Updated-Consolidated list of Area/Spawn/Creature/Item issues

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Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Tue Mar 22, 2011 7:57 pm

updated later in thread
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Tue Mar 22, 2011 8:50 pm

updated later in thread


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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by A_Vagabond on Tue Mar 22, 2011 9:04 pm

Lysis Bracers: Could the failure be linked to another behavior I've noticed: if you activate or initiate a teleport, and move away from the spot (i.e. while the tendrils are forming) you will not teleport. It basically seems to cancel the action... I think the teleport script itself may put the "Jump" into the PC's action queue, and moving anywhere (e.g. clicking on the ground) clears the queue, and thus cancels the teleportation jump. In the case of the lysis bracers, if you're running away (let's face it, that's the usual time these are activated, right?) and the timing is poor, you may be clearing out the queue command that executes the jump.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Tue Mar 22, 2011 9:25 pm

updated later in thread.


Last edited by daveyeisley on Wed Mar 23, 2011 8:57 am; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by A_Vagabond on Wed Mar 23, 2011 8:17 am

daveyeisley wrote:Thats probably correct. If the "freeze" effect of the Timestop spell were applied to the character, as well as immortality, that would then buy the script plenty of time to initiate the "jump" command. Although once 'frozen', the jump command would probably need to not be initiated by the PC, as it probably cant be added to the action queue while they are frozen, so the effect would need to come from another source, right?

Not sure if the paralysis (Cutscene Hold) is needed, or if The Amethyst Dragon just needs to remove any delay on the action, or assign the command to another, like the area (the area of the Lysis Temple could work, as that object shouldn't be active.) However, I can't remember the ins and outs of assigning Jump commands to PCs well enough to recall if that would work more reliably. There are funky engine things, y'know Razz

OH! I remember! Make the PC non-commandable. That's how to do it. Immortalize the PC, make them non-commandable, then clear all actions and assign the jump. Put a delayed command to re-instate commandability along with removal of the immorality, and that should work.

I think.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Wed Mar 23, 2011 8:56 am

That sounds pretty logical to me. We will have to wait and see if this is helpful to . For my part, thanks for sharing your knowledge of scripting theory for the benefit of all Smile


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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by eeriegeek on Wed Mar 23, 2011 1:31 pm

I have seen the Priest of Ragnor, but not the General recently in a certain orcish training camp.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by Eric of Atrophy on Wed Mar 23, 2011 1:37 pm

Not a big deal, but one I noticed regardless ... when a merchant (typically our crispy friend in Calithia) has an uncut gemstone to sell, it is listed as 0 cost, but yet the PC is charged 1 gp. A little thing, I know, but yet still a thing ...
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Thu Mar 24, 2011 12:31 pm

updated later in thread


Last edited by daveyeisley on Thu Mar 24, 2011 7:09 pm; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by RustyDios on Thu Mar 24, 2011 2:58 pm

#29 ... I've had this problem with the map also.. I tend to find giving it a few seconds or approaching from a different angle tends to work... it's a big world, and from what I can deduce the portal OnUse script has to find where the PC was... to do this it likely creates a "NameOfPC_WasHereWaypoint" at the location the map was used, the exit portal then looks for that waypoint to return the PC to using jump/tp logic .... ... if that is getting interrupted then the portal might not be returning PC's because it has no idea where they came from .... ...
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by A_Vagabond on Thu Mar 24, 2011 3:01 pm

RustyDios wrote:#29 ... I've had this problem with the map also.. I tend to find giving it a few seconds or approaching from a different angle tends to work... it's a big world, and from what I can deduce the portal OnUse script has to find where the PC was... to do this it likely creates a "NameOfPC_WasHereWaypoint" at the location the map was used, the exit portal then looks for that waypoint to return the PC to using jump/tp logic .... ... if that is getting interrupted then the portal might not be returning PC's because it has no idea where they came from .... ...

Doesn't need a waypoint, just a location GetLocation() and then a JumpToLocation() will send the PC back. The size of the module is immaterial in this case. I don't know how the portal transitioning scripts are written, so I can't comment any further Smile
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by RustyDios on Thu Mar 24, 2011 3:19 pm

Yes but it's identifying the actual spot of the original GetLocation() that might be a problem, AFTER the PC has moved into the map area ....

