 PM
Greetings, I just made a Greyhawk Grey Elf, when it applied the racial stats for subtype it applied -2 Str +2 Int, the post on the forums about sub races says it should have applied -2 Cha +2 int.
Title: Re: Topic for minor issues v4
Post by: EO on August 19, 2021, 01:28:35 PM
Greetings, I just made a Greyhawk Grey Elf, when it applied the racial stats for subtype it applied -2 Str +2 Int, the post on the forums about sub races says it should have applied -2 Cha +2 int.

The stats on the forum are incorrect; I'll fix them.
Title: Re: Topic for minor issues v4
Post by: Evendur on August 21, 2021, 10:00:55 AM
Location: Berez, Trusty Ox Inn - Upstairs

The Transition from the Inn to the Barn leads back to the Inn (The area does not change, but the screen goes black for a moment as if it was about to)
The other way around (from the Barn into the Inn) the Transition seems to work fine
Title: Re: Topic for minor issues v4
Post by: EO on August 23, 2021, 12:49:44 PM
Location: Berez, Trusty Ox Inn - Upstairs

The Transition from the Inn to the Barn leads back to the Inn (The area does not change, but the screen goes black for a moment as if it was about to)
The other way around (from the Barn into the Inn) the Transition seems to work fine

I'll look into this and try to fix it with the next update.
Title: Re: Topic for minor issues v4
Post by: EarlofEtheria on September 01, 2021, 07:29:53 PM
Tenser's Transformation is preventing the looting of gold piles, such as those in Blaustein's Reaver Cave.
Title: Re: Topic for minor issues v4
Post by: EO on September 01, 2021, 09:21:17 PM
Tenser's Transformation is preventing the looting of gold piles, such as those in Blaustein's Reaver Cave.

This should now be fixed.
Title: Re: Topic for minor issues v4
Post by: EO on September 02, 2021, 07:54:05 PM
The rooms at Midway Haven are not functioning as safe resting areas, and therefore, do not replenish lost health. Also, because you can't teleport to the OOC lounge from them, my character has become stuck due to the key being yoinked as he entered.

Location: Berez, Trusty Ox Inn - Upstairs

The Transition from the Inn to the Barn leads back to the Inn (The area does not change, but the screen goes black for a moment as if it was about to)
The other way around (from the Barn into the Inn) the Transition seems to work fine

Tenser's Transformation is preventing the looting of gold piles, such as those in Blaustein's Reaver Cave.

These should all be fixed.
Title: Re: Topic for minor issues v4
Post by: Wilkins1952 on September 03, 2021, 01:31:08 PM
The boots blueprint unlike the gloves blueprint does not have the list of materials needed when it examined (Which in this case would be Two leather, Optionally one Metal.)
Spoiler: show
(https://i.imgur.com/z5iyXW7.jpg?1)
Title: Re: Topic for minor issues v4
Post by: EO on September 05, 2021, 05:14:07 PM
The boots blueprint unlike the gloves blueprint does not have the list of materials needed when it examined (Which in this case would be Two leather, Optionally one Metal.)
Spoiler: show
(https://i.imgur.com/z5iyXW7.jpg?1)


Thanks, we'll fix this with the next hak update.
Title: Re: Topic for minor issues v4
Post by: Rainor on September 13, 2021, 08:10:17 PM
Summons (and I assume other AI companions such as faction NPCs) ignore player commands (stand ground, follow, ect.) once they enter combat.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on September 14, 2021, 07:08:23 AM
Summons (and I assume other AI companions such as faction NPCs) ignore player commands (stand ground, follow, ect.) once they enter combat.

Yep. I've brought this up a couple times. It gets pretty hairy when faction NPCs decide to go postal.

Spoiler: show
I'm not sure if this is intentional.

The 'follow' command for dominated animals and animal companions does not seem to work when the animal is engaged in combat. They cannot be pulled back from combat or a charge with the command, and continue their attack. When they do not have the sword icon beside their portrait, they obey as usual. Stand ground still works.
I can't speak for other varieties of summons.

After some experimentation, this seems to apply to all henchmen, summons, etc. Neither the radial nor voice commands work.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on September 17, 2021, 06:34:31 AM
A few of the recently-added 'the mists are thick tonight' areas don't seem to be spawning anything in any more. Not sure if intentional.

Barovia - Vallaki - Southern Woods - East
The Ravine on the way to Krofburg (I think that used to have a Lamordian doctor and some crawling hands?)
Luna River Bridge (Will-o-Wisps?)
PaL, Quartier Ouvrier and the one in the Marchand - I've never seen either actually generate anything, except a few 'corpse' items in the latter (but no enemies).

The one in the passage near Castle Ravenloft seems to be okay.
Title: Re: Topic for minor issues v4
Post by: Dardonas on September 20, 2021, 08:35:52 PM
The dockmaster in Port-a-Lucine says that for being a cargo worker you'll get 13 solars per day and for being a fisherman you'll get 12 solars per day.  Both of these only give 4 solars per day.  Not sure which one is meant to be correct.
Title: Re: Topic for minor issues v4
Post by: FinalHeaven on September 21, 2021, 01:38:34 AM
Summons (and I assume other AI companions such as faction NPCs) ignore player commands (stand ground, follow, ect.) once they enter combat.
This is now happening with MPC minions as well, though it wasn't affecting me a week ago.
Title: Re: Topic for minor issues v4
Post by: EO on September 21, 2021, 07:07:53 PM
The dockmaster in Port-a-Lucine says that for being a cargo worker you'll get 13 solars per day and for being a fisherman you'll get 12 solars per day.  Both of these only give 4 solars per day.  Not sure which one is meant to be correct.

