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Old 06-07-2004, 01:15 PM   #1
bryce777
Throbbing Member
 
Join Date: Oct 2003
Location: 14th and minna
Posts: 1,277
Numbered bug list and change request list

PR# STATUS DESCRIPTION
1 C
When clicking on unexplorable map area, game pauses several
seconds.
2 C
Lengthy lag when exploring some parts of temple, especially
the nodes. Possibly due to pathfinding and fire animations
3 FM
Power attack incorrectly giving +2 damage per point assigned
instead of +1 damage for onehanded weapons wieled with a shield. (I edited this for clarity...somehow I completely messed it up)
4 Fco83.0.3
Items can be marked as an NPC's when they are no longer in
the NPC's inventory
5 F2
In close quarters, sometimes monsters will appear in the
walls when random encounters occur
6 Fco83.0,.3
Zombies doe not have the proper immunities to backstab
7 F1
Crafting items while items are equipped causing CTD
8 FC3.0.3
Fleeing from combat is not possible.
9 FCo8 3.0.3
Saving countess tilahi does not reward you with the blue elf
armor
10 FM
Halflings do not get a +4 bonus to hide
11 C
Metamagic feat for sorcerors creates two spells instead of one
12 C
Pathfinding sometimes fails and characters stand in place
13 NAB
Summon spells failing when undead in party. Same with companions NAB as there is a 5 summoned creature limit
14 C
evil clerics unable to dismiss dead - when evil cleric control undead or summon them they should be able to get rid of them, at least according to the rules.
15 F2
evil clerics summoning or controlling undead have them become
paralyzed
16 C
gnolls have innapropriate damage resistance
17 CNR
some bugbears have innapropriate damage resistance
18 C
Galeb Dhurs' magic resistance should be overcome by magic
weapons but is not
19 C
Casting spells sometimes the cursor does not change
20
When crafting often, quicksave files can be corrupted
21 F2
Dwarf wearing silver plate armor causes CTD
22 Fco83.0.4
Many NPCs get odd feat choices on level up
23 FC3.0.3
Ogres not getting their AC bonus leaving them with AC 8
24 F2
When wearing a buckler with a two hand weapon or twoweapon
combo, a larger shield can be swapped into the place of the
buckler by right clicking
25 FM
Power attack does not reduce to-hit ability for monks
26 F2
Light weapons should not give 1.5X str bonus when wiedled in
2 hands
27 C
Twohand weapons with a buckler should still give 1.5x str bonus
28 C
Magical projectiles add their bonus to melee attacks as well
29 C
Ability scores should not be drainable below 0
30
Any ability score drained to 0 should result in character
being rendered helpless
31 C
paralyzed and sleeping chars should be treated as if helpless
wrt AC (get -5 ac penalty)
32 C
Prone penalties should not be applied to sleeping/already
helpless chars
33 CNR
Rogues with Improved Trip suffer a -4 non-lethal damage
penalty to trip attack attempts
34 C
Characters get +4 Vs trip attempts from Improved Trip
35 C
Opportunist ability does not seem to function
36 C
Drinking potions causes no AoOs
37 C
A character hit by an AoO and paralyzed is allowed to
complete his action. Similarly Entangled/Webbed enemies
are allowed to complete their action before the spell
takes effect.

