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PaladinOfSune
 
PostPosted: Wed, Feb 23 2011, 22:40 PM 

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Joined: 15 Dec 2004
Location: England, UK

Post bugs encountered in the Amia module here.

Please post the full name of the area/NPC/monster/item/whatever when reporting a bug. Saves dev time!

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Charles1810
 
PostPosted: Sun, Apr 14 2013, 23:09 PM 

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Joined: 17 Sep 2007
Location: Hubbard, Ohio

On Amia A
Alchemist fire used on a quarterstaff only causes a visual effect to appear. It appears to keep the correct extended timer, but no fire damage added...

((Sorry if this was already mentioned))

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Righteous Anger
 
PostPosted: Mon, Apr 15 2013, 1:33 AM 

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Joined: 04 Feb 2012
Location: South Carolina, USA

As per the newest update (which I assume has already taken effect), Deafening Clang and Flame Weapon do not stack.

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Glim
 
PostPosted: Mon, Apr 15 2013, 6:13 AM 

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Joined: 13 Jul 2010
Location: British Columbia

Righteous Anger wrote:
As per the newest update (which I assume has already taken effect), Deafening Clang and Flame Weapon do not stack.

Deafening Clang does stack with Flame Weapon, but apparently Flame Weapon doesn't stack with Deafening Clang atm (you would have to cast FW first, then DC after, to get both effects to stay).

Will fix when I can, but this one's less urgent.


 
      
The1Kobra
 
PostPosted: Thu, May 02 2013, 2:36 AM 

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Joined: 11 Oct 2009

If an UDer uses a transition in the underdark in a party with surfacers in it, they have a chance to get lost, despite being with someone familiar with the UD. This bug separates the party.

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Charles1810
 
PostPosted: Mon, May 20 2013, 21:22 PM 

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Joined: 17 Sep 2007
Location: Hubbard, Ohio

Palemaster ability Animate Dead I do not believe is taking the +1Caster Level into account.

Tested on A
Level 4wizard, 4pale master summing a Mohrg. Should be a wraith.

Summon undead is also not rounds, looks like turns.

Beginning to guess that the sidebar just is not updated again?

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Last edited by Charles1810 on Mon, May 20 2013, 21:40 PM, edited 1 time in total.

 
      
Ghost
 
PostPosted: Tue, Jun 04 2013, 8:51 AM 



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Joined: 28 Mar 2013

Shifter bug:

Epic Gargoyle form:

Latest version of the Shifter/Druid Spreadsheet (v6) states the Epic Gargoyle should have Knockdown as a feat.
When using this form: Knockdown does not show in the radial menu or the character sheet.




Edited for clarification: The above Spreadsheet also states the Epic Gargoyle has Knockdown: Immunity (in addition to the above).


Last edited by Ghost on Wed, Jun 05 2013, 5:14 AM, edited 1 time in total.

 
      
maglorine
 
PostPosted: Fri, Jul 12 2013, 13:34 PM 

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Joined: 13 Oct 2006

Not a bug exactly.

BOT Page for Circle against Alignment allows you to change it to Law/Chaos. However, there's no way to tell if you are selecting Law or Chaos. If you put the spell in your quickslot it still says Good or Evil. Is there some cross reference which indicates which is which? If so, it's not on the dialog for the BOT page entry.

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Hrothmus
 
PostPosted: Fri, Jul 12 2013, 16:14 PM 

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Joined: 08 Jan 2010
Location: Virginia

I've had a problem with the job system tools here the past two days.

The issues occur when I'm experiencing lag. What happens is I'll click on the refiners pot and it takes a second to open. So I move and click it again (part making sure I did indeed click it and part complete impatience). And then as I'm trying to get the interactive menu to pop up, it starts popping up as if I closed the object (since re-clicking it counts as closing it). I use the Exit option trying to get the inventory screen to open up so that I can deposit materials into it. When I finally do, If i close the object, The interactive menu no longer opens. Even if I reopen and re-close it. Logging out and In does not fix it. Also this can happen on multiple objects (currently locked out of the refiners pot and weaponsmiths anvil)

Last time I had to wait for a reset in order to be able to use them again.

