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#121 |
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Kobold
Join Date: Oct 2003
Location: USA Eastern Seaboard (GMT - 5)
Posts: 168
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Just a few bugs
First some wierd typos in the d20 display box: Man, ghouls getting sloshed and toking up... what is the nieghborhood coming too? Next one is a wierd error that happens when you equip the egyption long sword in the tutorial. A scimitar appears above the character and acts with unison to the egyption one. only a graphical error, but very distracting.I dunno if this bug is in the rest of the game becuase i have yet to find an egyption longsword in the regular game. Here are the scrnies: enjoy.
__________________
A pirate walks into a bar with a steering wheel sticking out of his pants. The bartender looks over at him and notices the wheel and says: "Hey buddy, I don't mean to be rude... but what's with that steering wheel coming out of your fly?" To which the pirate replied: "AAAARGH! It's drivin' me nuts!" |
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#122 |
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Skeleton
Join Date: Nov 2003
Location: South East US
Posts: 1
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While in the temple i found and rescued Countess Talliahi of Celene and Sir Juffer. Later i had a random encounter where i was to recieve my reward. I was told that i was to recieve 100 platinum pieces, a suite of elven chain mail and a unicorn ring. I reloaded many times and never recieved the elven chainmail.
Here is the only other reference i could find to this problem http://www.ataricommunity.com/forums...hreadid=323279 |
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#123 |
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Skeleton
Join Date: Nov 2003
Posts: 28
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You can fix that quest by changing the InvenSource.mes line 138 with this one
{138}{Elven maiden: 100,6214 100,6125 100,6126 100,6057 100,6058 100,4081 100,6027 gold,2-12 silver,4-24 platinum,2-12} if you've already met her it wont work (obviously), the autosave at the beginning of the encounter probably wont work either (she wont give the armor). You'll probably have to rest or something like that for the changes to take effect. |
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#124 |
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Skeleton
Join Date: Nov 2003
Location: KC, KS
Posts: 2
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evil positive energy cleric
all my evil clerics of obad-hai channel positive energy.
this was true prepatch, it's still true postpatch+mod. it's easily repeatable, but i've looked around in the forums and i don't think anyone else has caught it yet. according to the rules, obad-hai's neutral clerics channel positive, they don't get the normal choice. that's probably the source of the problem. his evil clerics should still channel negative energy, according to the books (and ToEE's help files seem to back this up, so I don't think it was just a design decision). -thomas Last edited by mannix; November 26th, 2003 at 12:20 AM. |
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#125 |
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Skeleton
Join Date: Nov 2003
Posts: 15
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@Zhuge
Errh... I was somewhat surpised that you were not able to reproduce the low dex AC bonus bug. It has appeared constantly for me. I decided to make a more dedicated test and rolled up five characters, Dex AC bonus 0, -1, -2, -3 and -4. Lo and behold... "Borrowing" Elmo's chainmail+1 I found that the characters got a Dex AC bonus of 0, -1, +2, +2 and +2. I'm starting to belive that this has something to do with how Troika tested their items. Most likely they used the advanced option instead of rolling the stats, or they simply never used characters with less than 8 Dex. Since this positive negative ( ) bonus only appear on some armour it hints on more rushed work.Dev: "Can some betatester check out these new magic armours I just made?" QA: "What! You made more? Man I don't have time for this! The game is supposed to go gold in three weeks!" Dev: "Well just start a game with the pregenerated characters and see if it's bugged." *Betatester starts a new game using the characters that come shipped with the game, none with Dex less than 8. Swaps the armours around a bit on the characters and sees no problem.* QA: "Seems fine to me so far. I'll check it out with some rolled characters tomorrow." Marketing: "Hey guys! Atari just called. They want us to release the game later today!" QA: "AAAAH! Sweet baby jeebuz! But we haven't actually had a chance to play the game from start to end yet! Heck! We barely scratched out half of the bugs!" Marketing: "Look just try and finish it quickly. We can always release a patch if some of the RPG nerds bitch about it." Or perhaps I'm being a wee bit unfair... Jokes aside I noticed a bug with the Co8 patch. There's a typo that installs some files under am "data/art/inteface" folder rather than the "data/art/interface" folder. Doesn't seem to be anything important, but apparently messed up the Iuon stones for someone. I noticed it when I was trying to get my custom portraits to work properly. |
