Epic Magic Bugs (merged threads)

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Epic Magic Bugs (merged threads)

Post by The Amethyst Dragon on Fri Aug 27, 2010 1:30 am

Just got into the server after resetting with the changes I made for epic magic and such. Found bugs already (go figure).

Working list so far:
Epic Magic feat not correctly decrementing on sleep/level up.
;;em new x not functioning (so can't test actual research yet).
time stop didn't show up on the list of available spells
some VC commands broken
Also, the PC crystal needs updating ... (the currently listed commands are fixed, new ones not listed yet)
..help does not bring up a help list, instead it says "..h" in the chat box
Anything starting // "disappears" ... ..
I also need to fix the script that gives out the "epic spell focus" item for the second casting method.
Anything starting ".. " still cuts off the last three letters of the sentence....
Anything starting ".." or "//" shows only/always in the talk channel
I purchased a scroll of Identify from Lady Angelina in Tradeholme (just an outdated merchant inventory I'll get to sometime)
Apparantly, sorcerers cannot use the destroy or energy effects...
Also, the 'spellcraft DC modifiers' on each modification are only reflected at the end of the spell..
It seems that whenever I minimize the game from full-screen, when I try to return in the area, I crash. Without fail. More of a nuance than anything, but just figured I'd mention it.
Kill Animate, Burn 50% HP and BoM. Here's the thing. No health or BoM was lost. The enemy failed the save, didnt die and I got no creature.
The summon CR 40 celestial would appear to be summoning the CR 10 celestial.... (it is summoning the right one, I'll just have to swap out some of his "other properties" for hit points and AC (such as his ability to kill demons with a single hit)
- - - - It also didnt disappear upon it's 'untimely death'
Magical Renewal potions seem to restore your epic magic casts to one less than the last time you used one simce resting (i.e. the first time you use one after resting, you have 7 casts, then 6, then 5 etc. until you rest and it goes to 8 again. Assuming a maxed casts/day here) (These shouldn't have been working with epic magic anyway.)
The ;;em commands only seem to work when you have available casts of epic magic remaining (fixed for next planned reset)
No other spells made to date have made visible spellcraft checks.
It seems that the Burn BoM/HP effects are not working on any spells whatsoever.
The effect 'teleport other (unwilling)' is working, but allows for a radius, which isn't working when selected. (removing area option from this, due to complications with scripting for saves/no saves with multiple targets)
'Permanant' duration buffs appear to be removed upon drinking a renewal potion. Resting is currently untested, though I expect similar results.
The increase radius effect seems to not work on any spell that allows for it. (at least as far as I've tested it)
;;em info x not showing description, just name of spell (fixed for next reset for new epic spells)
;;em gold not showing balance of celestial gold (fixed for next reset)
;;em gold x not transmuting regular gold into celestial gold (fixed for next reset)
some "jumps" inside epic library still not functioning 100% of the time for "next step" in process
some larger "seed statues" not useable since the "use node" is too deep into statue (need to change to smaller statues for these)


Last edited by The Amethyst Dragon on Mon Feb 06, 2012 3:08 pm; edited 12 times in total (Reason for editing : updating list)

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;;info bugs

Post by RustyDios on Fri Aug 27, 2010 1:34 am


(((Edited to remove reported bugs that have been fixed)))

Also, the PC crystal needs updating ...

..help does not bring up a help list, instead it says "..h" in the chat box
Anything starting // "disappears" ... ..



Last edited by RustyDios on Fri Aug 27, 2010 8:00 pm; edited 1 time in total
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Re: Epic Magic Bugs (merged threads)

Post by The Amethyst Dragon on Fri Aug 27, 2010 1:51 am

Thanks for the report, RustyDios. I'm testing stuff right now to see what else I need to fix in the toolset for a reset in 10-12 hours.

The old VC commands (without the ";;") should no longer work (except vc help, which appears be busted). Plus, some of the commands have changed (like the emote ones and the item renaming).

Big scripted changes, so I've got a few errors to fix. That's what happens when you can't really test before going live. Razz

Please continue to report further "new bugs" that seem to be a result of the module update in this thread so it's easier for me to keep them together (and keep my browser on only a single bug reports page while I'm working in the toolset).

