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Baldurdash Updated Again - 27 More Bugfixes Added + Game Text Update (very long)

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Kevin Dorner
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Baldurdash Updated Again - 27 More Bugfixes Added + Game Text Update (very long)

Post by Kevin Dorner »

Haven't dropped by much recently... been busy! As well as all the fixes below being freshly added, I finally completed a long project: overhauling all the English-language version of Baldur's Gate 2's text, making hundreds of corrections to it.

Many of the more ambiguous new fixes (such as those for enchantment level) were also confirmed directly with BioWare. This is noted in the ReadMe.

All these fixes, self-installing or separate, are available at [url="http://members.home.net/mrkevvy"]Baldurdash[/url]

Newly Added Fixes:
  • Cavalier Paladins and Kensai were confirmed to be able to use all thrown ranged weapons, yet could not choose Darts proficiencies though could use them, and Swashbucklers could specialize in Crossbows
  • Berserker's Enrage ability was missing its immunity to Stun
  • Likewise as above for Minsc's Enrage ability
  • Exploit of talking to the mage who sends the Solamnic Knights home unlimited times for experience and Golden Girdles
  • If Aran Linvail is spoken to in Chapter 7, he sends the player/party back to Brynnlaw and the player is stuck there
  • Several summoning figurines permanently disappear if the character who used them dies
  • Mazzy has one excess weapon proficiency if she joins the group at level 9 and 12
  • Amulet Of Power, supposed to be for all spellcasters and only spellcasters, was not wearable by Paladins and Rangers, but was wearable by Monks and Barbarians
  • Abyssal Enslaved Genie journal entry appears at the wrong time
  • Exploit of pickpocketing the Abyssal Enslaved Genie for a Tear Of Bhaal, allowing Blackrazor to be kept without repercussion
  • Exploit of two Bard harps being usable by Paladins
  • If Shangalar is killed in the Twisted Rune lair before gating his allies in, the player is stuck there
  • The Sverfneblin Patrol Leader Helmet was also wearable by Kensai
  • Exploit of the Dwarven Thrower hammer being usable by Tieflings and Half-Orcs
  • Holy Smite causes permanent blindness at levels 6 and 7, including to evil-aligned party members
  • Exploit of Monks being able to use all mage wands
  • Avenger druids unable to wear Shadow Dragon Scale armour
  • Exploit of Heartseeker bow's THAC0 modification applying to all weapons
  • Acid arrows give a +1 bonus to THAC0 and are magical, but aren't enchanted
  • Likewise with Jan Jansen's Flasher Master Bruiser Mates
  • All familiars can't relearn their spells if level-drained, nor can one tell they're level-drained
  • Pseudodragon familiars missing their 50% Magic Resistance
  • Cat familiars having no attacks at all
  • Imp familiars' extraneous "poison" attack string
  • Quasit familiars' Blur ability broken and extraneous "poison" attack string
Existing Fixes (in reverse order of posting them):
  • Staff Of the Magi is completely missing its equipped Protection From Evil ability
  • Darts aren't providing their three attacks per round
  • Normal darts give erroneous Strength damage bonuses
  • Asps' Nest darts give a similar THACO and damage bonus and are created by magic, but aren't enchanted
  • Sling Of Everard gives an erroneous Strength damage bonus and is missing a point of base damage
  • The Sverfneblin Patrol Leader's helmet can be worn by all classes
  • Boots Of Speed Fix improved; now more comprehensive
  • Ring Of Earth Control gives an erroneous Saving Throw bonus
  • Staff Of Curing gives an erroneous Saving Throw bonus
  • Staff Of Curing gives a similar THACO and damage bonus and is magical, but isn't enchanted
