Updated - Consolidated List of Magic Issues
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:: Game Input :: Bug Reports
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Re: Updated - Consolidated List of Magic Issues
The color spray bug is back. Just cast it, and it affected me
The really odd thing is... I casted it again to make sure, and it didn't affect me the second time. Wonky.
The really odd thing is... I casted it again to make sure, and it didn't affect me the second time. Wonky.
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Re: Updated - Consolidated List of Magic Issues
I wanted to try and cast an extended Blade of the Life Eater, but it seems the spell does not currently allow such
Last edited by daveyeisley on Wed Mar 16, 2011 1:03 am; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
I also wanted to ask but keep forgetting... what is the point of the -10 INT penalty on tensor's transformation other than to aggravate the caster by having them need to redo spell slots after it wears off?
I mean, it not like they can use their INT for anything while the spell is active... and in PnP I dont recall Tenser's making you dumb...
Link to d20 SRD - see, no INT penalty there.
I mean, it not like they can use their INT for anything while the spell is active... and in PnP I dont recall Tenser's making you dumb...
Link to d20 SRD - see, no INT penalty there.
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Re: Updated - Consolidated List of Magic Issues
Weird: Had a beholder mage use weird on me... and it killed itself with it's own casting O_o Caster-unfriendly!
edit: It used a SCROLL.. but still... it killed itself with it's own spell there
edit: It used a SCROLL.. but still... it killed itself with it's own spell there
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Re: Updated - Consolidated List of Magic Issues
updated later in thread
Last edited by daveyeisley on Thu Mar 17, 2011 12:23 am; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
Confirmed the weird bug. It's affecting caster and party-members.
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Re: Updated - Consolidated List of Magic Issues
Combust:
The DC for the round-to-round save vs fire damage is 1.
The DC for the round-to-round save vs fire damage is 1.
MannyJabrielle- Ludicrous Level
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Re: Updated - Consolidated List of Magic Issues
MannyJabrielle wrote:Combust:
The DC for the round-to-round save vs fire damage is 1.
Depending on how the script is written, this could be a manifestation of the AOE DC bug. That is, the command to get the DC is dependent on the last thing the caster does, not the DC of the spell at the moment of casting. Local vars ftw!
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Re: Updated - Consolidated List of Magic Issues
updated later in thread
Last edited by daveyeisley on Thu Mar 17, 2011 3:47 am; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
Shelgarn's persistent Blade:
The "creature" summoned is a construct by racial type, but has no immunities (such as immunity to fear... how do you frigthen a magically conjured dagger?)
Otiluke's freezing Sphere: Globe version. Does nothing. The ray version works fine.
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.
Rockwall cave in Calithia.... there's a "sand" placable floor cover. It sits up about "knee hight" on the PC. Only half actually shows as sand though. The other half is showing (at least for me) as jsut black-textureless, like 2nd-story cutaway on tilesets do.
Another problem with this floor covering is, it blocks out the ability to see the dragon remains. It's set high enough so that not even the tab-highlight glow shows. It makes looting the already rare dragon remains very difficult and a pixel-hunt
The "creature" summoned is a construct by racial type, but has no immunities (such as immunity to fear... how do you frigthen a magically conjured dagger?)
Otiluke's freezing Sphere: Globe version. Does nothing. The ray version works fine.
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.
Rockwall cave in Calithia.... there's a "sand" placable floor cover. It sits up about "knee hight" on the PC. Only half actually shows as sand though. The other half is showing (at least for me) as jsut black-textureless, like 2nd-story cutaway on tilesets do.
Another problem with this floor covering is, it blocks out the ability to see the dragon remains. It's set high enough so that not even the tab-highlight glow shows. It makes looting the already rare dragon remains very difficult and a pixel-hunt
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Re: Updated - Consolidated List of Magic Issues
Greater Planar Binding: The VFX fires off... and nothing is summoned.