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Re: Epic Magic Bugs (merged threads)

Post by The Amethyst Dragon on Fri Aug 27, 2010 9:15 am

Newer aeneahak_updates.hak file available. The only difference with this one is the fix to spells.2da to make time stop available to sorcerers and wizards, so if you don't care about that spell, you can hold of on downloading the update if you had grabbed yesterday's update file.

Resetting the server in a few minutes to put in (hopefully) fixes for VC issues.

Started updating the VC info found in the green info crystal. Updated the existing information, but haven't had a chance yet to put in all the newer stuff. I suggest hitting up the new VC guide page to see what's changed/been added.

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Re: Epic Magic Bugs (merged threads)

Post by The Amethyst Dragon on Fri Aug 27, 2010 1:18 pm

Looks like I managed to fix the VC commands I'd broken.

Still testing and ironing out epic spell research. I was able to research a couple of basic spells with a test character. Seems the number and/or complexity of placeables in the research library might be interfering with the proper working of the scripting (namely the automatic moving of the PC on to the next step when picking an option).

I also need to fix the script that gives out the "epic spell focus" item for the second casting method.

No rest for the wicked...or for The Amethyst Dragon. Razz

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Re: Epic Magic Bugs (merged threads)

Post by daveyeisley on Fri Aug 27, 2010 4:09 pm

No worries The Amethyst Dragon, you're doing well for a 1 man show.

I am sure when it is all done, we will love it. Smile
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Re: Epic Magic Bugs (merged threads)

Post by RustyDios on Fri Aug 27, 2010 7:38 pm

I couldn't get ;;em help to display anything.. do you need to be in the/an "epic lab" for it to function ?
(((Yes the PC attempting it's use did have the Epic Magic Feat)))
((( Assuming there is a vc ;;em help command, it's not actually in the list but I read ;;em xxx as ;;em help ((hey, we all make mistakes right?))... so this might be a bugged bug report!!... however I did get ;;em list working ! )))

Anything starting ".. " still cuts off the last three letters of the sentence.... so that .. voiceemotetext will display as .. voiceemotet ...

Anything starting ".." or "//" shows only/always in the talk channel, regardless of what channel you have selected (or what prefix you use, eg /s), so there is no shouting/partytalk of OOC text etc ... ... ....

Also (not 100% sure this is actually a bug!), I purchased a scroll of Identify from Lady Angelina in Tradeholme.. I thought the Identify (and Legend Lore) spells were removed from circulation, due to the widgets that every bard/sor/wiz gets .. I'm reporting it because for some weird reason I think it might be a bug, possibly caused by activating the Timestop spell into circulation, and I don't think I've ever seen a scroll of Identify in Aenea yet, (or more to the point, Grace didn't have a scroll of it! , and she strives towards having at least one of every scroll! )...


Last edited by RustyDios on Fri Aug 27, 2010 8:08 pm; edited 3 times in total (Reason for editing : (((Twice , as detailed above by the triple brackets ))) and once more for the Also point...)
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Re: Epic Magic Bugs (merged threads)

Post by The Amethyst Dragon on Sat Aug 28, 2010 12:18 am

There is no ;;em help command at this time. Oh, and I'm already changing ;;em spell x to ;;em x with the next planned reset (to make it more like the teleport and summon ally commands).

The emote ones (..) should only show up in the talk channel, since you'd need to be near someone to witness them doing an action or showing a visible emotion.

The ooc (//) is supposed to just use the channel you were already talking in (just like before). I'll have to check on this one, and on the text getting cut off on the emotes.

Once I'm sure I've got all the major bugs worked out of the epic magic researching area, I'll be adding a command that will allow current epic casters to de-level to 20th level, then restore their xp so they can change out any existing epic spell feats if they want to use them for something else.

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Re: Epic Magic Bugs (merged threads)

Post by evilkittenofdoom on Sat Aug 28, 2010 12:44 am

Apparantly, sorcerers cannot use the destroy or energy effects...

I feel.... left out... Sad

Also, the 'spellcraft DC modifiers' on each modification are only reflected at the end of the spell..

It seems that whenever I minimize the game from full-screen, when I try to return in the area, I crash. Without fail. More of a nuance than anything, but just figured I'd mention it.

Made a spell - Kill+Animate, Burn 50% HP and BoM. Here's the thing.