  • Viconia is missing either one or two weapon proficiencies when she joins, depending on her level
  • The Blade bard kit's Offensive Spin ability is missing its THAC0 bonus of 2
  • Exploit of casting the spell Mordenkainen's Sword allowing the caster to remain invisible
  • Similar exploit for the casting of the spell Simulacrum
  • Keldorn's Firecam Full Plate armour can be worn by many characters, whereas only he is supposed to be able to
  • Carsomyr aka the Holy Avenger does 1d10+5 damage instead of 1d12+5
  • Shazzellim does 1d8+2 damage instead of 1d8+1
  • Dual/multi-class Fighter/Druids can't obtain the Grove stronghold
  • Edwin has one too many spell slots in all levels on join, so can lose spell slots on next level-up
  • Exploit of picking Kangaxx's pocket for a Ring of Gaxx (or more than one,) then obtaining another one after the battle
  • Beholder Death Ray bypasses Protection From Magic shield and Magic Resistance
  • Dragonslayer longsword's regeneration ability appears faulty without portrait icon
  • Potion Of Storm Giant Strength fails on Magic Resistant characters
  • Multi/dual-class fighter or mage protagonists can erroneously obtain the Keep or Planar Sphere stronghold (in some circumstances) when they already have a stronghold
  • Priestess of Sekolah's incorrect buying price percentage leads to unlimited-gold exploit
  • Mordenkainen's Sword drops an erroneous Greenstone Amulet if killed, and isn't immune to the magical mind-control effects the Amulet was intended to nullify
  • Irenicus can be killed (either as himself or the co-ordinator) in Spellhold by instant-death spells such as Disintegrate, either causing intended events to not occur and continuity errors, or trapping the player
  • Irenicus' alignment in Spellhold is erroneously Chaotic Good (and his race is human,) preventing spells such as Holy Word and Protection From Evil from affecting him in the battle there
  • Drow Adamantine Longswords held by the protagonist sneak through the Underdark Exit check for Drow equipment
  • Habib's 'Mighty Scimitar' becomes stuck in an attacked character's quick-weapon slot
  • Severe game-unbalancing bug of the Wand of Cloudkill bypassing the Magic Resistance check
  • Paladins are unable to rest in their own stronghold, though a private room was given
  • Cursed Scroll Of Ailment can be used as an offensive weapon
  • Valygar's Corthala Family Blade katana missing its 2 AC bonus vs. Slashing weapons
  • Experience point exploit by attacking the Tanner multiple times
  • Experience point exploit by talking to a restored Raissa multiple times
  • Three bugs with the paladin's Tyrianna assassin quest (girl goes hostile, and quest broken by going upstairs early)
  • Dragons remain passive if Magic Resistance is cast on them
  • Dragons do not aggressively seek enemies, so can be killed offscreen with Cloudkill and summons
  • Spellhold sequence can loop and leave player stuck in jar if co-ordinator attacked and Wardstone used for entry
  • Player can be stuck in Spellhold lobby with no co-ordinator appearing if Wardstone is used for entry after Desharik's offer is refused
  • Multiclass thieves cannot choose any Lawful alignments
  • Arkanis Gath spawns indefinitely if player causes hostility at Mae'Var's Guildhall and has cast Protection From Magical Weapons, and also spawns unnecessarily if player works for Bodhi
  • If Elgea is freed by Mazzy or Keldorn or after the first dialog, the contact Welther will repeatedly reappear in front of the Copper Coronet
  • If player runs off the map while Solaufein casts prior to Phaere's rescue, the Ust Natha plotline is broken
  • Player can be trapped in Ust Natha if the quests there are failed as the Matron Mother disappears
  • Speaking to Phaere twice prior to the Beholder quest may make her unresponsive when she arrives and break the Ust Natha plotline
  • The results of the Abyssal Greed test are used when unlocking the Fear lock, so the Fear test's results are never used
