Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: EO on April 04, 2023, 06:24:17 PM

Title: Hak Update 2_29 - Detailed List of Changes
Post by: EO on April 04, 2023, 06:24:17 PM
We've now loaded a new version of the hak on the test server to test new features and changes.

At this point we'll need your help testing this new content to make sure it works properly and there are no bugs. If you wish to help us test, you'll need to download the following haks:

-CEP 2.65 (https://neverwintervault.org/sites/all/modules/pubdlcnt/pubdlcnt.php?fid=30393) (if you don't already have it, download and extract to your My Documents\Neverwinter Nights\ folder)
-POTM Hak Test - 2_29a.7z (https://drive.google.com/file/d/1kRhFeuBsVdsZu_vF-VJ3D1JBngQX4t6F/view?usp=sharing) (extract to your My Documents\Neverwinter Nights\ folder)

Once you have extracted both haks into the Neverwinter Nights folder, you will find our test server at IP Address & Port: 46.4.59.55:5124 - use it for "Direct Connect". Once connected, you can either use existing characters or create a new one, using the new class, which can be found at the bottom of the list of classes; all new characters can freely level up to level 20 on the test server for now. You can find more detailed information here (https://www.nwnravenloft.com/forum/index.php?topic=67550.msg775739).

Try to test as many things as possible, and report anything that feels off, or incorrect on the forums.

Class Changes & Fixes:

-Added 4 new animal companions: Lion, Mastiff, Raven, Stag.

-Added 4 new familiars: Homunculus, Krenshar, Shocker Lizard, Toad.

-Added missing Battle Caster feat to the Warlock's bonus feat list.

-Added Heal as a class skill to Beguilers and Crypt Raiders.

-Capped monk total speed (should not have a noticeable effect since effect stacking was capped).

-Fixed an issue which delayed the level at which Warlocks would get Lesser and Dark invocations.

-Added Favored Weapon (None) feat to Favored Souls to cover those whose deity has no favored weapon.

-Added Favored Enemy (ooze) to Grimetrekkers, and the list of available favored enemy feats for other classes.

-Added Create Undead as a level 5 spell to the Undeath domain.

-Fixed the Warlock's Fiendish Resistance prompting spell failure checks.

-Fixed the Warlock's Voracious Dispelling not working as an AOE.

-Added Battle Caster to the Warlock's feats list.

-Updated the appearance of shadow asp familiars.

Feat Changes:

-Added Eldritch Claws (https://www.nwnravenloft.com/forum/index.php?topic=67549.msg775740#msg775740) for Warlocks.

-Added bonus rogue feats (https://www.nwnravenloft.com/forum/index.php?topic=67549.msg775740#msg775740): Light Sleeper and Face in the Crowd.

-Added trap feats (https://www.nwnravenloft.com/forum/index.php?topic=67549.msg775740#msg775740): Trapmaster, Tactile Trapsmith

-Added touch spell feats (https://www.nwnravenloft.com/forum/index.php?topic=67549.msg775740#msg775740): Spell Dodge, Critical Spell Strike.

-Added Disguise feats (https://www.nwnravenloft.com/forum/index.php?topic=67549.msg775740#msg775740): Mimic, No Identity, Deceitful.

-Added ranged weapon feats (https://www.nwnravenloft.com/forum/index.php?topic=67549.msg775740#msg775740): Dead Eye.

-Added racial feats to serve as prerequisites to fix issues with templates and subraces.

-Changed the damage type of Ki Blast from Magic to Force damage.

-Made it possible to select Expanded Aura of Courage.

-Added missing War Cry (Blooded One) and Daze (Feytouched)

Spell Changes:

-Changed the damage type of Magic Missile, Isaac's Lesser and Greater Magic Storm, Orb of Force, and Rainbow Beam from Magic to Force damage.

-Changed the damage type of Disintegrate, Eldritch Blast, Horrid Wilting, Magical Backlash, Painful Slumber of the Ages, Phantasmal Killer, Radiant Assault, Sunburst, Thalassemia, Thieves' Bane, Voracious Dispelling, Weird from Magic to Untyped damage.

-Added support for visual spell targeting to all spells.

-Fixed an issue with damage effects bypassing damage resistance.

-Made it possible to stack speed spells again.

-Added missing description to Hold Portal scrolls.

-Fixed issues with some spells not targeting items properly (Magic Insight, Unholy Sword, and some others).

Miscellaneous:

- Modified Pure Black and White to add more depth.

-Added 10 new persistent animations (9 animations from the Alternate Combat Pack (https://neverwintervault.org/project/nwnee/hakpak/ragnarokmr4s-alternate-combat-animations-pack-acp-v41-updated) and a crawling one (https://neverwintervault.org/project/nwn1/hakpak/original-hakpak/crawling-animations)). Those can be toggled by using @animation (type @animation help for details).

-Added 25 new player character voicesets from this pack (https://neverwintervault.org/project/nwnee/audio/soundset/nwn-12-voices-nwnee-consolidated-fixed).

-Decreased the weight of darts from 0.1 to 0.0lbs.

-Added skeletal versions of all player racial types.

-Added two new clothing options (235/236 for most equipment parts) from the CCC August 2022 pack.

-Added two new clothing options (235/236 for most equipment parts) from the CCC August 2022 pack.

-Added two new robe options (118 and 250).

-Added the scrap clothing models (models 187/188) from the CCC January 2023 pack.

-Added dozens of player-written books.

-Added several new tilesets and expansions to existing tilesets.

-Added 5 new caliban runt heads (50 to 54) to male gnomes and 6 new heads (50 to 55) to female gnomes.

-Fixed two problematic male dwarven heads (105 and 118).

-Added new tower shield model (239) (thanks to LegoRobot and Favee).

-Added new neck pieces (211 to 214) (thanks to Favee)

-Added new pauldron shoulder model (187) (thanks to Favee)

-Added new heavy flail (model 5, colors 1 to 3 for all three parts) (thanks to Favee)

-Added 8 new umbrella models from Stitch's Pack (https://neverwintervault.org/project/nwnee/model/umbrella-stitchademy).

-Added hundreds of new placeables.

-Added six new reskinned estate couches (7680 to 7685).

-Added 450 visual effects from shadguy's VFX pack (https://neverwintervault.org/project/nwnee/hakpak/original-hakpak/shadguys-visual-effect-collection).

-Added Mandrills from the CCC October 2022.

-Added the skeletal cat from CCC 2022-11

-Added new von Zarovich horse model (thanks to Strigoi).

-Added dozens of new skyboxes.

-Added several ambient sounds from the following three packs: https://neverwintervault.org/project/nwn1/audio/sound/ambient-nature-loops / https://neverwintervault.org/project/nwn1/audio/music/creepy-jungle-loop / https://neverwintervault.org/project/nwn1/audio/sound/mak-modder-audio-kit

-Fixed a lingering issue Strahd's texture. (thanks to Strigoi)

-Fixed an issue with the toxodon model.

-Fixed issues with some shoe models introduced in the last update.

-Fixed issues with the Greatsword hilt on models 231 to 234 (thanks to LegoRobot)

-Fixed transparency issues with book and helmet icons.

-Adjusted the cost of magic staffs, wands to correspond to other equipped items.

-Reorganized the hak structure and removed duplicate content.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 04, 2023, 06:28:47 PM
New Feats

Deceitful
Spoiler: show
Quote
Type of feat: General
Requirements: None.
Specifics: The character has a knack for disguising the truth. He gets a +2 bonus on all Disguise checks and Sleight of Hand checks.
Use: Automatic.


Mimic
Spoiler: show
Quote
Type of feat: General
Requirements: None.
Specifics: The character possesses a natural talent for impersonation. He gains a +2 bonus on Disguise and Perform skill checks.
Use: Automatic.