I made no spellcraft check, the spell fired without error. No health or BoM was lost. The enemy failed the save, didnt die and I got no creature.

(Edited to reflect latest findings. crossed out items have been fixed)


Last edited by evilkittenofdoom on Mon Aug 30, 2010 9:17 pm; edited 3 times in total (Reason for editing : Lets see...7 edits so far... just counting for the fun of it btw)
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Re: Epic Magic Bugs (merged threads)

Post by The Amethyst Dragon on Sat Aug 28, 2010 1:07 am

Thanks for the report.

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Re: Epic Magic Bugs (merged threads)

Post by evilkittenofdoom on Sat Aug 28, 2010 1:46 am

The summon CR 40 celestial would appear to be summoning the CR 10 celestial.... as it's only level 15... with crap AC and HP

It also didnt disappear upon it's 'untimely death' Twisted Evil

Magical Renewal potions seem to restore your epic magic casts to one less than the last time you used one simce resting (i.e. the first time you use one after resting, you have 7 casts, then 6, then 5 etc. until you rest and it goes to 8 again. Assuming a maxed casts/day here)

The ;;em commands only seem to work when you have available casts of epic magic remaining. Not really game breaking, but a little annoying and slightly disconcerting if you don't know this. I thought the command broke on me when it was working before. Then I rested and all was fine again

No other spells made to date have made visible spellcraft checks.

It seems that the Burn BoM/HP effects are not working on any spells whatsoever.

The effect 'teleport other (unwilling)' is working, but allows for a radius, which isn't working when selected.

'Permanant' duration buffs appear to be removed upon drinking a renewal potion. Resting is currently untested, though I expect similar results.


Last edited by evilkittenofdoom on Tue Aug 31, 2010 7:34 pm; edited 2 times in total (Reason for editing : 6 edits...)
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Re: Epic Magic Bugs (merged threads)

Post by evilkittenofdoom on Mon Aug 30, 2010 9:15 pm

The Epic Magic feat is no longer gaining any casts from potions of renewal. Whether that's as intended or not, I cannot say.

The Spellcraft checks are working properly now.

The increase radius effect seems to not work on any spell that allows for it. (at least as far as I've tested it)
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Re: Epic Magic Bugs (merged threads)

Post by The Amethyst Dragon on Tue Aug 31, 2010 3:07 am

evilkittenofdoom wrote:The Epic Magic feat is no longer gaining any casts from potions of renewal. Whether that's as intended or not, I cannot say.
This is as intended...the epic magic is beyond that which can be restored by a simple potion. The only thing that can restore castings is sleeping (or leveling up!).

evilkittenofdoom wrote:The Spellcraft checks are working properly now.


evilkittenofdoom wrote:The increase radius effect seems to not work on any spell that allows for it. (at least as far as I've tested it)
Thanks for the reports.

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Re: Epic Magic Bugs (merged threads)

Post by evilkittenofdoom on Tue Aug 31, 2010 7:33 pm

The permanant modification doesn't appear to increase the DC for the Concealment; Displacement effect. Resting also removes the effect

A spell I made, Conjure Magical Fuel (Create Blood of Magic, since nearly all of my spells are having that part to lower the DC) was once working whgen I targeted myself. Now, it only seems to work when I target a container or other object in my inventory. Seems to work right only when my inventory isn't open

The command, ;;tool epicmagicfix1 does not do anything when put in without XP debt. Those with XP debt will get a message stating to retry once they have none
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Re: Epic Magic Bugs (merged threads)

Post by daveyeisley on Thu Sep 02, 2010 5:06 pm

Magical Renewal potions seem to restore your epic magic casts to one
less than the last time you used one simce resting (i.e. the first time
you use one after resting, you have 7 casts, then 6, then 5 etc. until
you rest and it goes to 8 again. Assuming a maxed casts/day here) (These shouldn't have been working with epic magic anyway.)

I would like to point out that this effectively makes the sleep restrictions awful for epic casters.

If enemies can be killed with non-epic magic, then epic spells are not needed, and the potions provide the needed boost in resources so that spellcasters dont have to sit there twiddling their thumbs unable to cast anything.

