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Looking for bugs to fix for 1.41


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#1
Kaedrin

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I'm looking for any bugs/issues with either my content or OEI's for my 1.41 update.

Here is the current WIP change list:

* New PrC: Charnag Maelthra
* New PrC: Templar
* New Feat: Epic Skill Focus (Healing)
* New Feat: Imbued Healing
* New Feat: Tireless (Background)
* New Spell: Arc of Frost (50%)
* New Spell: Call Frost (50%)
* New Spell: Call Frost Storm (50%)
* New Spell: Delayed Blast Frostball (50%)
* New Spell: Freezing Fog (50%)
* New Spell: Frost Arrow (50%)
* New Spell: Frost Avatar (50%)
* New Spell: Frost Sphere (50%)
* New Spell: Frost Storm (50%)
* New Spell: Frost Strike (50%)
* New Spell: Frost Weapon (50%)
* New Spell: Frostball (50%)
* New Spell: Frostbrand (50%)
* New Spell: Frostburst (50%)
* New Spell: Glitterdust (B2, SW2) ( Glitterdust actively blocks all invis effects from taking hold )
* New Spell: Greater Frostburst (50%)
* 2da files made available to block monk from taking druid levels and druids from taking monk levels
* 2WD line of feats updated to make clearer what defensive stance is.
* Add Auto-Quicken 4-9 as bonus feat choices for the DC.
* All applications of Keen/Improved Critical (Unarmed)/Improved Critical (Creature Weapon) for creature weapons have been changed to add the feats to the hide instead of the weapon. This allows the effect to actually work. I tested and verified a 19-20 crit threat range on a wolf's fang for a level 6 druid.
* All Badger blueprints checked to give them their weapon. No more 0 damage badger attacks.
* All classes that gained tumble (ride replacement) have their description updated to indicate it is now a class skill
* All partial melee classes granted Parry, all d10+ HD melees granted taunt.
* All polymorphs with more than 20 natural AC have been adjusted since the game only handles a 20 base natural AC. This allows the dragon shapes to finally have their correct AC.
* All Warpriest abilities checked to make sure they use caster level if it is higher than class level.
* Armor Spec feats updated to mention they do not stack with any other source of DR.
* Assassin alignment now any (incorporates assassin and avenger)
* Assassin now has it's epic levels available (11-20)
* Assassin/Blackguard spell upgrades
* Blackguard/Assassin Darkness spell replaced with Veil of Shadow. Self buff, 20% concealment, 1 minute per caster level.
* Bodak's Glare is fixed/finished/implemented
* Champion of the Silver Flame picks up Tumble as a Ride replacement.
* Check Eld Glaive on more than 2 attacks
* Check spell fixes to make sure the descriptions have been updated.
* Check Tempest Blast for daze working on targets.
* Child of Night, Harper Agent, Daggerspell Mage, Daggerspell Shaper, and Master of Radiance gain full spellcasting progression.
* Child of Night's Night Form can now correctly cast spells while polymorphed.
* Chilling Tentacles now uses an attack roll of d20 + caster level + 4 instead of d20 + 5. This allows Chilling tentacles to scale and hit opponents closer to the pnp rules (should be a melee touch attack). If the target is hit a grapple check is made (d20 + caster level + 8 vs the targets BAB + strength modifier + d20). A successful grapple deals the damage as normal.
* class based feats (especially fighter) have been streamlined for the Equip/Unequip/HB/LevelUp/Loaded scripts. Fewer level/feat checks.
* classes that grant skill bonuses to counter armor check penalties (Nightsongs) updated to account for the new script functionality in 1.23 (bonus will no longer increase the skill above the armor's penalty).
* Clean up Repelling Blast text
* Clean up Thorn Skin text
* Critical Flaw with AoE DCs fixed.
* Crossbow Sniper changed to OnEquip/OnUnequip buff and not a pulse. Too many issues with the campaigns stopping/restarting/not starting custom heartbeats.