Only reason I can think of for the discrepancy is if your statistics were permanently lowered after you first took on the job.
Title: Re: Topic for minor issues v4
Post by: Dardonas on September 21, 2021, 07:58:04 PM
The dockmaster in Port-a-Lucine says that for being a cargo worker you'll get 13 solars per day and for being a fisherman you'll get 12 solars per day.  Both of these only give 4 solars per day.  Not sure which one is meant to be correct.

Only reason I can think of for the discrepancy is if your statistics were permanently lowered after you first took on the job.

Not at all.  My characters stats were the same as they were when they took it and I've also retaken both the jobs multiple times, just earlier today.  I can get some screenshots when I'm next in game if you'd like
Title: Re: Topic for minor issues v4
Post by: Soulray on October 03, 2021, 01:30:01 AM
In the Cathedral of Ste. Mere des Larmes, only the outside chapter house door works properly with keys, the chapter house interior does not allow for locking/unlocking.
Title: Re: Topic for minor issues v4
Post by: EO on October 03, 2021, 01:26:35 PM
In the Cathedral of Ste. Mere des Larmes, only the outside chapter house door works properly with keys, the chapter house interior does not allow for locking/unlocking.

Thanks, I'll fix this next update.
Title: Re: Topic for minor issues v4
Post by: Anastian on October 15, 2021, 02:26:46 PM
Heya!
Wanted to report that a certain shady merchant in Port is not registered as a fence anymore, and just sells wine and potage (probably his trading inventory was swapped with that of an innkeeper). I'll send a PM if I have to be more specific, didn't want to give out the position OOC!

Let me know if it's a real bug or worked as intended please, thank you for all your persistent work!
Title: Re: Topic for minor issues v4
Post by: Dardonas on October 15, 2021, 02:38:01 PM
Heya!
Wanted to report that a certain shady merchant in Port is not registered as a fence anymore, and just sells wine and potage (probably his trading inventory was swapped with that of an innkeeper). I'll send a PM if I have to be more specific, didn't want to give out the position OOC!

Let me know if it's a real bug or worked as intended please, thank you for all your persistent work!
This has been addressed here: https://www.nwnravenloft.com/forum/index.php?topic=60655.0
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on October 16, 2021, 06:14:45 AM
Barovia - Mt. Ghakis - Towards the Peak - Cave

When on the Lamordian Chirurgeion + Flesh Golem + Meenlock spawn...
There are numerous crates and book piles in this dungeon, but none of them contain anything. The only container with any contents is the chest in the 'boss' room.
Other spawn options and their equivalent containers (corpses, etc.) do contain treasure.
Title: Re: Topic for minor issues v4
Post by: Sinthepie on October 16, 2021, 11:37:52 AM
Hello!

I'm not sure if this is reported yet, but the pack oxen are not passing through most of the transitions on the mountains, getting stuck on the previous transition most of the time and after spending a lot of time with it, it mostly seems to happen at random. Running or walking is making no difference.
Title: Re: Topic for minor issues v4
Post by: SardineTheAncestor on October 17, 2021, 09:30:52 PM
The well in the western outskirts outside of Vallaki gave me this:

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

Pretty minor but it might confuse someone and it's inconsistent with the messages that read "Click again to climb down/up."

edit: also "for its intended purpose" is repeated unnecessarily (thanks to Chaoshawk for pointing that out, I had only looked at the part at the end)
Title: Re: Topic for minor issues v4
Post by: EO on October 19, 2021, 08:42:51 AM
The well in the western outskirts outside of Vallaki gave me this:

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

Pretty minor but it might confuse someone and it's inconsistent with the messages that read "Click again to climb down/up."

edit: also "for its intended purpose" is repeated unnecessarily (thanks to Chaoshawk for pointing that out, I had only looked at the part at the end)

Thanks I'll fix this.
Title: Re: Topic for minor issues v4
Post by: APorg on October 21, 2021, 10:32:43 AM
The Van Riess's Locker room keys are still called "Davy Jones' Locker Room Key".
Title: Re: Topic for minor issues v4
Post by: EO on October 21, 2021, 10:36:18 AM
The Van Riess's Locker room keys are still called "Davy Jones' Locker Room Key".

Will fix, thanks for reporting.
Title: Re: Topic for minor issues v4
Post by: The Blasphemer on October 23, 2021, 10:04:53 AM
The texture corrupted trees have returned to Hazlan and Krofburg:

(https://i.gyazo.com/cd23aba31d3ea953e4e51797b8b22aa8.png)

(https://cdn.discordapp.com/attachments/775197174057140264/880287344811454504/unknown.png)

(https://i.gyazo.com/2e56a9a69f9077fad5c4820e15669b5c.png)
Title: Re: Topic for minor issues v4
Post by: Novius on October 28, 2021, 02:34:38 AM
The lock pickers friend and the Lamordian Pocket Knife are both only useable by the Rouge class, while they also include the line "Feats Required: Simple, Druid, Monk, Rouge or Wizard"

Im not sure if my Wizard could ever use those tools but the "Feats Required" or the "only useable by" should probably match

(https://i.ibb.co/5Yyd3M5/k1.png) (https://ibb.co/LQWMykC)
(https://i.ibb.co/K50zX6K/k2.png) (https://ibb.co/4Fmg7W1)
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on October 28, 2021, 02:45:51 AM
snip

No, that's correct for the base item, which is a dagger, and thus, the class usability applies to all daggers that exist.
The properties are a seperate matter, and are meant to further limit who can use what items - they lock out by class, not by proficiency feat. For example, a medium suit of armor is only useable by a hexblade (most likely because it has spell slots for that class). Or a certain axe is only useable by a barbarian (due to the lore).
A character with UMD might be able to get around the 'lock out'.
Title: Re: Topic for minor issues v4
Post by: EO on November 02, 2021, 08:51:13 AM
The well in the western outskirts outside of Vallaki gave me this:

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

Pretty minor but it might confuse someone and it's inconsistent with the messages that read "Click again to climb down/up."

edit: also "for its intended purpose" is repeated unnecessarily (thanks to Chaoshawk for pointing that out, I had only looked at the part at the end)

The Van Riess's Locker room keys are still called "Davy Jones' Locker Room Key".

