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

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Ra Cha Chongo
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Post by daveyeisley Mon Apr 25, 2011 8:48 pm

Yeah so far, I have gotten the OnEnter script to stack the penalties up to -12 to AC and all skills... Blink cant disarm the traps... and if this keeps up, he wont be able to dodge most hits either... even against the weak baddies... let alone the Nemesis.... he would need his full AC to even have a chance to make the Nemesis miss Sad

And blink is a min/maxxed combat monster.... a normal non-ascended, non-40th level character who didn't realize what was happening would get destroyed by this.

And the enemie spawns and XP awards still havent been tweaked, either... as recommended in this thread.
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Post by The Amethyst Dragon Mon Apr 25, 2011 11:38 pm

Thanks for the Dark Realms penalties bug. That one's definitely new.
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Post by daveyeisley Wed Apr 27, 2011 12:09 am

updated later in thread


Last edited by daveyeisley on Wed Apr 27, 2011 1:52 pm; edited 1 time in total
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Post by MannyJabrielle Wed Apr 27, 2011 1:03 am

Magia in the elf grove: For certain home owners, she won't teleport you to your home. Gives the message about not having a key. Said homeowners got their houses after the practice of home-keys was abolished.
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Post by daveyeisley Wed Apr 27, 2011 1:51 pm

updated later in thread


Last edited by daveyeisley on Thu Apr 28, 2011 10:55 am; edited 1 time in total
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Post by The Amethyst Dragon Thu Apr 28, 2011 3:19 am

Redoing coding for the Dark Realm effect for next module update.

Grak will get the identify scroll removed from his shop.

Hive guards getting adjusted for next module update.
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Post by daveyeisley Thu Apr 28, 2011 10:55 am

updated later in thread


Last edited by daveyeisley on Thu Apr 28, 2011 1:41 pm; edited 1 time in total
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Post by The Amethyst Dragon Thu Apr 28, 2011 1:15 pm

19. The end boss of Greyskull Castle is dropping an old version of the Soul Gem.
Soul Gem replaced for next module update.

16. 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.
Fixed for next module update.

23. Nightwood: used to have really cool
shadow creatures spawn... shadow goblins, shadowbears, shadow wolves...
haven't seen them in there for a long while now. Would be great to see
them come back. Also... it's apparently an "indoor" area? That prevents
flight and horses from being used in there. Perhaps it should just be an
outdoors area with the "shade" trigger spread out over it?
Shadow creatures restored for next module update (sparky code was spawning them 10% of the time rather than 100%). Areas changed to outdoors with permanent shade variable.

39. Area Transitions are doing strange annoying things with "activation animations" and are cancelling modal actions (stealth, detect etc).
Should be fixed for next module update (related to Dark Realm effects code).

32. The regular map room (Concentrating on the map)
The portal seems to be broken. A player tonight was trying to exit
through it, but no matter how many clicks, no go.Suggest changing the
portal placable to the same as in the 3D map room, as that one works
just fine.
Not sure what's going on here. All map rooms use the same set-up (even if the portals look different). Each portal really does nothing, but is surrounded by a trigger that does the "map closing" when it is entered.

24. Locked Chests in Teshian Mines are
now indestructible, and cannot be opened by anyone who cannot pick
locks. Perhaps the Slave masters could drop keys for the chests? After
all, some of the orcs have to be able to get into them without picking
the locks.
Taken care of for next module update.

29. Rune Paints need to have the VC
command info updated in their item description. Also, the shamrock rune
is currently doing nothing when successfully painted.
After next module update, new sets of rune paints will have correct description. Script updated to fix shamrock rune.

20. Underdark beneath He'Levan when the area was reworked the map pins didn't get moved. Also, in a certain drow's home the pet snakes mew like kittens.
Fixed for next module update.

