Jump to content


Photo

Bug Reports for 0.47


  • This topic is locked This topic is locked
49 replies to this topic

#1 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 12 August 2008 - 06:01 AM

As always...

Now, this isn't really a bug that's going to be seen in 0.47, but still you might want to correct the mistakes.

The XPLEVEL.2da has few severe errors that only show up in +16 level chars(+3 500 000xp). The first one is the druids levels. Now it's fine until level 14 but then it seems as if the calculation starts from zero again, probably making the druid level up from 16 to 24 in the same millisecond. :blink:
Another is that the level 32 number is in a little wrong place on the table, making the game to skip 8 on the 8250000 on the mage's and every once else's count, thus lowering the requirement to 250000, that you already obviously have.

Deactivated account. The user today is known as The Imp.


#2 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 13 August 2008 - 04:53 PM

Interesting. This came from the BP-BGT game, so I will have to see what other fixes should be added.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#3 mystral

mystral
  • Member
  • 16 posts

Posted 19 August 2008 - 12:34 PM

Some state flags seem to last much longer than normal.

My PC got blinded by the quasit in the first dungeon and intead of lasting 10 turns, the blind status lasted at least 3 hours of in-game time before i rested to get rid of the effect.

Then, during the battle with druid, Paraway lost most of his health and panicked. (Shame on him! <_< )
It lasted well after the fight, and after waiting for several minutes i had to ctrl + Y him to leave the area. Then i had him resurrected at the temple in Saltmarsh, and he was still panicked. :blink:

I'm not sure if this is due to CA, but it's the only mod i installed, so...

I'm really enjoying the mod so far, though. Congratulations on your great work.

#4 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 19 August 2008 - 05:23 PM

There are no changes to the basic spells in the game. So any time length would be the same as in a normal SoA game.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#5 mystral

mystral
  • Member
  • 16 posts

Posted 20 August 2008 - 10:38 AM

I solved my previous problem, it actually had nothing to do with your mod. Sorry.

I had a new problem though. The Sune's Veil robe can't be equipped by Aesdale. It shows as red in his inventory.
Considering the item description, though, i don't understand why it should only be equippable by Aesdale, since it wasn't tailored to him or even made for him.

Another problem which is not actually a bug but maybe an oversight is that monsters that are directly imported from BG2 give the same xp as they did in that game, i saw 2 examples so far, the phase spider that gives 1400 xp and the carrion crawler that gives 970 or so. Since those are no harder than the other monsters in the area, and yet give much more xp, it's a bit strange.

#6 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 20 August 2008 - 01:07 PM

Considering the item description, though, i don't understand why it should only be equippable by Aesdale, since it wasn't tailored to him or even made for him.

Well, considering the NPCes profiles, he is the only one that's both Good and Lawful, none-multiclass Elf Mage that's not a Wildmage or a Barbarian... Now if you can fit your PC in to that hole... you are obviously recreating him.. of cheating, by knowing the requirements. ^_^

Deactivated account. The user today is known as The Imp.


#7 mystral

mystral
  • Member
  • 16 posts

Posted 20 August 2008 - 11:01 PM

I wasn't actually commenting on Aesdale's character profile, but rather on the fact that according to the item description in the game, Sune's Veil was taken by Althon from a wraith he killed, then renamed by Blush and given to Aesdale. There is nothing in there that actually justifies the robe being only equippable by Aesdale.

Anyway, i found another bug. When i take priestess Joy's quest in Piney Bluff, I can't complete it because the captain of the militia in Saltmarsh won't talk to me ("Captain has nothing to say to you"), so i can't give her the letter.

#8 leahnkain

leahnkain
  • Modder
  • 8484 posts

Donator

Posted 21 August 2008 - 01:19 AM

When I made Aesdale, I didn't want players killing him for the robe. I might add something to the description to say it has been attuned to Aesdale after it was cleansed of evil.
I haven't found this bug yet.(thanks for finding it.) You still can complete the quest if you offer to pay his debt to Joy and if you don't report him to the Captain.