No Identity
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Can only take this feat at 1st-level.
Specifics: The character is a living cipher. Thanks to his unremarkable appearance, attitude, and other factors, no one knows or well remembers anything about him. Even he doesn't know anything about his background or ancestry. His unremarkable nature grants him a +2 bonus to Disguise and Hide checks.
Use: Automatic.


Dead Eye
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Dex 17+, Point Blank Shot, Weapon Focus (any ranged weapon), base attack bonus +14.
Specifics: The character's precision with ranged weapons translates into more telling strikes than he could normally make. He adds his Dexterity bonus on damage rolls made with bows and crossbows for which he has the Weapon Focus feat. Dead Eye does not increase the damage dealt by flintlock pistols and muskets.
Use: Automatic.


Spell Dodge
Spoiler: show
Quote
Type of Feat: General
Prerequisite: None.
Specifics: The character is adept at avoiding magical rays and similar effects. He gains a +2 dodge bonus to Armor Class against ranged touch attacks.
Use: Automatic.


Critical Spell Strike
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Ability to cast level 1 spells.
Specifics: The character has a keen eye for targeting his spells and their effects are hard to resist. When he makes a touch attack (melee or ranged) with a spell and scores a critical hit, the save DC against that spell increases by 4.
Use: Automatic.


Tactile Trapsmith
Spoiler: show
Quote
Type of Feat: General
Prerequisite: None.
Specifics: The character can rely on his rapid reflexes and nimble fingers instead of his intellect when searching a room or when disabling a trap. He adds his Dexterity bonus (rather than his Intelligence bonus, if higher) on all Search and Disable Trap checks.
Use: Automatic.


Trapmaster
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Int 13+, Uncanny Dodge III.
Specifics: The character has studied the funereal architecture and lethal traps of a dozen long-dead cultures. His familiarity with ancient tombs, vaults, and other such sites has instilled in him an uncanny knack for avoiding traps. He receives a +4 bonus on Reflex saves made against the effects of traps and a +2 bonus to Disable Trap.
Use: Automatic.


Light Sleeper
Spoiler: show
Quote
Type of Feat: Class
Prerequisite: Rogue level 10.
Specifics: The rogue's sensitivity to the slightest sound becomes so acute that it is almost impossible for him to fail to react to danger. Groups he is in no longer attract enemies when resting in dangerous areas.
Use: Automatic.


Face in the Crowd
Spoiler: show
Quote
Type of Feat: Class
Prerequisite: Rogue level 10.
Specifics: The rogue develops an uncanny ability to blend in while among large numbers of people. When within a crowd, the rogue may use Hide in Plain Sight. For the purposes of this feat, a crowd consists of at least five humanoid creatures within a 10-foot radius of the rogue.
Use: Automatic.


Eldritch Claws
Spoiler: show
Quote
Type of Feat: General
Prerequisite: Warlock level 3.
Specifics: The character can deliver his eldritch blast as a melee attack. As a free action, he can form the energy of his eldritch blast into a set of claws extending almost an entire foot from his hands. The character deals his normal amount of unarmed strike damage plus his eldritch blast damage for a duration of 1 turn, or until he uses an Eldritch Blast invocation or is no longer unarmed.
Use: Selected.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Tohuvabohu on April 04, 2023, 06:39:16 PM
Would we be able to have screenshots of the new models and familiars being added?
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 04, 2023, 06:46:44 PM
Would we be able to have screenshots of the new models and familiars being added?

No, this list is to help people testing. If you want to see them I strongly encourage you to go and test since any bugs not caught during the testing period will carry over to the main module and may take months to get fixed.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Dardonas on April 04, 2023, 07:33:23 PM
It does not appear the magical damage from Eldritch Claws is working as Magic Damage, or if it is supposed to be separate as "untyped damage" it isn't classifying it as that either.

(https://i.gyazo.com/da079445079dd42eef4829ec15b528d0.png)(https://i.gyazo.com/34be38b19881f11d46f886b1acf7e41f.png)





Additionally, you can spam Eldritch Claws nonstop leading to some blinding VFX.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 04, 2023, 07:56:27 PM
It does not appear the magical damage from Eldritch Claws is working as Magic Damage.

Additionally, you can spam Eldritch Claws nonstop leading to some blinding VFX.

I'll fix the damage issue since it should be untyped damage rather than magical damage. As for the VFX, that's more of a test server problem.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Dardonas on April 04, 2023, 07:59:11 PM
It does not appear the magical damage from Eldritch Claws is working as Magic Damage.

Additionally, you can spam Eldritch Claws nonstop leading to some blinding VFX.

I'll fix the damage issue since it should be untyped damage rather than magical damage. As for the VFX, that's more of a test server problem.

It's the same issue for Eldritch Blast as well, where it is still popping up as magical damage.

(https://i.gyazo.com/77b7182031e4b4473812abe7c0557183.png)
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Calad on April 04, 2023, 08:51:11 PM
Full fighter build with heavy crossbow focus, Dead Eye and Crossbow Sniper.

The +4 damage is from Greater Weapon Spec. Character has 20 Dex. There should be a +2 from Crossbow Sniper, then a +5 from Dead Eye, in total a +11, but instead there's this +1d6 piercing?

(https://media.discordapp.net/attachments/579382722615574534/1092974101909475398/image.png)
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Favee on April 04, 2023, 09:04:36 PM
"Face in the Crowd" feat does not grant an ability to use in the radial menu. 
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 04, 2023, 09:25:53 PM
I'll fix the following:

-Face in the Crowd not appearing on the radial
-Damage bonus from Dead Eye/Crossbow Sniper not working as intended
-Untyped damage not working as intended
-Transparency issues on some new clothing options

Thanks for the reports, keep them coming.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Ryujin on April 04, 2023, 10:13:39 PM
Is it intentional for Dead Eye not to work with slings, despite the prerequisite being weapon focus (any ranger weapon)

Currently the text only specifically mentions guns being excluded
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Orchidra on April 05, 2023, 03:50:14 AM
Edit: Already mentioned in EO's list of changes, my bad for not clocking that!
Spoiler: show
The female top (torso 187/188) from the Scrap Clothing appears quite sheer and NSFW. This can be seen from the screenshot provided in the CCC January 2023 entry on neverwintervaults, and I can confirm it's very revealing on the test server itself
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Maffa on April 05, 2023, 04:12:16 AM
doesnt look much different from the default clotheless female top to me..?
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Orchidra on April 05, 2023, 05:17:03 AM
Edit: Already addressed!
Spoiler: show
I would link to a close-up shot of the CCC January 2023 preview image of Stonehammer's Scrap Clothes if only it wasn't against forum rules to post adult material, but multiple users have confirmed to me the Scrap Clothing top looked blatantly nsfw in-game for them as well, whereas the default nude torso is covered up with underwear. You can even see in the Stonehammer's Scrap Clothes preview image that there is no default underwear beneath it.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Maffa on April 05, 2023, 05:21:14 AM
ill take the risk... you mean this (https://neverwintervault.org/sites/neverwintervault.org/files/project/30728/images/cccjan202301.jpg)?

(potentially NSFW, but... not in my opinion...)
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Duayne on April 05, 2023, 05:38:42 AM
Yeah.. Take a look in game and you'll see the issue immediately. Not really visible from the CCC screenshots.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: bloodless on April 05, 2023, 05:40:21 AM
That issue is reported and if not already fixed, it will be soon. See, EO's mention of transparency above.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Maffa on April 05, 2023, 05:41:18 AM
Ah i will give it a look in game on the test server then

edit: I saw.

Yeah.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Bounty on April 05, 2023, 06:31:44 AM
-Made it possible to stack speed spells again.