* Curse song adjusted (description updated to the script)
* Curse song now breaks invisibility/stealth
* Custom feats no longer have a concentration check
* Dark Transient now correctly grants the additional +1 AB bonus
* Deep Imaskari description updated (spelling error, reference to elf, bonus feat (hide) not underground bonus)
* Dervish ability A Thousand Cuts now lasts 10 rounds.
* Dervish AC bonus now correctly tied to armor type worn
* Dervish gains Parry and Taunt as class skills
* Displacement can now use the still metamagic.
* Dissonant Chord disjuntion now correctly burns bardsong uses.
* Double check assassins (level 3) getting magic circle vs good
* Double check that ret invis is removing the previous effect on recasts.
* Dragon shape feat description updated with the reduced requirements
* DreadCom aura bug fixed (moved from internal to public WIP list)
* Drow Racial Light spell replaced with Faerie Fire for pre-existing Drow (all new drow using my pack already get it). This provides backwards compatibility to characters for PWs adding my content after launch.
* Drown is now correctly set to be a Conjuration spell
* Druid shifting changes
* Eld Disc EF/HB feats redone (swapped) so the levelup progression matches the description.
* Eldritch Glaive VFX Upgrade
* Elemental Archer feats are now instant
* Elemental Archer storm ability can now target an area, not just the caster
* Ember guard form gains it's DR
* Empower/Maximize Eldritch Blast no longer stay active.
* Epic Spell DC correctly accounts for custom classes (no more confusion on which primary ability to use for the DC and with epic spells taken on non-caster levels..)
* Evards Tentacles now uses an attack roll of d20 + caster level + 4 instead of d20 + 5. This allows Evards tentacles to scale and hit opponents closer to the pnp rules (should be a melee touch attack). If the target is hit a grapple check is made (d20 + caster level + 8 vs the targets BAB + strength modifier + d20). A successful grapple deals the damage as normal.
* Evards, Storm of Vengeance, Chilling Tentacles, and Wall of Perilous Flame are now limited to 1 instance running at a time (per caster)
* Faerie Fire gains two new VFX (red, green, randomly selects a color)
* Faerie Fire now actively blocks all concealment effects from taking hold.
* Fast Healing II description now mentions you need Fast Healing I.
* Fight to the Death no longer stacks with itself. Using it while active will waste a use.
* Frost Mage Warlock support
* Frost Mage's descriptions updated to indicate Frost Breath is a supported spell.
* Glaive no longer requires a full 5 bab to get the second (and later) attacks
* Greater 2WD now simply provides a +1 Dodge AC bonus.
* Guarding the Lord is now an extraordinary ability.
* Heal/Harm gains the benefit of augment healing, melee touch spell specialization, critical hits, and sneak attack.
* Heals updated to fully support Augment Healing and Healing Domain. Including the Mass versions.
* Heavy Armor/Grtr Heavy Armor Optimization now provide a bonus for Set Trap, Sleight of Hand, Open Locks, and Parry
* Hellfire blast no longer inflicts Con damage per target, just per blast (shape/essence ignored).
* Hospitaler no longer mentions cleric as the only progression
* Hospitaler now has access to all great attribute feats for it's bonus feat choices.
* Imaskari gain a new colors 2da that limits them to alabaster skin. Existing Imaskari are unaffected.
* Improved Reaction, Aura of Courage, and Aura of Despair can no longer be dispelled
* Indomitable Will effect is now extraordinary to prevent dispelling.
* Insignia of Blessing is now a level 2 spell
* Inspire Courage now gains a +1 from the Leadership feat
* Investigate 2WD reported issues
* IPRP_Spells entries for Etherealness, Ethereal Jaunt corrected
* K's Orb of Cold and Lesser Orb of Cold updated with the new piercing cold code, fixes bug where magic damage is dealt.
