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Shadowfiend
 
PostPosted: Wed, Apr 16 2014, 21:18 PM 

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Joined: 17 Oct 2011
Location: The Hall of the Mountain King

This one seems kinda major, the wyvern bile for Master Scouts appears like yellow potions with magic armor in the inventory

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Anatida
 
PostPosted: Wed, Apr 23 2014, 21:48 PM 

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Joined: 08 Sep 2011
Location: Texas Y'all

I've just noticed this in the last few days. Maybe it has always been this way, and maybe it is intentional... :shock:

When you break stealth by activating an item, hitting the rest menu or doing various other things (other than combat or intentionally hitting the "cancel stealth" button) - you do not get the green text that tells you when you can HiPS again.

EDIT: This is definitely new. When you break stealth by starting a conversation with a merchant you do not get the green text when the timer expires. I have always gotten it, and used it in the past.

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Lethaux
 
PostPosted: Tue, Apr 29 2014, 2:52 AM 

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Login: Lethaux
Character: Vala

It appears I've once again gotten a creature-model on top of my head!
http://i.imgur.com/RyKQPso.jpg

After Kobra made the skinchanger (Caladnei model) widget that was just approved for Vala, and I tried it, everything seemed fine, until I tried the lizardman shape. Whenever I use it, regardless of what base form I'm currently in, be it kobold, plushie or Cala, she appears on top of the lizardman's head as in that screenie. Kobra told me it's because I originally requested a downscaled model (90%) of her, so she basically counts as a tail since it's an invisible model with a "tail" that looks like the model, rather than the model itself, so.. the lizardman's tail is basically replaced by her. I wasn't going to lose any sleep if I had to use the default model and scale though, but by then it appears the damage was already done. She still appears on top of the lizardman, even when I'm using the normal model that isn't a tail.

The lizardman is a pretty essential shape for healing purposes, but it's kind of awkward to use now to say the least. If there's any way to fix this, let me know please!

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Hudson
 
PostPosted: Thu, May 01 2014, 16:03 PM 

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Joined: 22 Oct 2006
Location: Bendir's Dale

The kobold Dynamicizer doesnt seem to work.

Twice now I changed the skin of a male kobold to A (302) and the thingy still said the the character didnt have one of the default models. Am I doing it wrong or is the script acting up?

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Very_Svensk
 
PostPosted: Thu, May 01 2014, 16:24 PM 

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Joined: 13 Oct 2010
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Only works on male Kobolds. Not female. Can that be a problem?

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Terra_777
 
PostPosted: Thu, May 01 2014, 18:52 PM 

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Creature model on head = invalid tail model. Set tail to 0.

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Lethaux
 
PostPosted: Thu, May 01 2014, 21:57 PM 

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Terra_777 wrote:
Creature model on head = invalid tail model. Set tail to 0.

According to Kobra that was already tried. I think it's a bit different since it's only happening when I'm in lizardman shape, unlike last time when it affected the base model.

Edit: It was successful once, while I was in the lizardmanshape. But when I shifted back into it the bug was there once more.

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Last edited by Lethaux on Sat, May 03 2014, 23:09 PM, edited 1 time in total.

 
      
Hudson
 
PostPosted: Fri, May 02 2014, 7:08 AM 

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Joined: 22 Oct 2006
Location: Bendir's Dale

Thanks for the responses guys.

I know about the female doesnt work option as it's mentioned on the 'troubleshooting' note ig.

I'll try setting the tail to 0 Terra, see if that helps.

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Dark Immolation
 
PostPosted: Tue, May 20 2014, 9:55 AM 

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Joined: 20 Apr 2008
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Bertnard wrote:
When my monk uses "Ki shout" and kill someone he doesn't drop anything, tested it on "rare" monsters with 100% drop chance


I remember this issue. The damage isn't connected to the PC somehow and the creatures are treated as being killed by some 3rd party damage. I recall BoT Great Thunderclap having this problem too.

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Naivatkal
 
PostPosted: Mon, Jun 02 2014, 14:58 PM 

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Joined: 26 May 2010

The +1 bullets you get with the Cordor starter quests let's make those already identified.

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Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
VitalTouch
 
PostPosted: Mon, Jun 02 2014, 17:25 PM 

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Seems using antidote potions removed negative protection from bubbly only noticed it today in fire giants using antidote to counter the dog bites was using bubbly to protect from further bites and then using antidote to remove the negative effect of bites already recived as I had run out of restoration pots. Noticed I that when getting bitten again still go the stat reduction and on getting back to base tested it out and bubbly potion effects are removed by antidote.

