Author Topic: Item Feat Failure: Extra Turning  (Read 1670 times)

SardineTheAncestor

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Item Feat Failure: Extra Turning
« on: January 18, 2020, 09:47:18 PM »
When removing an item that provides the feat Extra Turning, one loses the charges of Turn Undead provided as expected.

Equipping the item again does not provide the charges again.

That is to say if you keep removing the item and equipping it again, you'll end up with zero charges, without ever having used a charge of Turn Undead normally.

Reproduction is just so. Relogging doesn't fix it.
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Iridni Ren

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Re: Item Feat Failure: Extra Turning
« Reply #1 on: January 18, 2020, 10:34:42 PM »
I think this was to fix an exploit that allowed more turn undeads when the item was re-equipped.

It's not so bad with the ring, but with the shield that grants the feat it's a significant bug. Means you have to keep the shield equipped at all times.

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Re: Item Feat Failure: Extra Turning
« Reply #2 on: January 18, 2020, 10:40:03 PM »
This will be fixed next update to work as such:

-If the item is equipped when resting, it will add the extra 6 uses.
-If the item is unequipped after resting, it will remove the extra 6 uses.
-Equipping/Reequipping it after resting will not add new uses (neither will reloging)
-Unequipping it won't decrease the number of uses left if the item was equipped after the last rest or reequipped.

Basically the only way to benefit from the extra uses will be to have the item equipped when resting and to keep it on, which is really how it should work.

SardineTheAncestor

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Re: Item Feat Failure: Extra Turning
« Reply #3 on: January 18, 2020, 10:42:27 PM »
Yeah, just like it used to be. We'd have to put it back on to get the uses back but the game was keeping track of those uses and once they were up, they were up.
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Re: Item Feat Failure: Extra Turning
« Reply #4 on: January 18, 2020, 10:43:03 PM »
Yeah, just like it used to be. We'd have to put it back on to get the uses back but the game was keeping track of those uses and once they were up, they were up.

You won't get new uses just by equipping it, you'll get new uses by resting with it equipped.

SardineTheAncestor

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Re: Item Feat Failure: Extra Turning
« Reply #5 on: January 18, 2020, 10:44:46 PM »
I thought it always worked that way, sorry if I'm misunderstanding.

But, taking it off, using another item quickly, and putting it back on, that'll still return the unused charges?
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Re: Item Feat Failure: Extra Turning
« Reply #6 on: January 18, 2020, 10:50:08 PM »
I thought it always worked that way, sorry if I'm misunderstanding.

But, taking it off, using another item quickly, and putting it back on, that'll still return the unused charges?

Nope. That was the root of the reequip exploit.

SardineTheAncestor

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Re: Item Feat Failure: Extra Turning
« Reply #7 on: January 18, 2020, 10:54:41 PM »
Ohhh. Okay, that's cool then. Thanks for fixing it up.
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Re: Item Feat Failure: Extra Turning
« Reply #8 on: February 03, 2020, 01:24:39 PM »
This should now be fixed. You will only benefit from the "extra" feat uses if the item is equipped while resting and kept on. If it's removed, the extra uses will be removed.

SardineTheAncestor

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Re: Item Feat Failure: Extra Turning
« Reply #9 on: February 03, 2020, 01:32:58 PM »
Fantastic. Thanks!
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TheFury

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Re: Item Feat Failure: Extra Turning
« Reply #10 on: February 03, 2020, 10:46:54 PM »
Is there any way this solution could be extended to spontaneous caster item slots?
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Re: Item Feat Failure: Extra Turning
« Reply #11 on: February 03, 2020, 11:36:19 PM »
Is there any way this solution could be extended to spontaneous caster item slots?

Not really; this was implemented to prevent an exploit. In the case of spell slots, they work just as intended. You need to rest and keep the item on to keep your spell slot, which is exactly how this works.

TheFury

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Re: Item Feat Failure: Extra Turning
« Reply #12 on: February 04, 2020, 12:08:37 AM »
Is there any way this solution could be extended to spontaneous caster item slots?

Not really; this was implemented to prevent an exploit. In the case of spell slots, they work just as intended. You need to rest and keep the item on to keep your spell slot, which is exactly how this works.

However, equipping and unequipping the item does the same thing as the Turn items. You continually lose spell slots until you have none left. This gets even worse when you consider shapeshifting. If you transform more than once, you lose a spell slot on every single spell level you have a bonus item for. (The first loss being from the initial unequip, which should be the case)

It's why I have never once wanted a ring of the archmage on a sorcerer. Every time you use Shapechange, it costs you 2 9th level slots rather than one. Or 3 if you have 2.
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