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Re: Updated - Consolidated List of Magic Issues
updated later in thread
Last edited by daveyeisley on Sun Mar 20, 2011 1:04 pm; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
Kyra Ojosverdes reported that Mirror Image is duplicating her visible equipment and placing it in her inventory.
The new Magic Missile script has too long of a delay between completion of the cast and dealing damage. Rather than doing damage before the projectiles strike the enemy, now there is at least a full second delay after the projectiles hit before damage is done.
The new Magic Missile script has too long of a delay between completion of the cast and dealing damage. Rather than doing damage before the projectiles strike the enemy, now there is at least a full second delay after the projectiles hit before damage is done.
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Re: Updated - Consolidated List of Magic Issues
Manny reported that Wail of the Banshee is not killing Scrags when they fail the save.
Last edited by daveyeisley on Sun Mar 20, 2011 4:34 pm; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
Working on fixing a few of these today for next module update. So far:
mirror image - new mirror creature creation scripting
silvania's silver spikes - damage type fixed
cone aoe spells - caster excluded from all checks
weird - caster excluded from all checks, slight delay is to allow affected trolls to be set to "non-immortal" so they can be properly killed by the spell (shortening delay slightly)
destruction - same need for a delay, also to be slightly shortened
wail of the banshee - delay reduced to that of other death spells, fixed so scrags (and other trolls) are affected
ray spells damage delay - all ray spells' effects have a slight delay, set for between when the ray actually hits and when it vanishes
Rock Wall caves - sand removed from floor
mirror image - new mirror creature creation scripting
silvania's silver spikes - damage type fixed
cone aoe spells - caster excluded from all checks
weird - caster excluded from all checks, slight delay is to allow affected trolls to be set to "non-immortal" so they can be properly killed by the spell (shortening delay slightly)
destruction - same need for a delay, also to be slightly shortened
wail of the banshee - delay reduced to that of other death spells, fixed so scrags (and other trolls) are affected
ray spells damage delay - all ray spells' effects have a slight delay, set for between when the ray actually hits and when it vanishes
Rock Wall caves - sand removed from floor
Re: Updated - Consolidated List of Magic Issues
Another magic oddity:
Teleport + Ebonhall. 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".
Teleport + Ebonhall. 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".
MannyJabrielle- Ludicrous Level
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Re: Updated - Consolidated List of Magic Issues
The damage rays were perfect before... why add a delay that messes them up?
At the very least, please reduce it to half of its current length. It takes forever to do damage at current... please. I will beg if I have to.... but the delay sucks so much as to make it painful to wait for the damage. The spell completes casting and the enemies have 3+ seconds to hit you before it can kill them.
At the very least, please reduce it to half of its current length. It takes forever to do damage at current... please. I will beg if I have to.... but the delay sucks so much as to make it painful to wait for the damage. The spell completes casting and the enemies have 3+ seconds to hit you before it can kill them.
Last edited by daveyeisley on Sun Mar 20, 2011 5:54 pm; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
Bigby's Grasping Hand is not affecting trolls.
Althacore, the ancient bronze dragon, drops the old style dragonblood misc.thin item.
Althacore, the ancient bronze dragon, drops the old style dragonblood misc.thin item.
Last edited by MannyJabrielle on Sun Mar 20, 2011 5:34 pm; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
And I agree that the delay between ray spells hitting and actually doing their damage is too long.