2. Althacore, the ancient bronze dragon drops the old style dragonblood misc.thin item.
Fixed for next module update.

36. Elementals, particularly elder elementals "clickable space" is simply massive...
I'll have to see if there's a way around this. It has something to do with the skinmesh, I think. It's kind of like the big selection area for the newer dragon models.
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Post by daveyeisley Thu Apr 28, 2011 1:41 pm

Look at him go! Wheeee!

Thanks for the fixes The Amethyst Dragon Smile

For the normal Map Room issue... maybe it isn't the portal trigger. Maybe it has to do with storing the location coordinates and facing data when the map script is first activated. (Is there any difference at all in how this is done when one does or does not have the 3D map option variable set? Maybe two different branches of the script and one has a typo?)


Last edited by daveyeisley on Thu Apr 28, 2011 11:25 pm; edited 1 time in total
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Post by The Amethyst Dragon Thu Apr 28, 2011 2:18 pm

daveyeisley wrote:For the normal Map Room issue... maybe it isn't the portal trigger. Maybe it has to do with storing the location coordinates and facing data when the map script is first activated. (Is there any difference at all in how this is done when one does or does not have the 3D map option variable set? Maybe two different branches of the script and one has a typo?)
No differences, it's the same script, which stores the same information no matter which version of the map room the PC goes to.
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Post by daveyeisley Thu Apr 28, 2011 2:35 pm

Hrm... is the trigger perhaps set at a height too low for the player to click it? (ie. the room's floor surface is slightly higher than the trigger?)
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Post by MannyJabrielle Thu Apr 28, 2011 3:16 pm

Not sure what's going on here. All map rooms use the same set-up (even if the portals look different). Each portal really does nothing, but is surrounded by a trigger that does the "map closing" when it is entered.

That's what makes them different from each other though. They are using two different placeable models. It's just like some of the statues in the epic magic research library.... for whatever specific reasons, the scripts might be the same, but the different model just doesn't work.

The portal in the 3D map area works fine, that's why I thought using that appearance for the regular map room would be the best option.
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Post by daveyeisley Thu Apr 28, 2011 4:37 pm

MannyJabrielle wrote:
Not sure what's going on here. All map rooms use the same set-up (even if the portals look different). Each portal really does nothing, but is surrounded by a trigger that does the "map closing" when it is entered.

That's what makes them different from each other though. They are using two different placeable models. It's just like some of the statues in the epic magic research library.... for whatever specific reasons, the scripts might be the same, but the different model just doesn't work.

The portal in the 3D map area works fine, that's why I thought using that appearance for the regular map room would be the best option.

Good point.... that could be it.
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Post by MannyJabrielle Thu Apr 28, 2011 11:13 pm

Black dragons in the nightwood caves drown.

Glub gla glub glub.
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Post by daveyeisley Thu Apr 28, 2011 11:24 pm

updated later in thread


Last edited by daveyeisley on Fri Apr 29, 2011 1:01 am; edited 1 time in total
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Post by MannyJabrielle Fri Apr 29, 2011 12:32 am

Drow in the drow temple are not initially friendly to drow PCs anymore.

And on the flip-side...