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#126 |
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Hobgoblin
Veteran
Join Date: Sep 2003
Posts: 483
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@rex_blade
Egyptian longsword with scimitar. Interesting graphics bug. Maybe we could make a mod out of it. I dunno. Maybe call the scimitar a "dancing blade" which increases the damage of the original weapon. And of course we could make a simple fix to the damage and other properties of the Egyptian longsword. @mannix: All Evil clerics of Obad-hai channel positive energy. Noted. @Wauthan: I see. I didn't test with a char below Dex 8 so that explains why I didn't pick it up. Hmm, so it's not just plate armors which are involved and the disparity may only occur at even lower Dex scores. Now I really give up on figuring how they coded Dex modifiers with armor. Totally illogical! Anyway, excellent piece of testing and I'll modify the entry on it. Added duration fixes for Ice Storm and Guidance to fix list. EDIT: Has anyone had any trouble with Read Magic post patch? I have this bug on the list which states so but so far Read Magic works completely Ok with my Cleric and my Sorc. Tasha's Hideous Laughter now seems to be correctly copied to a 2nd level spell slot for Spugnoir post patch. I guess the patch did indeed fix spells going into the right slots. Last edited by zhuge; November 26th, 2003 at 10:24 AM. |
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#127 | |
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Skeleton
Join Date: Nov 2003
Posts: 8
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Quote:
Okay, here is my story. I bought the game and installed it and Troika's patch right away. I then started up a game and after picking up some NPCs from the Inn I went adventuring. I had 3 NPCs. The Mage who only wants scrolls. The thief you can play dice or cards with in the Inn. And a fighter that was waiting for a caravan to arive. They were in the order from left to right in my party: Fighter, Wizard, Thief. When I returned to town to sell here is what I noticed: 1) The fighter was carrying EVERYTHING that the NPCs looted. Ala, the theif had taken no new items, and the wizard never picked up a single scroll. 2) When I went to the Blacksmith none of the NPCs sold any of thier items, so the fighter stayed encumbered. 3) I could not make them drop or swap any items they had. So, I then installed the CO8 2.0.0 patch. I started a new game and here is what I noticed: 1) It seemed all my NPCs were looting correctly now, that is one NPC wasn't picking everything up. 2) They would not drop items or swap items. 3) They STILL refused to sell looted items, but they had no friggen problem selling shit I gave them. So, they once again would become encumbered. So, I then applied Shin's manual fix. Here is what happened. 1) NPCs would not loot items. Only money and treasure. 2) NPCs will not sell anything. They also will not sell items I give them for them to use. They will not drop or swap items with PCs, unless it is an item I have given them. The only problem I can forsee is what if I get a NPC better armor to wear, will they not then keep lugging around their old armor refusing to sell it or trade it with me? How does one fix that? |
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#128 |
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Skeleton
Join Date: Nov 2003
Posts: 15
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@Jshandorf
The only known "cure" is to let an NPC die, which lets you remove their items, and then raise it from the dead. Apparently raising them also makes their inventory fully accesible, though I never have had the chance to see if that rumor is true. |
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#129 | |||
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Hobgoblin
Veteran
Join Date: Sep 2003
Posts: 483
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Quote:
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Anyone else have a workaround? Other than killing and raising NPCs that is. ![]() Did some quick tests on the "all potions weigh 0 even though the description reads 1lb" bug. Adjusted weight column to 10: potions now weigh 2lb Adjusted weight column to 5: potions now weigh 1lb Adjusted weight column to 2: potions still weigh 0lb In all cases, the new weight description corresponds to the new value you set it to be in Col51 but the actual weight is not the same. ![]() Tried with stacked potions. No difference from observed weights above. Some items like Belsornig's poison vial registers actual weight correctly even though it looks like a potion. |
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#130 |
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Hobgoblin
Veteran
Join Date: Sep 2003
Posts: 483
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It seems that the issue of shield/bucklers causing that -1 to AB is even more complex than I thought. I retested again with my Ranger/Fighter using a longsword and large shield (no shield penalty) and with the same Ranger/Fighter using a rapier and large shield (now the -2 AB penalty is present). Previously I had thought it was due to Shield Proficiency not transferring over in the case of my Rogue/Fighter. It now seems that it was not so.