If the enemies are epic enemies (such as in the dark realm) their resistances, immunities, as well as extremely high hitpoint totals make non-epic magic very limited in effectiveness. A caster using non-epic spells will need to drink a renewal potion after every 2 fights in order to be able to keep fighting. (it can take 10+ castings of non epic spells to clear a single group of enemies) Not to mention that this method is also MUCH more time consuming, and all but guarantees enemies will be able to close to melee unless immobilized or blocked with walls (which means less slots for attack spells, or much higher chance of catching the Beatdown from Hell).

Now for such enemies, epic magic can be more effective... but is a much more limited resource. Between 4 - 8 uses per day. Even if you can clear a whole group of epic enemies with only 2 or 3 epic spells, that means 2 groups, maybe 3 (if you have maximum), and you are out of epic magic.

I am not seeing any sort of real 'need' to prevent renewal of epic spells.... but I certainly see situations where such a restriction would be a fun-killer.

If the standard renewal potion is too cheap, when maybe we need a more expensive item.... but epic casters need some way to offset the time restriction on resting.
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Re: Epic Magic Bugs (merged threads)

Post by Eric of Atrophy on Thu Sep 02, 2010 6:04 pm

I can see the logic behind your post, dave. I'm not a magic-user myself, but I've been following this thread with interest. Seems like what's going on would be similar to giving an epic fighter an awesome epic bad-guy killing feat, and limiting its use to 1/rest. That would be stinkers.

I like what you're suggesting - something along the lines of an Epic Magic Renewal Potion, correct? What about the epic mage having the ability to brew those renewal potions? Could that be a solution?

(Honestly, I don't know why I'm butting in on this thread, considering I know little about cast magic. Cool )


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Re: Epic Magic Bugs (merged threads)

Post by RustyDios on Thu Sep 02, 2010 6:09 pm

Gotta say I agree with dave (and eric)... there needs to be a uber-rare/ultra expensive epic renewal potion...
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Re: Epic Magic Bugs (merged threads)

Post by Eric of Atrophy on Thu Sep 02, 2010 7:58 pm

*again, I want to preface this post with the fact that I know little to nothing about spellcasting and whatnot...*

I don't think that the renewal potion should be uber-rare (only if in a drop by a monster), at least not to the epic-magic wielding PC ... I personally fancy the approach that, if the PC is able to research and create crazy powerful magic spells, then there should be a mechanism in place to allow that same PC to create a crazy powerful potion that helps renew the epic magic. Or have a potion available to the epic PC for a crapton of cash (based on the assumption that once a PC is able to enter the epic magic realm, that cashflow really isn't an issue).

Look at it like this - you wouldn't drive an uber-psychotic super powerful car that performs like it's from hell unless you could get regular and reliable access to a fuel source. Hell-Car may look killer, but it's no good if you have to push it down the highway. Amirite?
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Re: Epic Magic Bugs (merged threads)

Post by inthecorridors on Fri Sep 03, 2010 3:42 am

Perhaps a potion only clerics of Mystara can brew if you want it to be rare and thematically appropriate? Sold by one or two NPC clerics but limited in some way, such as "set # per character per reset?" (Because just plain # per reset just means that people who can be on when it resets will always have them and those who don't, won't)
Or, alternately, maybe you can do a quest for a cleric of Mystara who will reward you with the recipe for this potion, which can be made in that transmutative pool with certain special ingredients? Or otherwise find a coded/riddle-y copy of this recipe, probably somewhere one might expect specialized magical information to be found? I imagine BoM and possibly regular renewal potions being ingredients in this...


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Re: Epic Magic Bugs (merged threads)

Post by Eric of Atrophy on Fri Sep 03, 2010 4:35 am

inthecorridors wrote:Or, alternately, maybe you can do a quest for a cleric of Mystara who will reward you with the recipe for this potion, which can be made in that transmutative pool with certain special ingredients? Or otherwise find a coded/riddle-y copy of this recipe, probably somewhere one might expect specialized magical information to be found? I imagine BoM and possibly regular renewal potions being ingredients in this...
I like these ideas! Personally I'm not overly fond of the so many per server resets ... have had too many bad experiences with that sort of limitation over the years!
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Re: Epic Magic Bugs (merged threads)

Post by evilkittenofdoom on Fri Sep 03, 2010 9:42 am

Tried making both a 50d6 Cold dmg spell with +10 DC, +5 CL, ray attack and BoM cost - got to the end, it checks my spellcraft check versus the DC I clear it by over thiry, I have the money on hand and yet it says research failed.