The orc devastator in the training camp... he's friendly until attacked.
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Post by daveyeisley Fri Apr 29, 2011 1:01 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. The regular map room (Concentrating on the map) The portal seems to be broken. A player tonight was trying to exit through it, but no matter how many clicks, no go. Perhaps the problem is with the code for storing location coordinates and facing when one doesn't have the 3D variable set?
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. Faction issues with Various town NPCs such as Macedone and Mountainholm commoners and guards seem to be going hostile to one another somehow.
6. 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?
7. Some quests need fixes. Link to Consolidated Quest bug thread. Some info here as well.
8. Various Healing Potions seem to have issues with how much is or is not being healed. More detailed Info.
9. 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.
10. Identified Creature Tracks seem to be losing the relevant info when clicked a second time. More detailed info here and here.
11. Crossroads of Othik no longer has the Green Dragons spawn, which makes it extremely tough to find any of that kind of blood.
12. 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.
13. Orc General may not be spawning in a certain Orc Training Camp headquarters.
14. Black Dragons are causing oddities with the Weird and Phantasmal Killer spells. More detailed info.
15. Bluecave is now having multiple issues with the creatures and loot. More detailed info here and here.
16. The triggers for Priscilla's Priestly Goods seem to be broken. More detailed info.
17. Purple Worm is not always granting XP when killed, and needs a delay before burrowing. The inside the Gizzard are is also not set to be "indoors". Also seems that the "escape from gizard" script is buggered. More info.
18. Asis Potions of Full Healing sometimes only healing 33 hps, even when newly purchased from vendor. More Detailed Info.
19. Smitty is no longer always stocked with PC starting "tool" items such as bedrolls and sacrificial flames.
20. A couple merchants seem to have taken to despawning out of nowhere recently. Darla in the Vale and Bigriado of the Macedone Wizard Guild at least.
21. Calithia, Gold ward south has a spot where the walkmesh seems borked. More info here.
22. Creatures who fail morale checks should not be able to despawn unless they manage to run sufficient distance away from a PC as to be out of perceptual range.
23. Elementals, particularly elder elementals "clickable space" is simply massive. In the case of the elementals summoned with summon creature IX, their clickable space is more than twice as large as the actual model, which already takes up a very large amount of space on the screen. This can make walking about incredibly difficult, to downright impossible without using the WASD keys. screenshot. Elementals also currently have a "blood/bleeding" animation when struck. Not sure how to fix it, but I don't think it makes sense or is intended.
24. Shivani's Academy has an issue with PCs being able to gain access to spots. More detailed info.
25. White Dragons seem to be moving faster than most monks.
26. Emerald Golems in K'Nort Scrar Rift are crit-vulnerable, despite being constructs.
27. Both keys needed for Vorshlags area should be respawning when the door re-locks itself. Also, the one that is set to spawn "on the ground" should be placed into the nearby container (which should be set to respawn).
28. The green item update anvil "eats" +5 deflection rings and jump tool/widgets.
29. Magia in the Elf Grove is not teleporting certain PCs to their homes. More info here.
30. League of Extraordinary Adventurer Hirelings have some issues and bugs. More info here and here.
31. Beholder Death Rays seem to sometimes not properly respect Immunity to Death magic. Screenshot.
32. Black dragons in the nightwood caves are drowning.
33. Certain drow and orc NPCs seem to have faction issues. More detailed info.
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Post by MannyJabrielle Fri Apr 29, 2011 1:18 am

The high murderer of sorgath in the sorgath temple casts Destruction.... which is limited to Ragnor clerics only (dude has a damn good DC too! Better than my 40th level ragnor cleric's DC for that same spell)
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Post by The Amethyst Dragon Fri Apr 29, 2011 2:18 am

12. 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.
Dragon blood drop rates will be changing with the next module update:
base chance: 20% (1 vial)
dragon HD 30+: +20% (2-7 vials)
dragon HD 20-29: +10% (1-4 vials)
dragon HD 10-19: +5% (1-2 vials)
killer is a PC vampire: +10%
max possible: 50% if a PC vampire kills a very high HD dragon
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Post by daveyeisley Fri Apr 29, 2011 11:25 am

The Amethyst Dragon wrote:Dragon blood drop rates will be changing with the next module update:
base chance: 20% (1 vial)
dragon HD 30 : 20% (2-7 vials)
dragon HD 20-29: 10% (1-4 vials)
dragon HD 10-19: 5% (1-2 vials)
killer is a PC vampire: 10%
max possible: 50% if a PC vampire kills a very high HD dragon

I am hoping you are open to feedback/suggestions on these numbers?

The base chance to get a vial of blood from a Wyrmling being only 20%, yeah... that seems about right, and there just isn't any chance of getting more vials because they're so darn small.