This does not seem to apply, from what i have tested.
I made a Voodan and cast - haste - expeditious retreat - longstrider, and ran the same length from vallaki gates to just past the temple where the cobble stone road ends.
I timed ~11sec each time no matter if i had just haste, haste+expeditious, haste+longstrider or haste+expeditious+longstrider


I see. Makes a lot more sense, thank you for clarifying EO!
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 05, 2023, 08:13:31 AM
Quote
This does not seem to apply, from what i have tested.
I made a Voodan and cast - haste - expeditious retreat - longstrider, and ran the same length from vallaki gates to just past the temple where the cobble stone road ends.
I timed ~11sec each time no matter if i had just haste, haste+expeditious, haste+longstrider or haste+expeditious+longstrider

Yeah, that works as intended, they stack but not the speed effect (that'd be ridiculous), so you're always capped at the maximal effect speed, which in this case is Haste, but once Haste ends, your Longstrider effect will remain, whereas before it was removed when you applied Haste.

Is it intentional for Dead Eye not to work with slings, despite the prerequisite being weapon focus (any ranger weapon)

Currently the text only specifically mentions guns being excluded


Yeah, it's working as intended since those are throwing weapons. The second sentence states what it works with but I'll add further clarifications:

Quote
He adds his Dexterity bonus on damage rolls made with bows and crossbows for which he has the Weapon Focus feat.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Maffa on April 05, 2023, 09:44:20 AM
Not sure the rationale behind the change from Magic damage to Untype... does it mean it cannot be resisted? the damage has to come from somewhere..? what does it entails?
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Anastian on April 05, 2023, 06:00:35 PM
Would it be possible to reconsider dead eye being applicable to slings? From a mechanical perspective, slings are not considered thrown weapons on NWN, you add your STR bonus to damage only if the sling has a Mighty  property.
In general I think it would enable a few more niche builds with slings and even thrown weapons being a part of the options for dead eye. But if it discosts too much from source materials or I don't see the risk related to balance issues, I will easily retract this suggestion!
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Maffa on April 06, 2023, 05:15:34 AM
Not sure the rationale behind the change from Magic damage to Untype... does it mean it cannot be resisted? the damage has to come from somewhere..? what does it entails?

Following our mantra of replicating the D&D ruless and considering we can now add new damage types, we are updating spells that would deal force damage to it as per the source material.

We will add new items/features to resist that damage.

At this time it is only to be used for Force damage.

Does that mean that now there is the change and then the items/features will come on a later date? Will there be no way to resist it until you do?

I am deeply ignorant but i dont know if there is any ward or potion that can...
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: zDark Shadowz on April 06, 2023, 05:53:33 AM
There's a stupidly rare shield somewhere that does magic resistance and/or magic immunity, so that won't work on the missile storms anymore.

Best guess is once this is in, they'll be more inclined to add force resistance items onto other gear (since previously bleedout was being managed as magic damage so they couldn't put the resistance onto something that wouldn't unequip on bleedout)
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Anastian on April 06, 2023, 06:49:13 AM
Also another question, will studied foe (monster hunter) damage (currently magical) become untyped?
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Solana Vafaren on April 06, 2023, 07:15:50 AM
Considering every PC can reach high saves, making a DC caster effectively useless and now with force damage reduction from feats and items, I wonder how playing a high level caster besides warmage will feel after this. It seems to restrict the playstyle a lot. Not saying people should lean into PVP, but the fact that PC's can just resist one of the few tools that those classes had to defend themselves in such an encounter makes playing a higher level caster in those situations feel very underwhelming.

later edit : To clarify, this is a mechanical change that will change the power dynamics of IC interactions massively. On top of that, it would make certain builds effectively immortal, which isn't healthy and will never bring healthy RP. Moreover, for example, if an energy resist feat for force damage is implemented alongside items, in a fictive and also ridiculous scenario of a lvl 8 PC with this feat vs 10 wizard/sorcerer PC's casting empowered Isaac's for 5 minutes, the lvl 8 takes /0/ damage.

Moreover, due to how insanely powerful the benefits of such a feat and items is, the vast majority of the server has no reason not to build their characters in that direction, so in this case, casters simply become how people have mentioned in the past "wards slaves" or "ward bots", even if they are lvl 2 or 20.

just my 2 cents.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: cooachlyfe on April 06, 2023, 08:41:16 AM
Yeah it's a caster nerf but I imagine this discussion needs its own thread entirely
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 06, 2023, 08:53:35 AM
Quote
Does that mean that now there is the change and then the items/features will come on a later date? Will there be no way to resist it until you do?

I am deeply ignorant but i dont know if there is any ward or potion that can...

So, we've added two new types of damage:

Untyped: This is a damage "type" in DnD, basically damage that has no type. This type of damage can't be resisted. Most "magic" damage spells and effects, which already couldn't be resisted since we didn't have that type of item in have been converted to that damage type. Magic damage doesn't exist in 3.5.
Force: This is the damage type of many force spells (Orb of Force, Magic Missile, IGMS, etc.). Like other damage types we have, we'll eventually add gear to resist it.

So, if this is a nerf, it's only a nerf to a handful of spells (Orb of Force, IGMS, Magic Missile). The rest are actually stronger since they'll go through any form of resistance or immunity.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EarlofEtheria on April 06, 2023, 02:46:00 PM
Went through and WASD checked every new tileset, bumping into surfaces and checking collisions:
Quote
Classic Dungeons: The collapsed tunnel tile sends the PC into the sky when approached.
Dungeons and Catacombs: Seemed fine, was raining underground which threw me off.
Keep Interiors: There's a wall without collision on the west side (connected the small tile without any archways leading inside). Maybe it's a feature??
Q Castle: The overhead light, pointing directly down to the floor vanishes fairly far away from it.
Sen's Outerior: The 'stone pits' can be WASD moved up/down traveling West -> East.
Versatile Dungeons: The inset down staircase (the kind in the big rooms) can be WASD moved through from West -> East, from above.

Also tested the Stag companion, summoning each and every level to make sure they worked. Seems functional. However...

The new familiars/companions lack the [?] select at level up tooltips that other companions have, outlining their progression, Skills, Feats. The descriptions displayed in the level up menus should go along the lines of:
Quote
This graceful creature moves in leaps and bounds. Its soft fur and delicate appearance betrays the ferocity and strength behind its movements.

Skills: Hide, Listen, Spot.
Feats: Alertness, Low-light Vision.
Special:
  Master Level
  3: Evasion
  6: Iron Will
  15: Improved Evasion
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Bounty on April 06, 2023, 05:19:39 PM
Eldritch claw gets dispelled when the character equips a shield or any other offhand like a torch, not sure if that is intentional or not. A offhand item is not a weapon and the character is still fighting unarmed, if it is intentional the description should reflect that both hands must be free to use it.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: apeppertoo on April 06, 2023, 05:40:28 PM
So, if this is a nerf, it's only a nerf to a handful of spells (Orb of Force, IGMS, Magic Missile). The rest are actually stronger since they'll go through any form of resistance or immunity.

It happens to be a nerf to the only spell that can be relied on to deal any damage in PVP whatsoever, because the spells becoming untyped all have saving throws and will normally deal greatly reduced or zero damage in an even fight. In no sense were any of those spells made stronger since there isn't any magic damage resist in the game currently, or it's so rare that it might as well not exist. So the damage type changing from magic to untyped results in no practical change whatsoever.

I'm hearing no plans to address knockdown or saving throws, so this essentially pigeonholes my character into never trying to engage in conflict RP meaningfully.

I'm not looking forward to never posing a credible threat to anyone at or near my level again.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 06, 2023, 09:22:34 PM
Eldritch claw gets dispelled when the character equips a shield or any other offhand like a torch, not sure if that is intentional or not. A offhand item is not a weapon and the character is still fighting unarmed, if it is intentional the description should reflect that both hands must be free to use it.

This is indeed a bug. I'll fix this.