I had imagined for "simplicity" the Map OnUse would flow;
GetLocation(oPC),
CreateObject(waypoint, "NamedtothePC+Map", "AtthelocationofthePC"),
JumpToLocation(OfMapAreaWaypoint) ...

Then the portal script would be like;
GetLocation(OfaWaypoint_NamedtothePC+Map)
JumpToLocation(OfthatWaypoint) ...
DeleteTheWaypoint

The reason for using/creating the waypoint is so that the Portal knows exactly where the PC was and can find the spot easily, waypoints are unique locators for scripts based on any given name... but I'm not a scripting guru like yourself or The Amethyst Dragon.. that's just how I'd do it/imagine it done... it's possible you could use the locations directly... It's just I'd do it the way I described so the script would be able to find that waypoint (and it's location) easily, for the purpose of sending the PC back..

.... but it's storing the information of "where they were" for retrieval and jumping of the portal code that I was trying to hint may be busted ?... if the portal code cannot find where they were, it can't send them back there ?...

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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Thu Mar 24, 2011 3:50 pm

The Darkrealms: Eternal Inferno: Heart of Darkness

The epic sonic traps right where you come in need to be moved out just a bit.

When you enter the area, you are put inside the trap trigger, so if you try to disarm it, your character "moves" to the edge... which sets it off. This makes the trap impossible to disarm (from a engine standpoint, not a skill standpoint
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by evilkittenofdoom on Thu Mar 24, 2011 4:49 pm

Perhaps I'm mistaken, but I was under the presumption that the Philosopher's Stone gave 80% of the item's BASE value, not the selling price, which gives the base value and the merchants 'will buy your crap' percentage into account with your Appraise skill.

Thus, for those without a decent Appraise, the stone might be worthwhile, assuming that's how it works.

The Uncut Gemstones listed price being different than the actual price is likely a result of the engine not allowing you to purchase anything for less than 1 gp (Can't back this one up, just theorizing)
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Thu Mar 24, 2011 7:03 pm

evilkittenofdoom wrote:Perhaps I'm mistaken, but I was under the presumption that the Philosopher's Stone gave 80% of the item's BASE value, not the selling price, which gives the base value and the merchants 'will buy your crap' percentage into account with your Appraise skill.

Thus, for those without a decent Appraise, the stone might be worthwhile, assuming that's how it works.

The cap on appraise check merchant mark-downs is 30%, meaning if you have no appraise ranks and the merchant destroys you on the appraise check, the worst you will get for your itemis 70% of what the merchant would normally pay. There are merchants that will pay the actual price on an even appraise check. So the most you would gain by using the stone is 10% assuming the worst possible appraise result. Unless you really like selling to greedy bastards like Smitty Razz

Anything better than a -20% reduction in sale price with your appraise from a good merchant, and you get more money without the stone. And thats really not hard to do.


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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Thu Mar 24, 2011 7:14 pm

Odd bug with phantasmal Killer and weird vs black dragons (juvenile through ancient).

They don't die vs weird even when they fail their saving throws, and are only making one of the two saving throws.

Phantasmal killer's not doing anything vs them, no saving throw even.


EDIT: Seems to be all dragons, and on further investigation, all creatures with true-seeing. Seems the spells are supposed to not work on craetures with TS. If this is the case, the spells should probably give feedback about the target being immune.


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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Thu Mar 24, 2011 7:26 pm

Updated-Consolidated list of Area/Spawn/Creature/Item issues:

1. Dark Realm area The Superior Tunnels of Despair have lost the Darkfire Reaver spawn on the ledge near the entrance to the area.
2. Dark Realm: Eternal Inferno: The Gauntlet has lost the (3) Darkfire Reavers spawn at the end of the corridor before the exit.
3. Carpatha caves There are no more red dragons spawning in the cave or even in the area outside anymore. Nothing spawns in those areas anymore now.
4. Disarm/Imp. Disarm Feat is making rolls, etc... but enemies who fail are not disarmed. Creatures need to have "disarmable" checkbox ticked.
5. Althacore, the ancient bronze dragon drops the old style dragonblood misc.thin item.
6. All wanderer's portals seem to sometimes display the swirling vortex even when inactive.
7. Door in the new Dark Realm area after going through the Lava Tube needs to be repositioned.
8. Rockwall cave in Calithia has bad, black floor texture above ground level, makes looting difficult.
9. Teleport in Ebonhall seems broken. Can set marks and teleport INTO Ebonhall, but if you try to teleport OUT, you get the error message "You cannot target a creature you cannot see or do not have line of sight to".
10. Poison Traps in Nightwood (at least one by transition going into the forest clearing) seems to be attempting to apply poison 8 separate times.
11. Area Transition in IceGrind's Lair that allows one to progress to the endpoint on the way out is not present.
12. Chests in Icegrind's Lair are probably using old style traps that give no XP, and two chests are empty, need more phat lewts.
13. Vale's Leaf Market spawning hostile creatures. Possibly fixed?
14. Faction issues with Various town NPCs such as Macedone and Mountainholm commoners and guards seem to be going hostile to one another somehow.
15. Lake in Daramok that requires failed check to explore underwater, even if character wants to explore, they may not be able to easily fail check. Perhaps add new swim point? More detailed info.
16. Three Golems in a really cold place aren't reacting the way they should be when disintegrate is used on something.
17. Lysis Bracers seem to sometimes fail, often causing all charges to be lost without saving character from death. Perhaps when script is triggered, it makes PC immortal, and then "freeze" the PC as if in Timestop before teleporting them, then upon arrival in temple, remove immortality and freeze effect?
18. Braziers at the Swamp of Mist Temple are not "resetting" when the doors re-lock themselves.
19. Some quests need fixes. Link to Consolidated Quest bug thread.
20. Alatha Ice Tower environmental damage trigger firing several times per round per character.
21. Various Healing Potions seem to have issues with how much is or is not being healed. More detailed Info.
22. Lady Shea reporting 6556 gold as the price she will pay for Blazing Staff or Impaler, but when sold the PC only gets 1 or 2 gold.
23. Identified Creature Tracks seem to be losing the relevant info when clicked a second time. More detailed info.
24. Crossroads of Othik no longer has the Green Dragons spawn, which makes it extremely tough to find any of that kind of blood.
25. Drop rates on Dragon blood need an increase for larger dragons. Killing 30+ adult or larger dragons ought to average more than 10 total vials, and currently it doesn't. At least a +20-30% increase for these larger dragons.
26. Orc General may not be spawning in a certain Orc Training Camp headquarters.
27. Uncut Gemstones sold by merchants seem to be showing a price of 0gp, but PCs are charged 1gp when purchased.
28. Wand of Fire is reliably inflicting only 5 to enemies damage per use.
29. "Map of Aenea" area seems to have a broken portal/transition for returning the PC from whence they came.
30. Philosopher's Stone only gives a portion of item value when converting to Celestial Gold, which makes selling the item for full value and simply using the ;;em gold xxxx command FAR superior, and the stone itself not worth using.
31. Sonic Traps at the Entrance to The Dark Realm: The Eternal Inferno: The Heart of Darkness The epic sonic traps right where you come in need to be moved out just a bit. When you enter the area, you are put inside the trap triggers, so if you try to disarm one, your character "moves" to the edge... which sets them off. This makes the traps impossible to disarm (from a engine standpoint, not a skill standpoint).
32. Black Dragons are causing oddities with the Weird and Phantasmal Killer spells. More detailed info.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Fri Mar 25, 2011 12:09 am

With that poison trap in nightwood (item #10 on the list), it too needs to be repositioned like the traps in the dark realms heart of darkness area.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Fri Mar 25, 2011 1:16 am

Bronze Dragons in Bluecave: The wrymlings drown.

And oddly, the wyrmlings are HUGE, over twice the size of the adults.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Fri Mar 25, 2011 2:00 am

Bonewall Pyramid: The glowing orb doesn't open as a container anymore. It's clickble yet not clickable (like the oversized statues in the AEMS library). No open, no key, no proceed.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by A_Vagabond on Fri Mar 25, 2011 8:28 am

RustyDios wrote:Yes but it's identifying the actual spot of the original GetLocation() that might be a problem, AFTER the PC has moved into the map area ....

I had imagined for "simplicity" the Map OnUse would flow;
GetLocation(oPC),
CreateObject(waypoint, "NamedtothePC+Map", "AtthelocationofthePC"),
JumpToLocation(OfMapAreaWaypoint) ...