  • Enchanted Weapon spell appears to not work properly (but does) as it prompts for the weapon type after, not before, casting
  • Excised links in the Twisted Rune/Slave Lord quest leaves it as enigmatic encounters in unnamed locations and Easter Eggs
  • The Rogue Stone disappears from the autosave made when entering the Twisted Rune lair
  • Blackrazor appears to not work (but does) as its special abilities lack battletext responses and portrait icons
  • Half-Orcs are missing their intended romance with Viconia
  • Party members can be kicked out of the Underdark or leave of their own accord, and still be carrying Drow Adamantine armour/weapons and wearing the Drow avatar
  • If the player speaks to Bodhi anywhere in the cemetery but the main area to agree to work for her, her lair will never be unlocked and the game can't be finished
  • If the player returns from the "dream" to Spellhold invisible, Irenicus will not initiate dialog and the game halts with the player stuck in the jar
  • If involved with Jaheira, Harpers may attack outside the Underdark, causing Elhan to go hostile and preventing the game from being finished.
  • The "guest appearance" at the end of the Jaheira romance may not occur due to a timer mismatch
  • The Unseeing Eye will not appear if the game is saved just after the Rift Device is assembled and then reloaded
  • Keldorn is missing both his Long Swords proficiency points if he joins at Level 9
  • Detect Evil fails on Magic Resistant creatures
  • Tombelthen's Journal details a ranger-only cache and leads non-rangers on a wild-goose chase
  • One or more coffins may be unstakable when the vampires have been cleared out their lair for the Shadow Thieves, so the game cannot be finished
  • The Staff Of Curing's Cure ability fails due to Magic Resistance
  • Experience/reputation exploit by repeatedly speaking to the Underdark Slave Leader on quest completion
  • Keldorn's Hallowed Redeemer blade attracts the Cowled Wizards if he is injured in the streets of Athkatla while holding it
  • Sime gets into a dialog loop shortly after landing in Brynnlaw and fighting vampires
  • The Dwarven Thrower is missing a point of melee damage and its ability icons are indistinguishable
  • Imoen is missing 25 points (1 level) of thieving skills that she should have as an 8/7 human thief/mage dual with 18 DEX
  • Monks are allowed to use Katanas, but not choose a proficiency in them
  • Swashbucklers are not allowed to Specialize in Katanas, though they should be able to
  • Swashbucklers are allowed to specialize in Short Bows and Slings, though they should be restricted to Specialization in melee weapons
  • Protection Scrolls (Cold, Fire, Acid, Undead, Poison and Electricity, but not Magic) fail on Magic Resistant characters.
  • The Mace of Disruption is missing its -4 penalty to the Save Vs. Death against undead
  • Exploits with healing injured characters by re-equipping the Spear of Kuldahar and Sensate Amulet repeatedly
  • Azuredge fails to work on most types of undead, is missing its -4 Save Vs. Death penalty when it does, does too much damage vs. non-undead when thrown, is missing the extra damage vs. undead that make their save, and its ability icons are indistinguishable
  • 96 non-charged items such as Belts, Cloaks, Bracers, Archmagi Robes and game-critical items such as the Rillifane relics can be eaten by Nishruus and Hakeashars
  • The Boots Of Speed cause invisible characters to become visible before their attacks, double the initiative round, and negate real Haste spells' attack increases
  • The thieves'-only Ring Of Lockpicks is wearable by multi-class mage/clerics such as Aerie
[ 04-26-2001: Message edited by: Kevin Dorner ]
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ElvenKing
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Post by ElvenKing »