The same goes for a 50d6 destroy effect with +10 DC and BoM Cost.
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Re: Epic Magic Bugs (merged threads)

Post by daveyeisley on Fri Sep 03, 2010 3:51 pm

Eric of Atrophy wrote:
inthecorridors wrote:Or, alternately, maybe you can do a quest for a cleric of Mystara who will reward you with the recipe for this potion, which can be made in that transmutative pool with certain special ingredients? Or otherwise find a coded/riddle-y copy of this recipe, probably somewhere one might expect specialized magical information to be found? I imagine BoM and possibly regular renewal potions being ingredients in this...
I like these ideas! Personally I'm not overly fond of the so many per server resets ... have had too many bad experiences with that sort of limitation over the years!

Me likey. Smile
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Re: Epic Magic Bugs (merged threads)

Post by RustyDios on Sun Sep 05, 2010 11:40 am

At some point (likely the last reset) the various ";;em xxxx" commands have stopped functioning for Grace .... they were working, she tried researching a spell yesterday (maybe the day before), but couldn't as she had no celestial gold... tried the command for gold and it didn't work, came to bug report that and read up on the philo stone.... ..

Went off to find one of them... still not found one, but ran into Amaereillie on route who said the commands were not working for them, so checked myself and .. lo.. the commands all seem busted... !!


Also just a check a 22lev wiz a 43 base in spellcraft should get ?? casts a day ? Cause I thought it was 1 for every ten levels + 1 per 10skill.. so this should give 6/day right ?... whenever Grace rests she gets 4/day ?
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Re: Epic Magic Bugs (merged threads)

Post by The Amethyst Dragon on Sun Sep 05, 2010 10:11 pm

RustyDios wrote:At some point (likely the last reset) the various ";;em xxxx" commands have stopped functioning for Grace .... they were working, she tried researching a spell yesterday (maybe the day before), but couldn't as she had no celestial gold... tried the command for gold and it didn't work, came to bug report that and read up on the philo stone.... ..

Went off to find one of them... still not found one, but ran into Amaereillie on route who said the commands were not working for them, so checked myself and .. lo.. the commands all seem busted... !!


Also just a check a 22lev wiz a 43 base in spellcraft should get ?? casts a day ? Cause I thought it was 1 for every ten levels + 1 per 10skill.. so this should give 6/day right ?... whenever Grace rests she gets 4/day ?

Thanks for the report on the epic magic VC commands.

And a level 22 wizard should have up to 25 base ranks in Spellcraft (level + 3), which would be 4 castings per game day (2 for the levels, 2 for the skill ranks). It doesn't go off your Spellcraft score/bonus, it goes off raw ranks (the ones you add at level-up, so it doesn't count bonuses from high ability scores, extra feats (such as skill focus), or bonuses from reincarnation/ascension).

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Re: Epic Magic Bugs (merged threads)

Post by RustyDios on Mon Sep 06, 2010 5:19 am

The problem is Grace is ALSO an 18th lev Cleric (with 9th level spells) and combined she is a 40th lev PC with 43 BASE ranks in spellcraft... so surely thats 4 casts per day from the spellcraft skill ? Or does it actually matter what class you take those skills in ?... ... Cause that sucks if so, and is a bit penalising, I don't see a rogue/bard not being able to add together his UMD from the two classes to see the final result of what he can and can't manipulate... ... ... ..
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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Mon Sep 06, 2010 12:08 pm

Amaerillie (Wiz 38 with base spellcraft 43) also only gets 4 uses from the epic spell focus before getting a message like: No more uses of epic magic. Can't really test though since I can't seem to find a philosoper's stone(Got a stone from The Amethyst Dragon, never was able to acquire one the normal way though) Rolling Eyes Very Happy


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Re: Epic Magic Bugs (merged threads)

Post by The Amethyst Dragon on Mon Sep 06, 2010 12:22 pm

Philosophers' Stone: search the library (I'll be adding clues to that effect soon).