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#9 mystral

mystral
  • Member
  • 16 posts

Posted 21 August 2008 - 09:37 AM

I can understand the reason why you would make that robe only wearable by Aesdale.

The good way of finishing the priestess' quest works, but i was playing an evil char, so...

The rest of the UK series went without a hitch, but i got some bugs in Mistmoor. When i asked Rilithar to come with me without joining the party, it worked fine (very good idea by the way), but when he was supposed to say something (like when he saw Vil's flail), the Icar banter "we must help the town, it needs to be stabilized" about Piney Bluff played instead.

After i finished Mistmoor, when Blush gave her talk about the romance being over with Aesdale, she immediately started her "expelled from party" dialogue, giving me the options of keeping her, or having her leave with Aesdale. She didn't show up in her temple either.

Then i was trying to find a way to go to Selgaunt, i found the caravan master, who told me to wait for a few days, but i've waited for a long time already (about 10 days) and he still tells me to come back later. I couldn't identify any variables about this (i assume the caravan var refers to the first caravan from Piney Bluff to Mistmoor?).

Another thing that's not actually a bug: Catharamandus argues against helping Rilathar, i even get a journal entry about displeasing Shar, but he never follows up on this, and i get no option to betray Rilathar after finding the vault (too bad :devil: ). Is that normal or just unfinished?

#10 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 21 August 2008 - 10:01 AM

Then i was trying to find a way to go to Selgaunt, i found the caravan master, who told me to wait for a few days, but i've waited for a long time already (about 10 days) and he still tells me to come back later. I couldn't identify any variables about this (i assume the caravan var refers to the first caravan from Piney Bluff to Mistmoor?).

You have to do something in between as the towns gates are closed...man upstairs... sea... slavers... hint, hint. :P

Deactivated account. The user today is known as The Imp.


#11 mystral

mystral
  • Member
  • 16 posts

Posted 21 August 2008 - 01:34 PM

You have to do something in between as the towns gates are closed...man upstairs... sea... slavers... hint, hint. :P


Now i'm confused. I just finished Mistmoor, and the readme says i should then get to the Selgaunt bridge, but i don't understand how i can get there. Lord Mac, the man in the inn who says he can get me there tells me to come back later no matter how long i wait, and i can't seem to find an exit point on any of the maps that reveals the Selgaunt Bridge.

What man upstairs are you talking about exactly?

#12 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 21 August 2008 - 02:23 PM

Ahh, you still in the Mistmoor, you need to choose different dialog option when you talk to the Lord Mac. You can actually go there immediately after you meat him, just choose the right dialog tree, branch-what-ever. It goes something alike: "You said that I should contact you... etc. "

Edited by Jarno Mikkola, 21 August 2008 - 02:28 PM.

Deactivated account. The user today is known as The Imp.


#13 mystral

mystral
  • Member
  • 16 posts

Posted 21 August 2008 - 03:14 PM

I thought so, but every time i try to use that line "You told me...", he actually answers "I'm still waiting for my caravan to arrive from Saltmarsh. Check back with me later". I even went back to Saltmarsh to see if there was a quest involving the caravan that i should do, but i didn't find anything.

Is there no way to go to Selgaunt bridge on your own? It's a bit strange that you have to wait for a caravan to head there.

#14 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

  • Member
  • 10911 posts

Posted 22 August 2008 - 12:11 AM

Aaah, well unfortunately I see, there is a small bug, as you have already said no to being ready for the travel(or something similar in your save game), and you are asking again, this proses closes the path before you... <_< To go forward you need to CLUAConsole yourself to area TC0201.

Deactivated account. The user today is known as The Imp.