38 F2
Summoned creatures should appear on your turn and act
immediately (I have tested this out and it works ok)
39 C
Weapons that do BOTH piercing and slashing damage (ie
dagger/scythe), will bypass an Ochre Jelly's
immunities and not cause it to split.
40 C
blind characters can make ranged attacks
51 C
Sometimes secret doors become undetectable/ladder icons wont appear for whole game afetr that.
52 CNR
a ftr X/caster Y is considered a caster X+Y by the game,
resulting in unfillable spell slots
53 CNR
level advancement for restricted classes may be broken
(ftr->monk could take no further monk lvls)
54 C
multiclassing, ToEE fails to recog. feats/features of the new
class, hampering feat selection, etc.
55 FM
"Martial Weapon Proficiency: All does not grey out any Martial Weapon Proficiency and does not enable Weapon Focus for Martial Weapons in that same levelup. But the feat does work after the levelup and Weapon Focus can be taken in future levelups. Mark as confirmed.
56 C
Dismissing NPCs after they die may result in nearby loot
becoming unretrievable (happened at node guardian)
57 C
Firing a ranged weapon within Falrinth's threat range gives
him infinite AoOs.
58 C
Sometimes a condition occurs when PCs become hostile (after
animating dead or struck by damage without an enemy in sight)
This condition prevents accessing doors to change maps till
the hostile state ends by triggering a random encounter.
59 C
NPC still mark loot that they don't take as non-lootable post
patch ("The items affected in this way are coins, gems,
jewelry, arrows & quarrels.")
60 C
Chest and barrels should not be marked as empty before you
open them
61 NAB
locked door next to Zuggtmoy's throne leads nowhere
(unfinished area?)
62 C
a condition occurs that Ranger/Rogues sometimes lose their
first favored enemy and the leveling process is stuck when a
second favored enemy is taken. (not easy to reproduce)
63 FM
barbarians STILL get movement penalties on wearing medium
armor post patch 1
64 C
paladin Detect Evil doesn't seem to work all the time
65 FM
stunning attacks for Monks can be used more often than
possible: lvl 1 Monks can use 3X/day (should be 1)
66 C
Track ability detects NPCs in the party
67 FM
cleric domains (Trickery, Travel) giving class skills do not
retain the skills (as class skills) past lvl 1
68 C
"Invisibility to Undead" affects humans as well - get a _2 attack bonus
69 C
Strength domain gives access to Cat's Grace (lvl 2 spell)
70 F2
Lawful cleric w/ Law domain and Order's Wrath cannot craft
Axiomatic weapons
71 C
cleric w/ Sun domain can use greater turning more than once a day
(Clerics with sun domain are allowed to do this - in one of the posts in here the reason is stated)
72 DUP of 306
clerics can't use simple weapon longspear
73 C
evil clerics can cast Lantern Archon (a good aligned spell)
74 C
Evil clerics of Obad-hai channel positive energy
75 C
charging wildshapes do not get their animal form attack
76 C
on combat rounds following a wildshape action, the druid's
movement rate is reduced to 5. This is because the encumbrance
of the player before shapeshifting is being calculated in
seemingly. This affects my druid in every combat round where an enemy is present. Pressing "C" when no enemies are around the druid has a full movement. Happens even when druid not encumbered seemingly
77 C
NPCs will start sneaking when a player character starts to
sneak
78 C
if a party member is sneaking animal companions (black bear)
are limited to five foot moves
79 C
druid gets only 1 attack in a form allowing multiple attacks
80 NAB
druids don't get Woodland stride (not implemented/not of real use)
81 C
druids can still cast spells and use druid special abilities
when wearing metal shields and bucklers
82 C
Inspire Greatness: doesn't add additional hit points, not
available until lvl 10 (should be lvl 9). Multiple Inspire
Greatness icons above character portrait (?)
83 C
Inspire Courage: never stops, does not improve (to +2 at
lvl 8), should be a standard action instead of a free action.
84 C
Inspire Competence: works now, but has wrong icon
85
fascinate never improves wrt number of creatures fascinated
86
Bard songs (inspire courage, morale bonus) does not stack
with Prayer (luck bonus)
87 F2
Aura of courage Icon sometimes not visible above player
portraits (after resting or loading a game).
88 C
Aura of courage Icon still visible even when Paladin is
unconscious or dead
89 C
Aura of courage Icon still visible even if char are > 10'
from Paladin
90 DUP
power attack gives X2 damage for every BAB with 1-handers
wielded with shield
91 FM
power attack gives unarmed Monks X2 damage for every BAB
92 FM
power attack if power attacking and fighting with two
weapons, to-hit penalty should still apply to the off hand
weapon, even if the bonus damage does not
93 FM
power attack can be selected at Str 12
94 FM
Greater Spell Focus does not work
95 FM
Quick Draw is selectable even if +1 BAB requirement is not met
96 CNR
Silent Spell feat isn't working
97 C
There is no ceiling(max 3) for number/power of enchantments
put on crafted weapons.
98
CTDs still occur. (?because too many enchantments are
selected causing the name string to exceed maximum parameters)
99 C
Crafted spell resistant armors do not have spell resistance.
100
Shocking Burst and Icy Burst non-crit damage are listed as
negative energy damage
101 FM
Further enhancements cannot be added to already magical
shields. Masterwork shields work fine though.
102 C
Clicking on Create button straightaway after selecting any already enchanted armor or shield gives it a +3 enhancement for free!
103 FM
Incorrect XP requirement for applying enhancements to
already magical items: E.g. to make a +2 long sword into +2
shock should cost S/B the cost of the +2 shock - cost of +2
(720 - 320) = 400 Xp. Instead, it is 80 XP. It is taking it
as though it is a +1 enhancement (since your bumping it up
by 1), instead of the value of the what your making minus
the original value.
104 FM
Widen spell doesn't work. It also only takes up a spell
slot 1 level higher (not 3).
105 FM
Heighten spell increases spell DC by one less than it should
106 FM
Skill focus: UMD is applied to Tumble
107 FM
Skill focus: Perform does nothing
108 DUP
Metamagic causes extra spells to appear
109 C
Combat Reflexes should allow AoO even when flatfooted
110 FM
Extend Spell does not work correctly. An extended spell may
show 20/20 instead of 10/10 when cast initially but this
drops to 9/10 after the first round.
111 C
spontaneous casters have their no. of spells castable
decremented if they cast a spell known in their spont. caster
class, regardless of source (ie sorceror who knows fireball
using a wand of fireballs has lvl 3 spells castable decremented with each use. Same goes for casting spells from another class, ie: Bard/Sorc, Druid/Bard)
112 FM
if you edit a metamagic spell to remove the metamagic feat,
the spell disappears and is replaced with a copy of the spell
prior to it on the spell list
113 C
For Sorcs: exchanging ray of enfeeblement for grease results
in having an extra copy of enlarge person - seems to hole true for all spell replacement
114 C
extended cleric spells converted to heals do not remove the
spell from memory
115 C
spells with secondary selection (spells requiring selection
of a subtype) do not function properly when implemented as
wands/scrolls. Such spells include, but may not be limited
to: endure elements, summon monster (x), restoration
spells, etc.
116 C
Miscasting spells loses 2 spells instead of 1 for Sorcs
and Bards
117
When casting Dismissal to interrupt an enemy spellcaster
(for instance, a salamander) through Ready vs. Spell, the
enemy spell still goes off even if the enemy is Dismissed.
118 C
Spell-like abilities (salamander's fireball) should not
be counterspellable
119 C
The interaction of freedom of movement and hold person is
bugged. Freedom of movement correctly allows you to take
actions while held. However, you still have the condition
"held" and attempt Will saves every round to break free; on
the round that you succeed, you are unable to act. So, you
get actions if you fail the save; when you pass, you lose
your turn and are rid of the hold.
120 DUP
121 NAB
No divination spells for 4th or 5th level. No illusion spells
for 0 and 5th level. Transmuter also lacks 3rd level
transmutation spells. (is CR)
122 FM
specialist spellcasters who level have their specialist
spell lists shifted to regular slots...Specialist Wizard : spell list changes order so wrong "bonus"
spell appears. Simply going in and out of spell selection in the inventory seems to mess up spells for specialist wizards. The specialized spell jumps a slot, sometimes two leaving the slot filled with a spell from a different school. While testing I found all spells would stay in their place sometimes, or just one level of spells would stay in place, although I'm not sure why. Most of the time it seems to switch the spells around.
123 C
Scribing when pack completely full - no scroll scribed.
That spell remain unscribable on repeat attempts . The item seems to be going into an unreachable slot
124 C
You can reattempt to copy a scroll which you failed the first
time by failing to copy another scroll and then going back to
the first one (new scroll flagged as Invalid)
125 C
call lightning: once resisted by SR, cannot damage target
that resisted (even if successive checks fail)
126 C
charm person: acts like Dominate (should not make your allies
attack you, even w/ AoO) Attacked creatures do not receive a
+5 bonus for Will save Vs Charm Person . (?)enemies do not
check for another save to break the charm
127 CNR
clairvoyance: once cast, when party moves the automap does
not reflect the party's movements
128 FCO8 3.0.0
daze: checks for size instead of hit dice as criteria
129 F2
death ward: does not seem to work Vs Slay Living
130 C
detect secret doors: not working (seems that many detect
spells are problematic)
131 FCo83.0.0
dismissal: works against non-outsiders/non-undead
(dismissed Paida. )
132 C
divine Power: spell AB bonus does not stack with weapon
enhancements
133
doom: when cast by enemy casters stacks with itself
134 F2
enlarge person: if cast by NPC on a party member in combat,
becomes permanent.
135 F2
enlarge person: does not increase weapon damage IE a longsword should move up from 1d8 to 2d6 damage.
136 C
enlarge person: When it wears off, characters who equipped
large weapons 1H while enlarged still wield them this way.
137 C
enlarge person: Weapon reach does not increase.
138 C
enlarge person: Stacks with Righteous Might resulting in a
character model two size categories larger than normal
139 C
entangle/web/grease: enemies never/seldom attempt to break free
140 C
gaseous form: target can still perform melee attacks ; Characters had no problem attacking while in gaseous form, but the spell expired as soon as they did so. The spell also expires as soon as they are hit by an attack.
141 Fco83.0.0
goodberries: stay in your inventory after use, each character
can still only "USE" one a day , but they can use it on
somebody else
142 C
grease: trips the untrippable
143 C
grease: doesn't check free action or ring of free action
144 CNR
grease: may have odd effects when cast over 2 rooms
affecting NPCs only (marking as CNR unless someone can specify what the exact bug is)
145 CNR
greater invisibility: duration when casting from a wand
lasts for 1 round.
146 C
greater invisibility: Bonus to attack effect stack
147 FC3.0.0
guidance: spell duration is 6 minutes (should be 1 min)
148 C
gust of wind: does temporary stun opponents but they dont
appear "knocked over" graphic wise, Creatures dont
fall over till the end of battle even though dead. Small creatures such as goblins knocked over but sometimes bandits not knocked over
149 C
Color spray: see 148 descr
150 C
haste: Stacks when casted 2 times on same character
(not targeting same character with 1 spell)(Slow may be
similarly bugged as well)
151 C3.0.0
ice storm: lasts for 2 rounds (not 1) but deals damage once
152 NAB
invisibility: not giving any advantage save AC and initial
bonus to hit.
153 C
invisibility: Status not affected by invisibility purge.
154 C
invisibility: Use of wands does not deactivate.
155 NAB
invisibility: Erratic status when initiating dialogue.
156 C
invisibility sphere: causes permanent invisibility for some
party members on changing maps, graphics-wise and
gameplay-wise
157 C
magic circle Vs evil: No +2 AC bonus for those within
its 10' radius against evil creatures
158 DUP
159
magic circle Vs evil: Intermittent invulnerability also
reported from non-summoned creatures
160 C
mind fog: incorrectly rolling vs. fortitude. Saves not
implemented (targets always get -10 will saves)
161 C
magic missile: can't hit mirror images
162 FC3.0.0
mordekainen's faithful hound: they become permanent
163 FC3.0.0
produce flame: maximum bonus damage should be capped at +5
164
protection from evil: sometimes makes characters
Invulnerable to non-summoned creatures.
165 C
protection from evil: Should only work Vs natural attacks. protection from evil: Should not stop Balor's weapons.
166 DUP 165
167
protection from evil: Should be cancelled once Protected
player attacks a summoned creature.
168 FM
Raise dead and con
1. Humans, Half-Orcs, Half-Elves, and Halflings all consistently receive -2 reduction in CON upon being raised.

2. Dwarves and Gnomes both consistently receive 0 reduction in CON upon being raised. (Both have +2 Constitution racial trait.)

3. Elves consistently receive -4 reduction in CON upon being raised. (Elves have -2 Consitution racial trait.)

(Note re Elves: if CON reduced to below 0 via repeated raisings, number reduced jumps higher and CON goes into negative numbers. e.g., tested on pre-generated PC elf Malee, starting CON 8. First Raise Dead reduced CON to 4; Second Raise Dead reduced CON to -3.)
169 CNR
raise dead: raised characters sometimes only have Dex 1
170 C
rays of enfeeblement: cannot be empowered
171 C
rays of enfeeblement: should not stack. C. Also confirmed in the rules
172 C
rays of enfeeblement: Weapon Focus(Ray) gives no AB bonus
173 C
rays of enfeeblement: Point Blank Shot feat gives no
bonus either.
174 NAB
remove fear: doesn't work against Balor/Zuggi fear. NAB as the spell does not work in that manner
175 C
righteous might: penalizes the character twice for the
size (-1 spell and -1 size)
176 C
righteous might: does not give +4 natural AC bonus
177 C
righteous might: does not give longer reach
178 C
righteous might: gives +1 to hit
179 C
shocking grasp: damage deals d8/lvl up to 5d8 (should be
d6/lvl up to 5D6)
180 C
sleet storm: a PC who gets caught and slips, will get AoOed
infinitely by an enemy, upon standing
181 C
spiritual weapon: does not bypass DR (I confirmed this after second patch on falrinth. Still a bug as of co83.0.1)
182 C (FM partial fix)
spiritual weapon: AB not correctly implemented
183 C
stinking cloud: monsters do not exit cloud
184 C
stinking cloud: Nauseated creatures still make Attacks of opportunity but not normal attacks
185 C
stinking cloud: Sometimes Killed creatures still make saving throws
for stinking cloud
186
web: Permanent Web upon failing last check.
187
web: monsters who fail the save can continue to move if
their final placement takes them outside the area of effect
of the spell
188 CNR
cannot be scribed into spellbook: summon monster 1

189 FC1.0.0
cannot be scribed into spellbook: resist energy
190 FC3.0.0
cannot be scribed into spellbook: protection vs. energy
191 FC1.0.0
cannot be scribed into spellbook: wind wall
192 FC1.0.0
cannot be scribed into spellbook: animate dead
193 FC1.0.0
cannot be scribed into spellbook: bestow curse
194 FC1.0.0
cannot be scribed into spellbook: greater invisibility
195 FC1.0.0
cannot be scribed into spellbook: contagion
196 FC3.0.0
cannot be scribed into spellbook: animal growth
197 FC3.0.0
cannot be scribed into spellbook: blight
198 FC1.0.0
cannot be scribed into spellbook: dismissal
199 CNR
Order's Wrath has no spell prerequisites for crafting
200 FC3.0.0
Neutralize Poison has no spell prerequisites for crafting
201 C
fireball scribed by 5th level wizard produces a 5th level fireball spell
202
scribed spells sometimes use caster level and sometimes use
lowest casting level (should be only the latter)
203 FC3.0.0
unscribable to scrolls: Ice Storm
204 FC3.0.0
unscribable to scrolls: Protection from Law
205 FC3.0.0
unscribable to scrolls: Identify
206 Wand of Deafness has no crafting spell prerequisite
207 Wand of Blindness has no crafting spell prerequisite