* Lion's Roar now correctly makes a Fort save, not a Reflex save.
* Look into ShadShield/DeathWard no longer blocking neg energy. Possible PW issue?
* Look into the scaling commands.
* Low Light Vision removed from Nixie's Grace
* Lyric Thaumaturge now correctly stacks Bard + LT levels for songs per day.
* Manifest Death no longer mentions being a cleric spell, no longer mentions undead being the target creature type
* Melee Weapon Mastery feats descriptions updated to indicate that weapons that deal two damage types DO NOT GAIN from two masteries. That I need to do this pains me.
* Ninja Wis AC is capped by Ninja level.
* Ninja's Ghost Sight now implemented. Oops.
* Noxious Blast now paralyzes those that are immune to daze for 1 round
* OEI's Orb of Cold and Lesser Orb of Cold now benefit from piercing cold.
* Paladin now has access to the Heal Animal Companion spell (instead of Heal Mount/Special Companion) for Paladin/Ranger synergy
* Paragon Visionary now has the correct timer (allows the feat to work)
* Quote: "I've noticed what could be a bug: Planetouched characters seem to be getting weapon and armour profficiencies for free once character creation is over in the campaigns(e.g. Genasi sorcerers gaining Martial weapon proficiency, Aasimar Favoured Souls gaining heavy armour proficiency). This occurs when the PrC Pack is the only thing in the Override folder, hence why I'm guessing it may be a bug."
* Ranger Two-Weapon Fighting now qualifies for Daggerspell Mage/Shaper
* Rejuvenation cocoon now correctly cures poison/disease.
* Requiem no longer counts undamaged allies for the healing cap.
* Requiem now only affects allies with 60' of the Bard
* Rewrite Eld Blast code to calc dice via CL instead of 24 GetHasFeat calls.
* Second Wind now heals the amount you would gain.
* Shadowbane Stalker class description updated with the alignment requirement.
* Shining Blade and Black Flame Zealot spellcasting progression is now on odd levels, not even levels.
* Shock Blade 3-5 are now correctly instant.
* Sneak attack code now accounts for caster invisibility (if the target can't see invisible)
* Sneak attack code now accounts for epic precision
* Snowflake Wardance can no longer by used by the small races if the weapon is size S. Appearance.2da checked for racial size. Check if Kukri is a slashing weapon.
* Snowflake Wardance now applies an invisible VFX to track if it has been used recently. The exhaustion code will check for the VFX and only hit if it is still active. This will stop the issue with exhaustion hitting AFTER you rest (which will remove the VFX and thus cause the exhaustion to skip out).
* Spell Sneak Attack code efficiency increased (local int used for dice, reset on levelup, same as how warlock dice are going to be calculated)
* Spirit Shaman spellcasting ability changed to Wisdom for all aspects. Documentation/original version can be made available on request.
* SR on item code streamlined for MP
* Stack eld blast now accounts for the fiendish/fey power fix and practiced invoker.
* Subradials for dispels now scribe correctly
* Tempest Blast VFX changed to Call Lightning instead of a blood blast.
* Tenacious Plague adjusted. Now a hostile spell. No longer has a spell resistance or hit roll check.
* Test Monk 16 for punching through CI/Silv DR
* Test Vampiric property on gloves. Turn on if working.
* True Strike description no longer mentions a somatic component. Still spell can no longer be applied.
* Update Jagged Tooth to handle the shift-unshift code that Fang has
* Update Utterdark blast to stack levels
* Vine Mine now correctly has a default spell (was an invalid script call)
* Warlock SR Fix/Workaround (including Mantles/Globes/SpellTurning tweaks)
* Warpriest description updated with the Spot skill
* Weapon buff spells now work on great clubs
* Weapon of the Deity now lasts 1 minute/level for Paladins
* Whirling Frenzy descriptions updated for epic rage.