Then the portal script would be like;
GetLocation(OfaWaypoint_NamedtothePC+Map)
JumpToLocation(OfthatWaypoint) ...
DeleteTheWaypoint

The reason for using/creating the waypoint is so that the Portal knows exactly where the PC was and can find the spot easily, waypoints are unique locators for scripts based on any given name... but I'm not a scripting guru like yourself or The Amethyst Dragon.. that's just how I'd do it/imagine it done... it's possible you could use the locations directly... It's just I'd do it the way I described so the script would be able to find that waypoint (and it's location) easily, for the purpose of sending the PC back..

.... but it's storing the information of "where they were" for retrieval and jumping of the portal code that I was trying to hint may be busted ?... if the portal code cannot find where they were, it can't send them back there ?...


Unless the module is updated, GetLocation should work fine without a waypoint. It's a combination of an area identifier, and x, y, z, and orientation. It's exactly the same command that's used (I assume) for setting TP points, and those work 99%+ of the time. If the problem with the portal is that it's losing the location, then the problem is not with the GetLocation command, but rather with where that location is stored as a local variable. I would think storing it on the PC would make sense, or perhaps on the map object. It's possible that there's an errant OBJECT_SELF issue--I've certainly dealt with enough of those to know they're sometimes hard to diagnose. The portal script maybe getting confused, too. Its uninteresting phenomenon, you have to click it twice for it to fire, much like the Alathea Wizards School portals, and I wonder if that side effect of the scripting may occassionally misfire and give the wrong caller and/or identifier to the script, resulting in an inability to find that variable.

My suggestion would be to put in a failsafe, such that if no valid location can be found via normal means, that the script substitute a backup default location, like the vale--much like the Gort potions do--so that if there is a misfire, at least the PCs won't get stuck until reset.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by The Amethyst Dragon on Fri Mar 25, 2011 9:46 am

Rescripted the portal for leaving the world map. After the next module update, simply walking to the portal should send you back (without having to actually "use" the portal, as I'm surrounding the return portal with a trigger...just a reminder, you shouldn't be using WASD keys for moving around in Aenea).

It has always used the user's original location as the return location, stored at the time the map is used. It may be a case of the delay before the stored location is removed that is causing issues...for the next update I've extended it to make sure it's there long enough for the PC to be returned to the world proper. I've also added a "clear actions" command to make sure the PC isn't interrupting the transport by clicking too many times.

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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Fri Mar 25, 2011 10:21 am

updated later in thread


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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by Ra Cha Chongo on Fri Mar 25, 2011 2:53 pm

The last few times I've tried to go through Castle Greyskull, the baddie with the key hasn't been spawning, making it impossible to get through to the top floor.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Fri Mar 25, 2011 3:07 pm

Ra Cha Chongo wrote:The last few times I've tried to go through Castle Greyskull, the baddie with the key hasn't been spawning, making it impossible to get through to the top floor.

I believe he is 1 per reset, so if anybody else got him... thats it. Is his "container" still sitting there when you've gotten there?

It may be a case where the "container" needs to be destroyed to make him repop?
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by Ra Cha Chongo on Fri Mar 25, 2011 5:09 pm

Nope, haven't seen the container either, so I it could be a 'once per reset' deal
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Fri Mar 25, 2011 6:05 pm

updated later in thread


Last edited by daveyeisley on Fri Mar 25, 2011 8:41 pm; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Fri Mar 25, 2011 8:01 pm

Checked out that search command... it's indeed a VC searchable item. Oddball command :-P
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Fri Mar 25, 2011 8:42 pm

updated later in thread


Last edited by daveyeisley on Sat Mar 26, 2011 9:39 am; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by The Amethyst Dragon on Fri Mar 25, 2011 11:53 pm

daveyeisley wrote:24. Philosopher's Stone only gives a portion of item value when converting to Celestial Gold, which makes selling the item for full value and simply using the ;;em gold xxxx command FAR superior, and the stone itself not worth using.

This one is intended. Using the philosophers' stone directly on an item means a PC doesn't have to haul his loot to a merchant to try to get value from it. Much like using the treasure splitter directly on an item provides a lesser amount of gold value (when saving a group from hauling everything to a town to sell before splitting the gold), this provides a lesser amount of celestial gold value in return for saving time and effort.