Didn't know if this was intended or not so here it is.

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joe15552
 
PostPosted: Mon, Jun 02 2014, 21:05 PM 

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Joined: 05 Nov 2006
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Sorry if someone has mentioned this before, but I can't find anyone else mentioning this.

I'm playing around with a pure turner cleric... I know.... it's just me being silly.... But he has plant domain in order to turn vermin.

Turning has no effect on the spiders in Cape Slakh when they are in stealth mode, even if my little cleric actually detects them walking around in stealth mode. Once they attack and exit stealth mode, he can splat them all over the place with turning, and it looks like everything works fine. I have not tested this on outsiders or undead.


 
      
BornToKill
 
PostPosted: Wed, Jun 04 2014, 15:29 PM 

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The Spread the Bread quest in Fornstakkr completes when you're in party with folks who complete it, even if you're in another area. You do not get XP, however.

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Flameborn
 
PostPosted: Fri, Jun 06 2014, 17:54 PM 

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The spell fear does not correctly scale with any palemaster levels, as its been losing out to Brog orc SR with almost 100% loss.

It should be level 22 to beat past SR, but always fails.

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Shadowfiend
 
PostPosted: Mon, Jun 09 2014, 8:40 AM 

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Joined: 17 Oct 2011
Location: The Hall of the Mountain King

The Master Scouts freedom effect doesn't seem to work against an assassin's paralyzes.

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Naivatkal
 
PostPosted: Tue, Jun 10 2014, 19:38 PM 

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Resurrection/Raise Dead cannot be cast in the new entries. Previously you could, just no other spells worked. Raise scrolls do work.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
ShadowRayne
 
PostPosted: Thu, Jun 12 2014, 4:42 AM 

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Joined: 26 Jun 2010
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Not sure if this has been pointed out yet. BUT!

I noticed when I make a Wyvern Bile Weapon Essence, instead.. I get an unidentified potion.
When Identified it is labeled. "itm_sc_wyvernbil" and casts Mage Armor when used.

The other Weapon Essences work fine.

This only started after the Hak Update that changed them.

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linlan
 
PostPosted: Thu, Jun 12 2014, 8:02 AM 

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Location: South of Grumdek Murr

yes, this happened and was reported after module update 4.20j which (thankfully) added essence stacking. :P

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Naivatkal
 
PostPosted: Wed, Jul 09 2014, 0:43 AM 

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Rapid Shot in Medusa form doesn't seem to be doing anything productive. I use it and it subtracts the 2 AB but I only see 2 arrows get fired (2 APR right now on that char), I also only hear 2 get fired. IN the log, only two attacks are shown.

I also noticed that when using Blinding Speed in Dire Tiger form I only get 2 attacks, the free one from the Haste never happens.

Character is currently 5 Druid/10 Shifter.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Naivatkal
 
PostPosted: Wed, Jul 09 2014, 4:03 AM 

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Naivatkal wrote:
Rapid Shot in Medusa form doesn't seem to be doing anything productive. I use it and it subtracts the 2 AB but I only see 2 arrows get fired (2 APR right now on that char), I also only hear 2 get fired. IN the log, only two attacks are shown.

I also noticed that when using Blinding Speed in Dire Tiger form I only get 2 attacks, the free one from the Haste never happens.

Character is currently 5 Druid/10 Shifter.

Odd.. I leveled, have 3 APR now, and the dire tiger haste works right now?

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Naivatkal
 
PostPosted: Tue, Jul 15 2014, 0:25 AM 

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Uh, so some Amia Forest critters spawned in immediately hostile, but I was pretty far from them:

Forest Deer, Buck
Forest Deer, Doe
Forest Deer, Fawn

A whole pack of them just were immediately hostile, not even starting as Neutral.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Kudark
 
PostPosted: Tue, Jul 15 2014, 3:55 AM 

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Joined: 14 Dec 2009
Location: The Dark Side of the Moon

Naiv,
I think the forest critters start neutral for druids and rangers, all others start hostile.
I could be wrong though.