After some tinkering, it appears that Weapon Finesse is the true culprit. The only times my Rogue/Fighter and Ranger/Fighter had shield proficiency problems was whenever Weapon Finesse kicked in with a finessable weapon (tested with shortsword, rapier, dagger, spiked chain). Using non-finessable weapon doesn't give this penalty even with my Rogue/Fighter so the case of Shield Proficiency not transferring is out. Tested again with my Barb who has no Weapon Finesse and had no problems. Tested before my Ranger acquired Weapon Finesse, wielding a rapier. Again no problems. The problem only appeared AFTER Weapon Finesse was taken AND a finessable weapon was wielded with a shield in the other hand. Sorry for the long rant. In short: Weapon Finesse and a finessable weapon wielded with a shield results in AB penalties for (shield non-proficiency) Weird? Yeah, I think so too. Confirmation on this rather complex matter would be appreciated. Regarding magic weapon, greater magic weapon and magic vestment: 1)Magic weapon and Greater Magic weapon both give enhancements which do not stack with the original enhancement of an already magical weapon. The same goes with crafted weapons which originally started off as masterwork. Both are enhancement bonuses and bonuses that are named the same typically DO NOT stack. Only the superior one takes effect. Therefore the bug: -magic weapon: Does not increase bonus on already magical items (it should), save crafted items. is wrong and should be deleted. 2)Magic vestment can be placed on any clothing (robes, cloaks, hats, boots, gloves, body armor and shields). However, the bonus to AC is an armor bonus and again does not stack with existing armor enhancements. Therefore the bug: -magic vestment: spell increases the enchantment of armor but does not apply to AC. Does not increase bonus on already magical items (it should), save crafted items. also seems wrong and should be deleted. However, shouldn't enchanting a Shield +2 result in an enhancement to shield bonus to AC? Currently, enchanting shields with Magic Vestment still gives an enhancement to armor bonus to AC (not an enhancement to shield bonus to AC) which does not stack with enhancements on body armor to AC. I hope all this is not too confusing. I'll try to further clarify if there are any doubts. :D |
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#131 |
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Skeleton
Join Date: Nov 2003
Location: KC, KS
Posts: 2
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traps (comment), shield/sword combos (comment), & charging (new bug)
Regarding two bugs listed above:
1 - "Traps give experience for triggering the trap (experienced this with every chest trap myself)" You're supposed to get experience for setting off traps, that's not a bug (cf. DMG 3.5 p39, specifically the second paragraph under "Challenge Ratings for Traps"). 2 - "When my PC has a longsword equipped with a buckler, his strength bonus coefficient is 1x instead of 1.5x..." With the longsword, maybe you should only get 1x STR for DAM when using a buckler, not 1.5x, because you're only allowed a one handed attack. (For further consideration, I recommend PH 3.5 p124). If they omitted the option to make a two handed attack with a longsword and buckler (which gives a -1 to your attacks and takes away the bucker's AC bonus for that round) I could accept that as a design decision. HOWEVER, with a Greatsword, you also deal merely 1xDAM, that should never happen. It modifies your HIT and AC perfectly, taking a -1 to each whenever you make an attack during a round, it's just the damage that gets off. I bet this is related to the problems discussed with power attack treating one-handed weapons as two-handed weapons by factol pentar and rex blade... I mean, I think there's a problem with their shield logic, not with their one-handed weapon logic.* *Further testing reveals that when using a longsword with a dagger in the off hand (instead of a shield), PWR ATK damage is figured correctly. I'm not sure if that's enough to support my theory that these bugs are the same or not, but it certainly tells us that Rex Blade's bug is a shield logic problem, not a feat or handedness problem. Another Bug I found while testing the above two: 3 - don't think anyone's got this yet. initiating combat with a charge attack crashes to desktop. confirmed repeatable attacking with a dwarven fighter and with elmo, targeting various inhabitants of the welcome wench, then on the blacksmith. initiating combat with a full attack or with spells does not cause such an error. haven't exhaustively tested all the other ways to initiate combat, nor have i tested this on hostiles, just on folks who are naturally friendly. |
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#132 | |||||
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Hobgoblin
Veteran
Join Date: Sep 2003
Posts: 483
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Re: traps (comment), shield/sword combos (comment), & charging (new bug)
@Wauthan:
