Author Topic: Topic for minor issues v4  (Read 12689 times)

EO

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Re: Topic for minor issues v4
« Reply #150 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.

enragedmang

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Re: Topic for minor issues v4
« Reply #151 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.

ChrisRanHimselfOver

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Re: Topic for minor issues v4
« Reply #152 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.
Currently Playing: Tristan Hawkins

Coronenko

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Re: Topic for minor issues v4
« Reply #153 on: April 07, 2021, 08:05:28 PM »
Cleric feat "Energy Drain" can target the caster and level drain the caster
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zDark Shadowz

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Re: Topic for minor issues v4
« Reply #154 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.
Currently playing Karaz Steel, the Knave with the Glaive.

EO

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Re: Topic for minor issues v4
« Reply #155 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.

EO

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Re: Topic for minor issues v4
« Reply #156 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.

Dardonas

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Re: Topic for minor issues v4
« Reply #157 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.


Location: Barovia - Mt. Ghakis - Near Krofburg

cooachlyfe

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Re: Topic for minor issues v4
« Reply #158 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
« Last Edit: May 02, 2021, 03:05:34 PM by cooachlyfe »

Evendur

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Re: Topic for minor issues v4
« Reply #159 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 :) 


Quartermaster

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Re: Topic for minor issues v4
« Reply #160 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.
« Last Edit: May 06, 2021, 12:47:56 PM by Quartermaster »

Zarathustra217

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Re: Topic for minor issues v4
« Reply #161 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).

Quartermaster

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Re: Topic for minor issues v4
« Reply #162 on: May 07, 2021, 01:22:59 PM »
Thank you that worked!

Kiyosa

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Re: Topic for minor issues v4
« Reply #163 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



EO

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Re: Topic for minor issues v4
« Reply #164 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




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.


Location: Barovia - Mt. Ghakis - Near Krofburg

I'll fix both of these.

Folly

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Re: Topic for minor issues v4
« Reply #165 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.




EO

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Re: Topic for minor issues v4
« Reply #166 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.

NacreCicatrix

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Cannot Recover Crafted Traps
« Reply #167 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.



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EO

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Re: Cannot Recover Crafted Traps
« Reply #168 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.

NacreCicatrix

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Re: Cannot Recover Crafted Traps
« Reply #169 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!
« Last Edit: May 12, 2021, 03:59:53 PM by NacreCicatrix »
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