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Re: Updated - Consolidated List of Magic Issues
updated later in thread
Last edited by daveyeisley on Mon Mar 21, 2011 8:57 am; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
More for next module update:
telemus arcanum (3, 5, 7, & 9) - proper addition of caster level to damage, and proper damage dice type for the level 9 spell
ray spells damage delay - reducing delay
disarming wave - enemies are allowed to re-equip weapons they released, just as PCs are (the AI just can't handle stopping a fight to pick up a weapon that's really dropped, so they're placed into a target's inventory instead, and I don't want PCs to actually lose their weapons if something goes wrong)
phoenix's frigid bolts - fix
phoenix's shocking blast - fixing so it hits only enemies
meteor swarm - was assigned wrong damage dice and caster level limit, fixing for next module update
dark realm - getting darkfire reavers back in tunnels and guantlet
flesh to stone - duration and troll fix
combust - altering script's naming convention for storing save DC (if this doesn't fix it, it's a spell that I haven't recoded yet and will fix when I get to it)
telemus arcanum (3, 5, 7, & 9) - proper addition of caster level to damage, and proper damage dice type for the level 9 spell
ray spells damage delay - reducing delay
disarming wave - enemies are allowed to re-equip weapons they released, just as PCs are (the AI just can't handle stopping a fight to pick up a weapon that's really dropped, so they're placed into a target's inventory instead, and I don't want PCs to actually lose their weapons if something goes wrong)
phoenix's frigid bolts - fix
phoenix's shocking blast - fixing so it hits only enemies
meteor swarm - was assigned wrong damage dice and caster level limit, fixing for next module update
dark realm - getting darkfire reavers back in tunnels and guantlet
flesh to stone - duration and troll fix
combust - altering script's naming convention for storing save DC (if this doesn't fix it, it's a spell that I haven't recoded yet and will fix when I get to it)
Re: Updated - Consolidated List of Magic Issues
On disarming wave... I think given the reasoning of not wanting to have PC's lose their weapons incase of something goes wrong... Make it a PvM spell only. I've honestly never seen a NPC use it anyway, so why not just add a check to block it from working on PCs, but work on NPCs and drop their weapons to the ground?
It's not an automatic disarm, there is a save involved, and it's blocked by mindspell immunity, so depriving the targeted creature of it's weapon should count for something. If anything, give the NPC's a "backup weapon" in case their primary weapon gets thrown to the ground with this spell. If they lose that weapon too... well, that's the point of the spell and the player expended 2 spell slots then to accomplish the goal, assuming the target failed the save on both casts.
In my experience, I don't even get half the "time gone unarmed" as Dave has mentioned. My experience when I test out the spell is that the enemy requips the weapon immediately, or the next round at latest (6 seconds duration at best IOW). That unfortunately makes the spell 100% pointless for a player to use.
It's not an automatic disarm, there is a save involved, and it's blocked by mindspell immunity, so depriving the targeted creature of it's weapon should count for something. If anything, give the NPC's a "backup weapon" in case their primary weapon gets thrown to the ground with this spell. If they lose that weapon too... well, that's the point of the spell and the player expended 2 spell slots then to accomplish the goal, assuming the target failed the save on both casts.
In my experience, I don't even get half the "time gone unarmed" as Dave has mentioned. My experience when I test out the spell is that the enemy requips the weapon immediately, or the next round at latest (6 seconds duration at best IOW). That unfortunately makes the spell 100% pointless for a player to use.
MannyJabrielle- Ludicrous Level
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Re: Updated - Consolidated List of Magic Issues
MannyJabrielle wrote:On disarming wave... I think given the reasoning of not wanting to have PC's lose their weapons incase of something goes wrong... Make it a PvM spell only. I've honestly never seen a NPC use it anyway, so why not just add a check to block it from working on PCs, but work on NPCs and drop their weapons to the ground?
It's not an automatic disarm, there is a save involved, and it's blocked by mindspell immunity, so depriving the targeted creature of it's weapon should count for something. If anything, give the NPC's a "backup weapon" in case their primary weapon gets thrown to the ground with this spell. If they lose that weapon too... well, that's the point of the spell and the player expended 2 spell slots then to accomplish the goal, assuming the target failed the save on both casts.
In my experience, I don't even get half the "time gone unarmed" as Dave has mentioned. My experience when I test out the spell is that the enemy requips the weapon immediately, or the next round at latest (6 seconds duration at best IOW). That unfortunately makes the spell 100% pointless for a player to use.