Checked Elmo and he has NO chainmail. Which character are you referring to? Elmo or Otis (Blacksmith in Nulb)? Elmo only has the following (from InvenSource.mes): {4058}{Dagger +1} {6011}{Leather boots} {6016}{Cloth armor} {12035}{White pearl} {12035}{White pearl} {12035}{White pearl} Rechecked by killing him and indeed he only has the above items. No chainmail. @mannix: Quote:
Is this really supposed to be so in DMG? That traps can give repeated XP for repeated failures? If it is really so, I'll be happy to cross it off the list. Quote:
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Longsword and Shield, PAtt dmg X2, Str dmg X1 Shortsword and Shield, PAtt dmg X0, Str dmg X1 Light Mace and Shield, PAtt dmg X0, Str dmg X1 (no AB reduction for Shortsword or Light Mace as game prevents using PAtt with light weapon) Longsword and Buckler, PAtt dmg X2, Str dmg X1 Shortsword and Buckler, PAtt dmg X0, Str dmg X1 Greatsword and Buckler, PAtt dmg X2, Str dmg X1, Buckler -1AB penalty applied (no AB reduction for Shortsword, game prevents using PAtt with light weapon) Longsword and free hand, PAtt dmg X2, Str dmg X1.5 Short sword and free hand, PAtt dmg X0, Str dmg X1.5 Light mace and free hand, PAtt dmg X0, Str dmg X1.5 Dagger and free hand, PAtt dmg X0, Str dmg X1.5 (no AB reduction for Shortsword or Light Mace or Dagger as game prevents using PAtt with light weapon) Longsword in mainhand, Main hand PAtt dmg X1, Str dmg X1 and Shortsword in offhand, Off hand PAtt dmg X0, Str dmg X0.5 (no AB reduction for Shortsword, game prevents using PAtt with light weapon) So yes, you are right. Power Attack with 1 handers work fine if its a weapon equipped in the offhand instead of a shield. From the tests above, it appears the following still are bugs: 1)Power Attack for regular 1-handers gives +2 damage for each BAB when used with a shield 2)Light 1-handers should not give 1.5X Str damage when wielded in 2 hands 3)No option to use 1-handers with 2 hands and a Buckler, incurring the -1AB penalty for using a Buckler and a 2-hander. (DESIGN DECISION) 4)Power Attacking when dualwielding: Light weapons escape the AB penalty though regular 1-handers still receive Power Attack AB penalty and appropriate Power Attack bonus damage. (ALREADY IN BUGLIST) 5)Using 2-handers and a Buckler give wrong Str coefficient (1X only) but Power Attack values are correct and Buckler -1AB penalty applies (ALREADY IN BUGLIST) Below I have quoted several sentences from 3.5e SRD to backup the above bugs: quoting 3.5e SRD regarding light weapons: Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only. quoting 3.5e SRD regarding wielding regular 1-handers in 2 hands: If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls. quoting 3.5e SRD regarding penalty to AB for Power Attacking with light weapons: You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. Quote:
Tried charging with HalfOrc Bbn/Ftr with 1-hander Vs Brother Smyth. Hit target. No CTD. Tried charging with HalfOrc Bbn/Ftr with 1-hander Vs Tuperello (Inn). Hit target. No CTD. Tried charging with Elven Rgr/Ftr with 1-hander Vs Kobort (Inn). Hit target. No CTD. All targets were previously friendly and were caught flatfooted. Elmo was not in my party. Interestingly, Zert fought against Elmo (instead of against the party) and was subsequently killed by Elmo. Perhaps there is another reason for the CTDs? Good testing. I wish there were more testers around to check on stuff, especially core rules. If there are no objections, I will modify all relevant entries later. Last edited by zhuge; November 29th, 2003 at 04:50 AM. |
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#133 |
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Skeleton
Join Date: Nov 2003
Posts: 15
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@Zhuge
Oh you killed him outright. Sorry for my lack of clarity. Then no, he doesn't have any chainmail. It's an object that's added to his inventory when he joins your party. Together with his +1 battleaxe and +2 shield. Wonder where he found potent items for just 200 gold though? Make him join then kill him. A strategy used against all NPC before Shin appeared like some angel of NPC mercy with his looting fix. |
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#134 | |
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Hobgoblin
Veteran
Join Date: Sep 2003
Posts: 483
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Quote:
It's just that I never really took any NPCs in any of my games (except for escort missions - Thrommel and Paida). Heard the horror stories about looting and decided not to take any. Which is also why I much prefer to have others do "looting fixes", having no ready saved files or experience in them. I thought I read about some story about him being in someone's service (can't remember who). Not sure whether that's true though since I never took him before. Perhaps he was supposed to be somewhat of a knight all along (which would explain the equipment) and was sort of pretending to be a simple drunk. Just musing.