For a youngling, which is over twice the size, there should be twice the chance for a single vial (40%). There would also be a chance to get more than one vial, but thats probably only going to be 20-25% of the time.

For and adult dragon the chance of getting a single vial should be much higher, on the order of 60-70%. There would also be a very good chance of extra vials (40% chance for 1 extra, 20% chance for 2 or 3 extra).

For the old and ancient dragons, a single vial should be almost guaranteed (90%). Extra vials should be common (60% chance for 1-2 extra vials), and a bunch of vials should be possible but rare (25% chance for 3-6 extra vials).

The big thing is, larger dragons should almost never fail to drop at least a single vial, and the extra vials should be more common than with smaller dragons.


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Post by daveyeisley Fri Apr 29, 2011 9:17 pm

Kept forgetting to post this one. The movement speed bonus from the boots of striding and springing is behaving oddly if the boots are removed and then worn again. What I mean by this is as follows:

If you are wearing the boots as you log in, then the bonus is nice and persistent, like an extraordinary effect. In this case, so long as you don't take them off, the bonus sticks, even when you get hit with antimagic.

If you remove the boots even just once for any reason, thereafter, until the next server reset, any time you are hit with antimagic, the speed boost goes bye-bye. This would be fine if it reapplied itself automatically when the antimagic faded.... but it doesn't.

Somehow the login script and the OnEquip scripts are not handling the application of the speed bonus the same way. For sanity sake, it would be wonderful if the OnEquip application could work the exact same way as when the bonus is applied at login after a reset.


Turns out, the fix was really, really simple. I hadn't managed to notice before.... but resting makes the bonus "stick" again, even when hit by antimagic. Sorry for the stupid moment Razz


Last edited by daveyeisley on Sun May 01, 2011 6:48 pm; edited 1 time in total
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Post by MannyJabrielle Sun May 01, 2011 4:35 pm

Small thing... Mariliths (not dervishes, regular ones) polymorph self it seems...

And they like to turn into boars. Which is kinda funny... because they literally become pigs going to the slaughter
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Post by daveyeisley Sun May 01, 2011 6:47 pm

updated later in thread.


Last edited by daveyeisley on Tue May 03, 2011 11:16 pm; edited 1 time in total
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Post by Angel of Death Tue May 03, 2011 6:44 pm

Minor issue really, but I noticed that soul gems comes in two variants (aka there's two resref items dropping), its quite annoying since they doesn't stack with each other. I take it one of them is an old item which has been outdated or replaced with a new item or something similar? Seem a bit of a waste of module resources to have two identical items floating about.. scratch

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Post by MannyJabrielle Tue May 03, 2011 7:11 pm

A magical jeweler's lense will replace the outdated ones with current versions Smile
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Post by The Amethyst Dragon Tue May 03, 2011 7:29 pm

Angel of Death wrote:Minor issue really, but I noticed that soul gems comes in two variants (aka there's two resref items dropping), its quite annoying since they doesn't stack with each other. I take it one of them is an old item which has been outdated or replaced with a new item or something similar? Seem a bit of a waste of module resources to have two identical items floating about.. scratch
Anybody happen to notice where they're getting the outdated soul gems from? It must be from a specific treasure or creature, because I've taken them out of the random loot drops. Thanks.
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Post by Angel of Death Tue May 03, 2011 7:44 pm

The Amethyst Dragon wrote:
Angel of Death wrote:Minor issue really, but I noticed that soul gems comes in two variants (aka there's two resref items dropping), its quite annoying since they doesn't stack with each other. I take it one of them is an old item which has been outdated or replaced with a new item or something similar? Seem a bit of a waste of module resources to have two identical items floating about.. scratch
Anybody happen to notice where they're getting the outdated soul gems from? It must be from a specific treasure or creature, because I've taken them out of the random loot drops. Thanks.