In the Cathedral of Ste. Mere des Larmes, only the outside chapter house door works properly with keys, the chapter house interior does not allow for locking/unlocking.

These should now be fixed.

The texture corrupted trees have returned to Hazlan and Krofburg:

This requires a hak update to fix, and we haven't done one since it was first reported. It'll be fixed next hak update.

Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on November 14, 2021, 01:36:59 AM
Hello!

I'm not sure if this is reported yet, but the pack oxen are not passing through most of the transitions on the mountains, getting stuck on the previous transition most of the time and after spending a lot of time with it, it mostly seems to happen at random. Running or walking is making no difference.

I will confirm this one. It's very frustrating. Even if the ox is closeby (standing directly beside my character) when crossing a transition, it may decide to drop out of the party (multiple times). Going backwards and forwards 2-4 times is a headache when you have 30 second load times. It was not like this before. Only a considerable distance between the PC and the ox seemed to drop the ox out of the group.
Title: Re: Topic for minor issues v4
Post by: EarlofEtheria on November 14, 2021, 12:08:51 PM
Premonition's description has caster spelt instead as caser.

Gutwrench should probably include the duration of its strength buff within the description.
Title: Re: Topic for minor issues v4
Post by: EO on November 14, 2021, 02:53:35 PM
Premonition's description has caster spelt instead as caser.

Gutwrench should probably include the duration of its strength buff within the description.

Thanks, I'll fix the typo in Premonition. However, Gutwrench is "permanent" (until dispelled or rested) so there's no duration.
Title: Re: Topic for minor issues v4
Post by: MedicRabbit on November 18, 2021, 08:45:18 AM
Seems to be an issue with trade licenses, that they can't be burned since the last update. Not even sure where to point at for it. But a few of us got together and failed at trying to burn a number of them in a campfire.
Title: Re: Topic for minor issues v4
Post by: EO on November 18, 2021, 01:10:20 PM
Seems to be an issue with trade licenses, that they can't be burned since the last update. Not even sure where to point at for it. But a few of us got together and failed at trying to burn a number of them in a campfire.

You need to use flint and steel on them, always been like that, same for paper.
Title: Re: Topic for minor issues v4
Post by: Mona on November 18, 2021, 01:26:15 PM
The butcher in Krofburg Tent City is unable to be bartered with due to his placement at the stall, I think. I can't speak to him across the table thing; it defaults to walking me around to his side, which doesn't work, since he only responds with the classic [Looks around confused] if I'm not in front of him to trade.

Playing a human, if that matters.
Title: Re: Topic for minor issues v4
Post by: ZSRunner on November 19, 2021, 12:41:19 AM
This lovely artistic rendering of a tree stump outside Nahdezda's Home on the Lake Zarovich - Northwestern Shore map

(https://cdn.discordapp.com/attachments/486236706920726529/911125756183212033/unknown.png)
Title: Re: Topic for minor issues v4
Post by: EO on November 19, 2021, 08:32:36 AM
This lovely artistic rendering of a tree stump outside Nahdezda's Home on the Lake Zarovich - Northwestern Shore map

(https://cdn.discordapp.com/attachments/486236706920726529/911125756183212033/unknown.png)

Yikes. This will take a hak update to fix so it'll have to wait until then.
Title: Re: Topic for minor issues v4
Post by: Phantasia on November 19, 2021, 08:42:53 AM
The butcher in Krofburg Tent City is unable to be bartered with due to his placement at the stall, I think. I can't speak to him across the table thing; it defaults to walking me around to his side, which doesn't work, since he only responds with the classic [Looks around confused] if I'm not in front of him to trade.

Playing a human, if that matters.

I'll fix this, the tileset feature which is his stand of goods blocks line of sight no matter where you stand, so he'll have to be moved in front.
Title: Re: Topic for minor issues v4
Post by: Mona on November 19, 2021, 03:09:55 PM
I'll fix this, the tileset feature which is his stand of goods blocks line of sight no matter where you stand, so he'll have to be moved in front.

Thank you, I can finally feed my family.
Title: Re: Topic for minor issues v4
Post by: emptyanima on November 23, 2021, 03:07:37 PM
(https://i.gyazo.com/b847c2e5b15cd19b3b4d124e96ca7994.png)

Saw this at the vegetable seller in the Port-a-Lucine bazaar. Pretty sure cucumbers do not look like magnifying glasses!
Title: Re: Topic for minor issues v4
Post by: Maffa on November 25, 2021, 04:07:03 AM
also saw that as a random loot in the sewers in vallaki
Title: Re: Topic for minor issues v4
Post by: Ringnar on November 27, 2021, 02:34:23 AM
As a favoured soul all scrolls iv found are unusable, they are listed as a favoured soul scroll but don't have the "Useable by: Favoured Soul" text, is this intentional that they cant use scrolls or just wasn't implemented?
Title: Re: Topic for minor issues v4
Post by: Madame Trousers Son on November 27, 2021, 07:48:59 AM
Sounds like Scrolls still have to be updated.
Title: Re: Topic for minor issues v4
Post by: EO on November 27, 2021, 09:25:23 AM
As a favoured soul all scrolls iv found are unusable, they are listed as a favoured soul scroll but don't have the "Useable by: Favoured Soul" text, is this intentional that they cant use scrolls or just wasn't implemented?