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#135 |
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Skeleton
Join Date: Nov 2003
Posts: 28
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The thing really wrong about traps is that they give about 10 times more exp when you fail than when you actually disarm. I did my tests with Jaroo's chest and a party of 7 at lvl 1 get about 270xp and at lvl 10 it's about 67xp but the reward for disarming appears fixed to 17xp. I made Spugnoir lvl 10 without ever taking him in a fight
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#136 | |
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Kobold
Join Date: Oct 2003
Location: USA Eastern Seaboard (GMT - 5)
Posts: 168
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Quote:
From the manual: "You are especially skilled at using weaponms that can benefit as much from Dexterity as from Strgnth. Benefit: With a light weapon or raier made for a creature of your size category, you may use your Dexterity modifier instead of your strength modifier on attack rolls. If you carry a shield, it's armor check penalty apploes to your attack rolls."
__________________
A pirate walks into a bar with a steering wheel sticking out of his pants. The bartender looks over at him and notices the wheel and says: "Hey buddy, I don't mean to be rude... but what's with that steering wheel coming out of your fly?" To which the pirate replied: "AAAARGH! It's drivin' me nuts!" |
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#137 | |
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Kobold
Join Date: Oct 2003
Location: USA Eastern Seaboard (GMT - 5)
Posts: 168
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Re: Re: traps (comment), shield/sword combos (comment), & charging (new bug)
Quote:
__________________
A pirate walks into a bar with a steering wheel sticking out of his pants. The bartender looks over at him and notices the wheel and says: "Hey buddy, I don't mean to be rude... but what's with that steering wheel coming out of your fly?" To which the pirate replied: "AAAARGH! It's drivin' me nuts!" |
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#138 | |
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Skeleton
Join Date: Nov 2003
Posts: 8
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Quote:
As for swapping. I can swap items I give them but I can't access items they have originally or pick up. |
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#139 |
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Skeleton
Join Date: Nov 2003
Posts: 8
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Here is a problem I have seen. There is a mercinary you can hire at the traders shop. When you hire him you have to pay 180 gold so that the trader, who is selling you the mercs services, equips him with chainmail. Well, when I paid the gold and he joined me he didn't have any chainmail in his inventory.
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#140 | |
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Kobold
Join Date: Oct 2003
Location: USA Eastern Seaboard (GMT - 5)
Posts: 168
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Quote:
__________________
A pirate walks into a bar with a steering wheel sticking out of his pants. The bartender looks over at him and notices the wheel and says: "Hey buddy, I don't mean to be rude... but what's with that steering wheel coming out of your fly?" To which the pirate replied: "AAAARGH! It's drivin' me nuts!" |
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#141 | |
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Hobgoblin
Veteran
Join Date: Sep 2003
Posts: 483
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Quote:
Even if you are proficient with shields? The wording is rather vague. But it could be interpreted in the way you say. That really hurts taking Weapon Finesse if you can't use it well in conjunction with a shield. Any rules lawyers here willing to comment? ![]() Anyway if it is so, I'll be glad to strike it off. Hope to hear confirmation on it. |
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#142 | ||
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Hobgoblin
Veteran
Join Date: Sep 2003
Posts: 483
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Quote:
As for the old items (such as Meleny's old rusty dagger), we'll see if having dialogue lines to give the item in exchange for a new one works. Quote:
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#143 |
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Hobgoblin
Veteran
Join Date: Sep 2003
Posts: 483
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Received confirmation on Wizards boards regarding Weapon Finesse and Shields:
Using Weapon Finesse results in Shield penalty to AC even though user IS proficient with shields. Bug deleted. ![]() Deleted Magic weapon and Magic Vestment bugs. Amended bugs regarding Power Attack and Str damage. Added 2 new bugs to partial list: -Goodberries stay in your inventory after use, each character can still only "USE" one a day , but they can use it on somebody else (stuff the berry down their throat ..heh) -GFX: GUST of WIND does temporary stun opponents but they dont appear "knocked over" or graphic wise, also sometimes other creatures dont fall over till the end of the battle even though they're dead. Last edited by zhuge; November 29th, 2003 at 04:15 AM. |
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#144 |