I think Manny more or less nailed the optimal solution. Enemy casters dont use the spell, and even if they did I believe based on who the target being affected is, the spell script should be able to have different effects. Like how Flesh to Stone is different based on who is being affected.
Against NPCs it should drop the weapon on the ground (enemies who wield cursed or un-droppable weapons will not be dropped on the ground to be collected by a PC anyways, see this link.)
Against PCs, the weapon should go to inventory to prevent loss of the item.
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Re: Updated - Consolidated List of Magic Issues
Tested Wail of the Banshee, works GREAT!!!
Tested Weird, same deal
Tested Telemus Arcanum IX and the delay is now much more liveable, and it does the proper damage
Tested Flesh to Stone, targets remained petrified for over 10 minutes, awesome!
Tested Silvania's Silver Spikes, did the correct damage.
Tested Meteor Swarm, all I can say is WooHOOO! the Kaboom is back in 9th level!!
Tested Mirror Image, it looks like the items are not being added to casters inventory, but the images are also seeming to not have visible bodies or gear? Other than that, it works awesome, except that the images tend to stand on top of one another. IPerhaps they need to be made to take up a small space so they spread out some?
Phoenix's Frigid Bolts, Combust, Color Spray (and probably other cone aoes) are all still having issues, as such I have bolded them in the list.
Tested Weird, same deal
Tested Telemus Arcanum IX and the delay is now much more liveable, and it does the proper damage
Tested Flesh to Stone, targets remained petrified for over 10 minutes, awesome!
Tested Silvania's Silver Spikes, did the correct damage.
Tested Meteor Swarm, all I can say is WooHOOO! the Kaboom is back in 9th level!!
Tested Mirror Image, it looks like the items are not being added to casters inventory, but the images are also seeming to not have visible bodies or gear? Other than that, it works awesome, except that the images tend to stand on top of one another. IPerhaps they need to be made to take up a small space so they spread out some?
Phoenix's Frigid Bolts, Combust, Color Spray (and probably other cone aoes) are all still having issues, as such I have bolded them in the list.
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Re: Updated - Consolidated List of Magic Issues
Seems the ;;tool xpdebtpay command is taking XP and not paying off debt with it. I think it would be fair to say this is an urgent need for a fix?
Last edited by daveyeisley on Tue Mar 22, 2011 6:19 pm; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
daveyeisley wrote:Seems the ;;tool xpdebtpay command is taking XP and not paying off debt with it. I think it would be fair to say this is an urgent need for a fix?
Recompiled the script, updated module on server for next reset (which should be within the next 3ish hours).
I recommend nobody try it out until I can test it with one of my own characters.
Re: Updated - Consolidated List of Magic Issues
updated later in thread
Last edited by daveyeisley on Wed Mar 23, 2011 10:17 pm; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
Stampede's doing nothing now. No effect, no VFX.
BTW, a big thanks to Dave for doing consolidated bug threads where it's easy as hell now to see if an issue has already been reported
BTW, a big thanks to Dave for doing consolidated bug threads where it's easy as hell now to see if an issue has already been reported
MannyJabrielle- Ludicrous Level
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Re: Updated - Consolidated List of Magic Issues
Thanks for suggesting I make separate threads to organize reported issues, Manny.
I am glad it may be helping some folks. I wish I could fix the darn bugs, but in lieu of that, this seemed like the best next step... trying to make it slightly easier for .
I am glad it may be helping some folks. I wish I could fix the darn bugs, but in lieu of that, this seemed like the best next step... trying to make it slightly easier for .
Last edited by daveyeisley on Thu Mar 24, 2011 1:25 pm; edited 1 time in total
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Re: Updated - Consolidated List of Magic Issues
Invisibility Sphere: Not granting any invisibility. Only seems to fire off a casting VFX now and then.
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Re: Updated - Consolidated List of Magic Issues
Weird is still killing party members.