#15 mystral

mystral
  • Member
  • 16 posts

Posted 22 August 2008 - 04:52 AM

Aaah, well unfortunately I see, there is a small bug, as you have already said no to being ready for the travel(or something similar in your save game), and you are asking again, this proses closes the path before you... <_< To go forward you need to CLUAConsole yourself to area TC0201.


Thanks for the area code.

I explored a bit when trying to find a way to the bridge, and i found another bug with Priestess Joy's quest. I could complete it the good way, but it was never actually flagged as complete, so i could get an infinite number of raise dead scrolls from her, by repeating the same dialogue options over and over.

#16 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 23 August 2008 - 01:09 PM

Thanks for pointing these out. I also found the title for column 29 was off as well. Hopefully these corrections fix everything.

As always...

Now, this isn't really a bug that's going to be seen in 0.47, but still you might want to correct the mistakes.

The XPLEVEL.2da has few severe errors that only show up in +16 level chars(+3 500 000xp). The first one is the druids levels. Now it's fine until level 14 but then it seems as if the calculation starts from zero again, probably making the druid level up from 16 to 24 in the same millisecond. :blink:
Another is that the level 32 number is in a little wrong place on the table, making the game to skip 8 on the 8250000 on the mage's and every once else's count, thus lowering the requirement to 250000, that you already obviously have.


Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#17 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 23 August 2008 - 01:17 PM

Lord Mac has a 3 day waiting period before you can leave with him. You must also finish the Mistmoor quest. Only with both options can you travel with him.

If you say you are not ready, nothing changes and you can continue to pester him. If you say you will walk instead, he should leave the area.

Selgaunt bridge is revealed to you by the Saltmarsh Captain. Even if you decline the UK series, she will tell you that you are expected in Selgaunt. The only way to enter the area is by either using Lord Mac or exiting from Mistmoor's bottom left screen (look at your overhead map, I put a maker there).

I explored a bit when trying to find a way to the bridge, and i found another bug with Priestess Joy's quest. I could complete it the good way, but it was never actually flagged as complete, so i could get an infinite number of raise dead scrolls from her, by repeating the same dialogue options over and over.


Fixed as well.

Edited by Sir BillyBob, 23 August 2008 - 01:22 PM.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#18 Sir BillyBob

Sir BillyBob
  • Modder
  • 5315 posts

Posted 23 August 2008 - 01:32 PM

I had a new problem though. The Sune's Veil robe can't be equipped by Aesdale. It shows as red in his inventory. Considering the item description, though, i don't understand why it should only be equippable by Aesdale, since it wasn't tailored to him or even made for him.


His original file was as Chaotic Good. We have recently changed him to Neutral Good. But the cloak wasn't updated. It is fixed now.

Another problem which is not actually a bug but maybe an oversight is that monsters that are directly imported from BG2 give the same xp as they did in that game, i saw 2 examples so far, the phase spider that gives 1400 xp and the carrion crawler that gives 970 or so. Since those are no harder than the other monsters in the area, and yet give much more xp, it's a bit strange.


Not sure why you think this is a bug. Creatures have the same XP as they have always had. I agree that not everything Bioware did makes sense but this is their settings for these creatures. At some point I may go back and lower the XP amounts on lots of creatures but I consider this a low priority right now. BTW, a Carrion Crawler is a much more difficult creature from say a kobold. Their hold ability can cause you to loose a party member (been there, done that). So they do have more XP because of their special ability. Same with phase spiders since they can jump around the screen attacking different characters.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#19 mystral

mystral
  • Member
  • 16 posts

Posted 24 August 2008 - 02:32 AM

Not sure why you think this is a bug. Creatures have the same XP as they have always had. I agree that not everything Bioware did makes sense but this is their settings for these creatures. At some point I may go back and lower the XP amounts on lots of creatures but I consider this a low priority right now. BTW, a Carrion Crawler is a much more difficult creature from say a kobold. Their hold ability can cause you to loose a party member (been there, done that). So they do have more XP because of their special ability. Same with phase spiders since they can jump around the screen attacking different characters.