207 DUP (206)
208 C
Evil priests are prevented from casting magic circle against
good, even if they do not have the evil domain. I am not
sure whether this is in line with 3rd edition rules or not.
In any case if it is meant to be a restriction the same evil
priest can simply scribe magic circle against evil onto a
scroll. Apparently there is no prohibition making magical
items with restricted spells! Somehow, re able to scibe them, though
209
Calm emotions: permanent particle effect
210
Good Hope can leave particle effect on character permanently
211
Inspire Greatness leaves motes above character heads
212
Falrinth's Ghoul Touch is permanent
213
Falrinth's Silence is permanent
214
Falrinth's Grease is permanent
215
Falrinth's Charm person is permanent
216
Meld Stone to Earth causes 0 movt for afflicted chars in
next fight (permanent?)
217
Wind Wall is permanent. Enemies have to make concealment
checks when using ranged weapons long after the spell has
ended. (the spell animation does not remain)
218
Strength increase from Death Knell is permanent.
219 C
Lesser Globe of Invulnerability effect is permanent for falrinth
220
Ghoul Touch effect does not wear off
221
Invisibility still permanent post patch (cast by Zaxis)
222
Spike Growth is still reported as permanent post patch
223
Prayer graphics permanent
224
Ice Storm permanent visuals if cast from a screen or two
away (no combat initiation)
225 FM
If a skill is a class skill to ANY of your classes, the max
you can raise it is char level + 3 even when raising it
cross-class. Instead of allowing a Rog1/Clr1 to raise Hide
to 5, the game allows me to spend a total of 5 points, 4->4.5
(4 spent as Rogue, 1 spent as Cleric) or 0->2.5 (0 spent as
Rogue, 5 spent as Cleric).
226 FM
if leveling increases your Int enough to get an additional
skill point (that level), you don't get it
227 FM
if you level up under the influence of an Int booster you
get extra skill point(s)
228 C
Searching for secret doors is DC 0
229 C
stat enhancing items are not giving bonus spells
230 C
Negative Dex penalties not applied correctly with certain
armors (Hedrack's plate or full plate +1) and Dex modif of -1
gives +1 to AC; (Chainmail +1) and Dex modif of -2, -3,
-4 gives +2 to AC
231 FC3.0.0
MW light Xbow unusable by halflings due to wrong size entry.
Wonnilon's repeating crossbow has the same problem.
232 FC3.0.0
dagger of venom is worth only 1gp
233 FC3.0.0
some items have their price/weights/magic flags listed very
wrong (We need to specify each one of these)
234 F2.0
dust of disappearance has no creation cost (0 xp, 0 gold)
235 FC3.0.0 I
tem rewards from Black Jay for his wife's ring still need to
be Identified
236 FC3.0.0
holy sword +1 gives +3 to attack (Melany's dowry sword)
237 FC3.0.0
demons summoned by the four Gems seems to be permanent for
most people
238 FC3.0.0
javelins are two-handed weapons and they shouldn't be.
239 C
Halfling siangham is not included in exotic weapon
proficiency/weapon focus/weapon specialization feats
(No regular sianghams in the game).
240 FC3.0.0
monks are not proficient with halfling sianghams
241 FC3.0.0
there are very limited sling stones to be found and merchants don't restock them
242 C
no Fireball scrolls found in the game (necessary for
destroying Golden Skull)
243 C
no bard instruments sold in the game
244 C
potion description says they weigh 1 pound, but they
actually weigh 0
245 F2.0
amulet of mighty fists only gives a bonus to hit, and not to
damage as it should
246 F2
crafting a wand of magic missile w/ lvl 5 wiz creates a wand
that can cast 6 missiles per cast
247 CNR
someone with a wizard created a wand of fireballs w/ save
DC 11. Min. for a 3rd lvl spell is 14
248 C
wands of summon monster: Cannot select monster you want to
summon. After casting a regular summon monster spell, that
becomes the default monster for a wand. Applies to scribed
scrolls of summon monster as well.
249 C
Necklace of adaptation doesn't work (at least not against
stinking cloud)
250 FC3.0.0 (suboptimal fix)
Rope of entanglement doesn't work
251 FC3.0.0
Oohlgrist's emerald belt is magical but does nothing and
needs to be reidentified upon reloading
252 FC3.0.0
Chime of opening not working
253 FC3.0.0
potion of heroism does not work
254 FM
potion of superheroism does not work
255 FC3.0.0
Javelin of lightning cannot cast Lightning Bolt as described
256 F2.0
Bracers stack (same inventory space)(effect of Archery and
Armor bracers also stack)
257 C
Necklaces of Natural Armor use the tribal necklace art, but
also place a number in the corner (making them stackable?) Stackable, but AC bonus is not
258 C
Potions of cure light wounds occasionally heal 1 hp. Possibly
they are marked as caster level 0? (I have seen this sometimes when bugbears drink potions in moathouse or air temple)
259 C
Wonnilon's repeating XBow still needs reloading like
regular Xbow
260 C
Magic Weapon on Lareth's Staff of Striking gives Enhancement
Bonus +200 (or 213).
261 C
Sickle is selectable as a Weapon Proficiency/Focus but
sickle is not coded as an item at all in the game
262 FC3.0.0
Masterwork Guisarme has most of its fields coded as
Masterwork Battleaxe
263 FC3.0.0
Jaer's Spheres of Fire: Not transferred to PCs as per dialogue
264 F2.0
Jaer's Spheres of Fire: defaults to a melee weapon instead
of ranged on single attack
265 F2.0
Jaer's Spheres of Fire: incorrect damage values in long description.mes
266 CNR
The Chain Lightning wand found in falrinth chest 2 remains buggy. You can selected more targets that the number past
the slash will allow.
267 C
Necklace of Prayer Beads doesn't work.
268 C
Spugnoir doesn't get 2 new spells per level, nor do his
skills ever increase
269 C
Meleny doesn't get a feat at 3rd level.
270 DUP 6
271 DUP 6
elementals (and galeb durs)affected by backstab, poison,
disease, stinking cloud, etc.;
272 C
groaning spirit taking full damage from weapons despite
incorporeality;
273 CNR
will o' the wisps Spell Immunity not working (I have seen that it works properly at least when I fought them)
274 C
snake venom (moathouse viper)is supposed to deal Con damage, but it deals Str
damage
275 C
hydras have one AoO per round. It should be one per head.
276 C
ettins apply half of Str bonus damage to off-hand attacks
(should be full, as per Mon. Man.)
277 C
lantern archons (Summon Monster 4) are supposed to use ranged
touch attacks. Instead, they attack normally (with a Strength
penalty too) making them far too weak.
278
Iuz's AI broken wrt characters w/mirror image
279 F1
monsters (Lamia) and wildshaped druid-bears have penalties on
damage for no reason. (ie 1d8-4 damage)
280 C
elementals that are summoned by enemy spellcasters are
considered enemies of the spellcasters who summoned them.
281 NAB
Sargen (a wizard) has no spells
282 C
Ashrem (a cleric) has no domains
283 C
monsters cast Bull's Strength on the party
284 NAB
Smigmal will be permanently invisible (undispellable) if you
let her go the first time, then come back. NAB as she uses dust of disappearance
285
trolls sometimes become unkillable. A 2nd visit to an
unkilled troll results in the 1st attack taking a long time
to complete and the 2nd attack never happens leaving you
stuck. This happens to ogres as well if you leave them
unconscious the first time. Also to werewolves. Maybe also
in other cases.
286
Spiders require a Conc check to cast Web
287 FC3.0.3
Skels/Zombs have no immunity to Tasha's HL
288 C
Terjon and NE vignette acolyte receive +20 to Will save from
racial bonus
289 C
Bugged hostile state/conversation with Belsornig. Often he goes through the dialog, hires you, and then the juggernaught goes hostile. One time I charmed him during battle and killed his minions and then he went into the dialog, and afterwards I was unable to speak to him
290 C
after recruited and released Otis no longer sells
masterwork items