I have found mine in the umberhulk droppings in the mines area near Mountainholm Castle. I also think I have seen the beholders at Deathwater Island drop them ... not sure though, been a while since I have killed beholders. =)

Edit:
Another issue: Butch the Butcher in Valorian's Vale does not have a store available (at least that what he says when I try talking to him).
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Post by daveyeisley Tue May 03, 2011 11:16 pm

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. The regular map room (Concentrating on the map) The portal seems to be broken. A player tonight was trying to exit through it, but no matter how many clicks, no go. Perhaps the problem is with the code for storing location coordinates and facing when one doesn't have the 3D variable set?
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. Faction issues with Various town NPCs such as Macedone and Mountainholm commoners and guards seem to be going hostile to one another somehow.
6. 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?
7. Some quests need fixes. Link to Consolidated Quest bug thread. Some info here as well.
8. Various Healing Potions seem to have issues with how much is or is not being healed. More detailed Info.
9. 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.
10. Identified Creature Tracks seem to be losing the relevant info when clicked a second time. More detailed info here and here.
11. Crossroads of Othik no longer has the Green Dragons spawn, which makes it extremely tough to find any of that kind of blood.
12. Black dragons in the nightwood caves are drowning.
13. Orc General may not be spawning in a certain Orc Training Camp headquarters.
14. Black Dragons are causing oddities with the Weird and Phantasmal Killer spells. More detailed info.
15. Bluecave is now having multiple issues with the creatures and loot. More detailed info here and here.
16. The triggers for Priscilla's Priestly Goods seem to be broken. More detailed info.
17. Purple Worm is not always granting XP when killed, and needs a delay before burrowing. The inside the Gizzard are is also not set to be "indoors". Also seems that the "escape from gizard" script is buggered. More info.
18. Asis Potions of Full Healing sometimes only healing 33 hps, even when newly purchased from vendor. More Detailed Info.
19. Smitty is no longer always stocked with PC starting "tool" items such as bedrolls and sacrificial flames.
20. A couple merchants seem to have taken to despawning out of nowhere recently. Darla in the Vale and Bigriado of the Macedone Wizard Guild at least.
21. Calithia, Gold ward south has a spot where the walkmesh seems borked. More info here.
22. Creatures who fail morale checks should not be able to despawn unless they manage to run sufficient distance away from a PC as to be out of perceptual range.
23. Elementals, particularly elder elementals "clickable space" is simply massive. In the case of the elementals summoned with summon creature IX, their clickable space is more than twice as large as the actual model, which already takes up a very large amount of space on the screen. This can make walking about incredibly difficult, to downright impossible without using the WASD keys. screenshot. Elementals also currently have a "blood/bleeding" animation when struck. Not sure how to fix it, but I don't think it makes sense or is intended.
24. Shivani's Academy has an issue with PCs being able to gain access to spots. More detailed info.
25. White Dragons seem to be moving faster than most monks.
26. Emerald Golems in K'Nort Scrar Rift are crit-vulnerable, despite being constructs.
27. Both keys needed for Vorshlags area should be respawning when the door re-locks itself. Also, the one that is set to spawn "on the ground" should be placed into the nearby container (which should be set to respawn).
28. The green item update anvil "eats" +5 deflection rings and jump tool/widgets.
29. Magia in the Elf Grove is not teleporting certain PCs to their homes. More info here.
30. League of Extraordinary Adventurer Hirelings have some issues and bugs. More info here and here.
31. Beholder Death Rays seem to sometimes not properly respect Immunity to Death magic. Screenshot.
32. Certain drow and orc NPCs seem to have faction issues. More detailed info.
33. High Muderer of Sorgath in the Sorgath Temple is able to cast destruction when he should not be, as the spell is for Ragnor clerics only.
34. Drop rates on Dragon blood are getting and increase at current. Hoping to assist with the numerical mechanics/calculations. Suggested adjustments.
35. Mariliths (not dervishes, regular ones) polymorph self it seems... and they like to turn into boars.
36. Marilleth Dervishes are lacking both the Improved Two-Weapon Fighting feat, and the Perfect Self feats.
37. Butch in the Leaf Market apparently does not have a store anymore when spoken to.
38. Umberhulks are dropping outdated soul gems.
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Post by RustyDios Wed May 04, 2011 12:06 am