Actually, it was very noticeable in the marsh, when i had to fight very hard lizardmen who gave about 400 xp, and then a phase spider which seemed much easier, yet gave 1400 xp. It's nothing really important, but it was a bit strange.

#20 mystral

mystral
  • Member
  • 16 posts

Posted 24 August 2008 - 03:12 AM

Lord Mac has a 3 day waiting period before you can leave with him. You must also finish the Mistmoor quest. Only with both options can you travel with him.

If you say you are not ready, nothing changes and you can continue to pester him. If you say you will walk instead, he should leave the area.

Selgaunt bridge is revealed to you by the Saltmarsh Captain. Even if you decline the UK series, she will tell you that you are expected in Selgaunt. The only way to enter the area is by either using Lord Mac or exiting from Mistmoor's bottom left screen (look at your overhead map, I put a maker there).


I actually completed Mistmoor before i first talked to Lord Mac. Maybe that was the problem, if he's waiting for the quest to be completed.

I couldn't talk to the Saltmarsh captain at all. It always said "Captain has nothing to say to you", just like when i was trying to complete Priestess Joy's quest by just handing the letter to the captain. I guess she's offended that i refused to go to the marsh.  ^_^

I finished my first playthrough (doing Silver Palace, then Haunted House, smuggler ship, Piney Bluff, Mistmoor, then slaver series), and i'll post a list of the minor bugs i found during it. I already posted the important ones before.

1. Not sure if this a bug, but when i got the "escort Icar to Piney Bluff" quest, i never had an option to take Althon along as well. His dialogue never updated, so i couldn't report to him or ask him to join. How can i recruit Althon exactly?

2. You might want to take a look at the random treasure list. I found lots of great potions (magic resistance as an example) on orcs in the Silver Palace, and i also got a +3 spear from one of the hobgobelins in the Sunless Citadel in another playthrough. That's a bit too powerful from weak monsters.

3. Rlithar's protection against evil, granted by his sword, is recast very often, which gets annoying with both the animation and the spamming of the subtitles. I also get informed that he and Vlidamyr are protected against evil every time i load a game, even if they are not on the same map at all.
I'm guessing the same bug is affecting enemies who are supposed to use potions to buff themselves before a fight. They use them as soon as the party gets near, but the never seem to actually drink the potions, since the line "x quaffs a potion" is repeated until x sights you and attacks.

4. Not sure if this is a bug either, but despite the fact that her first romance banters are about getting to know the PC, and never suggest there's anything intimate going on between Fala'stra and the PC, she sleeps with him right after the party first sleeps at an inn, then a second time right after that. You get 3 rests in a row, but i'm not sure if the last 2 should count as "rests".  ^_^

5. The messenger that Althon sends to Icar the first time you enter the Slaver Fortress map, to tell him to stop Kessa, spawns infinitely until you talk to him. When it happened, i thought it actually was an enemy ambush, and i was scared when i saw the number of enemies i had to fight.  :lol:

6. When the party first enters Kessa's dungeon, the dialogue with the ogre executionner triggers at once, despite being very far from the group. The he says nothing when the party actually gets close to him.

7. Trying to open the web-like doors (or containers) in the Suderham catacombs only triggers a line normally said by Lord Balthis in Saltmarsh about the mayor being executed.

8. There is a bug with familiars in the Slaver Prison in Suderham. After you have your inventory emptied, the familiar is on the ground, but it's tied to the PC, since it can't get more than a few feet away from him. When i tried to get it to scout ahead, it was instantly teleported back to the PC after a short distance. If i tried to put it in my inventory, a new version was spawned next to the Pc, with the same problems. You could potentially have infinite familiars.  ^_^
I only had that problem in the first area, the ones after that didn't have that bug.

Sorry for the long post.

Edited by mystral, 24 August 2008 - 03:16 AM.