291 C
after recruited and released Burne doesn't sell his stock
of scrolls

292
if a scared/turned enemy finds an exit to run out of you
never see him again and are stuck there hitting the space bar
293 C
Zert could not attack any enemies (at least in the moat house)
unless he chose Full Attack. Erratically reproducible
294 C
Casting mass cure on party makes Otis hostile(?). The spell
has also been reported to make other NPCs hostile.
295 FC3.0.0
Paida becomes unfriendly after being rescued and later hostile
296 NAB
Break enchantment casted on Dala is a hostile effect
297 CNR
After "Raise Dead", NPCs do not act like party members but
have party member dialog options
298 FC3
courier from lord wizard sargen wont talk to me.
299
Killing party members (NPCs) to make room for Lareth causes
lareth to go hostile botching the quest.
300 DUP 294
Mass cure causes NPCs in inn to go hostile
301
Status of pc/npc on world map often lasts long after effect is
over such as silence.
302 FC3
Gem summoned demons often do nothing in combat
303 C
Scorpp is able to wear human size armor
304 FC3
Scorpp wields xbow instead of club
305 C
Sometimes spells show as black in radial menu even when they
are useable
306 FM
Longspear should be a simple weapon, not martial
307 NAB
Rogues should get all simple weapon feats NAB because longspear not counted as an actual simple weapon so marking as NAB to reduce confusion
308 C
Armor which is already enchanted is not further enchantable
309 F1.1
Spells of the conjuration school should not allow for spell
resistance
310 C
NPC Rogues cannot Search for secret doors
311 C
NPC Rogues cannot pickpocket other characters
312 C
Cuthbert still not responding properly if Iuz already killed
313 C
sometimes in large battles, creatures turn on their own
members (Jackalweres fight Jackals, Zert fights Elmo, etc)
314 DUP
Tolub's dialogue bugged. (we need to specify)
315 C
Coin types which the NPC did not originally have are
transferrable
316
summoned demons (eg Balor) still have power gems in their
inventory when they die.
317 FC3
Thrommel attaches himself like a charmed creature to the
party when the party already has max followers
318 F2
I could tell Romag I already took care of the giant snake in
the banquet hall even if I didn't
319 C
quest items are not given if your inventory is full
320 C
Black Jay's dying sheep quest will be broken if you talk
to Corl and let him go home before getting the quest
321 NAB
exposing the spies in the trading post doesn't give 200 gp NAB as actually it gives 20 platinum
322 CNR
after visiting the ToEE, upon meeting Rentsch he behaves as
if he knows you even if he doesn't, and options to complete
the Wat quest are available
323 C
Drinking Contest Hommlet allows use of two or more characters
in a row.
324 C
Tolub brawl fight: He sometimes falls unconscious (instead of
giving up), allowing you to loot him. If allowed to heal,
reinitiates same dialogue as before - branded cheater if fail
to down him in one hit. Another character can take the first
character's place.
325 C
The eye of the tiger quest fight with Tolub is bugged. 50%
of the time he yells cheater and ends the quest regardless
of what I do.
326
After completing Allrem's second quest with the violent
option, I did not get the third quest
327
If you finish a subtemple leader's quests, but don't go to
the Greater Temple right away, the game will assume that when
you do get down there you are in the company of the first
priest. This produces incoherent dialog. It's particularly
bad if you do Belsornig's quests last, since he doesn't
accompany you down to the Greater Temple himself.
328 F2
Romag's 3rd quest allows acknowledgement of killing Belsornig
even if you had not done so.
329
Valden not awarding wooden spiked shields for Paida's rescue
330
In Hedrack's dialogue character's name appears as %pcname%
331
The "Thief" quest in Nulb is never awarded
332 F2
The teamster's dialogue does not figure in making the
traders' courier easier to identify and to complete the quest
333 F2
Large weapons equippable as offhand weapons by right clicking
334
Loading a pre-patch saved game turns my +2 Spear into a
door (crafted items only?)
335 C
Quick-weapon slots routinely borrow weapons from other
slots or just plain vanish.
336 C
character creation: rolled scores with no number > 13 are not
rerolled consistently
337 C
logbook keys are always listed as unused even if you use
them on chests
338 C
rolled stat boxes are accessible in point buy
339 C
percentage chance to hit shown for unarmed attacks
(pressing tab) actually it is hitting alt or alt tab that does this
340 C
Upon clicking on a potion in the radial menu, post patch,
cursor switches to windows white arrow
341
Ending cutscenes shows Thrommel dead even if
resurrected/raised in-game
342 C
some locked doors can be walked through in combat mode.
(Temple lvl 2, central stair room, east door)
343 CNR
You can pick the same feat twice, even if it's greyed out.
(Precise shot, Cleave)
344 C
Romag doesn't appear in the log of creatures killed
345 C
"Mother Screng's Herb SHIP - Third Floor" (should be SHOP)
346 F2
Spell Resistance: Info panel inverts success and failure
with actual in-game effect
347
Cure Light Wounds, Mass: hyperlink broken in the die window
348 C
some creatures in log listed with 0 and negative CR
349 C
lvl 10 rogue feat bug: most feats golden and once picked one,
cannot be cancelled for something else. Tested and partially confirmed. All available Level 10 Rogue feats appear in gold except the following: Exotic Weapon Proficiency; Martial weapon Profinciency; Skill Focus; Weapon Finesse; Weapon Focus. However, didn't have any trouble replacing selected feats with new ones.
__________________
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Last edited by bryce777; 11-05-2004 at 02:36 PM.
bryce777 is offline  
Old 06-07-2004, 01:16 PM   #2
bryce777
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Join Date: Oct 2003
Location: 14th and minna
Posts: 1,277
350 C
Slain NPCs respawn at their original location (Scorpp, Burne),
Paida also respawns at Hedrack's room after being rescued.
351 C
Characters can sometimes walk through magically held doors
(ToEE dungeon lvl 1)
352
char. creation doesn't advance from Stats to Race when
switching between the Advanced and Basic stat gen.
353 CNR
bows with shock property fire separate arrow/shock animations CNR has either been fixed or is system specific
354
detect magic does not work on corpses (well, on magic items
which are on corpses.. )
355 FM
if you have a cross-class skill at x.5 and raise it to
natural number, the calculation on the right side panel shows
your new skill level with one point too low. However, when
you are done leveling the value is correct.
356 FM
skill focus does not display proper focus in die window
357 F2
Chill Touch incorrectly displayed as Transmutation instead of
Necromancy
358 CNR
Permanent Magic Missile graphics on screen after casting
359 C
Selling to Shop keepers. There are open slots left but it
says they are "full".
360 C
F9: This does not always load your quicksave. It loads your
most recent save, be it either a quicksave, autosave (from
changing areas) or manual save.
361 C
Cutlass as piercing rather than slashing
362 C
When appearing in a town, sometimes the town will attack you
if you have skels commanded. Town will attack if you have zombies or lacedons, but not if you have skeletons or skeleton gnolls. other people such as rufus and churchmen will attack if and only if you had lacedons.
363 C
Commanded undead never quit and travel with you until you
either kill them or have them killed
364
Raised NPCs may be Hostile
365 C
mordenkainen's private sanctum: not available
366 C
wands of identify don't charge you for material components when crafting them
367 NAB
can trip w/ all weapons NAB because it is doing an unarmed trip
368 C
all reach weapons can attack @ 5'
369 F2
Tasha's Hideous Laughter should have a -4 DC if creature is not
your race
370
you can hold a charge of a melee touch spell indefinitely
371 FM
Cleric of St. Cuthbert can't choose the strength domain
372 C
Combat Reflexes does not allow multiple AoOs if opponents
move simultaneously
373 C
There is a max limit of 5 summoned creatures/animal
companions/animated undead(?) for a party
374 C
Knowledge Arcana/Alchemy not implemented and potions not
identifiable by Spellcraft
375
Game lags when clicking on bodies
376 CNR
Game lags when equipping second spiked chains on the same character - may be a dll fix problem...not a problem in the actual original code so marking as unreproducable
377
Greater Command in the Cleric spell memorization area
doesn't have any short text describing what it does.
378 C
rarely, action hourglass will be less full than it should be
379 C
sometimes spell/arrow art remains on screen
380
door listed as a creature killed
381
console screen shows up when bartering
382
characters making reflex saves every 2 seconds
(with no result)
383
save corruption: loaded quick save has all character stats
@0, equipment has no effect
384
entering fire node: radial menu has permanent green line
linking char avatars to the radial menu
385 F2
CTD w/ bardic spellcasting
386
CTD killing/fighting Vrock
387 CNR
paying for the night at the Welcome Wench sometimes results
in you getting gold to spend the night
388 DUP
weird bug the water temple high priest going hostile.
389
Lareth falls back to his old dialogue outside the back entry
into the temple: he asks what we're doing there and then
calls in his lieutenant...
390 C
some NPCs become hostile upon leaving the group/after
completing Moathouse
391 CNR
Windwall: may cause lockups
392
Glitterdust: sometimes causes enemies (behemoth frog) to
skip turns when it blinds them
393 CNR
Golden Orb of death prevents healing and buff spells
from working - closed as it is most likely that the character
is suffering from the permanent globe of invulnerability bug that comes from falrinth
394 CNR
Gloves of Dexterity+2 equipped at a natural dex of 20 won't
add up 1 point on the AC dex modifier. This is almost
undoubtedly due to the dex limit on armor types
395 C
level 10 bard did not receive songs "Inspire Greatness"
and "Intimidate". A player with 17 perform got inspire greatness but not intimidate
396
Cannot use intimidate on fascinated creature.
397
if Lareth is a party member and is attacked by PC party
members he does not fight back or attempt to run
398 C
some XP awards: a single Eye of the Deep earns my 10th
level party ~1200 xp each
399
When doing animate dead on a dead party member made him
disappear and drop all his items on the ground, yet he is
still in the party and you can select him but it will just
give a circle around where his body is suppose to be. Cannot
revive him with the priest in Hommlet, it just doesn't do
anything when you aim the resurrect arrow on his portrait.
400 CNR
Sometimes when in dialog mode and while keeping your mouse
still the screen will go in slow small movements to the bottom
left. Its not a big movement but is noticable and can get
kind of annoying when your reading the dialog choices. CNR - almost certainly the user's setup
401 FM
ToEE does not allow spells to be memorized in a higher level
slot than normal (it should per the rules).
402
I found a somewhat annonying bug in the game, if you have
Cavanaugh in your party as an NPC and at any time he is
killed in battle, any pc paladins will become fallen
403 FM
Nature sense, the druid bonus feat that is supposed to give
+2 to survival, does not appear to do anything. It
certainally does not give a visible bonus to survival,
according to the character sheet.
404 F2
The help screen for animal companions says you can have
lizards, panda bears and brown bears at the start, but they
do not appear on the radial menu for starting animal
companions. [They show up as levels increase)
405 NAB
Halfling druids get the bonus feat martial weapon longspear
(which is not supposed to be a martial weapon anyway), even
though they are too small to use it. Halflings should be able to use a small sized longspear, and it being martial weapon is just a separate bug
406 FC3.0.3?
My halfling druid was not proficient in the "small
quarterstaff" I bought off the smith in holmlet, but my
human druid was.
407 C
Demonic allies summon demons not on your side
408 F2
Critical hits do not confirm when the roll is exactly the
same as the AC of the target
409 C
Magic items and armor can erratically be rendered effective in animal form
by going to the world map and then back to area map
410 DUP
Polymorphed players only get two attacks instead of the
proper attacks for the polymorphed form
411
Rumor pages don't scroll
412 F1.2 RNG very suspicious
413 C
if several monsters go as a group prior to one of your PCs..
your PC will lose all their action time for no apparent
reason..
414
Potion of haste does not work
415 C
Protection from evil affect prevents casting bless on PCs
416 C
Healing summoned demons makes them hostile
417 C
Occasionally after loading a savegame, one of my characters is frozen in place and won't move. Clicking a navigation icon to a new area solves the problem. (workaround exists - make character sneak and then stop sneaking)
418
Potion of charisma does not work
419 C
Patch not enabled for trymedia buyers
420 C
'Too many zero level spells' bug not fixing savedgames of
sorcerors with this problem
421
Saving during a fight gives up the turn of the character
currently active
422 CNR
Characters sometimes stop accruing experience after
reaching 10th level
423
Appraise skill capped at 19
424 C
Clicking on dead body in combat loses attack for pc
425 F2
Masterwork breastplate causes char torso to be invisible
426 NAB
Animal companions not controllable NAB but a design decision
427 DUP
Specialist Wizard : spell list changes order so wrong "bonus"
spell appears. Simply going in and out of spell selection in the inventory seems to mess up spells for specialist wizards. The specialized spell jumps a slot, sometimes two leaving the slot filled with a spell from a different school. While testing I found all spells would stay in their place sometimes, or just one level of spells would stay in place, although I'm not sure why. Most of the time it seems to switch the spells around.
428 DUP
Paladin Detect evil (and maybe the spell and also the
other detect spells) does not seem to work
429 C
Invisibility effects via spell or ring , when going to a new
area, it loses its "Fade" effect even though the creature is
still invisible. The fade effect for the ring of invisibility stopped working when changing maps by going through door icons, but stayed when using the world map (tested in hommlet). Invisibility cast with a wizard was fine.