The saving throws seem to be backwards as well... creatures are rolling their saves vs death before the save vs mindspells. Even if they make the save vs mindspells, they're still dying on the fort save vs death (which shouldn't be made if they've made the will save)
The saving throws seem to be backwards as well... creatures are rolling their saves vs death before the save vs mindspells. Even if they make the save vs mindspells, they're still dying on the fort save vs death (which shouldn't be made if they've made the will save)
MannyJabrielle- Ludicrous Level
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Re: Updated - Consolidated List of Magic Issues
Shades: fireball, wall of fire and cold of cold:
These three aren't calculating their spell levels in the DC of the spell (they're only including the feats and casting stat modifiers)
These three aren't calculating their spell levels in the DC of the spell (they're only including the feats and casting stat modifiers)
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Re: Updated - Consolidated List of Magic Issues
Shock Weapon: it's giving weapons a flame visual instead of a electricity visual
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Re: Updated - Consolidated List of Magic Issues
The ;;em gold XXXX command is taking 10% more gold than instructed to. Example, convert 1000 gold into celestial gold, the command actually debits 1100 gold. It also grants that extra 10% to your celestial gold amount. This is a change from the previous bug with this command where it would take the proper amount, but grant 10% more celestial gold.
At higher research costs, that 10% can be quite hefty.
At higher research costs, that 10% can be quite hefty.
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Re: Updated - Consolidated List of Magic Issues
updated later in thread
Last edited by daveyeisley on Thu Mar 24, 2011 8:14 pm; edited 1 time in total
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Age : 47
Location : Watching Aenea from my Inner Sanctum on the surface of Sharlo, Aenea's Silver Moon
Main Character : Dave's List of PCs
NWN Username : Dave Yeisley
DM Name : Dungeon Master Mythgar
Time Zone : GMT - 5:00
. :
Registration date : 2008-06-03
Re: Updated - Consolidated List of Magic Issues
Weird and Phantasmal Killer: These two have simply stopped working.
Weird - It's only making the targets roll the fort save vs death magic, and if they fail, nothing happens.
Phantasmal Killer - It's only firing off the VFX now... no more saving throw, no more anything.
EDIT: They are working... these results are apparently only happening on black dragons.... making a note about this in the creature bug thread
Weird - It's only making the targets roll the fort save vs death magic, and if they fail, nothing happens.
Phantasmal Killer - It's only firing off the VFX now... no more saving throw, no more anything.
EDIT: They are working... these results are apparently only happening on black dragons.... making a note about this in the creature bug thread
MannyJabrielle- Ludicrous Level
- . :
Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: Updated - Consolidated List of Magic Issues
updated later in thread
Last edited by daveyeisley on Thu Mar 24, 2011 9:52 pm; edited 1 time in total
daveyeisley- Ludicrous Level
- . :
Number of posts : 6934
Age : 47
Location : Watching Aenea from my Inner Sanctum on the surface of Sharlo, Aenea's Silver Moon
Main Character : Dave's List of PCs
NWN Username : Dave Yeisley
DM Name : Dungeon Master Mythgar
Time Zone : GMT - 5:00
. :
Registration date : 2008-06-03
Re: Updated - Consolidated List of Magic Issues
Last time I used Mirror Image, indeed the Images stacked on top of each other ... the only items that I could see were copies of Jane's helmet and cloak ... nothing else.
Eric of Atrophy- Ludicrous Level
- . :
Number of posts : 4113
Age : 51
Location : Kea'au, HI, USA
Main Character : The Vault of Atrophy
NWN Username : atrophied_eric
DM Name : Dungeon Mistress Anaurra Lide
Time Zone : GMT - 10:00 EST (We have our own time zone!)