Thanks for the report. I'll fix that next update.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on November 28, 2021, 09:58:39 PM
The interior door of the Smoke House area in Berez locks behind you upon entering (outside is unlocked).

The NPC 'Miller's Assistant' has an incorrect description (non-existant goatee and mention of Krofburg).
Title: Re: Topic for minor issues v4
Post by: EO on November 28, 2021, 10:05:12 PM
The interior door of the Smoke House area in Berez locks behind you upon entering (outside is unlocked).

The NPC 'Miller's Assistant' has an incorrect description (non-existant goatee and mention of Krofburg).

Thanks, I'll fix those.
Title: Re: Topic for minor issues v4
Post by: EO on November 29, 2021, 11:21:58 PM
The interior door of the Smoke House area in Berez locks behind you upon entering (outside is unlocked).

The NPC 'Miller's Assistant' has an incorrect description (non-existant goatee and mention of Krofburg).

Both are now fixed.
Title: Re: Topic for minor issues v4
Post by: EO on November 29, 2021, 11:22:30 PM
(https://i.gyazo.com/b847c2e5b15cd19b3b4d124e96ca7994.png)

Saw this at the vegetable seller in the Port-a-Lucine bazaar. Pretty sure cucumbers do not look like magnifying glasses!

This should now be somewhat fixed.
Title: Re: Topic for minor issues v4
Post by: Ringnar on December 03, 2021, 12:44:06 PM
As a favoured soul all scrolls iv found are unusable, they are listed as a favoured soul scroll but don't have the "Useable by: Favoured Soul" text, is this intentional that they cant use scrolls or just wasn't implemented?

Thanks for the report. I'll fix that next update.

Searing Light scrolls still seem unusable by a favoured soul, also should favoured souls be added to the list of classes that can use the amulet of extension since all other casting classes can use it?
Title: Re: Topic for minor issues v4
Post by: EO on December 03, 2021, 01:04:36 PM
Quote
Searing Light scrolls still seem unusable by a favoured soul, also should favoured souls be added to the list of classes that can use the amulet of extension since all other casting classes can use it?

The changes only affect new scrolls, so those looted or bought since the update. Did you get it before or after the update?
Title: Re: Topic for minor issues v4
Post by: Valentin Florescu on December 06, 2021, 04:11:18 PM
For some reason Houlgrave’s Books & Rarities sells all the items required for writing, but not inkwells. This seems an oversight given the stores purpose.
Title: Re: Topic for minor issues v4
Post by: ZSRunner on December 06, 2021, 06:12:12 PM
For some reason Houlgrave’s Books & Rarities sells all the items required for writing, but not inkwells. This seems an oversight given the stores purpose.

Inkwells are just flavor items I think.  Mechanically, I don't believe they serve any purpose.
Title: Re: Topic for minor issues v4
Post by: Valentin Florescu on December 06, 2021, 06:37:52 PM
For some reason Houlgrave’s Books & Rarities sells all the items required for writing, but not inkwells. This seems an oversight given the stores purpose.

Inkwells are just flavor items I think.  Mechanically, I don't believe they serve any purpose.

I realize that, yet most of his inventory is flavor items. I also didn’t mean they served a mechanical purpose. I meant the shops purpose as a store filled with books and writing materials.
Title: Re: Topic for minor issues v4
Post by: ZSRunner on December 06, 2021, 07:11:22 PM
Gotcha, just wanted to make sure you didn't need one to write.
Title: Re: Topic for minor issues v4
Post by: herkles on December 06, 2021, 10:53:19 PM
Claude Lambert, the NPC at the Church in Edrigan's Notre Mere de la Repetence, seems bugged when you ask about supplies he might have. He says "I am sorry, but there i no store available."
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on December 07, 2021, 01:34:20 AM
Carpentry placeables are broken - crafted product seldom matches what you attempt to craft. Tried to make a tailor's sign, got an armorer's sign. Tried to make a chair, got scales.
Preview shows the correct item.

EDIT: Pretty much everything is incorrect! Those are just two examples.
Title: Re: Topic for minor issues v4
Post by: Vissy on December 07, 2021, 04:32:53 AM
Lamp Post (Rustic) makes wells instead of, well, lamp posts. Easy to replicate.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on December 08, 2021, 03:59:18 AM
There's a lot of fog/mist in front of Shop II, Vallaki. This was placed during a DM event, and I think it's stuck there permanently as a saved element of the shopfront.
Title: Re: Topic for minor issues v4
Post by: Maffa on December 08, 2021, 06:13:02 AM
When i log out inside the Refuge of the Fifth Light in the Noble district, if there is a server reset i respawn in front of the district gate outside the church (and if it is night it's not a nice place to respawn)
Title: Re: Topic for minor issues v4
Post by: Valentin Florescu on December 08, 2021, 04:27:40 PM
Doroteja Herczog is bugged. When asked to be restored from being drained, she casts a healing spell instead of restoring you. Other spells seem to work fine.
Title: Re: Topic for minor issues v4
Post by: Anastian on December 09, 2021, 09:05:13 AM
Heya, I have a bug to report related to the Ice Palace dungeon.

Even though I succeeded the tumble check on a specific bridge to avoid falling (had not rolled a 1 and my bonus was +2 higher than the trap DC), I still fell in the pit. The game even registered the check as a success. Is this supposed to be normal? I had managed to get through other times with a succeeded check.

Thank you!
Title: Re: Topic for minor issues v4
Post by: EO on December 09, 2021, 09:08:08 AM
Heya, I have a bug to report related to the Ice Palace dungeon.

Even though I succeeded the tumble check on a specific bridge to avoid falling (had not rolled a 1 and my bonus was +2 higher than the trap DC), I still fell in the pit. The game even registered the check as a success. Is this supposed to be normal? I had managed to get through other times with a succeeded check.