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Naivatkal
 
PostPosted: Tue, Jul 15 2014, 10:54 AM 

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Nah, I've seen all sorts of animals start Neutral with diff chars. This one was a shifter, so there were druid levels, and a bit later someone else walks past (wizard) while I was semi afk and they triggered a spawn of wolves that started Neutral and remained that way (no one walked close enough to make them go hostile). THinking something is just up with those deer.

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Kudark
 
PostPosted: Tue, Jul 15 2014, 16:05 PM 

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Joined: 14 Dec 2009
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I know before the AI changes, if you had combat with a type of forest critter, that type would be hostile to your character until the next reset.

Did you fight one earlier?

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Naivatkal
 
PostPosted: Tue, Jul 15 2014, 21:38 PM 

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Nope, it was the first time I had been in the forest that reset (or even in a week or so).

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Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Opustus
 
PostPosted: Wed, Jul 23 2014, 23:50 PM 

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Joined: 18 Jun 2006
Location: Finland

I've got two things:

1) BG seems to sport an in-built Ultravision. Or at least my character can see in the dark for some reason. Tested with Darkness scrolls; they functioned normally, but casting Deeper Darkness or Darkness from the trinkets on top of the regular one from the scroll nullified its effect. If cast from trinket on terrain not affected by Darkness from scroll, my character is still immune from the effect, affecting only the enemies. Is this intentional or a mechanical oversight? It would make sense in a way, I suppose, but seems a bit buggy.

2) The Guldorandi bugbears and elementals drop teeth and spirit remains. "Given Guldorand's proximity to the Hold, there may be someone there interested in this item", says the description. In Guldorand, though, nobody gives a damn. I understand the meaning of "may", but in RPGs may is a promise or my work goes unrewarded and I fall asleep feeling like a pissant.

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Glim
 
PostPosted: Thu, Jul 24 2014, 0:31 AM 

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Opustus wrote:
2) The Guldorandi bugbears and elementals drop teeth and spirit remains. "Given Guldorand's proximity to the Hold, there may be someone there interested in this item", says the description. In Guldorand, though, nobody gives a damn. I understand the meaning of "may", but in RPGs may is a promise or my work goes unrewarded and I fall asleep feeling like a pissant.

Look harder :P

Will look into the Darkness issue though.


 
      
joe15552
 
PostPosted: Thu, Jul 24 2014, 16:27 PM 

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Joined: 05 Nov 2006
Location: Atlanta, GA

The domain based bonuses clerics get for praying can't be dispelled by using the "Debuf" command in the rest menu. This may or may not be a bug, just thought I'd report it anyway.... I guess it's a little annoying when you have invisibility up that you can't dispel without attacking something or resting. I guess when those deities give you a blessing, they really mean it!


 
      
Flameborn
 
PostPosted: Mon, Jul 28 2014, 19:16 PM 

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Koboldifyer doesnt work.

States im not a kobold model when im very clearly one.

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And Caige!

"No, You're worse the a simple slobbering beast. A simple slobbering beast seldom shows cunning, attempty at manipulation and use of diplomacy. No, You're a far more dangerous beast than that." ~Tuomas


 
      
LetumLux
 
PostPosted: Mon, Jul 28 2014, 22:39 PM 

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Joined: 31 May 2007
Location: Amia IKEA

Flameborn wrote:
Koboldifyer doesnt work.

States im not a kobold model when im very clearly one.

Are you a female kobold? If so you'll have to get a gender change (OOCly) to male for it to work. If male already... I dunno!


 
      
Flameborn
 
PostPosted: Mon, Jul 28 2014, 22:57 PM 

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Made three kobolds, all male

We switched between all phenotypes and models, still won't work.

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And Caige!

"No, You're worse the a simple slobbering beast. A simple slobbering beast seldom shows cunning, attempty at manipulation and use of diplomacy. No, You're a far more dangerous beast than that." ~Tuomas


 
      
Righteous Anger
 
PostPosted: Tue, Aug 05 2014, 3:07 AM 

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Joined: 04 Feb 2012
Location: South Carolina, USA

All of the chairs at all the tables in Mayfield's seat the same direction. They aren't facing the tables or other such items appropriately.

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Sphinx
 
PostPosted: Thu, Aug 07 2014, 12:13 PM 

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All the deers in forest areas (fawn, buck and doe) are hostile by default. I don't think this is intended.