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serbiris
 
PostPosted: Mon, Jul 15 2013, 3:50 AM 

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Joined: 14 Sep 2010
Location: Sydney, Australia

Casting Web from Greater Shadow Conjuration seems to be causing permanent slowness when I go through the Area of Effect. It stacks with itself. It doesn't reset with any speed changes. Resting did fix it.

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Anatida
 
PostPosted: Tue, Aug 06 2013, 21:25 PM 

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Joined: 08 Sep 2011
Location: Texas Y'all

Well my screenshots decided to stop working again.

I noticed this first on server B, and went step by step today on server A to verify.

My cleric uses a sling that normally has + Str, and Mighty +3. She has the GMW BoT page and selected the ranged weapon choice. Checked my sling and it has the temporary properties of +5 attack and +5 mighty. She has +5 Strength bonus. However, the damage bonus on my character sheet stays the same at +3. Isn't it supposed to be +5?

So for instance the character sheet says:

Weapon: sling of force
AB: */*/*
Damage: 1-4 +3 (critstuff)

shouldn't that damage be +5? Very likely I'm mistaken about where that 5 is supposed to be applied..

EDIT: I haven't tried adding it to a sling that didn't already have bonuses. I will see if that makes a diff.

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666WaysToHell
 
PostPosted: Wed, Aug 07 2013, 5:49 AM 

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Joined: 22 Nov 2010
Location: Western Australia

Kohlingen Interior: Dragonstone Keep, Lower Halls

There is a serving maid who is positioned too closely to the Bakers Oven, preventing PCs from activating it.

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Casvenx
 
PostPosted: Wed, Aug 07 2013, 11:48 AM 

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Joined: 11 Feb 2013
Location: Badlands of 'Murika

Unsure if this is expected behavior at the moment, but when I cast gate now (neutral caster, if it matters), I get a 'no summon found' feedback result. It still calls up a slaad, and seems to work just fine. The overhaul specifically said it was only for summon I-IX and didn't touch gate and such, so I thought I would mention it

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Charles1810
 
PostPosted: Fri, Aug 09 2013, 20:22 PM 

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Joined: 17 Sep 2007
Location: Hubbard, Ohio

Server B
Under Wiltun, in the Cellar's

The Trained rat shows up now as Neutral, and the goblins attack it.

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msheeler
 
PostPosted: Mon, Aug 12 2013, 1:26 AM 

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Joined: 17 Dec 2008
Location: eastern USA

Charles1810 wrote:
Server B
Under Wiltun, in the Cellar's

The Trained rat shows up now as Neutral, and the goblins attack it.


Is it a part of their spawn, or a separate spawn? I just put all the animals into new factions (including the trained rat) to correct for prey/predator behavior.


 
      
MisterLich
 
PostPosted: Mon, Aug 12 2013, 5:51 AM 

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Joined: 17 Jul 2013

Amia A, I rested, but my CON buffs dispelled, killed me, but the rest thing stayed there until I was raised by my companion - who had to journey back and buy scrolls, and journey to me again, and raise me.

This describes what happened after we got back to Tarkuul.

I hope you laugh more than I did (I laughed a little tbh), because this kinda sucks lol:

http://img22.imageshack.us/img22/2503/wcuj.png

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O'Raghailligh
 
PostPosted: Mon, Aug 12 2013, 6:27 AM 

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Joined: 04 Jan 2009
Location: NZ

That resting of uber percentage has been around since I ever first played here, which makes me think it's something so totally fuct, that even The Great Chicken Will Destroy You! can't solve.


 
      
MisterLich
 
PostPosted: Mon, Aug 12 2013, 7:06 AM 

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Joined: 17 Jul 2013

I'm not a scripter of NwN, but I am a computer programmer - can it not be as simple as adding a flag variable to when you die, that cancels whatever resting you may be doing? Or maybe, raising from a scroll resets rest percentage as an ad hoc fix until a better one arrives?

Or, and I'm in favor of this one, CON buffs don't dispel until after you're done resting. Dying from them dispelling when you're trying to rest is a pretty lame thing to happen already, anyway.


Just ideas that flew off the top of my head though.