Thank you!

It is; the tumble check is to avoid damage.

Doroteja Herczog is bugged. When asked to be restored from being drained, she casts a healing spell instead of restoring you. Other spells seem to work fine.

I couldn't recreate this. Anyone else experience the issue?

There's a lot of fog/mist in front of Shop II, Vallaki. This was placed during a DM event, and I think it's stuck there permanently as a saved element of the shopfront.

This should be in Generic Requests - Technical. Any DM can remove it; you could try fireballing (though nearby NPCs may not appreciate!) to destroy it.
Title: Re: Topic for minor issues v4
Post by: ZSRunner on December 09, 2021, 11:23:11 AM
There's a lot of fog/mist in front of Shop II, Vallaki. This was placed during a DM event, and I think it's stuck there permanently as a saved element of the shopfront.

This should be in Generic Requests - Technical. Any DM can remove it; you could try fireballing (though nearby NPCs may not appreciate!) to destroy it.
[/quote]

It's persisted through many resets and crashes now.
Title: Re: Topic for minor issues v4
Post by: EO on December 09, 2021, 12:27:08 PM
It's persisted through many resets and crashes now.

Yes, until it's removed and "saved", it'll keep coming back. It's been stored persistently.
Title: Re: Topic for minor issues v4
Post by: aliceofthevoid on December 09, 2021, 03:13:03 PM
The Shady Man vendor in the Mutinied Sailor lists incorrect prices in the preview when selling recovered traps to him.

Relevant screenshots

Spoiler: show
(https://media.discordapp.net/attachments/900502643888242749/918595110617370674/unknown.png)

(https://media.discordapp.net/attachments/900502643888242749/918595034176167966/unknown.png)


Title: Re: Topic for minor issues v4
Post by: SardineTheAncestor on December 09, 2021, 04:50:20 PM
(https://i.imgur.com/cfY3OFs.png)

This sign outside the Village of Barovia used to have a title and description. I haven't checked other signs like this one but most other signs in the area weren't changed.
Title: Re: Topic for minor issues v4
Post by: MrM1y4g1 on December 09, 2021, 05:24:21 PM
Seems like some items are considered "cloths" when added to chests but other types when removed.
(https://i.imgur.com/Fc4JTtS.png)
Title: Re: Topic for minor issues v4
Post by: MatticusCaesar on December 09, 2021, 08:41:28 PM
There's a lot of fog/mist in front of Shop II, Vallaki. This was placed during a DM event, and I think it's stuck there permanently as a saved element of the shopfront.

This should be in Generic Requests - Technical. Any DM can remove it; you could try fireballing (though nearby NPCs may not appreciate!) to destroy it.

It's persisted through many resets and crashes now.
[/quote]

Nor would the shop owner enjoy the destruction of his carefully aligned placeables, lol
Title: Re: Topic for minor issues v4
Post by: Naysayer on December 09, 2021, 09:54:08 PM
Both the Bullseye Inn and Mutinied Sailor have dartboards, but neither bartender sell darts.
Title: Re: Topic for minor issues v4
Post by: EO on December 09, 2021, 09:55:46 PM
Seems like some items are considered "cloths" when added to chests but other types when removed.
(https://i.imgur.com/Fc4JTtS.png)

(https://i.imgur.com/cfY3OFs.png)

This sign outside the Village of Barovia used to have a title and description. I haven't checked other signs like this one but most other signs in the area weren't changed.

Thanks, I'll fix those.
Title: Re: Topic for minor issues v4
Post by: EO on December 09, 2021, 09:55:58 PM
Both the Bullseye Inn and Mutinied Sailor have dartboards, but neither bartender sell darts.

That's not a bug.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on December 10, 2021, 05:03:47 AM
The 'macaw' form under Verdant Wildshape doesn't get any larger at level 12. It is a tiny birb. :(
Title: Re: Topic for minor issues v4
Post by: dutchy on December 12, 2021, 01:31:44 PM
crafted

Darksteel gauntlet
beat dc thus no more -5 (cant fail)

gilded 1

then made another
got the -5 again
Title: Re: Topic for minor issues v4
Post by: Thorne on December 15, 2021, 09:34:31 AM
My character Grimnir took the very to Krezkt Outpost, and spawned in so the world was gray and the game crashes about 20 seconds later, so it seemed like some kind of spawn in issue. My other characters remain fine.
Title: Re: Topic for minor issues v4
Post by: ObsidianOrb on December 15, 2021, 03:36:04 PM
The description for the item Paralyzation dust reads...

"It is unknown who first made this dust. When sprinkled on someone it causes the victim to become paralyzed."

Setting aside the lack of imagination in the description, the item properties are Hold Monster. "Someone" implies a person, or more accurately a humanoid, not something with a Monster template. Also "victim" is not really a term that would be used for a Monster. If this was Hold Person, then it would be accurate. As a suggestion for an alternative below, that doesn't imply that the item is from any particular campaign setting, nor does it suggest a specific origin.

Throughout the dense woodlands, rocky mountain, festering swamps, or scorching desserts; paralysation dust can be found in the pockets and pouches of the lowliest of adventurer, to the most prestigious of monster hunters. Paralysation dust is a reliable means of evening the odds of what could be a precarious fight, for even the most skilled, or indeed fortunate of individuals, ensuring that fights end in favourable terms of those who hedge their bets by way of using this seemingly innocuous of substance.

Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on December 25, 2021, 01:29:10 AM
Weird part per dye bug.

Female PC, trying to dye Leather 1 on each hand. Right hand works, left hand does not change color.
Exited menu and tried again several times. Tried a new set of clothes, too. It only works when selecting 'all'.
Title: Re: Topic for minor issues v4
Post by: inkcorvid on December 25, 2021, 11:00:40 AM
(https://i.imgur.com/ntqw9wl.png)

How many forests must one destroy in order to reach Level 11,581 woodworking? Though I hear that the real good stuff only unlocks at Level 11,590 ...