Quote
The new familiars/companions lack the [?] select at level up tooltips that other companions have, outlining their progression, Skills, Feats. The descriptions displayed in the level up menus should go along the lines of:

I'll fix this as well.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Onkel Bob on April 07, 2023, 05:31:01 AM
Classic Dungeons: The collapsed tunnel tile sends the PC into the sky when approached.
Dungeons and Catacombs: Seemed fine, was raining underground which threw me off.
Keep Interiors: There's a wall without collision on the west side (connected the small tile without any archways leading inside). Maybe it's a feature??
Q Castle: The overhead light, pointing directly down to the floor vanishes fairly far away from it.
Sen's Outerior: The 'stone pits' can be WASD moved up/down traveling West -> East.
Versatile Dungeons: The inset down staircase (the kind in the big rooms) can be WASD moved through from West -> East, from above.

Thank you for reporting this. The rain is due to an erroneous area property, and I think the wall you mentioned in Keep Interiors is supposed to be illusory and is working as intended. I'll take a closer look at the other things you describe.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: wwarlockk on April 07, 2023, 02:25:55 PM
I am not sure if this was already addressed.  Dead eye just shows as a 1d4 dice instead of the correct damage.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: DoctorLuxo on April 07, 2023, 06:31:35 PM
If you shapeshift into the spider or into the hellcat, the damage message in the logs just outputs the physical damage, but not the eldritch claws damage.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: bloodless on April 07, 2023, 09:18:04 PM
Quote
-Changed the damage type of Disintegrate, Eldritch Blast, Horrid Wilting, Magical Backlash, Painful Slumber of the Ages, Phantasmal Killer, Radiant Assault, Sunburst, Thalassemia, Thieves' Bane, Voracious Dispelling, Weird from Magic to Untyped damage.

As far as I understand, untyped is entirely unresistable damage. So how does this interact with targets under the effect of Ethereal Jaunt / Empty Body? That condition should only be subject to force damage and dispelling effects.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Madame Trousers Son on April 07, 2023, 09:40:50 PM
I'm guessing "untyped = unresistable" in the DnD rules isn't the same as in the game engine and some effects will in fact resist it, otherwise people can go around killing player ghosts with it...
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: remnar on April 07, 2023, 11:02:25 PM
I am unsure if this is a test hak issue or a current server bug, so im going to post it here

I've found an odd bug that, when trying to choose the feat 'Resist energy', it does not appear in the feat list UNLESS you go into the feat list, back out of the level up menu, and then go back in.
This is done on a freshly made character in the test server, although to speed up the process (I have taken the opportunity to test the feat choices of a build) I have held down '1' upon entering the world to get through all the "Where are you from and what are your backgrounds" menus. (Which gives me Athasian Human and the actor and acrobat backgrounds)
I can also confirm this happens (4 levels earlier) if one takes great fortitude.  The same bug occurs. 
I have also done this with a Torillian human taking military trained and guard backgrounds.
It seems it can take multiple tries to cause resist energy to appear.  Because of this bug, as well, you can take resist energy at level 2 if you do a re-level!
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Cody on April 08, 2023, 11:35:03 AM
Has the test server been updated with fixes?
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: MAB77 on April 08, 2023, 11:46:52 AM
EO will let us know once an update is available.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 08, 2023, 12:02:14 PM
Quote
As far as I understand, untyped is entirely unresistable damage. So how does this interact with targets under the effect of Ethereal Jaunt / Empty Body? That condition should only be subject to force damage and dispelling effects.

Ethereal Jaunt would block untyped damage unless it's from an Abjuration spell/ability or is a force effect/damage. There are some issues with the way these immunities are applied in NwN (eg. it shouldn't make you immune to Bigby's damage/effects).
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Favee on April 08, 2023, 01:17:44 PM
Raven animal companion has 3 strength, and 3 intelligence.  Though the 3 INT is likely correct I'd think Ravens are a touch smarter.

The strength however means they deal 1-3 -4 damage, resulting in a maximum of -1.  The hawk in comparison has 10 strength.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 08, 2023, 01:22:56 PM
Raven animal companion has 3 strength, and 3 intelligence.  Though the 3 INT is likely correct I'd think Ravens are a touch smarter.

The strength however means they deal 1-3 -4 damage, resulting in a maximum of -1.  The hawk in comparison has 10 strength.

This is working as intended actually. Ravens aren't all that smart in DnD: https://www.d20srd.org/srd/monsters/raven.htm (https://www.d20srd.org/srd/monsters/raven.htm).
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: cooachlyfe on April 08, 2023, 02:42:21 PM
Mobs that have magic (force) immunity:

Werewolves

Shadows

Bone Golems

Vampires

Greater Broken Ones (10 dr)

Just wondering if these are intended since they are in the Vallaki area

Edit: I'll just make this a running list
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 08, 2023, 07:59:00 PM
Mobs that have magic (force) immunity:

Werewolves

Shadows

Bone Golems

Vampires

Greater Broken Ones (10 dr)

Just wondering if these are intended since they are in the Vallaki area

Edit: I'll just make this a running list

That's a bug for which there is already a fix pending in the next round of tests.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Atonas on April 09, 2023, 11:40:28 AM
Eldritch claw damage isn't shown on the combat logs when charcater has weapon finesse feat(on another character without finesse it was working fine). I think damage is applied, because deer don't have 1hp afaik. I tested on Dire Spiders too, it wasn't like 1 damage.

(https://www.linkpicture.com/q/dex-warlock.png) (https://www.linkpicture.com/view.php?img=LPic6432da05466f42023434937)
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Bounty on April 09, 2023, 11:57:31 AM
Eldritch claw damage isn't shown on the combat logs when charcater has weapon finesse feat(on another character without finesse it was working fine). I think damage is applied, because deer don't have 1hp afaik. I tested on Dire Spiders too, it wasn't like 1 damage.

(https://www.linkpicture.com/q/dex-warlock.png) (https://www.linkpicture.com/view.php?img=LPic6432da05466f42023434937)

Works fine for me, when i tried it on a finesse char. Did you make sure to select the development branch under the beta options on steam? The damage did not show for me in the combat log, when i was testing on a different patch.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Atonas on April 09, 2023, 12:35:41 PM
Eldritch claw damage isn't shown on the combat logs when charcater has weapon finesse feat(on another character without finesse it was working fine). I think damage is applied, because deer don't have 1hp afaik. I tested on Dire Spiders too, it wasn't like 1 damage.

(https://www.linkpicture.com/q/dex-warlock.png) (https://www.linkpicture.com/view.php?img=LPic6432da05466f42023434937)

Works fine for me, when i tried it on a finesse char. Did you make sure to select the development branch under the beta options on steam? The damage did not show for me in the combat log, when i was testing on a different patch.

Ah, I missed that part. I just changed it and tested again. It works fine. Thank you.
Title: Hak Update 2_29 - Updated List of Changes.
Post by: EO on April 11, 2023, 12:50:24 PM
We've loaded a new version of the hak and module on the test server. You can download the new version at the same link as before: here (https://drive.google.com/file/d/1kRhFeuBsVdsZu_vF-VJ3D1JBngQX4t6F/view?usp=sharing). Here are the changes:

New Content/Changes
-Implemented 9 animations from the Alternate Combat Pack and 1 crawling animation. Those can be toggled by typing @animation (@animation help for details). Those will require extensive testing to ensure they don't break anything.
-Added areas to showcase placeables.
-Added a new "system" damage to use for things like bleeding, logging back in, or spells that should set you at 1 or 0 HP.
-Removed duplicate visual effects.
-Added Mandrills to the wereape/gorilla's list of possible summons.
-Removed duplicate portrait entries in portraits.2da.
-Added several new books.