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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Sat Mar 26, 2011 9:36 am

Intended or not, though, when you are talking about what seems to be around a 20% loss from amounts between 400,000gp to over 1 million.... it just isn't worth it. I think under 10 minutes of travel is worth a couple hundred thousand gold pieces, and I am pretty sure most if not all players would agree. I will remove it from this list, but if it is not changed, I think we are wasting a module resource on that stone having a unique power script. At least consider making it a VC command instead, using the select tool.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Sat Mar 26, 2011 4:55 pm

updated later in thread


Last edited by daveyeisley on Sat Mar 26, 2011 7:25 pm; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Sat Mar 26, 2011 6:51 pm

Another nightwood one.... consistently the server spits out TMI errors when someone is passing through those areas. The script is 00000001enter, it's OID is 8000864a.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Sun Mar 27, 2011 11:16 am

Updated-Consolidated list of Area/Spawn/Creature/Item issues:

1. Carpatha caves There are no more red dragons spawning in the cave or even in the area outside anymore. Nothing spawns in those areas anymore now.
2. Althacore, the ancient bronze dragon drops the old style dragonblood misc.thin item.
3. All wanderer's portals seem to sometimes display the swirling vortex even when inactive.
4. Teleport in Ebonhall seems broken. Can set marks and teleport INTO Ebonhall, but if you try to teleport OUT, you get the error message "You cannot target a creature you cannot see or do not have line of sight to".
5. Nightwood Poison Traps (at least one by transition going into the forest clearing) needs to be moved away from where PC enters the area to allow for disarming, also seems to be attempting to apply poison 8 separate times. Also consistently the server spits out TMI errors when someone is passing through those areas. The script is 00000001enter, it's OID is 8000864a.
6. Area Transition in IceGrind's Lair that allows one to progress to the endpoint on the way out is not present.
7. Chests in Icegrind's Lair are probably using old style traps that give no XP, and two chests are empty, need more phat lewts.
8. Vale's Leaf Market spawning hostile creatures. Possibly fixed?
9. Faction issues with Various town NPCs such as Macedone and Mountainholm commoners and guards seem to be going hostile to one another somehow.
10. Three Golems in a really cold place aren't reacting the way they should be when disintegrate is used on something.
11. Lysis Bracers seem to sometimes fail, often causing all charges to be lost without saving character from death. Perhaps when script is triggered, it makes PC immortal, and then "freeze" the PC as if in Timestop before teleporting them, then upon arrival in temple, remove immortality and freeze effect?
12. Braziers at the Swamp of Mist Temple are not "resetting" when the doors re-lock themselves.
13. Some quests need fixes. Link to Consolidated Quest bug thread.
14. Alatha Ice Tower environmental damage trigger firing several times per round per character.
15. Various Healing Potions seem to have issues with how much is or is not being healed. More detailed Info.
16. Lady Shea reporting 6556 gold as the price she will pay for Blazing Staff or Impaler, but when sold the PC only gets 1 or 2 gold.
17. Identified Creature Tracks seem to be losing the relevant info when clicked a second time. More detailed info.
18. Crossroads of Othik no longer has the Green Dragons spawn, which makes it extremely tough to find any of that kind of blood.
19. Drop rates on Dragon blood need an increase for larger dragons. Killing 30+ adult or larger dragons ought to average more than 10 total vials, and currently it doesn't. At least a +20-30% increase for these larger dragons.
20. Orc General may not be spawning in a certain Orc Training Camp headquarters.
21. Uncut Gemstones sold by merchants seem to be showing a price of 0gp, but PCs are charged 1gp when purchased.
22. Sonic Traps at the Entrance to The Dark Realm: The Eternal Inferno: The Heart of Darkness The epic sonic traps right where you come in need to be moved out just a bit. When you enter the area, you are put inside the trap triggers, so if you try to disarm one, your character "moves" to the edge... which sets them off. This makes the traps impossible to disarm (from a engine standpoint, not a skill standpoint).
23. Black Dragons are causing oddities with the Weird and Phantasmal Killer spells. More detailed info.
24. Bronze Dragons in Bluecave The wrymlings drown, and oddly, the wyrmlings are HUGE, over twice the size of the adults.
25. Maganor in Castle Greyskull is not respawning, so the key is not obtainable after he is killed once, and hence the upper levels cannot be reached.
26. Purple Worm is not always granting XP when killed, and needs a delay before burrowing.
27. Asis Potions of Full Healing sometimes only healing 33 hps, even when newly purchased from vendor. More Detailed Info.
28. Darkblades of Knort Scrar as well as all varieties of Vampire Shadowslayer need to have the "X2_L_SPAWN_USE_STEALTH" (integer) variable added, and set to "true" so they will auto-stealth when they spawn Twisted Evil
29. The end boss of Greyskull Castle is dropping an old version of the Soul Gem.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Sun Mar 27, 2011 1:51 pm