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Shadowfiend
 
PostPosted: Thu, Aug 07 2014, 12:47 PM 

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Joined: 17 Oct 2011
Location: The Hall of the Mountain King

I think the hostile animals is related to your animal empathy

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Kudark
 
PostPosted: Thu, Aug 07 2014, 16:48 PM 

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Joined: 14 Dec 2009
Location: The Dark Side of the Moon

It's not related to animal empathy, and it's been mentioned already.

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joe15552
 
PostPosted: Wed, Aug 13 2014, 1:19 AM 

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Joined: 05 Nov 2006
Location: Atlanta, GA

There is a bug with haven that allows the caster to attack and do damage without haven breaking. I have no idea how to make the bug occur, but when it does, I can keep refreshing the "bugged" haven with another casting of haven and keep on doing damage while invincible. I've tested it with melee attacks, prayer, and storm of vengeance, so I imagine I would be able to do any other offensive action while the bug is occurring.

Wish I knew how to recreate it... I just use haven a lot to buff my character up during fights, and sometimes it doesn't break when I she starts attacking.

I always cast the extended version of haven. I know it doesn't make it last longer, but I use the extended version so I can keep my 6th level spell slots. Maybe it is the extended version of haven only that is bugged? I don't know because I never use the normal version of haven.

Oh, I don't even know if this matters, but here's my buff order: extended haven, extended battletide, extended divine power, bless, extended prayer, extended divine favor, divine might. Sometimes I wait to do extended prayer until the end to avoid haven breaking while I'm buffing.


 
      
Xenos
 
PostPosted: Mon, Aug 18 2014, 4:55 AM 

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Joined: 03 Jan 2007

Bug or maybe oversight. GMW, Flame weapon and other such buffs when cast twice on someone with 2 weapons usually applies the second effect to the second weapon. Blackstaff is not working in this same manner.

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LetumLux
 
PostPosted: Tue, Aug 19 2014, 7:20 AM 

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Joined: 31 May 2007
Location: Amia IKEA

Bog Beasts were attacking the Leathery Swamp Gators they spawned in with.
Observed in Bitter Coast: South, although likely occurring anywhere they spawn.
Not sure if that AI behaviour is intentional?


 
      
Kudark
 
PostPosted: Tue, Aug 19 2014, 8:26 AM 

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Joined: 14 Dec 2009
Location: The Dark Side of the Moon

LetumLux wrote:
Bog Beasts were attacking the Leathery Swamp Gators they spawned in with.
Observed in Bitter Coast: South, although likely occurring anywhere they spawn.
Not sure if that AI behaviour is intentional?


Don't take that away, it's fun!
You should see the wyverns fight the mountain lions, or the goblins slaughter each other!

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Glim
 
PostPosted: Thu, Sep 18 2014, 15:58 PM 

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Joined: 13 Jul 2010
Location: British Columbia

Kamina wrote:
Bendir Dale: Cart area.

You can now hear the Cart to Guldorand's speech if you are not the one talking, previously this was only occuring to the one speaking to them.

Fixed next reset.


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 15:58 PM 

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Location: British Columbia

uber_geek wrote:
There's allegedly been a new change to the 9th level cleric spell Undeath's Eternal Foe to:

"Immunity changed from standard 100% down to 50% + 5% per Spell Focus in Abjuration (55% for Spell Focus, 60% for Greater Focus, 65% for Epic Focus). AC bonus changed from Deflection to Natural and duration changed from Rounds/Level to Turns/Level."

Which seems like a great change, taking what used to be an utterly useless 9th level spell, and making it actually useful. Awesome!

However, it doesn't work. The AC bonus is not showing up as natural, but rather deflection, and it only lasts for rounds / level, instead of turns / level. The behavior is the same on Server A and Server B.

Cheers,
Uber.

It hadn't been updated into the module yet even though it was listed on the sidebar. It should be good to go as of now.


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 16:01 PM 

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GreatPigeon wrote:
This page links to the wrong portrait stuff? viewtopic.php?f=20&t=55960
It should link to: http://amiaworld.net/phpBB3/viewtopic.php?f=2&t=74733

Unless I'm bloody stupid.

Updated info to the current DireCorbie edition: http://amiaworld.net/phpBB3/viewtopic.php?f=2&t=75800


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 16:23 PM 

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Anira wrote:
Lost XP/Gold When Respawning in Cordor: Arena. Bug??