Once again Kevin, CONGRATS on a job well done!!! Just wanted to give this post a bump for those who may not have seen it, and to also say THANK YOU for all the hard work and long hours you put in making BG2 a more enjoyable and fulfilling experience for your fellow gamers. Keep up the good work!!!
With my most sincere thanks,
ElvenKing

P.S. - Will the overrides affect or be implemented in the upcoming Throne of Bhaal expansion/patch? Will Bioware take notice of all the work you have done?
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Post by Nightmare »

I second that. Thank you Kevin.
If nothing we do matters, then all that matters is what we do.
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Post by Kevin Dorner »

Thanks folks!

Actually I just updated again... the Amulet Of Power fix was bringing out the known problem where dual-classed kits' (ie Kensai/Mage) restrictions followed them into the second class, even when the first class was inactive. So I fixed it A.S.A.P. and updated again for the second time in two days. FixPack 3.2 is up and I added three more fixes as well... another one of mine and two from Beige Tangerine.

Re: BioWare. Bio has advised that most of the fixes will be incorporated into the T.O.B. expansion...

[ 04-24-2001: Message edited by: Kevin Dorner ]
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Post by Sojourner »

Not another...bump!! :D
There's nothing a little poison couldn't cure...

What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
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Post by Nighthawk »

Kevin: Nice work again as usual...though again I have a couple questions/comments.

New Fixes

Amulet of Power: Clearly shouldn't be usable by Barbarians, but I thought it should be usable by Monks since they are sort of clerics. Should Monks be able to use the Sensate Amulet? On the other hand I'm not sure it should be usable by Rangers and Paladins since they are mostly fighters.

Monks and Wands: I thought ability to use wands was a special ability of monks.

Older Fixes

I didn't think thieves were supposed to be able to be lawful, including multiclass. Not sure which direction you fixed this.

Other Questions

Boots of Speed: Is the extra 1/2 attack for high level fighters a feature or a bug? Is that fixed by your Boots of Speed fix already?

Gauntlets of Crushing: These give the wearer +4/+4 Thac0/Damage with his fists. Should they also make the fists count as +4 weapons?

[ 04-25-2001: Message edited by: Nighthawk ]
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Post by Kevin Dorner »

Amulet of Power: Clearly shouldn't be usable by Barbarians, but I thought it should be usable by Monks since they are sort of clerics.
No. Only spellcasters. Confirmed by Dave Gaider of BioWare.
Should Monks be able to use the Sensate Amulet?
Haven't checked that. Can they?
On the other hand I'm not sure it should be usable by Rangers and Paladins since they are mostly fighters.
Yes, they should. All spellcasters and only spellcasters. Confirmed by Dave Gaider of BioWare. This also includes the Undead Hunters, as they cast spells, though it's not as useful to them as they have innate immunity to Level Drain, and the Inquisitors, though they only cast innate spells, just to provide class consistency. Also confirmed by Dave Gaider.
Monks and Wands: I thought ability to use wands was a special ability of monks/
Nope, it's a bug. They forgot to mark the wands after creation of the Monk class, which was created late in development, as unusable by Monks. Remember, when an item is created, by default it is usable by everyone. You have to restrict an initially universal item rather than enable an initially useless item. Also confirmed by Dave Gaider of BioWare.
I didn't think thieves were supposed to be able to be lawful, including multiclass.
"Law" in this case may be the law of your organization versus your society. If your organization is a thieves' guild, you may certainly be a lawfully-aligned thief if you adhere to its tenets. This is straight AD&D 2nd Ed. Also, then why can trueclass thieves choose Lawful alignments whereas multiclass thieves cannot?
Boots of Speed: Is the extra 1/2 attack for high level fighters a feature or a bug? Is that fixed by your Boots of Speed fix already?
They are only supposed to increase movement rate.
Gauntlets of Crushing: These give the wearer +4/+4 Thac0/Damage with his fists. Should they also make the fists count as +4 weapons?
No, just increase damage and reduce THAC0. They have no inherent enchantment. Even if they did, it would not override the monks' fists' enchantment level. As Bio announced that monks' fist would achieve +4 enchantment and no higher in T.O.B., it is definite that the Gauntlets of Crushing should not provide this now.

[ 04-25-2001: Message edited by: Kevin Dorner ]
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Post by Nighthawk »

Monks currently can use the Sensate Amulet.

How are Gauntlets of Crushing NOT inherently enchanted? By the way, do they set the total to +4 or add +4 beyond the +3 the monk already gets? If they set the total to +4, then monks would be better off using gauntlets of weapon mastery. :eek: If they add +4, yikes!

I used to think monks were really cool, if maybe a little overpowered. These changes don't make them weak, but they remove a lot of the cool things about them.