The description for the ring reads "A ring of invisibility grants the wearer invisibility, as per the spell.", however the ring has no duration and creates no tab above the character portrait.
430 C
druids: animal familiars wont be named they'll always be
called the base animal even if you give them a name - they DO show up when selected
431
Necklace of Adaption should stop stinking cloud effects
but character with it on was still nauseated.
432 C
HOT KEYS: Hot-Key when assigned to OPEN lock , does not work
on doors.. it still works on chests
433 C
When you come across a set of double doors that are both
locked.. if you unlock one and move through it the rest of
the party will get caught on the locked door even though
they could walk around it through the open one.
434 CNR
I used a wand of identify while I was looting the
BULL FROG KING in the swamps north of nulb. I got a strange
dialog that was like a store with an identify button.. I was
able to pay 100 gp to identify my items but the dialog window
would not go away till I exited the area. CNR - seems a freak ocurence
435 C
The "HAND" icon that appears when a door is open/closable
does not always appear when the mouse is over a usable door..
clicking will work even though the icon is still the normal
arrow.

436 C
Entering a new area sometimes makes a character appear on
the OTHER side of wall, usually an npc..
437 C
AI: Umberhulks confusion ability seems to be like a
fireball.. the point they activate it at effects all people
in range even ones the hulks cant see, a hulks confusion
ability only works when somebody actually looks at them.. its
a semi-gaze attack... if you're blind or cant see them (like
they're invisible) they shouldnt be able to confuse you. Also
umberhulks seem to activate the "ability" for about 3 rounds
whether or not they're in melee or getting chopped up and
dont attack. I thought the effect was in ADDITION to their
melee attacks and only really worked the first time you saw
the particular creature.
438 C
When a player is affected by ray of enfeeblement and it runs
out, it wont recalculate your encumberance till you move an
item in your inventory.
439
invisibility only stops creatures seeing you , not hearing
you... creatures should get listen checks
440 C
Sometimes multiple enemies can occupy the same space when
moving simultaneously. Also happens with PC and NPC sometimes
441 CNR
The help for 2-weapon fighting style, (when I looked at
elmo's feats) takes you to the help for "maximize spell"
442 C
Haste does not seem to stack with barbarian and monk
speed bonus
443 C
Crafting wands of stoneskin does not charge properly for
the material component cost (should be # of charges x
spell cost)
444 C
CTD fighting balor much of the timer
445 C
On the first of the Temple, in the room that spawns the earth elementals, one of the two morningstars in the chest is actually

a +1 morningstar. However, it's not indicated as magical, and
cannot be identified. The only way to find out is to equip
it (adds +1 to hit), or try to sell it (the price offered
corresponds to a +1 weapon, not a masterwork weapon
446 C
Many armor types seem to have incorrect skill check modifiers
We need to verify exactly which and start a PR for each
447 C
Attacking NPCs in your party does not seem to make
them hostile
448 NAB
Casting ice storm into an area with one already causes no
damage ...NAB this is actually according to the rules
449 F1.1 Dexterity mod being reduced by chain gloves
450 F1.1 Dexterity mod being reduced by chain boots
451 F1.1 Speed being reduced by heavy and medium armor gloves and boots
452 C
Werewolf challenge rating inaccurate
453 C
Juggernaut CR inaccurate
454 NAB
Unicorn ring does nothing NAB as there are no unicorns in the game
455 FC3.0.3
Emerald belt of oolgrist does nothing
456
Paladin smite should not be a full round action or require
you to right click on the target first
457 C
If an animal companion is killed and immediately resurrected,
it is no longer a member of the party and it must be
dismissed.
458
Elvish prisoner dialogue does not give option to tell them
way out if party bluffs/negotiates way in but has
already exited
459
The woodcutters quest in hommlet can be completed by just
telling him that you killed the spiders, even if you haven't
460 DUP
Sometimes characters raised come back with dex of 1, yet
while it affects their skills, it does not affect AC
461 DUP
Some players cannot go through the hole on temple lvl 3 after
sliding away the manhole cover. THis is related to NPCs not being able to go through doors, open chests, etc.
462 C
NPC thieves do not seem to be able to search
463 FC3.0.0
You can choose Dwarven Urgosh as a weapon in specialization
and weapon focus but there isnt a Dwarven Urgosh in the game
464
If Meleny gets killed while in your party but then you raise
her, and then go talk to her dad, it triggers a hostile
response from him and his other daughter. They act as if
she's still dead, even though she's standing right there,
and you become the Butcher of Hommlett
465 DUP
466 CS
Wizards don't get all their bonus spells known at 1st level. Wizards are supposed to begin play with all 0 level spells (except from prohibited schools if specializing) and three 1st level spells, plus one additional 1st level spell for each point io INT bonus the wizard has. ...the game is granting one less spell at 1st level when the wizard has a bonus INT modifier.
467
Using the anarchic crafting enhancement when a cleric crafts causing CTD 100% of the time
468 F2
Crafting with a wizard then trying to craft item with a cleric does not allow the cleric to modify any crafting done by the wizard. The wizard's crafting is invisible. the reverse is also true. Weapons can still be crafted/enhanced, though.
469 DUP