Fixes since last version
-Face in the Crowd should now appear in the feat radial menu.
-Damage bonus from Eldritch Claws, Dead Eye and Crossbow Sniper should now be calculated properly.
-Untyped and Force Damage will now function properly.
-Removed transparency from problematic clothing options.
-Expanded Aura of Courage's aura size has been fixed.
-Fixed a lighting issue with Castle Q.
-Added the missing tooltip information for new companions and familiars.
-Fixed an issue with the orientation of new umbrellas on the ground.
-Fixed broken chairs introduced with this hak update.
-Changed Eldritch Claws to only be removed when equipping a weapon.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Lukey on April 11, 2023, 01:36:38 PM
I really think Dead Eye should apply to flintlocks as well. At higher levels where one shot isn't enough, it would certainly make flintlocks more viable for PvE.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: remnar on April 11, 2023, 01:39:08 PM
Unless I am doing it wrong, I do not think the animations are working.  All of them are just the basic animations.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Devil's Moon on April 11, 2023, 01:54:44 PM
Unless I am doing it wrong, I do not think the animations are working.  All of them are just the basic animations.

Encountered this too. Human Male pheno should have the greatest compatibility with them but they simply don't load atm.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 11, 2023, 01:58:42 PM
Unless I am doing it wrong, I do not think the animations are working.  All of them are just the basic animations.

Encountered this too. Human Male pheno should have the greatest compatibility with them but they simply don't load atm.

Are you using patch .35? Also you need to redownload the hak, as instructed.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: remnar on April 11, 2023, 01:59:53 PM
I am not I will do that next time
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Devil's Moon on April 11, 2023, 02:12:58 PM
Swapped to build .35 and it's good now.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Bounty on April 11, 2023, 04:06:08 PM
I went through and tested all the new animations with every race/gender combination (developer beta branch and the newest HAK).
The animations work fine on all male models, but appear to be broken on all the female ones (the torso seems to be rigged fine,
but arms/legs/head flop around or do not move at all), the default animation for female is broken as well.

Face in the crowd seems to work as intended now, but when the when the condition is not met (surroundend by 5 humanoids),
it puts out this message: 'Hide in plain sight (underground): Area is not underground' It should probably be changed to something appropriate for the skill.

Light sleeper, does not seem to work. If i rest in a dungeon enemies still get attracted.
Or is it supposed to only not attract when party members are resting and the character with the feat holds watch? The description is a bit unclear on that.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Merry Munchkin on April 11, 2023, 04:51:18 PM
Is Evard's Black Tentacles going to be switched to untyped damage?  It is supposed to pierce DR+2 but hasn't because of a game bug.  Switching to untyped would fix that.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: zDark Shadowz on April 11, 2023, 05:24:28 PM
I do like being bludgeoning resistant to that, though, and then it would also bypass my 3/+5 adamantine.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Favee on April 11, 2023, 06:18:12 PM
Fencing animation causes the right thigh part on female elves to stick out slightly until relog.  I'll check the other pheno's and genders as well.

I did not run into any animation issues that Bounty reported.  Though I only tested female elf.

Edit: Heavy flail animations do not seem to be supported by the ACP animation sets.  I don't think there is any workaround beyond making new animations for flails to go along with the ACP sets.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: MAB77 on April 11, 2023, 08:42:16 PM
Is Evard's Black Tentacles going to be switched to untyped damage?  It is supposed to pierce DR+2 but hasn't because of a game bug.  Switching to untyped would fix that.

We'll live with the quirks of the engine. In the source material, Evard's Black Tentacles deals bludgeoning damage that absolutely can be resisted. It would make the spell too strong to have it deal damage that cannot be soaked.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: bunnie on April 12, 2023, 02:17:09 AM
Fencing animation causes the right thigh part on female elves to stick out slightly until relog.  I'll check the other pheno's and genders as well.

confirming this is also on female humans
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Bounty on April 12, 2023, 04:35:33 AM
I went through and tested all the new animations with every race/gender combination (developer beta branch and the newest HAK).
The animations work fine on all male models, but appear to be broken on all the female ones (the torso seems to be rigged fine,
but arms/legs/head flop around or do not move at all), the default animation for female is broken as well.

I downloaded the newest HAK again, seems to be working fine now, maybe something did not get overwritten/unpacked propperly the first time.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 12, 2023, 07:35:57 PM
Fencing animation causes the right thigh part on female elves to stick out slightly until relog.  I'll check the other pheno's and genders as well.

I did not run into any animation issues that Bounty reported.  Though I only tested female elf.

Edit: Heavy flail animations do not seem to be supported by the ACP animation sets.  I don't think there is any workaround beyond making new animations for flails to go along with the ACP sets.

I'll fix the heavy flail issue, no idea how to fix the thigh bug though.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Dardonas on April 12, 2023, 08:55:19 PM
Eldritch Claws does not seem to be working with Master of Many Forms Wild Shapes. I've tested Harpy, Air Elemental, Basilisk, Mind Flayer, Dire Tiger, Polar Bear. I assume they all follow the pattern. Obviously humanoid shapes with weapons don't work, but neither do the unarmed ones or ones with creature weapons.


(https://i.gyazo.com/b20fed09922c64a88abc77a063d27969.png)

(https://i.gyazo.com/e8ae96cca0429a7ecc1cad2a67bf292e.png)

(https://i.gyazo.com/5cce315b4a309ffd6c36e058dd51464f.png)

Bonus
Spoiler: show
(https://i.gyazo.com/f491af238deca8ae2624929da9949ca0.png)
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 12, 2023, 09:07:47 PM
Eldritch Claws does not seem to be working with Master of Many Forms Wild Shapes. I've tested Harpy, Air Elemental, Basilisk, Mind Flayer, Dire Tiger, Polar Bear. I assume they all follow the pattern. Obviously humanoid shapes with weapons don't work, but neither do the unarmed ones or ones with creature weapons.


(https://i.gyazo.com/b20fed09922c64a88abc77a063d27969.png)

(https://i.gyazo.com/e8ae96cca0429a7ecc1cad2a67bf292e.png)

(https://i.gyazo.com/5cce315b4a309ffd6c36e058dd51464f.png)

Bonus
Spoiler: show
(https://i.gyazo.com/f491af238deca8ae2624929da9949ca0.png)


Did you download the latest version of the haks? And are you using patch .35?
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Dardonas on April 12, 2023, 09:53:32 PM
I was indeed missing a hak updates and the dev update apparently. I thought it would've kicked me out if I was missing stuff so I assumed I was good.

(https://i.gyazo.com/d2585fdc974ebb41c84104ed0ee78a9d.png)

Looks like everything is working with MoMF and Eldritch Claws.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Darkthrasher on April 13, 2023, 10:07:51 PM
I decided to test out a few of the spells to see how accurate they were to the spell targeting function that is added in with the 0.35 Developers version, and also listed in the new upcoming changes for the Hak update. I found some inaccuracies on some spells, not sure if its something that can be fixed here or not.

Note: Only spells that could have negative effects on party members were tested.

Sleep:
Pictures showing the lack of accuracy in Sleeps range and the effect on player when cast at the shown range away from the targeting area.
Spoiler: show
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248461600501760/image.png)
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248525962092594/image.png)


Gedless Electric loop:
Once again, pictures showing the lack of accuracy in Gedlees looping range when cast at the shown distance (though this one might be a special case as it is meant to loop through creatures in the area of effect].
Spoiler: show
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248754497134603/image.png)
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248807781580861/image.png)


Darkness:
**NOTE** This report on darkness is not specific to its spell targeting accuracy (it worked as intended), this however is a noticing of the affects the spell had on area lighting, when both in and outside of the darkness affect.
Pictures shown are in regard to, lighting with no darkness, lighting with darkness near but -not- inside its area of effect, and with character inside the darkness area of effect.
Spoiler: show
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248853096833044/image.png)
regular lighting ^
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248925624741888/image.png)
Lighting change with darkness near but -not- inside its area of effect ^
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248968058507425/image.png)
lighting changes with character inside the darkness area of affect


Wall of (Greater and Normal) Dispel Magic:
Shown in the pictures, the spell targetting for these wall spells is not consistent at all with their casted area of effect.
Spoiler: show
(https://cdn.discordapp.com/attachments/1047646886925963349/1096249214092181534/image.png)

(https://cdn.discordapp.com/attachments/1047646886925963349/1096249262720954458/image.png)




I have not been able to find any other outstanding discrepancies of spell targeting and the accuracy of such for spell circles 0 through 9 (though many of the area of effect spells that -do not- affect allies, were not tested).
I am not sure if this helps or is relevant, if not please feel free to remove it from the thread or let me know to redact it.

Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 13, 2023, 10:21:02 PM
I decided to test out a few of the spells to see how accurate they were to the spell targeting function that is added in with the 0.35 Developers version, and also listed in the new upcoming changes for the Hak update. I found some inaccuracies on some spells, not sure if its something that can be fixed here or not.

Note: Only spells that could have negative effects on party members were tested.

Sleep:
Pictures showing the lack of accuracy in Sleeps range and the effect on player when cast at the shown range away from the targeting area.
Spoiler: show
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248461600501760/image.png)
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248525962092594/image.png)


Gedless Electric loop:
Once again, pictures showing the lack of accuracy in Gedlees looping range when cast at the shown distance (though this one might be a special case as it is meant to loop through creatures in the area of effect].
Spoiler: show
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248754497134603/image.png)
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248807781580861/image.png)


Darkness:
**NOTE** This report on darkness is not specific to its spell targeting accuracy (it worked as intended), this however is a noticing of the affects the spell had on area lighting, when both in and outside of the darkness affect.
Pictures shown are in regard to, lighting with no darkness, lighting with darkness near but -not- inside its area of effect, and with character inside the darkness area of effect.
Spoiler: show
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248853096833044/image.png)
regular lighting ^
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248925624741888/image.png)
Lighting change with darkness near but -not- inside its area of effect ^
(https://cdn.discordapp.com/attachments/1047646886925963349/1096248968058507425/image.png)
lighting changes with character inside the darkness area of affect


Wall of (Greater and Normal) Dispel Magic:
Shown in the pictures, the spell targetting for these wall spells is not consistent at all with their casted area of effect.
Spoiler: show
(https://cdn.discordapp.com/attachments/1047646886925963349/1096249214092181534/image.png)

(https://cdn.discordapp.com/attachments/1047646886925963349/1096249262720954458/image.png)




I have not been able to find any other outstanding discrepancies of spell targeting and the accuracy of such for spell circles 0 through 9 (though many of the area of effect spells that -do not- affect allies, were not tested).
I am not sure if this helps or is relevant, if not please feel free to remove it from the thread or let me know to redact it.

I'll fix all three spell targeting issues. I don't think anything can be done about Darkness.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Wilkins1952 on April 14, 2023, 04:02:04 AM
Few quick bugs to report, Mostly to do with some minor clipping with chairs and one housing placable being able to be glitched into.

Clipping into the back of the chair with Pelvis/Lower back body parts Tested on max size PC Human Female.
Spoiler: show
(https://media.discordapp.net/attachments/640228502406299662/1096326206598684672/20230414074732_1.jpg)


Area for sitting on this chair is. Amusing to say the least. If possible/Someone has the inclination making an animation to allow one to lie on it would be cool
Spoiler: show
(https://media.discordapp.net/attachments/640228502406299662/1096326206921637958/20230414074822_1.jpg)


More Clipping :)
Spoiler: show
(https://media.discordapp.net/attachments/640228502406299662/1096327239794171984/20230414075249_1.jpg)


Managed to somehow glitch inside this placable when running around it with WASD Could be NWN Jank or something else, Seatme got me out so not the end of the world but still
Spoiler: show
(https://media.discordapp.net/attachments/640228502406299662/1096327995544838176/20230414075521_1.jpg)


Neither Mancatcher cages have any collision. So I can finally RP out my dreams of being the Kid from Chitty Chitty Bang Bang
Spoiler: show
(https://media.discordapp.net/attachments/640228502406299662/1096329162148544542/20230414075920_1.jpg)


Spam clicking a chest gets me this. Fun times. The chest also seems to be unable to be opened even single clicking the inventory only opens for a frame or two before closing.
Spoiler: show
(https://media.discordapp.net/attachments/640228502406299662/1096342347312267314/20230414080545_1.jpg)


I also noticed that OCR does not seem to be functioning correctly. Having over 100 OCR in Barovia yet Radu was perfectly happy to talk my PC and not get angry. NPC Garda were hostile however and did attempt to attack.


Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Caelumaresh on April 14, 2023, 10:41:52 AM
I went to take a look at the new Mastiff Animal Companion, and I noticed it lacks a "voice". If you tell it to follow, hold, guard, etc., it lacks a confirmation noise, such as the barking done by the wolves and empathied dogs
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on April 16, 2023, 11:35:54 AM
I went to take a look at the new Mastiff Animal Companion, and I noticed it lacks a "voice". If you tell it to follow, hold, guard, etc., it lacks a confirmation noise, such as the barking done by the wolves and empathied dogs

It uses the "dog" voiceset, which may be more limited unfortunately.
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: umtic on May 07, 2023, 03:52:48 AM
Hi,
Some of the new chairs behave strangely. This only concerns the chairs with back and arms, the ones to the right side of the las room on the "all other placebles" map. The round, pending chairs are working fine, as are the ones without back/arms. Here are two images of how the character will seat :

https://imgur.com/a/kp77iaK (https://imgur.com/a/kp77iaK) And https://imgur.com/a/Wf8murb (https://imgur.com/a/Wf8murb)
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on May 20, 2023, 07:20:16 PM
We've loaded yet another version of the hak and module on the test server. Hopefully this will be the last version before we load it on the main server so it's essential to properly test things. You can download the new version at the same link as before: here (https://drive.google.com/file/d/1kRhFeuBsVdsZu_vF-VJ3D1JBngQX4t6F/view?usp=sharing). Here are the changes:

New Content/Changes
-Added an androgynous phenotype, which can be selected in the customize menu or the mirror (thanks to Favee / for now these don't support robes nor the large phenotype)
-Added VFX for Eldritch Claws and Claws of the Savage (thanks to Favee)
-Added a flying animation (DM use only).
-Added 28 new creature appearances.
-Disabled the crawling animation as it caused too many problems.

Fixes since last version
-Disabled the crawling animation since there were too many issues to fix.
-Fixed issues with the animal cloaks which were stiff rather than animated.
-Fixed several issues with placeables.
-Fixed issues with the new tilesets.
-Removed Sen's Outeriors tileset as it was too buggy.
-Fixed issues with the female animations.
-Fixed issues with the flail ACP animations.
-Fixed reported spell targeting bugs.
-Fixed an issue with spell targeting not taking into account Misted Magic.

Other Changes (to test):
-Updated the relevelling crystal to let people perform self-remakes.
-Made it possible to dual-wield flintlocks.
-Added support for Favored Enemy to flintlocks.
-Disabled flintlocks in underwater areas.
-Made flintlocks affect exhaustion.
-Replaced True Seeing with +50 Search on PC spirits.
-Fixed several issues with Black Powder Avenger grenades.
-Fixed an exploit with the MMoF drow shape.
-Enabled the @name command in the New Character Area to rename one's character.
-And much more (read the in-game changelog for full details)
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: Abear on May 20, 2023, 09:41:42 PM
There are two options for elf on the test server. The second option corrupts your character.
Spoiler: show
(https://i.gyazo.com/e534bbcaed902d6dca660025657336e4.png)


Some texture issues on this head. Female ID 227.
Spoiler: show
(https://i.gyazo.com/c1e828a8613c6b4a874d9d037aac143c.png)
Title: Re: Hak Update 2_29 - Detailed List of Changes.
Post by: EO on May 20, 2023, 09:54:22 PM
There are two options for elf on the test server. The second option corrupts your character.
Spoiler: show
(https://i.gyazo.com/e534bbcaed902d6dca660025657336e4.png)


Some texture issues on this head. Female ID 227.
Spoiler: show
(https://i.gyazo.com/c1e828a8613c6b4a874d9d037aac143c.png)


Thanks for those reports; I'll fix both.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: Death on May 21, 2023, 12:04:08 AM
Hi everyone. For people who were curious about the appearances of the Androdgynous models, here they are.