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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Mon Sep 06, 2010 9:19 pm

Thanks The Amethyst Dragon, Amaerillie's problem is apparently deeper than basic cluelessness. She searched the appropriate location numerous times with no luck. I just logged Xephod in and in seconds he found the stone. I then returned with Ama to the exact spot with no luck.
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Re: Epic Magic Bugs (merged threads)

Post by RustyDios on Tue Sep 07, 2010 11:21 pm

;;em new x
;;em x
;;em gold
;;em gold xxx
;;em list x
(( and the Philo's Stone))

All working correctly.... As of the reset ~06:00am BST (GMT+1), 08 / Sept / 10

My +20 Natural AC spell... appears to do nothing but use a use of Epic Magic...

My Conjure Blood of Magic (by burning a Blood of a Magic, test the system spell !) Burns a BoM, but doesn't give any new ones...

Am I doing something wrong ??



Also for the purpose of Epic Magic, alot of xp debt can rack up very quickly whilst researching just a few spells.. you may have the gold and the spare xp, but sitting around waiting for the 15k+ debt to pay off in 500xp steps is tediously boring.. can we get an "Epic Magic XP Debt Collection room", where the debt pays off at a faster rate ??


And.. Happy Birthday The Amethyst Dragon !!
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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Wed Sep 08, 2010 12:14 am

Woo hoo... I can research now!

a couple of bugs/questions...

1. the ;;em gold X vc command both takes and grants 110% of the selected amount (e.g. typing ;;em gold 100 takes away 110 gp real gold and grants 110 gp celestial gold... not quite the intent as I read it Wink

2. I can't see how DC is calculated... for Amaerille... her spellcraft from the character sheet is 88, plus Mystical Insight should be 98, but I get a DC 93 both when casting and on the research review panel. Also, where does take 20 figure into things?
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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Wed Sep 08, 2010 1:49 am

Woop, two more.

- The epic spell focus device does not allow targeting of other creatures (friendly or hostile)

- The slay spell has no effect (tested on orcs and dragons)

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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Thu Sep 09, 2010 12:47 am

- I saw the note about sorcerers and energy effects, but it also appears that wizards cannot select any energy effect as well (shield or damage). Amaerillie gets a message: You do not have the proper epic caster class for that effect.
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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Thu Sep 09, 2010 2:10 am

Well... I seem to have rather bad luck with this epic magic thing.

- researched ward physical protection(30) (silenced), but after casting there is no apparent effect and no effect on damage

- when casting the ward via the vc command, the visual effects activate, when casting through the spell focus, the visual cating effects are not shown (in neither case does there appear to be any effect)

- ;;em gold x is now working as expected !
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Re: Epic Magic Bugs (merged threads)

Post by Ra Cha Chongo on Thu Sep 09, 2010 6:32 am

Vizzini also seems to be in the bad-luck boat when it comes to epic magic. Until yesterday, he was unable to get into the hall of the ancients at all, but even now that he can enter, he's still unable to research spells Sad He's able to go through all the motions, but fails to successfully research spells even when the DC is more than 20 less than the spellcraft check listed on his character sheet.

Also, the epic casting system doesn't appear to be recognizing him as a wizard (only 40 epic spell slots, can't research destroy seeds, etc.), and he's been all over the library with a fine-tooth comb but still can't find one of these Philosopher's Stones that everyone's talking about. Don't know if these issues are related in any way, but I assume more info is more helpful than less.


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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Sun Sep 12, 2010 9:15 pm

Thanks for getting Amaerillie a philosopher's stone The Amethyst Dragon!

Got a little more info on EM features.

- Ama is a wiz 38 with 43 spellcraft, but per the epic magic feat after a rest, gets only 4 uses of epic magic instead of the expected 7. However, despite the 4 numerically, the 4th casting, (when the feat indicates 1 left) always fails with the out of uses message. So, in actuallity she is only getting 3 uses per day. Also, she made an unanticipated trip to the Great Hall, and on returning via a Zolaras Stone, she had 7 casts available, however, after using them and resting it was back to 4.

- The spellcraft check seems to operate backwards... that is instead of spellcraft + d20 vs a casting difficulty, it appears to subtract 20 from Ama's base spellcraft. Also, none of the expected modifiers seem to be applied. The net effect is a fixed DC of 93 out of combat and a fixed DC of 73 in combat.