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Eurgiga
 
PostPosted: Wed, Aug 14 2013, 9:08 AM 

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Bless Weapon:

Supposed to be applicable to crossbow bolts (See: Blessed Bolt), is not applicable to crossbow bolts.

Sources:

Bless Weapon: http://nwn.wikia.com/wiki/Bless_weapon : "When bless weapon is cast on crossbow bolts, it adds a temporary blessed bolt item property (also known as "on-hit: slay rakshasa"), which will instantly kill any rakshasa hit by the bolts."

Blessed Bolt: http://nwn.wikia.com/wiki/Blessed_bolt : "This ability is most typically found as an on-hit property resulting from bless or bless weapon being cast on bolts."

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Q't'ulu
 
PostPosted: Mon, Aug 19 2013, 19:25 PM 

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Joined: 20 Jun 2012
Location: Russia, St.Petersburg

B - Ruathym (- Coast Road) : Rabbit, Frog

Rabbit have icon of stone golem (or earth elemental). Other Caraigh areas are affected too.

edit: almost the same thing with frogs around blackmoor keep and aigenshed -- wrong icon and description.

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Last edited by Q't'ulu on Sat, Aug 24 2013, 9:59 AM, edited 1 time in total.

 
      
Poorsod
 
PostPosted: Tue, Aug 20 2013, 8:28 AM 



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Joined: 03 Oct 2010

The trained rats in Wiltun keep's cellar are not hostile and attack the goblins.


 
      
mirvala-
 
PostPosted: Wed, Aug 21 2013, 20:08 PM 

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Joined: 25 May 2011
Location: Canada, Qc (EST, GMT -5)

Amia Abroad
Fortress Wiltun
Cellars, under the keep, with the goblin quest.

The Trained Rats spawns as Neutral instead of Hostile, like the Goblins.

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Very_Svensk
 
PostPosted: Sat, Sep 07 2013, 9:52 AM 

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Joined: 13 Oct 2010
Location: (Sweden +1GMT)

Bug!
Area: Nec'pereya; House d'vilrath


Bug one - Cannot access lower levels. Stairs blocked by unknown force

Not sure if bug - Lever has no use?

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Balkoth
 
PostPosted: Sun, Sep 08 2013, 19:21 PM 



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Joined: 06 Sep 2013

This seems a bit...excessive:

Image

This seems more reasonable:

Image

Something seems cut off here (see message in combat log window):

Image

Given that I am a mage and have 30 lore, why am I not able to read this? Is the Lore check really that high?

Image

Every time you try to talk to this NPC after doing the quest, you see the information messages in the combat log about the quest state:

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LeathanKayne
 
PostPosted: Mon, Sep 09 2013, 2:30 AM 

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Joined: 03 Apr 2005
Location: Ontario, Canada

An oddity happening today that hasn't happened before.

My character Finntram Springhand, monk/knight commander/master scout is having an issue.
I've restarted my game, and the server has restarted once since the problem began today as well.

Any of my passive defensive auras, like medicant, vehement charge, etc, are disappearing sometimes as quick as 1 round after activation.

If I stay still, the aura stays, if I move beyond the radius of it (from where I first activated it), the effect disappears. It happens intermittently. Sometimes my running/speed will cause it to vanish faster, while walking around it will stay.

Not sure why this is, but it's made moving around with defensive auras virtually useless.

(Ingame sn: Leathan Kayne)

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666WaysToHell
 
PostPosted: Mon, Sep 09 2013, 4:20 AM 

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Joined: 22 Nov 2010
Location: Western Australia

Just 'cause you've got a high lore skill doesn't mean you automatically know ancient mulhorandi pictographs. :P My level 30 Mulan wizard with high Lore can't even read them!

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LeathanKayne
 
PostPosted: Tue, Sep 10 2013, 13:20 PM 

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Joined: 03 Apr 2005
Location: Ontario, Canada

Master Scout Dash, receives 10% movement speed increase while in wilderness areas.

The bug with this is that the increase bonus disappears if any other bonus is applied and runs out.

Example: Haste or expedite retreat, once it wears off, will take the Dash bonus with it.

The bonus won't come back even if you go to another wilderness area. You have to leave the wilderness (such as going indoors) then come back out for the Dash bonus to reapply.