When scribing a scroll with no inventory, scroll not scribed
470 DUP
471 FM
In water node granks men casting spells on themselves causing CTD or system lockups that require hard boot.
472 C
Detection spells and abilities have been disabled by the second patch
473 C
Vampiric touch does 1-6 + the level's caster instead of 1-6 x the level's caster. Does not work as other touch based spells and requires the caster target self
473 C
When NPCs in the first slot, quest log never gets updated regarding completed quests etc. until a player character is in the first slot
474
When I entered the bandit hideout using the ladder near Falrinth's lair, two of my characters appeared in an adjacent room, totally separated from my party. I had eight characters at the time.
475 C
Wandering monsters (when travelling on the map and resting) appear intermixed inside my group instead of encountering them at a distance
476 C
When Balor uses fear, all of my characters get the fear icon and fear affect around them, even though some of them sometimes can act normally, even when close to the Balor
477 C
When Balor charms one of my party members, the Balor and efreet still attack him
478 C
When I expend the protection on Falrinth's Stoneskin, his Minor Globe collapses as well, even though its effect is still active
479
Extreme load lag the first time Iuz' floor symbol in level 4 of the temple is displayed (this didn't happen the second time I took a new party through, although there was some significant load lag as I approached Hedrack's temple room)
480 C
Mouse lag during combat when mouse pointer moves to a difficult or impossible to get to position
481
Sometimes spells simply don't go off, as if they were affected by magic resistance
482 C
When an action can't be performed due to range it is simply unavailable - does not show that it is out of range or whatever.
483
On a reloaded save on level 4, a lone ogre shaman appeared in our room and was not in the room where we lost the battle with him before the reload
484
Shop inventories become full and won't accept more items to sell
485 C
At times, creature or object selection is difficult because of the the mouse pointer also being on a door, corpse or party member. Coup de gracing is at times especially difficult because of this, especially in large battles. It seems the mouse criteria for selection isn't unified. Sometimes you can target a creature at its feet, but you can target a party member at their shoulders, so if a character is graphically in the way of a helpless creature, you can't select the creature
486 C
Sometimes a creature is taken down to a status of (null) when they reach 0 hit points. When it comes to be its turn in battle, it does nothing, and its turn doesn't end, so the battle can't end. This only happened once, I figured the two were related (being at null and not acting in combat)
487 C
Spike Stones cause repeated CTD's while creatures are walking across them, too often to want to depend on the spell
488 DUP
Replacing a 1st level spell with identify caused two of them to show up in list
489 C
Touch attacks should be able to cast, most, and attack all in the same round. This is an exception to the normal move/attack rules rules, as cited on P140/141 od the PHB
490
******* swords are not used twohanded when the offhand is free and the character has exotic weapon proficiency:******* sword
491 NAB
Spiked growth seems to do about double the damage it should do. (I checked this out and only when walking through the whole thing do they get damage in the 20s. Since the RADIUS is 30 feet that means 1d4 per 5 feet = 12d4 = max of 48 damage.)
492
Zuggtmoy not immune to the ghoul touch spell
493 C
Victims always paralyzed by ghoul's touch, somtimes even when they make their saving throws
494 C
Any character with craft arms and armor is being allowed to make
+3 items with any other craft abilities they have the prerequisites for, regardless of their level.
495
When wielding Scather against salamanders and the Balor with my CG fighter, on my turn, the fire damage I take from hitting them causes me to try to make additional return swings against them, locking up my turn, forcing me to halt the program
496
When Poison damage is applied, the lettering above your character is spelled "Posion"
497 C
Zombies raised by Iuz attack hedrack. Happens in other various palces such as when fighting senshock and in many larger battles. Enemies become confused and then attack their allies. Seems to be somewhat related to combat starting off with an area effect spell sometimes.
498 C
Carrion crawler's attack rate is EXTREMELY slow
499 C
When Iuz reanimates forces and turns them into zombies, their loot is gone (I lost the Boots of Speed this way when the Captain was in the Hedrack battle - this is not confirmed)
500 C
Node bosses (and romag) sometimes try to cast a spell on summoned bears, and it fails because the bear is "not a person", or in other cases, "not a critter".
501 DUP
Occasionally after loading a savegame, one of my characters is frozen in place and won't move. Clicking a navigation icon to a new area solves the problem. (workaround exists - make character sneak and then stop sneaking)
502
Occasionally when taking a 5 foot step (especially in the water nodes) it is treated as a standard action and does not let you do anything else.
503 C
When crafting, if you craft each + bonus one at a time you only are charged 80 experience points for each crafting instead of the normal amount. This also applies to other crafting items as well, such as making a holy longsword for only 80 xp more.
504 C
When crafting you can put so many enchantments on it that the crafting cost goes negative and you will actually get PAID to craft the item...in copper pieces no less.
505 C
Fighting the balor, the lead character was charmed. I charmed him back and from then on when I tried to use the right click menu the right click came up for the leader instead of the currently active player character
506 C
The doors in the area above alremm constantly relock themselves when the party leaves
507 C
Charming belsornig during the battle with him and them winning causes him to go into the conversation with him at the end of the battle, but when you come back later he will no longer speak to you
508 C
The cleric you find in the air node cannot choose domain spells
509 C
NPCs sell items that you give to them...such as a wand for zaxis to use during combat. Ideally, NPCs should never sell ANYTHING. Then the player should be allowed to sell any NPC item including looted stuff, but the money would go to the NPC
510
Zaxis either does not have an instrument on hire or is selling it
511 C
While elmo gets the improved two weapon fighting feat, the bonuses never apply
512 C
The orc prisoners both start with 14 hitpoints, which for one at least is impossible because they both start at elvel 2
513 C
The boots of speed can be reactivated after taking them off and putting them back on. If they are once a day items this should not be the case - if theya re permanent items they should alsways be on and not get deactivated by map changes and saving and loading.
514 DUP
Leather armor on random adventurers is labled +1 but seems to be +3 This is related to other bugs in crafting. iT is not +3
515 C
In the ego section dozens of goblins will be listed separately sometimes, causing many of the entries not to show up
516
Sometimes, the quest tab for nulb does not show up in a new game
517 C
Talking to burney after going to the temple of elemental evil gets an odd dialogue to the effect of 'why don't you buy me a drink there, mister' or something else very out of character
518 NAB
The game does not seem to give the experience penalty for having too many classes properly. A dwarf barbarian/fighter/thief got to level 10 at 45000 XP. NAB because the experience modifier is applied when the character actually gets the experience points from combat etc.
519 C
NPCs who die in your party disappear when you go to the map area, and can nevr be resurrected again
520 C
Balor's charm and other charms sometimes permanent - seems to be the case for NPCs
521 C
Sometimes potions stack, and sometimes they don't
522
4th attacks by the balor are labeled 3rd attack
533 C
In a battle in which we are all incapacitated, it awards us XP and if we raised a level, it tells us so just before we get the death screen
534 C
If characters stop because of a locked door, it allows them to occupy the same space
535
When choosing full attack and selecting an opponent while not in combat, if you have more than 3 swings, you aren't allowed to take them, even though the sword icon says you have that many swings coming. After repeated clicking on the opponent, after the second attack, your turn is over.
536
When selecting multiple targets for a spell, if you move the spell selection icon to a bad place on the screen, all selections are cancelled. This usually happens when you move the icon to a place that the caster can't see or can't move to.
537 NAB
Rearranging the spells you want to memorize for your next rest session can cause you to lose spells you currently have memorized (On my wizard, I replaced one of my Cone of Colds with Teleport without resting and in my redial menu, I had only one Cone of Cold memorized when I should have had 2)
538 DUP
Sometimes spells simply don't go off, as if they were affected by magic resistance, wasting the turn.
539 C
NPCs unable to go through door icons to new areas, open chests,
or loot bodies for the party
540 CNR
A sorceror at 7th level is reported to not have been able to choose any 3rd level spells - they simply do not show up as options
Seems to be a freak occurence or subtle bug that does nto show often, or user error
541 FM
WINXPSP2 problems with toee.
It's either DirectX 9.0c, XPSP2, or both. Resting in open area and getting random encounter by resting, on the encounter 50% of the time will not trigger a combat. The creatures will stand next to the party forever but you have to trigger the combat manually by hitting the C key. C button works for looting during combat.I cannot open or close just the doors anymore. I have to click past the past the door to make a person or party run through it.The best way to describe it is that any action that makes the white hand hover (like over a dead body or a door) fails to work outside of combat, ut if you can find that action on the radial menu that always works.This also affects new games and all saves.
542 C
Bards miscast spells sometimes when wearing leather armor and an elvish shield, when they should not
543
buckler penalty for twho handers and dual wielders is -1 to attack across the board, whereas it should be - the number of the penalty and zero for magic/masterwork bucklers
544 F2
Trip attacks should take only the dodge AC instead of the full ac - trip attacks miss far too often - it is a touch attack
545 DUP
Ray of enfeeblement should not stack with itself
546 C
Spiritual weapon should pass through any damage resistance, it being a spell
547
Enemies should not cast spells at or otherwise attack the spiritual weapon
548 C
Blind creatures should not be able to target characters normally
549 C
Blind creatures should not get AoO
550
Spells which enlarge players make them invulnerable to spells which after only a person such as charm person, etc
551
Summoned celestial creatures do not smite evil
552 C
Summoned fiendish dire wolf should get a free trip attack every round
553 DUP
Summoned lantern archon should give RANGED touch attacks - it is low hp, high dex - basically an archer
554
When Scather & Fragarach are equiped in party, the party members with them cannot end their turn. Animation & sound still function as per normal but space bar, esc & Alt Q won't work. Initiative bar kept stuck on black. Only thing to do is to restart computer, reload a save and reequip the two party member with anything but Scather & Fragarach.
555 C
Druids and rangers can't ever seem to get companions from the alternate companion list
556
For characters with higher dex than strength, their dex modifier should be used instead of their strength modifier for avoiding trips, but instead the dex of their attacker is being used (!!)
557
enlarge person: Does not increase monk unarmed damage,
558
inspire courage seems to give no bonus against cause fear spell
559 C
Casting suggestion on ettins and hill giants several times has stated they are charmed, and then they continue attacking as normal
560 C
Casting dominate animal on the worg with scorpp causes it to say it is charmed, and then it attacks me as normal
561 C
Sometimes AoO will happen when there is a wall between the character and a monster. A message saying 'target blocked' comes up, and the AoO is wasted even if the monster or character then moves in to attack against reach
562 C
Experience rewards for the two troll animal keepers seem way too low. Party got less than ten exp each and yet they got more than 100 for any random encounter trolls
563 C
Bugbears with 2 hand swords should not have reach
564 C
Zombies do not have immunity to cloudkill
565 C
Paladins do not fall for murdering innocents
566 C
Good NPCs should generally leave a party that is very evil
567 C
The +4 to attack roll for Helpless creatures should occur only on melee strikes, not ranged strikes.
568
Invisibility sphere sometimes causes CTD
569
Cleric using a longspear seems to be able to heal at 10 feet away....
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Old 06-07-2004, 01:19 PM   #3
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Ok, the formatting is unsurprisingly screwed up so I will try to put status and number on a separate line from the rest of it.