Registration date : 2008-06-06
Re: Updated - Consolidated List of Magic Issues
Speaking of spell wonkiness...when you use any water breathing spell
it displays the "rock shield" effect visually lol
So, you take a potion or use a scroll or a wand of water breathing, and all of a sudden, no matter where you are, (including under water) there you are with boulders and dust wildly circling around you, hahahahaha
-Lauralai-
it displays the "rock shield" effect visually lol
So, you take a potion or use a scroll or a wand of water breathing, and all of a sudden, no matter where you are, (including under water) there you are with boulders and dust wildly circling around you, hahahahaha
-Lauralai-
Lauralai- Seasoned Explorer
- Number of posts : 142
Age : 412
Location : Rocky Mountains
Main Character : Ruby Wainwright
Other Character : Lucky Wabash
Other Character. : Lucky Wabasher
Other Character.. : Faerwether Thisleward
. :
Registration date : 2009-09-14
Re: Updated - Consolidated List of Magic Issues
updated later in thread
Last edited by daveyeisley on Mon Mar 28, 2011 3:33 am; edited 1 time in total
daveyeisley- Ludicrous Level
- . :
Number of posts : 6934
Age : 47
Location : Watching Aenea from my Inner Sanctum on the surface of Sharlo, Aenea's Silver Moon
Main Character : Dave's List of PCs
NWN Username : Dave Yeisley
DM Name : Dungeon Master Mythgar
Time Zone : GMT - 5:00
. :
Registration date : 2008-06-03
Re: Updated - Consolidated List of Magic Issues
For next module update:
shadow conjuration / greater shadow conjuration / shades - subradial spells manually assigned spell levels (since they don't have ones of their own in spells.2da)
water breathing - visual fixed
phoenix's frigid bolts - combat feedback restored, attack roll code fixed
phoenix's shocking blast - lightning bolts should be restored
acid arrow - manually setting damage type to account for greater shadow conjuration (acid arrow), which I think is where the wrong damage type is occurring
tenser's transformation - dropping Int penalty since the spell failure should take care of preventing spellcasting (was originally added to simulate caster dropping into animalistic battle-monster mentality)
otiluke's freezing sphere - globe and ray should be fixed for damage, was returning a value of 0 damage since these variants don't have a spell level in spells.2da
pacify / mass pacify - adjusted script to make creatures leave sooner and award xp on a different scale
shock weapon - item visual showing in script as ITEM_VISUAL_ELECTRICAL...is wrong visual still applying for you even after a logout/server reset?
shadow conjuration / greater shadow conjuration / shades - subradial spells manually assigned spell levels (since they don't have ones of their own in spells.2da)
water breathing - visual fixed
phoenix's frigid bolts - combat feedback restored, attack roll code fixed
phoenix's shocking blast - lightning bolts should be restored
acid arrow - manually setting damage type to account for greater shadow conjuration (acid arrow), which I think is where the wrong damage type is occurring
tenser's transformation - dropping Int penalty since the spell failure should take care of preventing spellcasting (was originally added to simulate caster dropping into animalistic battle-monster mentality)
otiluke's freezing sphere - globe and ray should be fixed for damage, was returning a value of 0 damage since these variants don't have a spell level in spells.2da
pacify / mass pacify - adjusted script to make creatures leave sooner and award xp on a different scale
shock weapon - item visual showing in script as ITEM_VISUAL_ELECTRICAL...is wrong visual still applying for you even after a logout/server reset?
Re: Updated - Consolidated List of Magic Issues
Hi,
Staff of Fulfillment does not work with Empowered spells as promised with my Sorcerer.
In forum pages it is said that you can make “Combination of different metamagics” using prepared metamagic spell slot while holding proper staff. See link:
--
A) Combination of different metamagics. Want to both empower and maximize a fireball? Just prepare a fireball spell with one metamagic feat, then be sure to wield the proper staff when casting to apply the other.
–
Well.. This does not work. I tried different spells like fireball, Bull's Strength etc. I checked to log that those spell have asterisk (*) after the spell name. Even as I cast those spells as empowered while holding Staff of Fulfillment those spells effects are only Maximized. Maybe it won't work with Sorceress (and maybe Bard) as those classes does not have “same kind” of prepared slots as other classes? Does anyone else have even tried does this work?
