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Posted: Fri Mar 30, 2001 9:55 pm
by fable
Kevin, has anybody ever approached you to put up a codecheat that would allow a player to gain all strongholds, and engage in all the quests? There are several I haven't tried out, and was just curious about this. Thanks.

Posted: Sat Mar 31, 2001 2:42 pm
by Nighthawk
Here's another bug...at least IMO: Game ends as if the character was killed when soloing and your PC is mazed. It should continue once the PC finds the way out of the Maze.

Another one potentially: Maze and Imprison ignore magic resistance.

Posted: Sat Mar 31, 2001 3:39 pm
by VonDondu
The swashbuckler has another bug that I didn't see on your list. There's no additional THAC0 bonus or AC bonus after 15th level, when the character should be getting extra bonuses at 20th level. (I don't know how you feel about removing the experience cap, but the swashbukcler is supposed to get extra bonuses for every five levels.)

There has also been a lot of discussion about the number of attacks that a swashbuckler gets when she is specialized in a weapon; she only gets one attack per round, not one-and-a-half. I don't know if that's right or not.

Posted: Tue Apr 03, 2001 8:14 am
by VonDondu
Kevin, have you checked back and read the last few posts in this thread? Just asking.

Posted: Tue Apr 03, 2001 8:23 am
by Angelus
Originally posted by VonDondu:
There has also been a lot of discussion about the number of attacks that a swashbuckler gets when she is specialized in a weapon; she only gets one attack per round, not one-and-a-half. I don't know if that's right or not.
That's not a problem of the swashbuckler only. The extra 1/2 attack is applied to fighter types only, not to anybody else.

And I think that bug is already listed on Kevin's site, last time I checked there was no sollution though.

Posted: Tue Apr 03, 2001 8:34 am
by Kevin Dorner
Radek: Iouns are classed as helmets so classes that can't wear helmets (mages, bards, thieves and thief/mages, etc.) can't wear them.

npb007: It's in the To Do List. It's a big list. I just fixed three familiar bugs and I'm working through DIALOG.TLK, which is >65,000 entries long. Phew! :^)

shesgottahaveit: I was hoping it worked as well with others as it did with my games! Nice...draggies are as tough as they should be now. :^)

Mordorman: Thanks!

fable: You can download an all-strongholds from Wormy Hellcar's page [url="http://members.nbci.com/_XMCM/hellcar/index.html"]here[/url] if it's still working.

Nighthawk: This is a known issue with Maze, but also Charm and its variants (ie Domination) are fatal when soloing. Basically, if there are no allies onscreen (and when charmed, they are no longer allies) death results. Maze is subject to Magic Resistance, it's Imprisonment that isn't. This is by design.

VonDondu: I think a Swash should hit 20th level with the cap in place...I will have a look. As for the 3/2 attacks not happening with two profs. in a melee weapon, this is a known bug for all non-warriors allowed to put two profs. in a weapon.

Posted: Tue Apr 03, 2001 9:04 am
by fable
Kevin, thanks. I appreciate the information, more so, that it has nothing whatsoever to do with your own work, but is simply something you're passing along because of a request. Image

Posted: Tue Apr 03, 2001 10:07 am
by VonDondu
Thanks for the reply, Kevin. FWIW, all thieves, including swashbucklers, reach 23rd level at 2,860,000 experience points before they hit the experience cap, so I for one miss the extra bonuses my character is supposed to get.

In the past, I have "fixed" the swashbuckler bugs by using ShadowKeeper. All I did was add a couple of "Affects" to get the correct bonuses at 20th level. If I wanted my swashbuckler to specialize in katanas, I added a proficiency point to katanas and subtracted a point from something else. I never tried to correct the problem with the missing 1/2 attack per round. My experiments have shown that weapon specialization does indeed grant a swashbuckler the THAC0 and damage bonuses, so it IS good for something. I've never been sure whether a swashbuckler is supposed to get the extra 1/2 attack per round or not. I guess it could be corrected by using ShadowKeeper by giving the character a base value of one-and-a-half attacks per round, but the problem is that it would apply to all weapons, not just the ones in which the character is specialized.

I'd be very surprised if I'm the only who has noticed these bugs. I hope they can be fixed. Thanks for your help.

Posted: Tue Apr 03, 2001 5:09 pm
by Nightmare
Kevin,
I downloaded the patch so that when you exit the underdark the harpers won't attack you, making the elves go hostile. I just downloaded it, and I'm at the end of Chapter 6, with no savegame from chapter 5. Does the patch fix the elves so that they aren't hostile, or does it PREVENT them from going hostile????? Do I have to load a savegame before the elves go hostile?

Posted: Tue Apr 03, 2001 10:15 pm
by Kevin Dorner
Gaxx_Firkraag: Yes, it will just prevent the Harpers from appearing. So reload from just before you exit the Underdark.

Posted: Wed Apr 04, 2001 2:34 am
by Radek
RE: Ioun Stones. Then the Stones are buggy. My Kensai had the stones on his head all the time even if he was forbidden to wear them. Also. my mage likes them very much.

Posted: Wed Apr 04, 2001 2:43 am
by Radek
One more "feature" of the game, Kevin: Paladins can use some HARPS in the game. For example the Harp of Discord or the Methild's (sp? - Mind Flayer Dungeon) Harp, even if they are no bards.
Ioun Stones - a little correction. I do appologize for too fast reading of the topics. My mage was always a kensai/MAGE. Perhaps, the bug affects kensais (they can wear the stones even if they should not) only.

Posted: Wed Apr 04, 2001 9:20 am
by Kevin Dorner
Radek: That's a good one! Thanks. Will be easy to fix as well... I've heard complaints that paladins are always harping about goodness or some such; now we know why. Jaheira should be able to use them, being a Harper and all. :^P

Also, your mage can use the Iouns without needing the fixed ones?

Posted: Thu Apr 05, 2001 2:53 am
by Radek
I have corrected myself. My mage was always a kensai/mage. As far as I know, the KENSAIS can wear the stones even if they should not wear them probably. That's perhaps why my kensai/mage was able to wear them, too. Another post in this topic refers that he cannot wear the stones by his mage. Therefore, the problem seems to be with kensais and not with mages.

Posted: Thu Apr 05, 2001 7:12 am
by Kevin Dorner
Radek: Thanks...that is still good to know as it is doubtless a bug. They were purposely excluded from classes that can wear helmets as they act like helmets when equipped. I'll confirm with Bio, but I'm pretty sure you're right that it's not supposed to be that way for Kensai.

Posted: Thu Apr 05, 2001 9:13 am
by Nighthawk
I'm curious what Bio says on this, but I thought the Ioun stones were almost created FOR the Kensai and Monk.

Kensai are really hurt by the way the game handles bonus protection items. D&D Kensai would typically have several items of protection (cloak, ring, amulet). On the other hand, it does let them use magic weapons which they really shouldn't.

Posted: Thu Apr 05, 2001 9:54 am
by fable
Nighthawk, I suspect it was all a matter of balance, probably because of kensai/mages or single-guild kensai's being given the steroid treatment by party mages. As it is, I still think kensai/mages can get rather unbalanced towards the mid-game.

Posted: Thu Apr 05, 2001 11:41 am
by Nighthawk
True. Even a single class Kensai does alright in the end, thanks to the Shield Amulet and Ring of Gaxx.