Old Soulgems = Greyskull
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Post by MannyJabrielle Wed May 04, 2011 1:33 am

Gifts of zolaras don't appear to be granting those few moments of invulnerability when used. Used one, loadscreen going back loaded incredibly fast... and went immediately into a loadscreen back into the greathall... IOW, my character was rekilled instantly.
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Post by daveyeisley Wed May 04, 2011 3:47 am

updated later in thread


Last edited by daveyeisley on Thu May 05, 2011 2:48 pm; edited 1 time in total
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Post by The Amethyst Dragon Thu May 05, 2011 2:30 pm

12. Black dragons in the nightwood caves are drowning.
Fixed for next module update.

15. Bluecave is now having multiple issues with the creatures and loot. More detailed info here and here.
Treasures fixed. Dragons drowning fixed for next module update.

33. High Muderer of Sorgath in the Sorgath Temple is able to cast destruction when he should not be, as the spell is for Ragnor clerics only.
Fixed for next module update.

35. Mariliths (not dervishes, regular ones) polymorph self it seems... and they like to turn into boars.
36. Marilleth Dervishes are lacking both the Improved Two-Weapon Fighting feat, and the Perfect Self feats.
After next module update, regular mariliths will no longer cast polymorph self, and dervishes will have the Perfect Self feat (they already had Improved Two-Weapon Fighting).

37. Butch in the Leaf Market apparently does not have a store anymore when spoken to.
He's got a store, but I went ahead and changed his scripting slightly anyway so that it's not checking for a specific shop.

38. Umberhulks are dropping outdated soul gems.
Very strange, since they just draw from the random gem drop table and I've not gotten a non-stacking soul gem myself. I went ahead and pulled all the soul gems from the table and re-added them anyway for the next module update.

39. Zolaras Gift Tokens' few seconds of invulnerability does not appear to be working properly.
Couldn't replicate this error myself (5 character deaths, each time came back with zolaras' gift with at least a full round left to act after the area fully loaded for me). It applies for 18 seconds, starting right when the item is activated (not when you see the non-great hall area fully rendered on the screen).
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Post by daveyeisley Thu May 05, 2011 2:48 pm

Thanks, The Amethyst Dragon!