 ... I think these are the wrong way round :P

(Ditto for the other Crafting Info dialogues)
Title: Re: Topic for minor issues v4
Post by: EO on December 25, 2021, 01:13:37 PM
(https://i.imgur.com/ntqw9wl.png)

How many forests must one destroy in order to reach Level 11,581 woodworking? Though I hear that the real good stuff only unlocks at Level 11,590 ...

 ... I think these are the wrong way round :P

(Ditto for the other Crafting Info dialogues)
Weird part per dye bug.

Female PC, trying to dye Leather 1 on each hand. Right hand works, left hand does not change color.
Exited menu and tried again several times. Tried a new set of clothes, too. It only works when selecting 'all'.

Thanks; I'll fix both of those.
Title: Re: Topic for minor issues v4
Post by: NacreCicatrix on December 26, 2021, 03:56:18 AM
The Bellegarde Clerk is not accepting the Mining Equipment parcels. She just gives the 'this doesn't meet our requirements' response. Other deliveries untested.
Title: Re: Topic for minor issues v4
Post by: Maffa on December 27, 2021, 05:14:57 AM
Now i dont know if im getting crazy or not, but you tell me.

I believe garlic cloves disappear on their own when dropped on the ground when no one is around them after a few minutes.

First i thought that there was a sneaker picking them up after i left, but then i moved away from the usual place i feel the need to drop them around, and left them around along with a vial of holy water, and lo and behold the garlic was gone while the holy water remained.

Now, I either have my own personal sneaker that enjoys stealing my garlic and make me crazy, or there is something going on.
Title: Re: Topic for minor issues v4
Post by: DaloLorn on December 27, 2021, 07:24:23 AM
Now i dont know if im getting crazy or not, but you tell me.

I believe garlic cloves disappear on their own when dropped on the ground when no one is around them after a few minutes.

First i thought that there was a sneaker picking them up after i left, but then i moved away from the usual place i feel the need to drop them around, and left them around along with a vial of holy water, and lo and behold the garlic was gone while the holy water remained.

Now, I either have my own personal sneaker that enjoys stealing my garlic and make me crazy, or there is something going on.

There's plenty of people who would have a reason to steal your garlic, actually. Either to use it for their own purposes, or to just remove an obstacle to this NCE's countless vampires.
Title: Re: Topic for minor issues v4
Post by: Maffa on December 27, 2021, 08:07:03 AM
This goes from far back NCE, but I supposed there was in fact a stalker removing all that garlic. But now I moved away from where i usually leave it, and to my surprise, the garlic still disappears.

There was at least one major character from the past that got in huge trouble while discovered picking up garlic that other people left, so thats where i first went thinking about, but now im doubting there is something else in play, something much fouler, a script or bug serving the wicked vroloks.
Title: Re: Topic for minor issues v4
Post by: JustMonika on December 27, 2021, 08:58:11 AM
Constantine in the fishing lodge says he has 'This barrel of fish' to be taken to Valaki.

If you accept the trade, he instead gives you three barrels without warning, which is the difference between walking, and super mega encumbered.
Title: Re: Topic for minor issues v4
Post by: EO on December 27, 2021, 09:19:40 AM
Constantine in the fishing lodge says he has 'This barrel of fish' to be taken to Valaki.

If you accept the trade, he instead gives you three barrels without warning, which is the difference between walking, and super mega encumbered.

I'll update the conversation to reflect the fact he gives multiple barrels.
Title: Re: Topic for minor issues v4
Post by: apeppertoo on December 27, 2021, 09:36:16 PM
Bianca Zeklos in the Lady's Rest won't take my gremishka ears.

No dialogue for it exists.
Title: Re: Topic for minor issues v4
Post by: JustMonika on December 27, 2021, 09:50:59 PM
Bianca Zeklos in the Lady's Rest won't take my gremishka ears.

No dialogue for it exists.

She was also not issuing keys, earlier.
She'd take your gold, but add no key.
Title: Re: Topic for minor issues v4
Post by: Adnihilo on December 31, 2021, 09:31:14 PM
Not a bug perse but there is several books at the Vallaki bookstore that might not fit in the setting, Such as 'on "Sorcery" and Of the Undead I which has a incomplete necromancy ritual in it for example.
Title: Re: Topic for minor issues v4
Post by: DM Indolence on January 01, 2022, 02:58:07 AM
Not a bug perse but there is several books at the Vallaki bookstore that might not fit in the setting, Such as 'on "Sorcery" and Of the Undead I which has a incomplete necromancy ritual in it for example.

From Gaz. 1:

"Though its modest, bustling streets might not suggest as much, Vallaki has a sinister reputation for harboring arcane secrets. Between the clanging blacksmith shops and riotous fish markets are musty bookstores filled with esoterica and unassuming storefronts for ecstatic mediums and mystics."
Title: Re: Topic for minor issues v4
Post by: Maffa on January 03, 2022, 07:39:46 AM
There is a transition area broken from the northern side of the Quartier Savant to the Marchand next to the doors to St. Mere. The Southern side works properly, as well as it's corresponding transition from the Marchand to the Savant.

Spoiler: show
(https://i.imgur.com/T6Ng95o.jpg)
Title: Re: Topic for minor issues v4
Post by: EO on January 03, 2022, 11:46:51 AM
There is a transition area broken from the northern side of the Quartier Savant to the Marchand next to the doors to St. Mere. The Southern side works properly, as well as it's corresponding transition from the Marchand to the Savant.

