hook71 Posted April 18, 2022 Share Posted April 18, 2022 PST - Ingress' Teeth should not change damage type if changed to be a magical weapon - Start a new game and end the conversation with Morte. - Give some XP: C:SetCurrentXP(1320000) - Open Morte's character record and click Level Up. - Spawn Ingress' Teeth: C:CreateItem("IPTEETH") and equip them on Morte. - Right-click Ingress' Teeth and click Use. - Note that you can select "I want you to do crushing damage." - Select 2 > 1 instead - "I want you to become a magical weapon." - Open Morte's inventory. - Right-click Ingress' Teeth and click Use. Observed: "I want you to do piercing damage." Expected: "I want you to do crushing damage." Notes: This is an issue for "I want you to become a more powerful magic weapon." and "I want you to become the best magical weapon you can." as well. TransformPartyItem("IPTeeth","M1CTeeth",1,0,0) TransformPartyItem("M1PTeeth","M2CTeeth",1,0,0) TransformPartyItem("M2PTeeth","M3CTeeth",1,0,0) should be TransformPartyItem("IPTeeth","M1PTeeth",1,0,0) TransformPartyItem("M1PTeeth","M2PTeeth",1,0,0) TransformPartyItem("M2PTeeth","M3PTeeth",1,0,0) Quote Link to comment
hook71 Posted April 24, 2022 Share Posted April 24, 2022 SoD - Paralytic Bolt should have the correct saving throw type, weight, and stun duration - Start a new SoD game with the Abdel pre-gen. - Give some XP to Abdel: C:SetCurrentXP("500000") - Level him up and give him one proficiency point in Crossbows. - Spawn some Paralytic Bolts: C:CreateItem("SAHBOLT",40) - Spawn a crossbow: C:CreateItem("XBOW04") - Have Dynaheir identify the bolts and then equip them and the crossbow on Abdel. - Read the description of the bolts. - Note the weight of the bolts. - Have Abdel attack Khalid until he makes a saving throw. - Have Abdel attack Khalid until he is stunned and measure how long he stays stunned and how long the stun icon is shown on his portrait. Observed: The save type in the description is Save vs. Paralysis while the actual save type is Save vs. Spell. The weight in the description and in-game is 1. The stun duration in the description is 5 rounds (30 s) and in-game the stun duration and portrait icon duration is 6 rounds (36 s). There is a text that says "must making a Saving Throw" in the description. Expected: The save type in the description is Save vs. Paralysis and the actual save type matches that (Save vs. Death). The weight in the description and in-game is 0. The stun duration in the description is 5 rounds (30 s) and in-game the stun duration and portrait icon duration is 5 rounds (30 s). There is a text that says "must make a Saving Throw" in the description. Notes: In an unmodded game the bolts are only used by Gurgle and Floss. The description is (string 52365): Any target hit by this bolt must making a Saving Throw or be paralyzed for 5 rounds. STATISTICS: Combat abilities: – Hit target is stunned for 5 rounds (Save vs. Paralysis negates) Damage: 1d10 (missile) Launcher: Crossbow Weight: 1 Quote Link to comment
StummvonBordwehr Posted April 24, 2022 Share Posted April 24, 2022 Dont know if the following has already been dealt with in 2.6 (iOS users are still om 2.5) or if it already mentioned, but 1) in SoD the game didnt stack all ac modifiers correctly. For instance the ring of the crusade gave an ac modifier against demons (iirc) and the ring of purity gave an ac modifier against evil. They didnt stack, which I find odd, and most players consider it a bug. I dont know if it was a SoD only problem, but I suspect it is present in all games, 2) not so much a bug, but it would be neat if ac bonuses would show on the character sheat. The ac bonusses for piercing, slashing and crushing are shown on your sheat, but not other types (evil, demons, dragons and such). It is not important, but would nice if it could be handled. I suspect the answer may be that nothing is simple in the IE - and I can live with that.. 3) and while I am at the outrageous wishes… how about showing the effects of luck and chant … Quote Link to comment
kjeron Posted April 24, 2022 Share Posted April 24, 2022 39 minutes ago, StummvonBordwehr said: 1) in SoD the game didnt stack all ac modifiers correctly. For instance the ring of the crusade gave an ac modifier against demons (iirc) and the ring of purity gave an ac modifier against evil. They didnt stack, which I find odd, and most players consider it a bug. I dont know if it was a SoD only problem, but I suspect it is present in all games, The opcodes involved that grant the "vs. Creature Type" bonuses do not stack numerically (be it AC/Saves(219), THAC0(178), or damage(179)). Quote Link to comment