(https://i.gyazo.com/d68eb375df28a36dbd9836f46945e993.png)(https://cdn.discordapp.com/attachments/1089222111526129667/1109641330122031184/f00d285781adec6b1c458c521a1c87b2.png)
(https://i.gyazo.com/eec148d5dcc3317cf87bdd07456a0e8b.png)(https://cdn.discordapp.com/attachments/1089222111526129667/1109641330663096391/fcee8fe192325f68ee13ef0a7976633d.png)
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: zDark Shadowz on May 21, 2023, 03:20:51 AM
Are the head models unlocked as well or just the torso? Internet keeps disconnecting and corrupting my download so can't check myself.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: Mereyn on May 21, 2023, 03:46:14 AM
As an information, you're limited to male/female heads and male/female voices whenever making a character intended for the androgynous phenotype.
Likewise, cloaks don't display just like with the "old" phenotype.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: bunnie on May 21, 2023, 07:22:09 AM
im not sure whats going on with the torso textures on the elf male / female androgynous models.
it kind of looks like they are using the masculine textures on the feminine chest and vice versa???

Spoiler: elf male • show
back - front (torso 0)
(https://cdn.discordapp.com/attachments/1108854151812759666/1109801917766451340/image.png)(https://cdn.discordapp.com/attachments/1108854151812759666/1109801964495188118/image.png)
(torso 187)
(https://cdn.discordapp.com/attachments/1108854151812759666/1109802635227303976/image.png)
(torso 100)
(https://cdn.discordapp.com/attachments/1108854151812759666/1109803765671931966/image.png)
(torso 90)
(https://cdn.discordapp.com/attachments/1108854151812759666/1109804156845301790/image.png)

Spoiler: elf female • show
back - front (torso 0)
(https://cdn.discordapp.com/attachments/1108854151812759666/1109805032930558032/image.png)(https://cdn.discordapp.com/attachments/1108854151812759666/1109805020616085514/image.png)
(torso 187)
(https://cdn.discordapp.com/attachments/1108854151812759666/1109805500897447946/image.png)

edit: i went through and had a look at them all!!
humans and half-elves are fine. the texture issue occurs on every other race lmao (dwarves, gnomes, halflings, h-orcs)
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on May 21, 2023, 09:51:09 AM
As an information, you're limited to male/female heads and male/female voices whenever making a character intended for the androgynous phenotype.
Likewise, cloaks don't display just like with the "old" phenotype.

Yeah, the cloaks are unfortunate but it's a game engine limitation. The workaround would be to duplicate all cloaks for each phenotype but that would take up too much space. Same issue with heads (not to mention they'd have to be manually resized individually).

Voicesets can be changed in-game, so that shouldn't be a problem using the @customize feature.

Quote
im not sure whats going on with the torso textures on the elf male / female androgynous models.

Thanks; we've identified the cause and will fix it so they use the right textures.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: Bounty on May 23, 2023, 10:41:29 AM
I just tested some things with warlock on the test server.
It seems like enervating shadows gets dispelled when a creature with a light source is nearby, even under the effect of darkness.
(tested with a summon i cast light on)

UPDATE: did some more testing. ES also gets dispelled during the day under the effect of darkness,
if you walk next to a creature, no matter if the creature emits light or not.
The combat log puts out the same message as if a light source was nearby "Your enervating shadow dissipates because of a nearby light source"
(tested during the day, with darkness walking next to summon/raven/mink/watcher guard/werebat lord/vallaki guard/Radu)


Is it not supposed to allways work, if under the effect of darkness?

As stated by EO
Quote
Changelog - February 11th, 2023 Version BETA 2.28w
- Made Enervating Shadows always function when under the effect of darkness.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on May 23, 2023, 12:47:42 PM
I just tested some things with warlock on the test server.
It seems like enervating shadows gets dispelled when a creature with a light source is nearby, even under the effect of darkness.
(tested with a summon i cast light on)

UPDATE: did some more testing. ES also gets dispelled during the day under the effect of darkness,
if you walk next to a creature, no matter if the creature emits light or not.
The combat log puts out the same message as if a light source was nearby "Your enervating shadow dissipates because of a nearby light source"
(tested during the day, with darkness walking next to summon/raven/mink/watcher guard/werebat lord/vallaki guard/Radu)


Is it not supposed to allways work, if under the effect of darkness?

Found the cause and will fix it. Thanks.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: Glimmrang on May 25, 2023, 01:44:47 PM
Martial Supremacy looks like it overrides Weapon Focus and or Greater Weapon Focus with ranged weapons, removing the AB bonus from WF/GWF.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on May 25, 2023, 05:13:18 PM
Martial Supremacy looks like it overrides Weapon Focus and or Greater Weapon Focus with ranged weapons, removing the AB bonus from WF/GWF.

Have you tested attacking? Sometimes the character sheet displays incorrect information.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: Glimmrang on May 25, 2023, 06:07:44 PM
Martial Supremacy looks like it overrides Weapon Focus and or Greater Weapon Focus with ranged weapons, removing the AB bonus from WF/GWF.

Have you tested attacking? Sometimes the character sheet displays incorrect information.

Further testing shows that you're correct. My bad.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: bunnie on June 02, 2023, 03:40:18 AM
i've noticed one of the old (and very nice!) dress models is missing / replaced (model 216)

Spoiler: old • show
(https://cdn.discordapp.com/attachments/960262996301606942/1114093637203136573/image.png)

Spoiler: new • show
(https://cdn.discordapp.com/attachments/960262996301606942/1114095239632801832/image.png)

Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: bloodless on June 02, 2023, 04:30:00 AM
It seems that the faction base teleport from the ooc lounge for the Erudites isn't working right now. Last stored location on the same character works just fine.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: softdrink on June 02, 2023, 04:35:39 AM
Monk speed no longer actually stacks with haste or longstrider at all.

Seems to be capped down to 150% movespeed, which I hope is not intentional as it ruins most of the point of having the increase to begin with considering the speed was already capped yet was able to stack with movement increases before the latest HAK.

Quote
-Capped monk total speed (should not have a noticeable effect since effect stacking was capped).

This seems to suggest this change is however, not intentional? If it in fact was, I would suggest reversing such a change since it was already capped down incredibly so with the latest patches.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: Bounty on June 02, 2023, 06:36:28 AM
Something about staff of fury and robes of transcendent thought changed (adjusted item value?), you now need 20 UMD instead of 5(or was it 10 before?) to be able to equip them.
It is a bit of a bummer since you would only be able to equip them at lvl ~15 as a warlock, without doing item swap shenanigans.

Is that an intended change or something different going on?
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on June 02, 2023, 08:05:19 AM
i've noticed one of the old (and very nice!) dress models is missing / replaced (model 216)

Spoiler: old • show
(https://cdn.discordapp.com/attachments/960262996301606942/1114093637203136573/image.png)

Spoiler: new • show
(https://cdn.discordapp.com/attachments/960262996301606942/1114095239632801832/image.png)


I've found the cause and will fix it next hak update.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on June 02, 2023, 08:09:02 AM
It seems that the faction base teleport from the ooc lounge for the Erudites isn't working right now. Last stored location on the same character works just fine.

The transition was missing; I'll readd it next update.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on June 02, 2023, 08:21:45 AM
Quote
This seems to suggest this change is however, not intentional? If it in fact was, I would suggest reversing such a change since it was already capped down incredibly so with the latest patches.

I'll readjust the value so monks can move faster but not as fast as the old maximum.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: softdrink on June 02, 2023, 01:17:55 PM
Quote
This seems to suggest this change is however, not intentional? If it in fact was, I would suggest reversing such a change since it was already capped down incredibly so with the latest patches.

I'll readjust the value so monks can move faster but not as fast as the old maximum.