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Lord-Hadeis
 
PostPosted: Sat, Sep 14 2013, 21:11 PM 

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Joined: 02 Feb 2009
Location: Netherlands, Schoonhoven

Not a true bug, but rather an inperfection in the Brogendenstein: Barak Runedar, Port area.
The walls in the south end of the area just hang subspended over the water and it looks just dreadful and the entire wall has some texture collissions. Very easy to remendy and it would give a greater look of quality to the area.


 
      
666WaysToHell
 
PostPosted: Sun, Sep 15 2013, 12:02 PM 

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Joined: 22 Nov 2010
Location: Western Australia

Skull Crags: Wilderness Camp, interior

Ulfar Scarfoot appears to be using the Bioware appraise rather than Amia's +/-5% system.

And he also still has the Bearded Greataxe that's meant to deal 1d8 extra slashing, but was bugged due to that also being the weapons base damage. Unless there was a different kind of fix for that..?

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Lord-Hadeis
 
PostPosted: Sun, Sep 15 2013, 12:09 PM 

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Joined: 02 Feb 2009
Location: Netherlands, Schoonhoven

Talking about the Wilderness Camp... Can the rage instructer have a name? None that fits in with the othres not some random dnd one


 
      
vidar999
 
PostPosted: Mon, Sep 23 2013, 2:14 AM 

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Joined: 27 Jul 2013

Don't know if this is a bug, but the alchemist's fire says it can be used on weapons to give 1d4 fire damage, but all it does is give the flaming weapon visual effect, no damage added.


 
      
sYuzan
 
PostPosted: Tue, Sep 24 2013, 17:07 PM 

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Joined: 09 May 2007
Location: location, location!!

I have this interesting bug. I logged in an old character today (last mention in character logs is from 2011, before that 2008). He's a Monk 5/Druid 5/Shifter 12 when I logged him in, and I leveled him to Shifter 17 today. After that I realized this bug: Monk AC is screwy with me. When I log in, I'm getting way too much AC from my Wisdom, up to 14 AC from 38 Wisdom, while I only have 5 Monk levels. However after a while, seemingly after I move from one area to the next, my AC drops by 5 (number of my monk levels) and stays that way.

If I take off my gear, all of it, I have 8 Wisdom Modifier, 1 Dex Modifier and 23 ranks in Tumble, which should put my AC to 20 (5 Wisdom, 1 Dex, 4 Tumble + 10) but it puts it down to 15 instead, effectively negating all of my Wisdom AC. If I try putting on Wisdom Gear, it allows me to get AC from all that I get out of gear, but none of my original base Wisdom.

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sYuzan
 
PostPosted: Thu, Sep 26 2013, 19:15 PM 

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Joined: 09 May 2007
Location: location, location!!

sYuzan wrote:
I have this interesting bug. I logged in an old character today (last mention in character logs is from 2011, before that 2008). He's a Monk 5/Druid 5/Shifter 12 when I logged him in, and I leveled him to Shifter 17 today. After that I realized this bug: Monk AC is screwy with me. When I log in, I'm getting way too much AC from my Wisdom, up to 14 AC from 38 Wisdom, while I only have 5 Monk levels. However after a while, seemingly after I move from one area to the next, my AC drops by 5 (number of my monk levels) and stays that way.

If I take off my gear, all of it, I have 8 Wisdom Modifier, 1 Dex Modifier and 23 ranks in Tumble, which should put my AC to 20 (5 Wisdom, 1 Dex, 4 Tumble + 10) but it puts it down to 15 instead, effectively negating all of my Wisdom AC. If I try putting on Wisdom Gear, it allows me to get AC from all that I get out of gear, but none of my original base Wisdom.


Any idea if a rebuild or taking a 6th monk level would fix this? Kind of eats gear-efficiency that I need wisdom gear to gain 5 AC from Monk levels, despite having 8 natural modifier.

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Of the things I know about Guano, half I shouldn't post.


Ice wrote:
Killer of threads! Bane of continuity. Herald of hiatus. All those things and sometimes even paladins.