Hello :)

After a PvP fight in the arena and I croaked, I hit respawn and woke up in the place you go when you die on Amia. I lost 1200 XP and 483 GP.

I guess this is a bug or a booboo. I'm not sure what happened.

Aníra~

Estara wrote:
^ I was there for that. Was weird. I always thought the Arena auto-respawned you in the area for free, but do you have to always do it with the PVP wand now?

Just tested this IG, it works fine if you choose to respawn at the spot you died at (in the Arena) and does not charge XP or gold.


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 16:24 PM 

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Joined: 13 Jul 2010
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Kenneth wrote:
I wasn't sure if it was a bug, or intentional, but ever since Amn invaded and the hotfixes were applied that night, you can't port to Triumvir. It teleports you to the OOC room on B, and that's it. No idea about the lamps themselves.

The Triumvir being inaccessible is to be taken IC. The lamps not working is an OOC bug.


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 16:25 PM 

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Joined: 13 Jul 2010
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Kenneth wrote:
Tarkuul portals won't open. Worked last night. Not sure if this is related to Amn plot or not.

Also a bug, shares the same scripts at the lamps.


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 16:25 PM 

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joe15552 wrote:
Naivatkal wrote:
People will hate me for this, but:

On B you can still use someone's 'Incoming Portal' to get to where they ported from, aka the middle of a hunting area.



DOH! That's a bug? I need a spanking.

Fixed next reset.


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 16:34 PM 

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Joined: 13 Jul 2010
Location: British Columbia

LetumLux wrote:
Update 5.01d wrote:
Potential fix for the Lamp portal system.
It doesn't seem to be working. The "blue lamp" in Nexus Falls doesn't actually do anything when I try to activate it. The conversation responds with the lens being slid to the side, but no portal appears and the conversation then refreshes, as if nothing happened yet.

Same goes for the Central Lamp in Cordor, too. Probably the same across the board.

(Also, the central lantern's conversation says that there are still only three lenses, the red, blue, and yellow. It doesn't look like it has been updated since green, pink, and purple were added.)

I've removed my attempt at a fix, for next reset. So we'll at least have it back to working partially while I scratch my head some more.


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 17:24 PM 

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Rounder wrote:
Rounder wrote:
The new Cordor East's 'The Commonwealth Courier Company' can not be entered because the transition doesn't work.


Pickering is now outside and the door locked, so this is fine. However, Tristana does not seem to exist anymore, so the quest can not be completed.

Updated the quest conversation and quest object to reflect changes in geography and NPC location. Tristana added to the Market Hall for now. All should be well with the starting quest again after the next reset.


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 17:27 PM 

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Joined: 13 Jul 2010
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Kenneth wrote:
WEST CORDOR: Bridge to Valkur's Statue in the SW corner

Something about the placement of this is off. It will port lift you into the sky as you run across it, and drop you back when you get to the other side.

Fixed by next reset, courtesy of msheeler.


 
      
Glim
 
PostPosted: Thu, Sep 18 2014, 17:49 PM 

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msheeler wrote:
TheLastDragonRider wrote:
New Endir's Point option in Guston's Convo in Kohl takes 100 GP and doesn't send you to Endir's Point, doesn't send you anywhere. The Endir's Point Option in his Convo in Wiltun, sends you to Endir's but for 600 GP.


I think I know what this is and it should be addressed in the next week or two. For now you can just choose Kohl -> Wiltun and then Wiltun -> Endir's

The price is correct now, it should be 600 gold since he is sailing you across an ocean. Endir's is further away than any other settlement. All the charges are done in steps of distance now, 200 for close ones, 400 for a bit father and 600 max to get to the farther places.

Suhjet wrote:
Kohlingen: Tritemple District
Captain Derrihan Gullbreaker at Kohlingen's Docks says he can take you to Kampo's for 200gp per person. Instead, he takes 600gp and takes you nowhere.

LetumLux wrote:
Ruathym: Fortress Wiltun
- NPC Capt. Lowrance has the option to take the PC to Osthavn. It takes them to Endir's Point, instead.

dinosaur wrote:
when talking to the captain on Wiltun who atkes you to Osthavn you are charged 600 coins and deposited at Endirs Point, particuraly vexing for new players trying to deliver ore

bidocks wrote:
Ship to Kampo's from Kohlingen tells you it's 200 gp per person, takes 600 gp and doesn't take you anywhere.

Should all be fixed next reset.


 
      
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