BTW, should thieves be able to backstab with their bare hands? ;)

[ 04-25-2001: Message edited by: Nighthawk ]
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Post by Kevin Dorner »

Monks currently can use the Sensate Amulet.
Probably a bug. They can also cast all priest spells and four mage spells from scrolls, as I recently found. I guess I'll be writing another request to Dave G. :)
How are Gauntlets of Crushing NOT inherently enchanted?
The monks' fists are enchanted, and by "enchanted" I mean only the numerical ability to strike creatures only affected my magical weapons, so a creature of n enchantment requirement is unaffected by weapons of n-1 or less. Because the engine was not designed for fists as weapons, it wouldn't recognize the enchantment of the gauntlets (which is 0) if it was there...only the fists themselves are counted.
By the way, do they set the total to +4 or add +4 beyond the +3 the monk already gets? If they set the total to +4, then monks would be better off using gauntlets of weapon mastery. :eek: If they add +4, yikes!


Again enchantment and damage bonus are two separate things. A monks' fists may be +3 enchantment, but this does not mean that they give +3 damage and +3 on the To Hit rolls. It does mean that the monk can hit the Balor, Greater Mummies, Adamantite Golems and other things that require +3 enchantment to hit.
I used to think monks were really cool, if maybe a little overpowered. These changes don't make them weak, but they remove a lot of the cool things about them.
I like playing as a Monk, but they are a bit Ubermunchkin in the stats. and items usable department... they'll still be enjoyable.
BTW, should thieves be able to backstab with their bare hands?
Yes. I don't know whether they implemented this or not, but thieves can backstab/whack with all non-ranged weapons they can use, which includes fists.

[ 04-25-2001: Message edited by: Nighthawk ][/QB][/QUOTE]
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Post by Nighthawk »

Probably a bug. They can also cast all priest spells and four mage spells from scrolls, as I recently found. I guess I'll be writing another request to Dave G.


I knew about the priest scrolls and again figured it was part of the monk class since I saw them as an extreme cleric variant. I didn't know they could use mage scrolls -- which ones?
The monks' fists are enchanted...the engine was not designed for fists as weapons, it wouldn't recognize the enchantment of the gauntlets (which is 0) if it was there...only the fists themselves are counted.


So, the engine is not set up to allow the gauntlets to make the fists +4 weapons while they are worn?
Again enchantment and damage bonus are two separate things. A monks' fists may be +3 enchantment, but this does not mean that they give +3 damage and +3 on the To Hit rolls. It does mean that the monk can hit the Balor, Greater Mummies, Adamantite Golems and other things that require +3 enchantment to hit.


I know from experience that the monks fists do give the appropriate Thac0 bonus of +1/+2/+3 weapons. Given that I would expect the damage bonus is given as well...though I haven't actually tested it. Which is why the gauntlets being additive or replacing comes in. If they replace the bonus they add a net of +1/+1 compared to +1/+2 for the Gauntlets of Weapon Mastery. If they add the bonus it's a true +4/+4 for a total of +7/+7. I'll try to test this out tonight.
I like playing as a Monk, but they are a bit Ubermunchkin in the stats. and items usable department... they'll still be enjoyable.


What I like is options, and monks without scrolls or wands lose a lot of their options. I guess I'll have to go back to playing my T/M.

They're still effective, but really the only thing they have going for them now is magic resistance and quivering palm (talk about munchkin ;) )

As far as them being Ubermunchkin, I don't see it. A fully equipped Berzerker has better HP, AC, Thac0, damage, movement rate, spell resistance (cloak + berzerk), and special effects from his attacks (choose from perpetual stunning blow, no-save slows, Quivering Palm 15% of the time, etc).
Yes. I don't know whether they implemented this or not, but thieves can backstab/whack with all non-ranged weapons they can use, which includes fists.


They did. I found it amusing to punch out goblins with one hit and watch them drop unconscious when going through Irenicus' with my Kensai/Thief. Not very useful unless there is some reason you want the target unconscious but not dead.
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Post by Sojourner »

:) :) bump :) :)
There's nothing a little poison couldn't cure...