Here is an explanation of what the statuses mean.

F1.1, F1.2 etc. means fixed in that official version
FC3.0.1 means fixed in co8 version 3.0.1 but not necessarily in official version.
NAB - not a bug
CNR - cannot reproduce possibly just a fluke
C - confirmed to exist in all known versions
MR - Misreported. In case I screw up or someone realizes they made a reporting mistake.
DUP - Duplicate of another bug (number will be listed)
CS - Circle of 8 specific


I will keep track of bugs after they are fixed so we can regression test and so that anyone with an old version reporting a bug will be able to see it.

Go ahead and post any bug findings here, and anything you can do to change the status of some of the bugs would be a help. Most of these come from zhuge's co8 list but I split some out and found quite a few missed and added some old ones that should eb there for completeness and so smoret does not end up going in circles.

The smart thing now would be to incorporate the co8 fixes into a new patch (the non mod fixes) so we can sync everything up. On our end we need to verify exactly what is and is not working, what can be modded (I think most everything that can be has been) , and what the priorities are.

To me the main priority is obviously the nodes.
Then the enlarge not giving reach bug
then cuthbert acting oddly when IUZ killed
allowing to destroy skull wihout the gems
demons permanent
crazy resistances on some monsters
paladin smite working oddly
wacky feats for NPCs
Any permanent spells
any crafting bugs

Looks like much mroe work than I originally believed too, unfortunately. Thankfully many of the bugs can be dealt with
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Old 06-07-2004, 01:35 PM   #4
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I needed space so I am separating the CRs from the bugs

CR# STATUS
DESCRIPTION
1
Request to make fog of war optional on maps
2
NPCs loot until they are heavily encumbered.
3
Release of modding tools requested
4
AI improvements so that monsters will not continuously
attack a cleric using stone meld requested
5
It is difficult at times to loot some bodies when close
together. Moving them would be a nice ability to have
6
Sometimes walls get in the way of the view of characters.
7
Ability to choose feats for NPCs on levelup
8
More scripted, challenging fights IE ambushes requested
9
AI: enemy spellcasters cast daze and hold person on
Large characters which are immune
10
AI: keys in on a specific character (mage) and does not
shift to fighting other characters when mage is far away
from sight. enemy in question just stands there and
takes blows.
11
AI: needs tweak for Umberhulks, Leucrotta regd spellcasting
12
Great cleaver is underpriced and overpowered
13
Exotic Weapon Proficiency dwarven waraxe is selectable but
masterwork items do not appear in the game
14
Exotic Weapon Proficiency shuriken is selectable but
masterwork items do not appear in the game
15
Exotic Weapon Proficiency gnome hooked hammer is selectable
but masterwork items do not appear in the game
16
Lareth's dialogue when attempting to parley and after joining
the party may need adjustments as well as his predisposition
towards the party
17
Class restrictions for deity highly limit the number of
deity choices. From a RPing POV it would be better to abolish
it.
18
coup de grace critical hit damage doesn't count in most
damage done log (but should it?)
19
Gnomes don't get proficiency in gnome picks (there aren't any)
20
Terjon has more hitpoints than possible for a levl 10 character
21
more spellcaster enemies, please, with improved AI.
22
put kids back in game or remove all dialogues about them
23
Case heal spells upon rest!
24
Rest until healed option
25
Elmos father when you talk to him shows his portrait and
dialog at the top of the screen and when you move your screen
up it sticks to the same position. Still is readable but it
is awkward to look at.
26
radial menu suboptions show bank away from screen edges and
fold back upon the menu somehow
27
ability to turn off voice acting requested
28
druids do not get woodland stride
29
Multiplayer patch requested
30
Custom portrait support requested
31
Add an option to get full HP on levelup
32
Reduce random encounters and exp earned to slow leveling up
33
Stackable unidentified potions
34
The evil ending is too quick
35
Make a party combat mode where you can choose sides within
your party. You guys made such a d&d good combat simulator,
that it would be a good way for people to test the
effectiveness of new feats and spells quickly, and check bugs.
36
More quests in nulb
37
More large scale fights in the temple
38
It would be nice to be able to wander on the map randomly
and perhaps stumble onto more random areas that way
39
NPCs should not complain if only lightly encumbered
40
When characters heavily encumbered, highlight changed stats
in red
41
Zugg, Hedrack and all of those "big baddies" TOUGHER... and
I mean A LOT toughter...they are simply too underpowered
(especially Zugg) if you are wielding either Frag or Scather
42
It would be nice if class skills and crossclass skills were
somehow color coded to make it easier to find them
43
Some sort of containers or bags of holding would be nice
44
Let us use the world map inside the temple, but only to
select either Hommlet or Nulb as a destination. Walking out
of the temple and back to town though corridors we cleared
earlier is a royal tedious pain. Include the usual risk of
wandering monsters on our way back. Enable it via a command
line switch if you like, so people who think it's unethical
don't have to resist the temptation to use it.
45
Allow any mix of up to 7 PCs and 7 NPCs that fits the
GUI (i.e. 8 total). Let people play however they like.
46
I'd love to say have the Tab key highlight secret doors that
have been discovered, because 5-10% of us have a certain sort
of colour blindness that means we can't see them on the screen
even if our PCs can see them "in the game".
47
For crafting arms and armor it is not obvious what effect
prerequisites are
48
Fix for radial menus: Instead of just going out and out, they would be better if when you clicked an option that row became the row closest to the center of the menu. To go back a row, just click the center of the menu. There are other solutions, but this one would most likely only be a few hours to implement. The mouseover speed is also very slow which becomes tedious
49
Galeb duhrs' walk rate is extremely slow
50
A lot of the keybidings in game are kind of goofy and can't be changed. Calling f for formation is just silly, when that is something very seldom done, but f for full attack would be nice for example.
51
It would be nice if after placing a note on the map the icon changes back to the movement hand
52
It would be nice if the map centered on the party when it was opened
53
Remove the alignment prerequisite for some or all of the rods
54
It would be very nice if when attacking by clicking that if the character were in range to do so that they did a full attack in such a way that they kept attacking that enemy until he was dead but could still use any leftover attacks on another enemy.
55
It would be VERY nice if when clicking to attack the character actually automatically made a 5 foot step to the enemy first instead of walking to them, if within 5 feet of being in the threat range, and then did a full attack as listed above
56
It would be very nice if defensive casting did not make you miscast when you were not even in combat
57
it would be nice if for characters with spring attack you automatically got to move after attacking
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Old 06-07-2004, 04:44 PM   #5
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Re: Please sticky: Numbered bug list

Quote:
Originally posted by bryce777
PR# STATUS DESCRIPTION
3 Power attack incorrectly giving +2 damage per point assigned
instead of +1 damage for light weapons. Should only give +2
for 2-handed weapons
PLEASE Verify your bugs, or at least mention that they're not verified. I haven't gone thru them all but just getting to your priority 3 bug shows me that you haven't read the manual.

Light weapons properly do not give ANY power attack bonus (as illustrated by the following screenshot). What you are seeing, is a non-light weapon being held with two hands (e.g. your off hand is empty). It should be stated in the manual that when you wield a one handed weapon with nothing in your off hand it is assumed you are wielding it two handed and get all the bonuses implied by wielding it two handed.



While I do not have the manual infront of me, I remember when we put in this feature and could have sworn it was written into the manual (so please check it). If it does not say that in the manual I will beat the manual writer and his dog until justice has been served.
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Old 06-07-2004, 05:02 PM   #6
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Re: Re: Please sticky: Numbered bug list

Quote:
Originally posted by smoret
If it does not say that in the manual I will beat the manual writer and his dog until justice has been served.
Umm... Cooter's innocent... I think... but manual writers are fair game...
(after all the columns for Max Dex and Armor/shield bonus are reversed in the .pdf manual (pg 62-63))
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Old 06-07-2004, 05:04 PM   #7
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Well, as I said I will be putting a status by each one for you.

ANything without a status, we do not know the status of for sure.

I got that one from the co8 list and I have not been able to confirm any since then.

I am hoping people will take bugs on the list, confirm whether they are fixed and whether fixed by co8 or in an official patch.

Bugs that turn out to be apocryphal will be marked NAB or duplicate as the case may be but will keep their reporting number for future reference.

When we have made some progress on the list, we can make a separate list of what is actually confirmed and send it to you or keep it in another thread for your convenience.
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Old 06-07-2004, 07:49 PM   #8
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Oh, and also the bugs are not listed in any sort of order of priority but just as I came across them. Also also, I mistyped and did not mean light weapons, but onehand weapons, I just realzied.

Sorry for the confusion.

Tonight maybe I can test some of these out and confirm if they exist or what.
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Old 06-08-2004, 03:47 PM   #9
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Well, I installed from scratch, applied offical patch 2 then co8 patch, and I got kicked to desktop every time I tried to load.