OK, so had a totally strange one today, never seen anything quite like it. New player, Lykle (also plays under lykle02), somehow got "stuck" in the Leaf Market. There seems to be a bad tile/walkmesh right near one of the merchants, and Lykle's PC got stuck in it and could not walk. Even relogging did not help (it sometimes fixes when a PC walks inside or on top of a wall).

I was able to use the keyboard walking commands to push the PC around until she was out of the jam, but I think this could be a problem for others, so I wanted to report it and also provide a screenshot:

(the image is too high resolution for the forums and I did not want to resize and mess it up, so please click the thumbnail to see the full image)


Last edited by daveyeisley on Sun Mar 27, 2011 7:02 pm; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by The Amethyst Dragon on Sun Mar 27, 2011 4:26 pm

Leaf Market - changing that tile to another so we don't have that problem

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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Sun Mar 27, 2011 7:01 pm

updated later in thread


Last edited by daveyeisley on Sun Mar 27, 2011 8:17 pm; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Sun Mar 27, 2011 7:58 pm

Temple of Sorgath under the prairie (slight spoilish)

Spoiler:
The hidden passage down to the lower level... it's a huge pain in the posterior to "get out" because the transition trigger dumps you in the custom trigger that automatically throws you back into that short hallway going back down. Only way to get past that custom "go in" trigger is use the jump tool to jump outa it.

Recommend making it a secret door placable deal rather than a custom trigger?
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Sun Mar 27, 2011 8:16 pm

updated later in thread


Last edited by daveyeisley on Mon Mar 28, 2011 2:12 am; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by The Amethyst Dragon on Mon Mar 28, 2011 1:45 am

For next module update:

Temple of Sorgath - return waypoint moved out of trigger area

Dark Ream sonic traps - moved

uncut gems - minimum purchase price from any merchant is 1 gp, even if its a basically worthless item or merchant reaction from appraise check drives down prices...engine limitation

area transition on way out of frost giant lair - fixed

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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Mon Mar 28, 2011 2:17 am

updated later in thread


Last edited by daveyeisley on Mon Mar 28, 2011 1:34 pm; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by eeriegeek on Mon Mar 28, 2011 9:35 am

Very minor... when the underdark area under He'Levan was reworked the map pins didnt get moved. Also, in a certain drow's home the pet snakes mew like kittens... or is that on purpose? silent
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Mon Mar 28, 2011 10:48 am

No, not on purpose. Don't quite know when that started or why Laughing
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by eeriegeek on Mon Mar 28, 2011 11:36 am

Ahh... then it IS karma and not some bent elf polymorphing kittens into snakes for her evil abode. Shocked
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by Amethyst347 on Mon Mar 28, 2011 11:51 am

Don't give her any ideas...
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Mon Mar 28, 2011 12:06 pm

Oh, she's had the idea...

But Aurora just can't stop herself from drowning any kittens she gets her hands on.
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by evilkittenofdoom on Mon Mar 28, 2011 12:16 pm

*GASP* *Runs and hides*
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Tue Mar 29, 2011 10:02 pm

updated later in thread


Last edited by daveyeisley on Wed Mar 30, 2011 11:47 pm; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by MannyJabrielle on Wed Mar 30, 2011 11:17 pm

The Ettercap appearance from the Hat of Disguise: It's animations are broke. The arms are stretched out, and don't move, neither do the legs when you walk. It kinda looks like a crucified bug that's hopping around
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

Post by daveyeisley on Wed Mar 30, 2011 11:47 pm

updated later in thread


Last edited by daveyeisley on Thu Mar 31, 2011 12:26 am; edited 1 time in total
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Re: Updated-Consolidated list of Area/Spawn/Creature/Item issues

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