 
      
Baden Ironblood
 
PostPosted: Sat, Oct 12 2013, 3:13 AM 

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Joined: 23 Jan 2009
Location: Key West, Florida

Latest bug..............

We in a party tonight and it said that one of our party members was 0, yes, zero level. Even with just two party members it registered the same.

So you would only get a loot roll. No gold, no xp.

When I killed something solo life was fine. But as soon as any party, irregardless of numbers, it registered someone as 0 level.

Thanks,

Baden

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Terra_777
 
PostPosted: Wed, Dec 04 2013, 2:10 AM 

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Administrative Developer

Joined: 31 Jan 2007
Location: Sweden

When I moved the chat routines out of nwscript is when you would have started being able to speak whilst hidden. Its an intentional change, I just forgot about it. The shift made it so that the server isnt sending normal talk and whisper but instead sending talk and whisper though the DM talk and whisper channels which overrides the client-side visual checks.

So yeah, since about 3 weeks ago you don't have to break invis/stealth to speak so if you're typing stuff and actually sneaking to be stealthy you should think twice on what you put in your chat messages. Server still does its normal checks so you won't hear people though obstacles unless the obstacles allows you to hear though it.

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NinjaClarinet
 
PostPosted: Wed, Dec 04 2013, 2:21 AM 



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Joined: 12 Jul 2010

That's exceedingly unfortunate. Is there a way to at least make emotes respect stealth, so that we can actually do stuff whilst hidden? :P


 
      
Glim
 
PostPosted: Mon, Dec 16 2013, 18:48 PM 

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Joined: 13 Jul 2010
Location: British Columbia

O'Raghailligh wrote:
Bug: If a monk dual wields any weapon that isn't a Kama, they lose their Wisdom AC bonus.

According to what I can find, this is a hardcoded feat, but I'll bring it to the attention of Sune/Terra to see if they know a way around that.


 
      
Glim
 
PostPosted: Mon, Dec 16 2013, 19:15 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Muspelkvist wrote:
Earthquake doesn't allow spell resistance yet it is still blocked by Spell mantle.

It... shouldn't? Looking through the script, the ResistSpell function is not found anywhere there for Earthquake, and that's what tells Spell Mantle to do its thing. So I'm not sure how Earthquake is being sucked up by Spell Mantle, but it really shouldn't be. Only spells that are affected by SR (hence the ResistSpell function check) should actually be caught by Spell Mantle.


 
      
Glim
 
PostPosted: Mon, Dec 16 2013, 19:24 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Eizendur wrote:
Shifter's spectre shape doesn't get 5d6 sneak die as per the sheet(3d6 instead).

Will double check whether this is an error in the shape or the spreadsheet.


 
      
Glim
 
PostPosted: Mon, Dec 16 2013, 19:58 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Gobbledygook wrote:
As far as I can tell, Elven vendors don't give discounts to Elves in Winya Ravana.

Which vendors, which areas? Need specifics please.


 
      
Glim
 
PostPosted: Mon, Dec 16 2013, 20:03 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Eizendur wrote:
Shifter bugs:

Wyrmling Shape - Rage/Ferocity/Intensity all use Constitution modifier as per vanilla monster ability rather then druid+shifter levels for duration as written in the class modifications post.

Manticore/Medusa - weapon enhancements do not carry over to these shapes.

All shapes - Using a attack bonus vs something +x weapon actually lowers the ab against the creature type on the char sheet.


(Edited , will add more as i find them)

Will check with Sune.


 
      
Glim
 
PostPosted: Mon, Dec 16 2013, 20:09 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Muspelkvist wrote:
Creature bug : Maximus (The boss)
Explanation;
    So i was doing maximus today and managed to get hit by him, and paralysed. While that is nothing out of the ordinary i have not stared at my screen for 11 minutes and i'm still paralysed, still counting.
    Maybe maximus could get a look at?

    Edit - 19 minutes and counting

Have you been able to reproduce this? Are you sure you didn't' keep just failing the save and thereby keep getting re-Paralyzed? I would think that the most likely occurrence, since this is the first I've heard of any such issue.


 
      
Richard_Edmund
 
PostPosted: Tue, Dec 17 2013, 16:48 PM 

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Joined: 23 Sep 2012
Location: Western Australia (+8 GMT)

You can't store Black Onyx gems in Gem Pouches.