What will you be changing the total speed to if I may ask? I'm unsure the speed needs capping at all seeing as how the speed was severely chopped in half due to how effect stacking was changed.

Monks went from being able to attain roughly 285% move speed to a much more reasonable 225%. While it is still quite high, it's also one of the main points of the class and this could be considered a sizeable nerf.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on June 02, 2023, 03:48:58 PM
Quote
What will you be changing the total speed to if I may ask? I'm unsure the speed needs capping at all seeing as how the speed was severely chopped in half due to how effect stacking was changed.

We've enabled effect stacking with this hak, as disabling it penalized other classes. I'm actually aiming for 210% (vs 150% for others), which corresponds to the max monk speed at level 17 (or 18?), but need to test some things. Wouldn't want a level 1 monk to be able to hit that speed either.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: softdrink on June 02, 2023, 03:58:38 PM
210% is very agreeable I think! Monks would no longer be able to stack longstrider and haste for a larger movespeed bonus but I think that's probably fine since you are moving at such extreme speeds to begin with.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: MAB77 on June 02, 2023, 04:53:43 PM
Some subraces of dwarves gained darkvision and dwarven weapon proficiencies following the HAK update.

Intended in some cases, not so much in others. Dev team investigating and will readjust as required.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: SardineTheAncestor on June 02, 2023, 05:11:03 PM
210% was the speed cap for monks already. Level 18 160% + 50%. They did not have "uncapped" movement speed. The speed cap is always +50% of your base speed, and monk speed is a part of base speed.

Other classes were able to stack effects like movement speed already. Divine Vigor + Longstrider for example. Or Savage Mobility + Longstrider. They were subject to the same cap of 150% because these effects didn't change base speed like monk did. For all classes, monk included, when one speed effect expired, they all expired.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: Feral on June 02, 2023, 06:35:41 PM
Evening!

Please can I kindly request that we can have our re-levelling crystal timers reset? Even if just temporarily for the next 30 days or so, so we can have a play around?

With all the new feats that are available, many of our characters are 90+ days old and have already selected other feats which we would much rather replace with some of the new feats/abilities.

Surely this wouldn't be considered unreasonable under the circumstances? I think gating it behind an individual application would be incredibly time consuming for the teams behind POTM too as you would likely be inundated with requests before long (if you haven't already been).

Please can this be considered?

Thank you!

-Feral
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: ladylena on June 02, 2023, 07:14:49 PM
Evening!

Please can I kindly request that we can have our re-levelling crystal timers reset? Even if just temporarily for the next 30 days or so, so we can have a play around?

With all the new feats that are available, many of our characters are 90+ days old and have already selected other feats which we would much rather replace with some of the new feats/abilities.

Surely this wouldn't be considered unreasonable under the circumstances? I think gating it behind an individual application would be incredibly time consuming for the teams behind POTM too as you would likely be inundated with requests before long (if you haven't already been).

Please can this be considered?

Thank you!

-Feral

I too, would like this. New familiars and such.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on June 02, 2023, 08:27:32 PM
Quote
Surely this wouldn't be considered unreasonable under the circumstances? I think gating it behind an individual application would be incredibly time consuming for the teams behind POTM too as you would likely be inundated with requests before long (if you haven't already been).

It's our long-standing policy not to grant automatic remakes unless a class' features were substantially altered, forcing a relevel to get class features. We have no plans to revise that policy.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: Feral on June 02, 2023, 09:01:08 PM
Quote
Surely this wouldn't be considered unreasonable under the circumstances? I think gating it behind an individual application would be incredibly time consuming for the teams behind POTM too as you would likely be inundated with requests before long (if you haven't already been).

It's our long-standing policy not to grant automatic remakes unless a class' features were substantially altered, forcing a relevel to get class features. We have no plans to revise that policy.

To clarify, I'm not asking for a remake, just the ability to re-level using the crystal. As a multi-class, and out of the 90 day window, the crystal previously would allow me to sacrifice XP to re-do my last level but this this is no longer working. I'm also a multi-class so I am unable to change my invocations now to suit the newly implemented eldritch claws as my warlock levels are on hiatus at the moment. I'm not looking to do anything but take some of the new feats which are more suitable to the ones I had taken as there was less of a selection before, and change my invocations, no changing of level orders or anything like that.

In this case are you advising we are to raise re-make applications to allow us access to the newly implemented features? If so i can raise an application no problem but seems time consuming for your team.

Also, on a separate note, I play on MacOS and the new spell targeting reticles/circles is not working at all for me. Is this a Windows only feature do we know? When I target a spell (tried from radial or hotbar) no targeting line/circle AOE markers appear at all. I asked my friend on Windows to check and it appears for him. He uses Blast of Sand and a cone appears as an overlay before selecting, but no cone appears for my Colour Spray.

Any ideas?

-Feral
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on June 02, 2023, 09:06:06 PM
Yeah, relevel requests must be sent to the DM team. It’s not automatic either. Each is reviewed on a case by case basis. If people want to relevel to pick a new feat, it's usually approved, but they're not blanket relevels or remakes.

As for MacOS you’ll have to ask the Beamdog developers

Edit: To elaborate on the MacOS thing, I don't know if they released the .35 patch on it, if not then you won't see them. Considering the game is no longer officially supported, but is now only supported for free by some former developers/community members, I wouldn't expect them to adapt their patches for all platforms anymore (as far as I know the console versions are already very far behind).
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: EO on June 02, 2023, 11:45:20 PM
Something about staff of fury and robes of transcendent thought changed (adjusted item value?), you now need 20 UMD instead of 5(or was it 10 before?) to be able to equip them.
It is a bit of a bummer since you would only be able to equip them at lvl ~15 as a warlock, without doing item swap shenanigans.

Is that an intended change or something different going on?

Found the cause but will need a hak update to fix unfortunately. We'll likely do a small update in the coming weeks (or later depending) to fix some issues.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: bloodless on June 05, 2023, 08:10:21 AM
One of the old painting placeables got replaced with a different one post-hak. I don't have numbers or a picture of the original, it was a night time thing with the moon up or something of that nature. It now looks like this hanging on my wall.

(https://cdn.discordapp.com/attachments/754006034959564870/1115249783314067496/image.png)
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: bunnie on June 05, 2023, 11:17:50 AM
the new placeable #13781 (!New:Plant: Potted, Cactus 01 (NWIC)) is a little wonky

(https://cdn.discordapp.com/attachments/1109958436894035968/1115298171325792286/20230605223905_1.jpg)
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: softdrink on June 05, 2023, 01:56:30 PM
We've enabled effect stacking with this hak, as disabling it penalized other classes. I'm actually aiming for 210% (vs 150% for others), which corresponds to the max monk speed at level 17 (or 18?), but need to test some things. Wouldn't want a level 1 monk to be able to hit that speed either.

Has this adjustment been made with the latest patch? If it has then hasted movespeed on a monk is still capped out at 150% with no fix.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: Maiyannah on June 05, 2023, 02:00:36 PM
We've enabled effect stacking with this hak, as disabling it penalized other classes. I'm actually aiming for 210% (vs 150% for others), which corresponds to the max monk speed at level 17 (or 18?), but need to test some things. Wouldn't want a level 1 monk to be able to hit that speed either.

Has this adjustment been made with the latest patch? If it has then hasted movespeed on a monk is still capped out at 150% with no fix.

My understanding is that it will have to be the next HAKpak update, not a normal update.
The changelog doesn't mention it.
Title: Re: Hak Update 2_29 - Detailed List of Changes
Post by: bunnie on June 06, 2023, 06:18:59 AM
One of the old painting placeables got replaced with a different one post-hak. I don't have numbers or a picture of the original, it was a night time thing with the moon up or something of that nature. It now looks like this hanging on my wall.

(https://cdn.discordapp.com/attachments/754006034959564870/1115249783314067496/image.png)

placeable is #2533 (WallArt: Painting 10)