Another spell related question.
Is there anywhere complete list of "Weapon Focus" Ray (range touch spells)?
I only found this list here:
This list is in complete as I found out when choosing Melf's acid arrow to my Sorcerer and he could not hit anyone with ranged touch attack thanks to his with low dexterity.
Finally I found here:
that it has been changed.
So I can't really rely list in:
I really hope Finger of Death is not changed to ranged touch spell as my char would never hit anyone with that that is why I will not take disintegrate spell.
~Eeroas
Staff of Fulfillment does not work with Empowered spells as promised with my Sorcerer.
In forum pages it is said that you can make “Combination of different metamagics” using prepared metamagic spell slot while holding proper staff. See link:
--
A) Combination of different metamagics. Want to both empower and maximize a fireball? Just prepare a fireball spell with one metamagic feat, then be sure to wield the proper staff when casting to apply the other.
–
Well.. This does not work. I tried different spells like fireball, Bull's Strength etc. I checked to log that those spell have asterisk (*) after the spell name. Even as I cast those spells as empowered while holding Staff of Fulfillment those spells effects are only Maximized. Maybe it won't work with Sorceress (and maybe Bard) as those classes does not have “same kind” of prepared slots as other classes? Does anyone else have even tried does this work?
Another spell related question.
Is there anywhere complete list of "Weapon Focus" Ray (range touch spells)?
I only found this list here:
This list is in complete as I found out when choosing Melf's acid arrow to my Sorcerer and he could not hit anyone with ranged touch attack thanks to his with low dexterity.
Finally I found here:
that it has been changed.
So I can't really rely list in:
I really hope Finger of Death is not changed to ranged touch spell as my char would never hit anyone with that that is why I will not take disintegrate spell.
~Eeroas
Eeroas- Guest
Re: Updated - Consolidated List of Magic Issues
Hmm. I had some problems with links. Removed http: in the front...
Links:
1.
aenea.aforumfree.com/t3633-in-progress-magic-upgrade
2.
aenea.aforumfree.com/t3899-weapon-focus-ray
3.
aenea.aforumfree.com/t3633p50-in-progress-magic-upgrade
4.
http://www.amethyst-dragon.com/nwn/spells.htm (I had to put // in front of this link. Otherwise it would have been invisible too)
Links:
1.
aenea.aforumfree.com/t3633-in-progress-magic-upgrade
2.
aenea.aforumfree.com/t3899-weapon-focus-ray
3.
aenea.aforumfree.com/t3633p50-in-progress-magic-upgrade
4.
http://www.amethyst-dragon.com/nwn/spells.htm (I had to put // in front of this link. Otherwise it would have been invisible too)
Eeroas- Guest
Re: Updated - Consolidated List of Magic Issues
Just to help make posting links easier/nicer for you, here are some screenshots of the forum's Link Button that you can use when posting:
This allows you to give a simple, readable name for the link that shows in your post, while allowing the specific address of the link to be hidden but still working, like this:
This is a link to the Aenea Homepage.
This allows you to give a simple, readable name for the link that shows in your post, while allowing the specific address of the link to be hidden but still working, like this:
This is a link to the Aenea Homepage.
daveyeisley- Ludicrous Level
- . :
Number of posts : 6934
Age : 47
Location : Watching Aenea from my Inner Sanctum on the surface of Sharlo, Aenea's Silver Moon
Main Character : Dave's List of PCs
NWN Username : Dave Yeisley
DM Name : Dungeon Master Mythgar
Time Zone : GMT - 5:00
. :
Registration date : 2008-06-03
Re: Updated - Consolidated List of Magic Issues
You know, oddly enough.... I actually had tried using a metamagicked spell with a metamagic staff, and for some reason it did not register in my brain that the effects did not combine properly... but yes, I have had this issue as well. In my case the spell simply did regular maximum damage with nothing added for the empowerment.