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Richard_Edmund
 
PostPosted: Tue, Dec 17 2013, 16:54 PM 

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Joined: 23 Sep 2012
Location: Western Australia (+8 GMT)

When I went to create padded armour at a Tailor's workbench, when I finally passed the roll, the padded armour was then immediately removed from my inventory.

Edit: Apparently I did get it, just the combat log said I lost it!

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Naivatkal
 
PostPosted: Thu, Dec 19 2013, 1:46 AM 

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Joined: 26 May 2010

So I was running around the UD and found some transitions that do not make sense. On the Uuthil Har'ol map there are these options:
Mu'll Har'ol
Loniar Har'ol
Deeper Dark

The first two options are not found in anywhere else. What's really odd is that those were the names of the Edonil maps, especially since Mu'll Har'ol only had a transition back to the main Edonil cavern. Very weird, and I never used them before Edonil fell, so yeah. Also I should add that the journal entry 'Underdark Areas' lists both as 'deserted', which is what the transition to Edonil was listed as (I think Loniar Har'ol was the one that lead there; but not the Xull one). So yeah they both do not work, but give the 'you have traveled blah blah' messages.

So just reporting it so it can be fixed sometime!

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Richard_Edmund
 
PostPosted: Mon, Dec 30 2013, 14:17 PM 

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Joined: 23 Sep 2012
Location: Western Australia (+8 GMT)

Sancturary does not seem to be working as intended. Despite being under the spell, I was able to be attacked and damaged by spawns.

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Q't'ulu
 
PostPosted: Fri, Jan 03 2014, 8:19 AM 

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Joined: 20 Jun 2012
Location: Russia, St.Petersburg

B - Ruathym - Caraigh - Ceyren's Mill

Fishing spot has wrong orientation. PC will sit with its back to a river.

B - Forrstakkr - Temple of Helm

Description of the sarcophagus of Snorry 3 is "not in use" (but in logic, it should be occuppied with high probability).
Gudrun Thorboldsdottir have male portrait and female model (gay couple? ;) ).

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BoogieBard Jaks
 
PostPosted: Sat, Jan 04 2014, 23:37 PM 

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Joined: 07 Dec 2009
Location: Westeros

Amia B

The Frost Giant Spawn just before you enter the Frost Giant cave. (outside the cave complex in the mountain pass)

One of the Frost Giants appeared... Inside... one of the big cliff boulders (or perhaps behind it but it looked like it was inside). It could not be attacked (even with missile weapon) and could not attack back, stops any resting prior to entering the cave if any would want to.

(PC I was using had no AoE spells ready so don't know if that could have killed it)

Only happened once like this to me so far, so it may be a rare thing.

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MightNMagic
 
PostPosted: Mon, Jan 06 2014, 7:33 AM 

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Joined: 30 Jul 2013
Location: Space Australia

Went to kill the ghost pirate/loot boss today. Some "thoughtful" soul killed the loot, but left the pirate. No big deal, I thought and whacked the lone pirate. Figured I'd come back later. Fast forward to later and I enter the boss lair and get... "You may only spawn this boss 1/reset." message.

Yeah, I didn't spawn the boss at all, so that person doing that is screwing the boss for the rest of the server (or maybe just the next guy). I get the feeling this is going to become a "thing" and it's annoying me already. *grumbles*

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Rashad the Azure, Zakharan Merchant-lord Most Fair and Master of the Desert Wind
Loremaster Tukson Devers, Oghmanyte Wrestler of Knowledge and Child of the Passive Voice

(No tells for Rashad while I'm playing other characters please.)


 
      
Charles1810
 
PostPosted: Thu, Jan 09 2014, 21:10 PM 

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Joined: 17 Sep 2007
Location: Hubbard, Ohio

JusticeXIII wrote:
Not sure if it's been addressed yet, but cloaks aren't merging with shifter forms.

Specific cloak or have you tried other cloaks and with a weapon equipped?

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Lieutenant Belalad Feiwallyan

((Please take note if you PM me and you are ignored resend to me in 1-3days, it is likely due to not realizing I got mail))


 
      
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