I can't recreate this but I'll redraw the trigger just in case.
Title: Re: Topic for minor issues v4
Post by: Maffa on January 03, 2022, 01:09:47 PM
I can't recreate this but I'll redraw the trigger just in case.

it couldve gone under the texture, but I cannot go from the savant if i stay on the northern side of the area. no matter how I hover with the cursor i cant find a transition.
Title: Re: Topic for minor issues v4
Post by: Anastian on January 04, 2022, 11:57:53 AM
Hey all! I am posting this as a minor issue, though it could require a wider discussion given it's related to a PRC's mechanics.

Bug name: Shadowdancer summon shadow ability - Shadow level & number of uses per rest

Where: tested on test server

When: tested at class level 3 (with and without shadow affinity feat), class level 6, class level 10 (both with shadow affinity feat)

What:

1) In base NWN, the summoned shadow is supposed to change type becoming a Shadow Fiend at SD level 6, and a Shadow Lord at SD level 9. https://nwn.fandom.com/wiki/Shadowdancer (https://nwn.fandom.com/wiki/Shadowdancer)
In POTM, the shadow does not change template, remaining a basic shadow and retaining the level 3 shadow template properties. Is this working as intended? This is my most relevant question as it can affect choices in character level progression, as the basic shadow template is extremely weak (so it would be primarily an RP tool, rather than something useful from a mechanical point of view).

2) The shadow affinity feat does not apply to shadow levels. The summoned shadow's level is equal to the SD class levels of the character. Looking at the feat text, I think that is because the summoned shadow has an Undead rather than Outsider race.

3) In POTM's version of the Summon Shadow feat, the SD is supposed to be able to use the skill 2 times per day at level 6, 3 times per day at level 9. The number of uses per day did not increase accordingly upon reaching said levels (of course after resting, tried resting 2 times for good measure).

Recreate: I'd suggest testing a shadowdancer build on the test server or even in the official environment to double check

Ideas: Apart for the potential bugs in the intended summon shadow implementation, would the skill need any kind of rebalancing? Assuming the low level shadow is the intended summoned creature (open to brainstorm in case!)

Thank you guys as always
Title: Re: Topic for minor issues v4
Post by: EO on January 04, 2022, 12:06:20 PM
Quote
1) In base NWN, the summoned shadow is supposed to change type becoming a Shadow Fiend at SD level 6, and a Shadow Lord at SD level 9. https://nwn.fandom.com/wiki/Shadowdancer

POTM's version works as per PnP:

Quote from: Dungeon Master's Guide 3.0
At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions. For example, a 9th-level shadowdancer can have three shadow companions, each with 6 HD.

Quote
2) The shadow affinity feat does not apply to shadow levels. The summoned shadow's level is equal to the SD class levels of the character. Looking at the feat text, I think that is because the summoned shadow has an Undead rather than Outsider race.

Indeed, it doesn't affect the shadowdancer's shadow since it's not an outsider.

Quote
3) In POTM's version of the Summon Shadow feat, the SD is supposed to be able to use the skill 2 times per day at level 6, 3 times per day at level 9. The number of uses per day did not increase accordingly upon reaching said levels (of course after resting, tried resting 2 times for good measure).

It's not uses per day; it's the number of shadows summoned, so you summon more than one at a time.
Title: Re: Topic for minor issues v4
Post by: Anastian on January 04, 2022, 12:25:59 PM
Thanks for the clarification on the first 2 points. Given the explanation, is it normal for the shadow to not inherit the character's alignment?

Quote
3) In POTM's version of the Summon Shadow feat, the SD is supposed to be able to use the skill 2 times per day at level 6, 3 times per day at level 9. The number of uses per day did not increase accordingly upon reaching said levels (of course after resting, tried resting 2 times for good measure).

It's not uses per day; it's the number of shadows summoned, so you summon more than one at a time.
[/quote]

Related to this point then the bug exists: by using the summon shadow ability at level 6 and 9, only one shadow appeared.

And going back to the idea point: currently there is no evaluation ongoing on a possible mechanical rebalancing of the skill, correct? It is meant primarily, as most of the class features, as a roleplaying tool?
Title: Re: Topic for minor issues v4
Post by: EO on January 04, 2022, 02:50:39 PM
Quote
Thanks for the clarification on the first 2 points. Given the explanation, is it normal for the shadow to not inherit the character's alignment?

It's not uses per day; it's the number of shadows summoned, so you summon more than one at a time.

I looked into those two and they're bugs, which will be fixed soon.

Quote
And going back to the idea point: currently there is no evaluation ongoing on a possible mechanical rebalancing of the skill, correct? It is meant primarily, as most of the class features, as a roleplaying tool?

It's indeed more of a RP tool, so no plans to revisit it.
Title: Re: Topic for minor issues v4
Post by: Evendur on January 04, 2022, 06:03:44 PM
When someone is standing outside a room on the north wing of the Keep of the Dyads, everything that is said inside can be heard outside even if the doors are closed.

Probably should not be the case?
Title: Re: Topic for minor issues v4
Post by: RumbleBR on January 06, 2022, 07:45:15 PM
I have one new bug, what is making me very surprise, my character is literally resting standing up, he makes the sit animation but soon he stand up and finish his rest without sit, is very weird but this bug happened after server new update... I can show the video of what is happening on Discord, my character's name is Thallarian Silvermoon.
Title: Re: Topic for minor issues v4
Post by: Armada on January 06, 2022, 08:00:23 PM
I got the same bug in a hazlan cave with another player , not sure if its for everyone but was just after the next patch.
Title: Re: Topic for minor issues v4
Post by: Maffa on January 07, 2022, 01:50:25 PM
i dont know if it supposed to, but the Mist spawn in the noble district doesnt spawn any loot container

also -said containers usually spawn 1 hour before and despawn one hr later than the mobs, making it prone to exploiting.
Title: Re: Topic for minor issues v4
Post by: EO on January 08, 2022, 10:33:27 AM
I got the same bug in a hazlan cave with another player , not sure if its for everyone but was just after the next patch.