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. The regular map room (Concentrating on the map) The portal seems to be broken. A player tonight was trying to exit through it, but no matter how many clicks, no go. Perhaps the problem is with the code for storing location coordinates and facing when one doesn't have the 3D variable set?
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. Faction issues with Various town NPCs such as Macedone and Mountainholm commoners and guards seem to be going hostile to one another somehow.
6. 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?
7. Some quests need fixes. Link to Consolidated Quest bug thread. Some info here as well.
8. Various Healing Potions seem to have issues with how much is or is not being healed. More detailed Info.
9. 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.
10. Identified Creature Tracks seem to be losing the relevant info when clicked a second time. More detailed info here and here.
11. Crossroads of Othik no longer has the Green Dragons spawn, which makes it extremely tough to find any of that kind of blood.
12. Drop rates on Dragon blood are getting and increase at current. Hoping to assist with the numerical mechanics/calculations. Suggested adjustments.
13. Orc General may not be spawning in a certain Orc Training Camp headquarters.
14. Black Dragons are causing oddities with the Weird and Phantasmal Killer spells. More detailed info.
15. Certain drow and orc NPCs seem to have faction issues. More detailed info.
16. The triggers for Priscilla's Priestly Goods seem to be broken. More detailed info.
17. Purple Worm is not always granting XP when killed, and needs a delay before burrowing. The inside the Gizzard are is also not set to be "indoors". Also seems that the "escape from gizard" script is buggered. More info.
18. Asis Potions of Full Healing sometimes only healing 33 hps, even when newly purchased from vendor. More Detailed Info.
19. Smitty is no longer always stocked with PC starting "tool" items such as bedrolls and sacrificial flames.
20. A couple merchants seem to have taken to despawning out of nowhere recently. Darla in the Vale and Bigriado of the Macedone Wizard Guild at least.
21. Calithia, Gold ward south has a spot where the walkmesh seems borked. More info here.
22. Creatures who fail morale checks should not be able to despawn unless they manage to run sufficient distance away from a PC as to be out of perceptual range.
23. Elementals, particularly elder elementals "clickable space" is simply massive. In the case of the elementals summoned with summon creature IX, their clickable space is more than twice as large as the actual model, which already takes up a very large amount of space on the screen. This can make walking about incredibly difficult, to downright impossible without using the WASD keys. screenshot. Elementals also currently have a "blood/bleeding" animation when struck. Not sure how to fix it, but I don't think it makes sense or is intended.
24. Shivani's Academy has an issue with PCs being able to gain access to spots. More detailed info.
25. White Dragons seem to be moving faster than most monks.
26. Emerald Golems in K'Nort Scrar Rift are crit-vulnerable, despite being constructs.
27. Both keys needed for Vorshlags area should be respawning when the door re-locks itself. Also, the one that is set to spawn "on the ground" should be placed into the nearby container (which should be set to respawn).
28. The green item update anvil "eats" +5 deflection rings and jump tool/widgets.
29. Magia in the Elf Grove is not teleporting certain PCs to their homes. More info here.
30. League of Extraordinary Adventurer Hirelings have some issues and bugs. More info here and here.
31. Beholder Death Rays seem to sometimes not properly respect Immunity to Death magic. Screenshot.
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Post by daveyeisley Sat May 07, 2011 12:17 pm

The Amethyst Dragon wrote:
37. Butch in the Leaf Market apparently does not have a store anymore when spoken to.
He's got a store, but I went ahead and changed his scripting slightly anyway so that it's not checking for a specific shop.
Apparently the quoted fix is not working. More info here.
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Post by daveyeisley Mon May 09, 2011 1:12 am

updated later in thread


Last edited by daveyeisley on Mon May 09, 2011 4:23 pm; edited 1 time in total
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Post by The Amethyst Dragon Mon May 09, 2011 4:09 am

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.
Spawn variables adjusted for next module update. Will add some more encounter types to outside area and greater frequency to dragon encounters.

2. The regular map room (Concentrating on the map)
The portal seems to be broken. A player tonight was trying to exit
through it, but no matter how many clicks, no go. Perhaps the problem is
with the code for storing location coordinates and facing when one
doesn't have the 3D variable set?
For next module reset: copied over the exact portal placeables and triggers from the 3D map area to the 2D map areas. We'll see if this fixes the problem. Also, in the return script I added a 6 second cutscene, so PCs can't send repeated commands when entering the return trigger (such as with using the wasd keys for movement).

3. All wanderer's portals seem to sometimes display the swirling vortex even when inactive.
For next module update, I'm trying out a piece of code that should remove any of the vortex visuals if the wanderer's portal in the same area is not active.

21. Calithia, Gold ward south has a spot where the walkmesh seems borked.
Copper Ward, South. Changed the tiles for that particular spot for next module update. If that doesn't fix that location, I'll completely remove that bit of alley space that's causing the problem.