What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
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Post by Kevin Dorner »

I confirmed a few of these with BioWare just today.
I knew about the priest scrolls and again figured it was part of the monk class since I saw them as an extreme cleric variant. I didn't know they could use mage scrolls -- which ones?
Vocalize, Summon Nishruu, Stone To Flesh and Remove Curse. All bugs. However, priest scrolls are in...they were just not documented in the kit description. I will fix that in the next Language Pack.
So, the engine is not set up to allow the gauntlets to make the fists +4 weapons while they are worn?
From what I understand, that is correct. The enchantment is supposed to be inherent in the monk as a result of Qi, not the gauntlets.
I know from experience that the monks fists do give the appropriate Thac0 bonus of +1/+2/+3 weapons. Given that I would expect the damage bonus is given as well...though I haven't actually tested it. Which is why the gauntlets being additive or replacing comes in. If they replace the bonus they add a net of +1/+1 compared to +1/+2 for the Gauntlets of Weapon Mastery. If they add the bonus it's a true +4/+4 for a total of +7/+7. I'll try to test this out tonight.
Please advise of results...may be more bugs. :)
They did. I found it amusing to punch out goblins with one hit and watch them drop unconscious when going through Irenicus' with my Kensai/Thief. Not very useful unless there is some reason you want the target unconscious but not dead.
Sure it is...backwhack them with a fist down to 1 HP (which is what they have when unconscious) and then any further damage is fatal. :)
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Post by Nighthawk »

However, priest scrolls are in...they were just not documented in the kit description. I will fix that in the next Language Pack.
If priest scrolls, what about priest wands? AFAIK this is only the Wand of the Heavens. Maybe Wand of Wonder?

If they add the bonus it's a true +4/+4 for a total of +7/+7. I'll try to test this out tonight.
--------------------------------------------------------------------------------

Please advise of results...may be more bugs.
Still haven't gotten to test this.
Sure it is...backwhack them with a fist down to 1 HP (which is what they have when unconscious) and then any further damage is fatal.
However if you have ANY weapon you're better off just backstab/whacking them with it and watching little chunky bits fly.

Messing around with an Avenger dualed to fighter (used an imported druid to get around the -2 Str limitation) this weekend and noticed some other things.

-A weapon may be inserted in the shield/dual wield slot while shapeshifted. The weapon may add attacks and will be used instead of the form attack part of the time.
-Haste/Imp Haste does not work on the Sword Spider form. Speed remains constant and attacks don't increase.

Questions:
-Is there a '+' on the Sword Spiders attack and how much damage does the poison do? There doesn't seem to be ANY bonus, which is a bummer since that form is pretty much the only thing the kit has going for it. Also, the poison seems to do something like 16-17 damage which seemed strange since I expected a round number.
-Is there a penalty to save vs the Spider's poison? I have yet to see anything except Firkragg save against it and I'm not even sure there since it seems he was saving vs spells rather than the save vs poison or death I would have expected. Maybe the save results just don't show up.
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Post by Nighthawk »

Another bug or set of bugs, not sure what's triggering it but it could be one of several things.

T/M with Cloak of Non-Detection and Staff of the Magi in the Asylum. I used Protection from Undead to help with killing Dace.

Now when I get to Bodhi she stands there and I can go talk to her. The auto Slayer transform happens, but not her response and running away. The Slayer transform seems bugged though since I'm not getting the Slayer Thac0 or natural weapons and I don't do any damage to Bohdi.

I figured no problem, I would just open the door and head on out. So I grabbed the other horn and left. In the room with the mushroom that spawns mushroom men (forget the actual names) I kill them and the apparition appears, but he doesn't speak to me and it seems he is standing out of reach for me to start a conversation.
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Post by Nighthawk »

One more: Staff of Magi gives +5 to Thac0 and maybe +5 to damage rather than the +1 it is supposed to give (+5 enchantment level).

Kevin, are you reading these?
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Post by sigurd »

Ok, you stated yourself that the boots of speed only improves movement speed, as it should.
But why cant i use it with ring of free action then? It works sometimes, but sometimes its buggy.
Sigurd, Crazed Cleric of Talos, Servant of Evil.
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