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Hobgoblin
Veteran
Join Date: Sep 2003
Posts: 483
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FIXES
Javelin of Lightning bug Quoting 3.5e SRD: Javelin of Lightning: This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half ). It is consumed in the attack. Faint evocation; CL 5th; Craft Magic Arms and Armor, lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP. Currently the javelin does not work (no lightning bolt is cast and the targeted area of effect is that of a fireball not a lightning bolt). but the javelin is still used up in the process. Changed Col312 (spell) for {4134}{Javelin of lightning} from 'Javelin of lightning (INTERNAL)' domain_special 1 to 'Lightning Bolt' class_sorcerer 3 The javelin now consistently does 5d6 lightning damage like a usual Lightning Bolt. However DC is still off. When used by my Bbn/Ftr or by my Clr/Ftr the DC of the lightning bolt is 11. When used by my level 10 Sorc with Cha 16 and Spell Focus: Evocation, the DC becomes 17. Perhaps it uses the caster's stats and feats when thrown by a spellcaster. Col52 which represents the item's value can also be changed from 75100 to 150100 as per 3.5e. BUGS Regarding bug: -minotaur gore attack does 1d8-5+Str damage. Should be 1d8+5 -I've not been able to duplicate this bug despite repeated tries. Checked protos.tab and damage reads: Gore 2d6+5 (this was previously 1d8 damage pre patch) Hopefully this was also fixed when Troika mentioned that: * monster now calculate their non-primary attack damage correctly. Regarding Read magic not working post patch: -I've not been able to duplicate this bug either. Has anyone else experienced this? |
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#145 |
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Skeleton
Join Date: Nov 2003
Location: Chicago
Posts: 6
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read magic works just fine for me. I dont have the Co8 patch installed though, im waiting til i start a new game, so it only works on scrolls.
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#146 |
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Skeleton
Join Date: Oct 2003
Posts: 12
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=bugs for resistance spell on armor in craft armor feats havent fix yet.
=Wizard rescue from earth node give no response after completed the quest. =Heroims and super heroims potion take no effect after used. =Magic rope,ale,meat and neackle of adaption all useless.(cant be use or taking effect). =After create character in iron mode and click start adventure, the game froze or no reponse (at least it done on my case everytime) force me to end program. =Metamagic still buggy while chossing one of the spell,same spell in same level happen or more than metamagic spell in next level.(Ex choose web for heighten spell causing 2or more spell slots in current lv as well as next lv) =Halfling siangham is not include in exotic weopan profficiency samething for weopan focus and weopan specialist feats. *All happen after install official patch * (Maybe some of it have fix the problem in co8 patch v2.0) I not yet test install co8 mod patch yet but some of it sure include after install the mod. ex : spell resistance in craft armor |
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#147 |
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Skeleton
Join Date: Nov 2003
Posts: 8
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Here is a dialogue bug:
In the moathouse when you finally discover "The Master" in the back room you can start a dialogue with him. Eventually it results in combat which is okay, but when "The Master" reaches over half-dead he stops combat and tries to negotiate with you. You pretty much have two choices and that is negotiate with him, which results in some agreement, or continue combat and kill him. If you choose the dialogue "Less talk, more death!" you exit dialogue but are not longer in combat. When I selected "The Master" to attack him I initiated the dialogue tree again but from the very beginning again. So combat breaks out again eventually but instead of him stopping combat again to negotiate I killed him before he could do that. What should happen is that when you refuse to negotiate after he stops combat you should go back into combat mode and fight until the death. That make sense? |
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#148 | |
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Skeleton
Join Date: Nov 2003
Posts: 8
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Quote:
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#149 |
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Skeleton
Join Date: Nov 2003
Location: Chicago
Posts: 6
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Wonnilons Repeating Crossbow +1 or whatever its called says in the description that it doesnt need to reload. My wizard uses it and he reloads in combat, provoking AoO's.
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#150 |
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Skeleton
Join Date: Nov 2003
Posts: 8
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The masterwork Breastplate doesn't appear to have a graphical image linked to it. In my inventory it has a icon for it but when I put it on my character in the game has an invisible torso. Looks kind of cool, but obviously a bug.
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