33. The House of the Rising Sun has an issue with a Frozen Food Chest spawning default bioware items.
Fixed for next module update.
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Post by daveyeisley Wed May 11, 2011 5:33 pm

updated later in thread


Last edited by daveyeisley on Thu May 12, 2011 11:53 pm; edited 1 time in total
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Post by MannyJabrielle Thu May 12, 2011 1:21 am

With large shields on the mystical crafting boots: The Zolaras appearance isn't there, but the Dalix shield comes up twice. Didn't count up the other deities, but I think they were all there when I cycled through the list.
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Post by daveyeisley Thu May 12, 2011 11:52 pm

updated later in thread


Last edited by daveyeisley on Tue May 24, 2011 5:47 pm; edited 1 time in total
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Post by daveyeisley Tue May 24, 2011 5:46 pm

updated later in thread


Last edited by daveyeisley on Tue May 31, 2011 3:44 am; edited 1 time in total
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Post by MannyJabrielle Sat May 28, 2011 9:13 pm

Not sure if this is a bug or intended, but the slow effect from the beholder eye ray lasts around 7 to 10 minutes real time, which is rather excessive I think.
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Post by daveyeisley Tue May 31, 2011 3:43 am

updated later in thread


Last edited by daveyeisley on Fri Jun 10, 2011 9:48 am; edited 1 time in total
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Post by The Amethyst Dragon Fri Jun 10, 2011 3:45 am

29. Beholders Slow eyebeam is lasting an excessive amount of time (7-10 real life minutes)
This should now be fixed at 2-7 rounds.

22. Creatures who fail morale checks should not be able to despawn unless they manage to run sufficient distance away from a PC as to be out of perceptual range.
The script for this should now be checking distance once per round before despawning/escaping.

20. A couple merchants seem to have taken to despawning out of nowhere recently. Darla in the Vale and Bigriado of the Macedone Wizard Guild at least.
Are these merchants still despawning? I've yet to catch them missing myself.

19. Smitty is no longer always stocked with PC starting "tool" items such as bedrolls and sacrificial flames.
I think this one is fixed. I always see them in stock myself.

10. Identified Creature Tracks seem to be losing the relevant info when clicked a second time.
Fixed.
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Post by daveyeisley Fri Jun 10, 2011 9:47 am

updated later in thread


Last edited by daveyeisley on Sun Jun 26, 2011 6:43 am; edited 1 time in total
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Post by Angel of Death Wed Jun 22, 2011 4:04 pm

Area: Nektaria :: Valorian's Vale :: The Caves, Crypt

The red light shaft which is suppose to "beam" you to the other side of the chasm does not appear to function.
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Post by Elhanan Thu Jun 23, 2011 3:00 am

7th or 8th lvl Druid spell (ie; Jade Moon, I believe) is in Extended lists, although it is instant duration.
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Post by Angel of Death Thu Jun 23, 2011 7:41 pm

(Area: Icereach::Glacier::Frost Giant Enclave::Caverns & Icereach::Glacier::Frost Giant Enclave::Haven)

Rofl, just noticed that the Frost Giant Enclave has a rather rainy enviroment--literally rains inside a network of caverns. Razz


My guess is that the small box for environment in area properties was left at Natural weather instead of having set to artificial weather. Minor bug really. . . Wink
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Post by Elhanan Thu Jun 23, 2011 8:04 pm

^ Ice melting??? Question
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Post by The Amethyst Dragon Thu Jun 23, 2011 8:54 pm

Elhanan wrote:^ Ice melting??? Question
Yup. It happens when PCs keep throwing fireball spells around in there. Updated-Consolidated list of Area/Spawn/Creature/Item issues - Page 3 758713
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Post by Angel of Death Thu Jun 23, 2011 10:17 pm

The Amethyst Dragon wrote:
Elhanan wrote:^ Ice melting??? Question
Yup. It happens when PCs keep throwing fireball spells around in there. Updated-Consolidated list of Area/Spawn/Creature/Item issues - Page 3 758713

And for those which doesn't rely on spells to take down giants and their pet bears; the heat of combat gets too much for the cavern complex and in turn melts the ice? lol!
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