Your one stop shop for reporting bugs with the current testing server on the NWN: Enchanced edition
General "Something is wrong with your PCKEY. You are sent back to the entry mirror for a check." - Doesn't actually teleport you. (Handy as i can test more stuff currently!) MAJOR - No healing/harming when downed. Was reduced to 0 hp as an Escape Artist attempting to test vanish. Was permanently stuck at 0HP. Server is missing healing/harming script when downed, or Escape Artist related bug.
Warslinger Precision Magic round - lacks cursed descritpion. Does have tag. Rapid Shot - Is incorrectly listed as Rapid Fire on the forums and TLK
Field Medicus Bonus feat level 3/4 - Incorrectly receives a bonus feat at level 3 instead of 4. Combat bandage - minor, doesn't report its cooldown timer. (seconds remaining)
Two weapon fighter Medium Weapons now are treated as small for medium characters, and small weapons as tiny for small characters for dual wielding AB penalty purposes, Dual Bladed Weapons count as having no AB penalty when used - Only gives the usual -2/-2 for double bladed weapons. Doesn't function if the offhand weapon is medium and the mainhand small or tiny (As a human sized/medium race) gives -4/-4
Logging out on the horse means you are stuck on the horse permanently as far as visual effects go. The bonuses associated require you to use the feat but dismounting still eaves you visually riding.
Lvl 2 did not give me bonus feat. I took it at lvl 21, when I should receive: Generic feat, Strong Soul as per class and Bonus feat. Instead I got to select only 1 feat from generic list.
Lvl 3 gave me bonus feat when it is stated to be given at lvl 4.
Lvl 5 taken at lvl 24, when I should receive: 1 Generic feat and no bonus feat. Instead, I received 2 feats.
Tested with another toon taking the Field Medic Class at pre-epics. Bonus feats are given at lvls 3, 4 and 5.
Use: Selected is targeted rather than personal (like barbarian rage etc) Piercing shot ab bonus seems to be reported weirdly on character sheet, gonna be a real pain in the ass to check the sheet ab vs combat log ab to find out if the bonus is correct at each level. Could use a plot NPC that doesn't retaliate to help with that.
Craft Bolt:
Level 3: "Fire Bolt" is arrow base item, should be bolt. Level 15: typo in craft menu conversation "ACid"/is skin boiler meant to be level 15 or level 18? Seems like the best type
Can't see number of class levels taken in brackets on character sheet/level-up menu.
Defender:
Damage Reduction:
Damage Reduction doesn't improve beyond 3/-. (probably because the feat being granted at 6 is "Dwarven Defender Damage Reduction" and the scaling after 3/- is based off Dwarven Defender class level.)(After a second look this is reliant on the server to fix so not really a hak concern, feat constants confuse me)
Feats/skills/shield bonus/pre-req/saves/etc all as intended
Improved Parry is not being automatically gained at level 3.
Bow Master
Called Shot is listed as a per-requisite in the in-game description but is not required to take levels in the class.
Imbue Fireball is not scaling beyond 10d6, I assume it doesn't have to do with the hak though as it's a serverside script that just needs to be associated with Bow Master?
Hail of Arrows isn't shooting any arrows, same assumption as the above.
Two-Weapon Fighter:
Feats/skills/shield bonus/pre-req/saves/etc all as intended
Level 5: Small weapons are not being treated as tiny weapons in the off-hand for the purpose of determining dual wielding AB penalty on small characters/what lilmarcat said above about double-sided weaponry. The feat is only working as intended for medium characters wielding a medium weapon in the main-hand and off-hand.
Eldritch Knight:
Feats/skills/pre-req/saves/etc all as intended
Is gaining new spells per day at a 1:1 progression.
Caster level is not being added to wizard/sorcerer spells, but this is a serverside/module thing and not hak related so I'll test again later.
Warslinger
Class description refers to the feat Rapid Shot as "Rapid Fire".
Feats/skills/pre-req/saves/etc all as intended
Bonus feat list includes Power Attack and Improved Power Attack. These combat modes are not usable with ranged weaponry.
Craft Bullet:
The level 1 physical trio are all functionally the same, there's no reason to have 3 types. Not really a bug but a concern: The physical damage bullets can be gained as early as character level 6 but require character level 7 to use. The anti-mage round can be gained as early as level 10 but require level 22 to use. It might save some frustration when this is live if there is an indication/warning of this limitation in the crafting conversation.
Path of Enlightenment:
Skills/pre-req working as intended.
Feats:
Improved Spell Resistance is not available as an epic feat.
Enlightenment Feat:
Paths:
Mists: Scaling as intended Elements: Scaling as intended Life: Scaling as intended Ironskin: Scaling as intended Anti-magic: Scaling as intended and stacking with Monk SR and Feat SR up to 56. Pain: Scaling as intended (perhaps for quality of life start the divine damage on the second round while using Enlightenment. The use time is so long that you take the initial 20 divine damage without being able to do anything in the first round.)
Bug: Path bonuses persist after logging out.
Mists, Ironskin: not affected as their bonuses do not stack. (Mist cold damage can be applied to a non-unarmed weapon if a weapon is equipped after logging back in after logging out with the path active.) Ironskin speed decrease is still applied upon relog.
Elements: Elemental damage and resistance persists after logging out. Upon logging in the element can be changed using the item and Enlightenment reactivated twice to apply an alternate element on the first along with the initial element. This can be repeated for 15/- resist and 12 bonus damage to fire, cold, and electric. (Elemental damage can be applied to a non-unarmed weapon if a weapon is equipped after logging back in after logging out with the path active.)
Pain: Bonuses persist after logging out but attrition damage does not.
Life: Regeneration persists after logging out. Upon logging in Enlightenment can be reactivated twice to add another iteration of the regeneration buff on top of the initial one. This can be repeated and each iteration adds another 10 regeneration per round.
In-game class description doesn't match progression described in thread, see in-game description below:
In-game progression*:
Level 1: Uncanny dodge I Level 3: Uncanny dodge II, Evasion Level 5: Uncanny dodge III, Vanish I Feat Level 7: Uncanny dodge IV, Defensive Roll Level 9: Uncanny dodge V, Slippery Mind Level 10: Uncanny dodge VI, Improved Evasion, Conceal 5, Vanish II Feat
*Self concealment I-V feats are not gained; concealment is not being applied to Escape Artist characters of the appropriate level by other means.
In-game bio states: "A escape artist does not gain any additional weapon or armor proficiencies", the class receives Weapon proficiency (rogue) at first level.
Vanish:
Triggers on death and restores health as per the description, but the invisibility is very brief (1 round?) and the effect doesn't interrupt AI aggro. Maybe it should be replaced with an ethereal effect like sanctuary?
Death GUI panel can still pop-up despite Vanish triggering and reviving the character.
Field Medicus:
Bonus feats are being given at levels 3 & 5 instead of 2 & 4.
Combat Bandage:
I, II, III: Almost always loses last tick of regeneration due to timing. Can obtain expected number of regeneration ticks if timed properly. If timed very poorly it can lose two of the expected ticks of regeneration.
II: Regeneration effect cannot be reapplied until bonus universal saving throws effect expires.
III: Bonus universal saving throws are lost upon consumption of the temporary hit points by damage, see Temporary_hit_point. Regeneration effect cannot be reapplied until bonus universal saving throws effect expires (even if the bonus universal saving throws are lost due to the issue above).
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