This should now be fixed.
Title: Re: Topic for minor issues v4
Post by: Vissy on January 10, 2022, 07:16:39 AM
Just a minor annoyance, but why is it hot in Har'Akir at night? Deserts can get very cold.

And the water elemental form's Drown AoE is still broken, where it deals half HP magic damage to caster.
Title: Re: Topic for minor issues v4
Post by: Anarcoplayba on January 10, 2022, 10:14:04 AM
I Ghastria, when you arrive through the Vistani, there is a herb node completely unnacessible. I tried to mark it in the picture:

(https://media.discordapp.net/attachments/885728854956724248/930117192417169488/unknown.png)
Title: Re: Topic for minor issues v4
Post by: Maffa on January 10, 2022, 11:08:49 AM
I checked the Mist spawn in Vallaki. The one in the nobles still doesn't spawn any loot, but now also the one in the slums does neither. Also, there is one spawn with ravens that dont appear doing absolutely nothing. They see you, they caw, and yeet to the high heavens never to come back (nor anything else appears). Scary is scary, because you dont know what to expect... but then morning comes and you are still there waiting for the other shoe to fall...
Title: Re: Topic for minor issues v4
Post by: CosmicRay on January 10, 2022, 11:38:55 AM
I checked the Mist spawn in Vallaki. The one in the nobles still doesn't spawn any loot, but now also the one in the slums does neither. Also, there is one spawn with ravens that dont appear doing absolutely nothing. They see you, they caw, and yeet to the high heavens never to come back (nor anything else appears). Scary is scary, because you dont know what to expect... but then morning comes and you are still there waiting for the other shoe to fall...

Yup, loot containers are gone across the board.

Ravens are a sign of good luck in Barovian folklore, you know. Not everything everything mists spit out have to be awful.
Title: Re: Topic for minor issues v4
Post by: EO on January 10, 2022, 12:32:03 PM
Just a minor annoyance, but why is it hot in Har'Akir at night? Deserts can get very cold.

And the water elemental form's Drown AoE is still broken, where it deals half HP magic damage to caster.

The latter isn't a bug; it's how the ability works (https://nwn.fandom.com/wiki/Drown_(monster_ability)).

Quote
I Ghastria, when you arrive through the Vistani, there is a herb node completely unnacessible. I tried to mark it in the picture:

I'll move it.
Title: Re: Topic for minor issues v4
Post by: Cursed on January 12, 2022, 08:09:37 PM
The Red Academy entrance frequently traps people on the ramparts requiring a spam of @seatme to get down.
Title: Re: Topic for minor issues v4
Post by: ZSRunner on January 12, 2022, 09:07:52 PM
The Red Academy entrance frequently traps people on the ramparts requiring a spam of @seatme to get down.

It's like a fun ride you never wanted to get on.  I've experienced this as well.
Title: Re: Topic for minor issues v4
Post by: Maffa on January 13, 2022, 06:06:27 AM
The Red Academy entrance frequently traps people on the ramparts requiring a spam of @seatme to get down.

same goes for the pews in the Refuge of the Fifth Light in Vallaki. We joke they are mimics trying to eat the faithful, but they really are voracious
Title: Re: Topic for minor issues v4
Post by: Some Knight on January 16, 2022, 12:31:05 PM
Cimetiere des Ames-Sereines (https://imgur.com/a/yDDIb5m) has a 'shortcut on it's southern side, however part of the fence has an invisible wall, that blocks it off from ever being used / an actual functional path. Only able to be accessed from the forest on the other side.
Title: Re: Topic for minor issues v4
Post by: EO on January 16, 2022, 01:54:41 PM
Cimetiere des Ames-Sereines (https://imgur.com/a/yDDIb5m) has a 'shortcut on it's southern side, however part of the fence has an invisible wall, that blocks it off from ever being used / an actual functional path. Only able to be accessed from the forest on the other side.

Thanks, I'll fix that.
Title: Re: Topic for minor issues v4
Post by: Vissy on January 17, 2022, 11:38:28 AM
Is platinum arrows not stacking with Bane Bow intentional? It feels a little redundant for rangers not to have this advantage; is it possible to make the divine damage from platinum arrows and the divine damage from Bane Bow stackable?
Title: Re: Topic for minor issues v4
Post by: EO on January 18, 2022, 05:35:00 PM
Is platinum arrows not stacking with Bane Bow intentional? It feels a little redundant for rangers not to have this advantage; is it possible to make the divine damage from platinum arrows and the divine damage from Bane Bow stackable?

Damage bonuses of the same type never stack, so that's not a bug.
Title: Re: Topic for minor issues v4
Post by: gotesu on January 19, 2022, 04:55:26 AM
Hi

Steel smithing unknown recipe -5 penalty didnt apply in my last smithing session.  Didnt get the 'learned new recipe' message either.
Tried different weapons (including weapons I never crafted before with other metals either).

happened in the crafting hall in valaki

thank you

Title: Re: Topic for minor issues v4
Post by: Vissy on January 19, 2022, 05:40:18 AM
Is platinum arrows not stacking with Bane Bow intentional? It feels a little redundant for rangers not to have this advantage; is it possible to make the divine damage from platinum arrows and the divine damage from Bane Bow stackable?

Damage bonuses of the same type never stack, so that's not a bug.

Then is it possible to change the damage type of platinum arrows from divine to some other damage type that would not stack (or changing Bane Bow)? Such as the "EffectDamageIncrease" function, either for the Bane Bow or for the arrows themselves.