Melf's Acid Arrow was only recently changed to be a ranged touch attack, so that would be the reason for the oversight. Thanks for the report, though!
Finger of Death should be perfectly safe from ever being a ranged touch attack, don't worry. Disintegrate is a ranged touch attack with a fort save, because its much more difficult to be immune to, and it is from the Transmutation school which is not centered around killing things like Necromancy is (though Transmutation is still quite good at disabling monsters. For example Flesh to Stone has no ranged touch attack, just a save. It is just not as good at killing them directly, at least not until you get to epic spell seeds, as the Destroy seed is Transmutation. Hence the extra way to resist Disintegrate).
Melf's Acid Arrow was only recently changed to be a ranged touch attack, so that would be the reason for the oversight. Thanks for the report, though!
Finger of Death should be perfectly safe from ever being a ranged touch attack, don't worry. Disintegrate is a ranged touch attack with a fort save, because its much more difficult to be immune to, and it is from the Transmutation school which is not centered around killing things like Necromancy is (though Transmutation is still quite good at disabling monsters. For example Flesh to Stone has no ranged touch attack, just a save. It is just not as good at killing them directly, at least not until you get to epic spell seeds, as the Destroy seed is Transmutation. Hence the extra way to resist Disintegrate).
Last edited by daveyeisley on Fri Mar 25, 2011 10:58 am; edited 2 times in total
daveyeisley- Ludicrous Level
- . :
Number of posts : 6934
Age : 47
Location : Watching Aenea from my Inner Sanctum on the surface of Sharlo, Aenea's Silver Moon
Main Character : Dave's List of PCs
NWN Username : Dave Yeisley
DM Name : Dungeon Master Mythgar
Time Zone : GMT - 5:00
. :
Registration date : 2008-06-03
Re: Updated - Consolidated List of Magic Issues
The Amethyst Dragon wrote:
acid arrow - manually setting damage type to account for greater shadow conjuration (acid arrow), which I think is where the wrong damage type is occurring
I am not sure if you mean this to say that the consolidated script is/was getting thrown off by there being two possible versions, but... the reason for the report was a normal 2nd level casting of the spell that did magical damage, if that matters. I never use the Shades/Shadow Conjuration versions...
Tested Shock Weapon on 4 different, newly purchased, non-magical weapons. It worked perfectly for each. Unable to reproduce reported bug.
As for the rest of the reported fixes, are they all set and transferred to the server already? Would it be OK to announce a server reset to get them live?
Last edited by daveyeisley on Sat Mar 26, 2011 11:04 am; edited 1 time in total
daveyeisley- Ludicrous Level
- . :
Number of posts : 6934
Age : 47
Location : Watching Aenea from my Inner Sanctum on the surface of Sharlo, Aenea's Silver Moon
Main Character : Dave's List of PCs
NWN Username : Dave Yeisley
DM Name : Dungeon Master Mythgar
Time Zone : GMT - 5:00
. :
Registration date : 2008-06-03
Re: Updated - Consolidated List of Magic Issues
The server has been reset with the module update on it.
Re: Updated - Consolidated List of Magic Issues
updated later in thread
Last edited by daveyeisley on Wed Mar 30, 2011 3:17 pm; edited 1 time in total
daveyeisley- Ludicrous Level
- . :
Number of posts : 6934
Age : 47
Location : Watching Aenea from my Inner Sanctum on the surface of Sharlo, Aenea's Silver Moon
Main Character : Dave's List of PCs
NWN Username : Dave Yeisley
DM Name : Dungeon Master Mythgar
Time Zone : GMT - 5:00
. :
Registration date : 2008-06-03
Re: Updated - Consolidated List of Magic Issues
Is Grabthar's hammer still busted for some people? I was casting it just the other day with one of my wizards (Aga or Auger, can't remember which).
MannyJabrielle- Ludicrous Level
- . :
Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
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