- The physical damage (30) protection spell works only for targeting other creatures (friendly or hostile). It cannot be cast on the caster. (correction from previous post which said it didn't work at all)
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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Sun Sep 12, 2010 10:26 pm

Oops, not sure if I'm going mad, or just already was. The ;;em gold x command is back to taking 110% of x in inventory gold and giving 110% of x in celestial gold.
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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Mon Sep 13, 2010 12:17 am

Researched Transform to Ghostly Form, the standard polymorph impact effect plays on some targets but there is no other effect noted on friendlies, hostiles, or caster.
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Epic Magic: Physical Damage Resistance on Caster

Post by eeriegeek on Sat Sep 18, 2010 1:35 pm

The Ward seed epic magic spell "physical damage 30" can only be cast on other creatures, not the caster. When a caster casts the spell on herself, the casting animation plays, but the spell silently fails.
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Re: Epic Magic Bugs (merged threads)

Post by Skywatcher on Sun Sep 19, 2010 5:08 am

I just releveled Lyann so I could work on her epic magic, and I seem to have a problem. I took 43 base ranks, +10 for epic spell focus, +10 for Ascended, +5 for spellcraft bonus on my armor, +13 for intelligence. Total 81, which is what my character sheet says. Add 10 for Mystical Insight gives 91, which is not shown on sheet but would still be there as I understand it. When I select Hell Ball, DC 103, it says my maximum roll is 98. Even without Mystical Insight, it should be 101?, and with Mystical Insight it wold be 111? Meaning I really only need to find 8 more spellcraft bonus on items to get the spell except on a roll of one?
But that is not what is showing, so I am not sure what is up and what adds and what doesn't I guess. Oh, and it kicks me out when I tried it, just to make sure the numbers were not showing wrong.

Went back and experimented some more. Added Ring of Magic Def, Spellcraft 2, and it added 2 to what the system is recognizing, got me to 100 max. Cast Fox's cunning, added 6 int, got my Int bonus to +16, but it still showed as 100 max. So it appears the epic magic system will give a max +10 for Intelligence bonus, is that as designed or is it a bug?


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Re: Epic Magic Bugs (merged threads)

Post by MannyJabrielle on Fri Sep 24, 2010 12:44 am

I'm getting oddities with the hellball DC's as well.

I tested with 3 different characters, Aga (27 wizard, 40th level ascended PC with 43 base spellcraft, 42 int, no other items providing spellcraft boosts, mystical insight, skill focus/epic skill focus spellcraft), Avery (pure class wizard, level 29, 32 base spellcraft, +10 spellcraft from his staff, forget how much int offhand, but less than Aga's, the skill focuses, and mystical insight), and Aurora (multiclassed sorc, not fixed up with the epicmagicfix command yet), 40 base spellcraft, +15 cha bonus, no spellcraft boosting items.

All three get around the same max roll on the hellball research. 99 for aga, 97 for Avery, 98 for Aurora. Aga's should be a good bit higher, and Aurora's should not be anywhere near that high (40+15+10=65, not 98).

I've yet to test if those three get the same errors in calculating DCs with non-preresearched spells as of yet.

Otherbugs...

Some of my characters are also getting the wrong number of epic casts per day. However I found that it's only multiclassed characters that are getting this bug. It doesn't matter what kind of combo, caster/caster or caster/non-caster, if they're multiclassed at all, the numbers don't add up.

My pureclass casters though are getting the correct number of casts.

All of my casters are getting the bug where the last cast will report the 'no available casts" message and fail the spell.

Another multiclassing error. My multiclassed wizards are only getting 40 spell slots instead of 50 (Aga, wizard/animator/ironheart, and Angelica, wizard/rogue/sd).

My pureclass wizard's emlist shows 50 slots.

My vampire/wizard/pm cannot make epic spells. He has the epic magic feat via his cleric levels, but when I use the ;;em new X command, nothing happens.

The create money seed doesn't work at all.

The +20 armor AC spell effect works, however it seems to just flat out not work every now and then. No DC fail message, nothing. A cast is used, the character goes through the motions, and says/mouths the spell, and that's it.

***edit: Created an Armor AC spell with Angelica. I get the DC roll (98 vs 48), but no effect is applied. No VFX fires off either other than the base epic casting lightshow.

***also, Angelica's stats are matching up with the info above... multiclassed wizard/rogue/sd, only 40 slots, less casts than she should have.