Modifié par Kaedrin, 29 novembre 2010 - 05:48 .


#2
Arkalezth

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Hey Kaedrin, glad to see you back!

Not sure if you can solve it, but it'd be nice to see the issue with Darkvision and inspirations deactivating in transitions solved. And inspirations deactivating when using Song/Hymn of Requiem.

Also, I think I already mentioned it some time ago, but sometimes (in transitions, too), animal companions appear out of the map. Unsummon/summon solves it. I believe the problem is that summons don't change areas with the rest of the party, so they stay behind, in the previous area.

I'll come back if I recall some other bug, those are the ones on the top of my head.

#3
Kaedrin

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The first two are already fixed in my pack (darkvision transitions, inspirations cleared by requiem).



As for the summons, that's really controlled by the engine (moving companions on transitions) so I'm not sure what I can do about that. I've gotten that same bug in SoZ without my pack.

#4
Arkalezth

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The first two are already fixed in my pack (darkvision transitions, inspirations cleared by requiem).




Sorry, I didn't know, I couldn't use your pack last time I play.

#5
painofdungeoneternal

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i got glitterdust implemented myself, i already have icons and vfx for it, not sure if you've seen that already. Think that is only thing i have an icon for as of yet which you have there. ( i have a lot of spells i've got partially implemented though )



Summons is an AI issue.

#6
manageri

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I'm pretty sure this is an engine issue that modders can't touch but it's worth a shot. Is there any chance of fixing the way toggleable abilities like defensive casting get turned off like 90% of the time when you switch to another character? This is not an AI issue as far as I can tell since it happens randomly even with puppet mode.

#7
metatheurgist

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I'm curious about your source for the weapon mastery feat specs. You require Fighter 12 in your mod but according to the phb2 the reqs are WF, W Spec, and BAB 8+.

#8
kevL

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hi Kaedrin,
I think I've found an exploit in Intuitive Attack feat. Since dabbling with it a month ago, I've forgotten the intricacies (i'm sure you understand ..), but this is the note I made *at that time*:

cmi_s2_intuitatk - had to change this because of an exploit; when two weapons were equipped, one of which was not an IA weapon, then the latter was swapped out for either a shield, another IA weapon, or nothing at all, the original weapon kept a +AttackBonus while a +AttackBonus was applied to the character itself, effectively doubling one's Intuitive Attacks. It's a complicated issue. Read the scripts. Plus I was having apparent (though maybe not real) problems getting Intuitive Attack to register normally, which is what led me into this issue. For that, I replaced RemoveSpellEffects() with RemoveAnySpellEffects(). To circumvent the exploit I removed placing AttackBonuses on the weapons with AttackBonuses/Penalties on the character (onHand/offHand, depending what combo is loaded).

There's two issues above. One is the exploit; the other stems from the fact that I wasn't getting the "Intuitive Attack enabled" message (though I think it was still enabling (somewhat) properly), for which I swapped the two functions mentioned and it went away, rather the message came back, which satisfied! I'll send you the modified script at your website Contact.

Tks for all the work you've done.

Modifié par kevL, 30 novembre 2010 - 09:11 .


#9
kevL

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hi again, K.

found another one, an honest thing & simple:

In your 1.40.4 version, nw_s2_turndead (the 'give damage' part), WillSave is coded
----
if (WillSave(oTarget, nDC, SAVING_THROW_WILL, OBJECT_SELF) == SAVING_THROW_CHECK_SUCCEEDED)
----
should be:
----
if (WillSave(oTarget, nDC, SAVING_THROW_TYPE_NONE, OBJECT_SELF) == SAVING_THROW_CHECK_SUCCEEDED)
----

I've been working over that script for m'own purpose ("PowerTurn", may upload soon), and the above change prints-to-screen and halves damage (as expected). But what a mess the Bioware-Obsidian portion got left in eh whot?

#10
Arkalezth

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Kaedrin wrote...

The first two are already fixed in my pack (darkvision transitions, inspirations cleared by requiem).

What about inspirations and transitions? I haven't tested Darkvision, but I'm playing with the last version of your pack and inspirations deactivate in transitions sometimes (when changing modules, I think).

Modifié par Arkalezth, 10 décembre 2010 - 07:25 .


#11
Arkalezth

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Darkvision property on items does nothing. It has been this way for a long time, so you probably already know about it.

Also, not a bug, since it's in the description, but, is there any way to make Inspirational Boost add the bonus without having to deactivate/reactivate Inspire Courage? Maybe I can edit some file for it, it's kinda boring having to reactivate it every time I cast that spell.

Modifié par Arkalezth, 11 décembre 2010 - 08:17 .