StummvonBordwehr Posted April 24, 2022 Share Posted April 24, 2022 4 minutes ago, kjeron said: The opcodes involved that grant the "vs. Creature Type" bonuses do not stack numerically (be it AC/Saves(219), THAC0(178), or damage(179)). That was as suspected. But should they? and could they? Quote Link to comment
jmerry Posted April 24, 2022 Author Share Posted April 24, 2022 They shouldn't. Or, at least, shouldn't without a significant redesign. Stacking multiple versions of Protection From Evil shouldn't super-buff your defenses. Quote Link to comment
StummvonBordwehr Posted April 25, 2022 Share Posted April 25, 2022 But the one is a protection from demons and the other is a protection from evil? Shouldnt they stack? Quote Link to comment
argent77 Posted April 25, 2022 Share Posted April 25, 2022 BGEE, SoD, BG2EE and IWDEE: Symbolic value for the Neothelid animation should exist Observed: There is no entry for the Neothelid animation available in both ANIMATE.IDS and ANISND.IDS. Expected: The entry "0x3001 NEOTHELID" exists in ANIMATE.IDS. The entry "0x3001 MNEO CGAMEANIMATIONTYPE_NEOTHELID" exists in ANISND.IDS. BGEE, BG2EE and IWDEE: Animation INI stub file for Neothelid should exist Observed: Stub file 3001.INI with creature animation definitions for the Neothelid does not exist. Expected: File 3001.INI exists in the game. Quote Link to comment
Luke Posted April 25, 2022 Share Posted April 25, 2022 (edited) 20 hours ago, hook71 said: SoD - Paralytic Bolt should have the correct saving throw type, weight, and stun duration What about resist_dispel...? Currently, op45/142 are Dispellable and Bypass MR, whereas op139 does not bypass MR (dispellability is irrelevant here since it's an instantaneous effect). Guess that they should all be coded as `resist_dispel=0` (Natural/Nonmagical, i.e., Not dispel/Bypass MR) so as to match other ITM on-hit effects...? Edited April 25, 2022 by Luke Quote Link to comment
hook71 Posted May 1, 2022 Share Posted May 1, 2022 BGEE - You should get gold when you return Perdue's short sword # Start a new game with the Abdel pre-gen. # Move to the Read Sheaf in Beregost: C:MoveToArea("AR3357") # Talk to Perdue; select ( 2 ) # Spawn his sword: C:CreateItem("SW1H17") # Talk to Perdue. Observed: Perdue says "Hmph. Figured maybe he'd eaten it by now. I hope you ran 'im through once or twice to get it, at least. Now take your 50 gold and be gone." (string 14816) You do not get any gold. Expected: Perdue says "Hmph. Figured maybe he'd eaten it by now. I hope you ran 'im through once or twice to get it, at least. Now take your 50 gold and be gone." (string 14816) You get 50 gold. Notes: The GLOBAL PerduePayment isn't set unless you manage to accept the quest. You were supposed to get either 50 or 75 gold for the quest depending on if you insulted Perdue or not but you can currently only get 50 gold. I guess that might be Unfinished Business content though. Quote Link to comment
CamDawg Posted May 8, 2022 Share Posted May 8, 2022 From Discord: "Apparently I never talked to Lord Jierdan Firkraag in the tavern, and am now getting the quest to investigate Windspear Hill, after I already killed Firkraag in his dragon form." Quote Link to comment
Andrea C. Posted May 10, 2022 Share Posted May 10, 2022 Might be as good a place as any to let you know that this is an issue with the Enhanced Editions too: with apologies for the subpar reporting format. I have a fix out in my Miscellaneous mod but I’ll remove it if the EEFP and/or a future Beamdog patch addresses the problem. Quote Link to comment
Andrea C. Posted May 16, 2022 Share Posted May 16, 2022 (edited) A few more issues I reported to Beamdog which may be worth including in the EEFP: SoD - Menhir quest can't be completed Death Tyrants don't make use of the Death Tyrant animation Bugbear Shaman doesn't make use of the Bugbear Shaman animation Revenant doesn't make use of the Revenant animation Lady's Hall in BG plays no music Enrage ability doesn't make use of the Enrage icon (and uses the Berserker Rage icon instead) Remove Paralysis doesn't remove the paralysis VFX * *apparently a generalized problem with some VFX not being removed when the relevant spell is dispelled. Edited May 16, 2022 by Andrea C. Quote Link to comment
Graion Dilach Posted May 16, 2022 Share Posted May 16, 2022 Note taht the Revenant example code has a typo - the 0x7701 needs to be WRITE_LONGed and not WRITE_ASCIId. This already got fixed in AC MiscTweaks though. Quote Link to comment
CamDawg Posted May 22, 2022 Share Posted May 22, 2022 I'm going to start working through these, but I'll throw this out first: feel free to start new threads for issues. Having them concentrated in one place is actually a little harder to keep track of everything and make sure it gets addressed. Quote Link to comment
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