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Re: Epic Magic Bugs (merged threads)

Post by MannyJabrielle on Fri Sep 24, 2010 1:52 am

An update...

Made a perma-displacement spell with Aga. Modified the DC with a 95% HP burn/BoM burn. Cast the finished product, and it correctly zapped my HP and a BoM, but no displacement effect at all.

A question on the displacement effect as well, in particular with the perma-duration modifier. Is it supposed to be a permenant effect ala SCV? Or will it be dispellable/breachable?

I ask because even without the HP/BoM burn, the DC was relatively low IMO. 95 DC isn't small change by any means, but IF the perma-displacement effect is intended to be impervious to dispells/breaches, then it's way overpowered. A dexer needs to invest 30 base dex, 30 hide/movesilently/tumble as well as improved evasion (taken, not granted by item), plus all five SC feats to gain the 50% concealment.... That's way more investment than a caster investing only 2 feats and 43 skill points + research XP/GP cost. Add in modifiers, and a level 21 caster could gain the effect far cheaper and far earlier than the rogue/SD/monk
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Re: Epic Magic Bugs (merged threads)

Post by MannyJabrielle on Fri Sep 24, 2010 2:44 am

And... a suggestion? Could the 'em list" be split ala the TP list? em list1/em list2, for example? 40/50 lines is a lot to scroll up through.
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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Fri Sep 24, 2010 11:43 am

Just and expansion on the conceal seed. Both Amaerillie and Xephod learned the improved invisibility seed. Amaerillie tried 3 different versions including the base, none of them have any effect on casting. Xephod learned it and it works both on himself and other PC's. In fact too well! The invisibility is not cancelled even in combat.
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Re: Epic Magic Bugs (merged threads)

Post by MannyJabrielle on Fri Sep 24, 2010 2:08 pm

Invisible party gnomes? Oh dear.
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Re: Epic Magic Bugs (merged threads)

Post by eeriegeek on Fri Sep 24, 2010 2:39 pm

The name of the spell is: Evade Unpleasant Party Guest.
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Re: Epic Magic Bugs (merged threads)

Post by evilkittenofdoom on Fri Sep 24, 2010 4:00 pm

Perma effects are (IIRC) designed to be dispellable and must be recast upon reset.
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Re: Epic Magic Bugs (merged threads)

Post by daveyeisley on Fri Sep 24, 2010 5:20 pm

My 2 cents, I see the point of a 95DC seeming low for perm 50% conceal. Manny's points are well taken regarding investment disparity, though I think there are additional considerations that reduce the gap somewhat, it is still an issue on the whole. I think maybe a 10 point DC increase or somesuch might help balance it a bit if the effect is not dispellable.
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Re: Epic Magic Bugs (merged threads)

Post by MannyJabrielle on Fri Sep 24, 2010 6:01 pm

If it's dispellable and has to be recast on server reset, that shortens the gap a good bit (and I'm making the assumption that dispelling epic spells would be a massive thing, either a pure-caster mords at least, or an epic dispel) I'd still like to see the base DC's raised a bit though. A 10 point I would say is a bit high though. 6 point for displacement, 9 for imp.invis. That would put a permanent duration DC at 130 for imp. invis, and 125 for displacement. Pricey, but doable, less than the highest current base DC. Burn modifiers can make it still doable for less than dedicated casters as well if they're willing to make the XP/HP/BoM sacrifices.
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Re: Epic Magic Bugs (merged threads)

Post by MannyJabrielle on Fri Sep 24, 2010 6:44 pm

Another of my multiclassed characters is having an issue. Multiclassed cleric/sfw/rogue. Has the epic magic feat, but is unable to make epic spells. I enter the em new X command... and nada, just as with my cleric/wiz/pm.

Multiclassing seems to be the commonality that I've seen to date on my characters.
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Re: Epic Magic Bugs (merged threads)

Post by daveyeisley on Sat Sep 25, 2010 11:16 am

Placeables that select each seed need to have some description in their examine text such as info like:

1. The base DC of the seed (by the way, i dont think any base seeds should have base DCs at or above the max spellcraft skill of 127. I would recommend capping them at 100 to leave room for at least some modification.)

2. The base mechanics of the seed, like is there a save, what effect does a successful save have, what is base duration, what is base range and area, what damage type does it do, etc.
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Re: Epic Magic Bugs (merged threads)

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