Maybe I will try again later this week (I will be pretty busy til the weekend).
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Old 06-08-2004, 11:21 PM   #10
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What you guys need more than anything else right now is a Bugzilla database if you really want to keep track of these issues. A forum post with 500 entries isn't going to be managable. With bugzilla you can have people vote on bug candidates; when something gets enough votes it promotes automatically into a bug, etc. It's brain dead simple to get a list of what was fixed when and to order things by priority.
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Old 06-09-2004, 05:15 AM   #11
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Quote:
Originally posted by MagnumMan3
What you guys need more than anything else right now is a Bugzilla database if you really want to keep track of these issues. A forum post with 500 entries isn't going to be managable. With bugzilla you can have people vote on bug candidates; when something gets enough votes it promotes automatically into a bug, etc. It's brain dead simple to get a list of what was fixed when and to order things by priority.
Agreed and in fact it already has been done though it is not open to public. The problem with this is there might be lots of unverified bugs if we completely open it to the public. As it is, there are lots of issues out there which aren't really bugs and are resolved after a few days. Some of these were reported once and are not reproducible.
I really don't want to get Steve into wild goose chases for non-existing bugs, which is why we should get a 100% verified buglist ready for him.

But if anyone wants to start a separate public database to deal with all bugs (verified, unverified, fixed, unfixed), you're all welcome to do so. I suppose we'll need a substantial site with good bandwidth and someone to maintain it.

MagnumMan3, if you are familiar with setting up a Bugzilla database, I hope you will volunteer for the task. Then you can copy paste the bugs here and get us started.
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Old 06-09-2004, 02:57 PM   #12
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Well, this is sort of the point of what I have been doing.

The point of having a status is that you can tell if it has been resolved or what.

Then people do not report the same nonbugs over and over.

They need to ALL start as unverified.

Another problem is a lot of the co8 bugs are lumped together when it is possible to fix one or cause a regression of one but not the other.

Actually requesting him to work on something particular should be a separate process but we need the raw data out there.

Bugzilla would be a great idea.

This is the system I usually use when I have to track internal bugs on my own and it works very well but for something with so many users bugzilla or something would be better.

I was hoping people would actually test some of these out and confirm them but it seems they are not interested so maybe I will just forget it (even though I spent hours compiling this).

I have not been able to play at all because I am extremely busy lately as I have my own release coming up soon to worry about.
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Old 06-11-2004, 04:35 AM   #13
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http://www.ehumorcentral.com/Directory/Jokes/2336.html

I really hope bryce777 hasn't done this for fun. Could we get a few dedicated testers here?
I also hope the list will be sorted into headings to make it easier to eliminate repeats of the the same bug and to enable modders to quickly focus on what they have a chance of correcting (items, creatures, NPCs, dialogue/quests):

general/gameplay
interface
combat
feats
skills
spells
items
creatures
NPCs
dialogue/quests

A database would help a lot in this regard. If we want more fixes soon, we need to organize things for Steve. Since bryce777 is busy currently, could we get another person to copy paste the entire list to another post and maintain it there temporarily (sorted by headings). Well?
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Old 06-11-2004, 06:04 PM   #14
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If people start checking it (I will a bit this weekend but I am super busy so not much) then I will sort it all into categories and possibly renumber it.

I want to put the statuses onto separate lines as well.
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Old 06-11-2004, 09:53 PM   #15
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Is your bug thread dedicated to no circle of eight patch? To get the bugs that are definitely in ToEE not Co8?

I'll go over the list and try out this and that, but I haven't been playing much, so don't count on me as dedicated.
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Old 06-12-2004, 04:13 AM   #16
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I won't be actually doing much actual testing (if at all) for the next few months due to lack of time. However I did do quite a bit when I was trying to fix various bugs for Co8 mod pack v3.0 so I'll just make some short comments here for a number of bugs so that testers can better focus their time on these needy issues.


Comments for bugs 188-267 (spells with scribing problems, permanency issues and items):

188 CNR? Needs reconfirmation. Works for me. If another person could reconfirm that it works, we'll put it as NAB

189 FC1.0.0
190 FC3.0.0
191 FC1.0.0
192 FC1.0.0
193 FC1.0.0
194 FC1.0.0
195 FC1.0.0
196 FC3.0.0
197 FC3.0.0
198 FC1.0.0

199 CNR? Needs reconfirmation. Works for me. If another person could reconfirm that it works, we'll put it as NAB

200 FC3.0.0

201 CNR?
[Checked by ordinaryjones - mark as F1]

202 ?? Probably true. Needs a lot more testing here.

203 FC3.0.0
204 FC3.0.0
205 FC3.0.0

206 FC1.0.0 Should read Wand of Blindness/Deafness has no crafting spell prerequisite (it is the same wand, NOT two separate wands)
207 DUP (206)

208 ? Needs testing
[Checked by ordinaryjones - mark as confirmed]

209-224 I'll need saves to confirm these and exact steps on how to reproduce them. The reporter must be able to reproduce them 100% consistently before submitting the saves. Until then, these elusive bugs can neither be proven nor disproven much less fixed.

225 ?C This bug should be still there. Wasn't repaired in any patch AFAIK. 1 quick test please to confirm it as C
226 ?C This bug should be still there. Wasn't repaired in any patch AFAIK. 1 quick test please to confirm it as C
227 ?C This bug should be still there. Wasn't repaired in any patch AFAIK. 1 quick test please to confirm it as C
228 ?? This bug caused a big furore previously. There are some problems with secret doors in any case. We'll need more than a few tests here to get to the bottom of this issue.
229 ?C This bug should be still there. Wasn't repaired in any patch AFAIK. 1 quick test please to confirm it as C
[Checked by gaear - rephrase as "Spell stat gain and Artifact stat gain: no bonus spells added for WIS & INT >18. Mark as confirmed]

230 ?C This bug should be still there. Wasn't repaired in any patch AFAIK. 1 quick test please to confirm it as C

231 FC3.0.0
232 FC3.0.0
233 FC3.0.0
234 F2.0
235 FC3.0.0
236 FC3.0.0
237 FC3.0.0
238 FC3.0.0

239 ? Probably hard to fix (if at all possible)

240 FC3.0.0
241 FC3.0.0

242 C A job for the modders
243 C A job for the modders
244 C Funny bug. Stacking 4 potions does give 1lb though. Probably moddable but low priority

245 F2.0

246 ?? Probably corrected by 1st official patch (needs testing)
[Checked by ordinaryjones - mark as F1]

247 ?? Probably corrected by 1st official patch (needs testing)
[Checked by ordinaryjones - mark as F1]

248 C Problematic... needs dev attention
249 C Look moddable but a few key obstacles bar the way

250 FC3.0.0 (suboptimal fix)
251 FC3.0.0
252 FC3.0.0
253 FC3.0.0 (suboptimal fix)
254 FC3.0.0 (suboptimal fix)
255 FC3.0.0 (suboptimal fix)
256 F2.0

257 ?C Needs reconfirmation
[Checked by ordinaryjones - rephrase as "multiple Amulets of Natural Armor can occupy the same slot but their effects do not stack", mark as confirmed]

258 ?? I don't think I managed to reproduce this... .py code looks OK... needs lots of testing
[Checked by ordinaryjones - mark as CNR?]

259 C Probably hard to mod (if at all possible)
260 C A very special bug. Probably hard to mod (if at all possible), needs dev attention
261 C May be workable, depending on how much code in the .exe has been written for it. Modders anyone?

262 FC3.0.0
263 FC3.0.0
264 F2.0
265 F2.0

266 ?? Never even tested this one. Needs to be reproduced first.
[Checked by ordinaryjones - to rephrase as "wand seems to give proper number of targets as indicated but actual number of targets may not follow 3.5e rules strictly", mark as confirmed]

267 C Dev attention required

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Old 06-14-2004, 09:48 AM   #17
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I didn't see it in the list, so let me add that my Cleric with the Chaos Domain gets Anarchic as an available weapon enhancement but using it always causes a CTD.

Also, you only list 3 spells as not being scribable into scrolls, but my Wizard is unable to scribe Gust of Wind onto a scroll. He gets the option, but when I click "Create", I get nothing, though I do lose the XP and gold. He can scribe other scrolls I randomly tested normally.

Another Crafting related bug I didn't notice on the list, is that properties added by my Wizard are invisible to my Cleric when he attempts to enhance the same weapon, though they do seem to work normally as far as I can tell.

For example my Cleric can add Mighty Cleaving to a weapon, but he doesn't get the option to add Frost and Shock. My Wizard is the opposite, he gets Frost and Shock but no Cleave. When my Wizard crafts a weapon with Frost and/or Shock and I give it to my Cleric for him to add Mighy Cleave, the weapon will simply appear to be a +3 weapon in the crafting interface. It does work however, so it's mostly a cosmetic issue and a bit confusing. Also, even though they're invisible, the properties will be there in the interface, there'll be space left for them, so Mighty Cleave goes two slots down after the enhancements in the right hand column when you add it. Same thing in reverse with the Wizard.

All these are with the 2.0 patch and no Co8, by the way.
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Old 06-14-2004, 10:22 AM   #18
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@timortis:
Not sure what the problem is but I certainly can scribe Gust of Wind on to a scroll. Apart from checking XP and gold and having knowledge of the spell in your spellbook, you will also need an inventory with 1 empty space.
I think this issue was corrected in the 1st official patch. Please try to reproduce this and verify that your patches are installed correctly.

As for crafting the Anarchic enhancement on to a weapon, I don't have a ready saved game to check this. It would be better if you verify this one more time before sending me the zipped saved files for checking (zhugetx@yahoo.com)
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Old 06-14-2004, 11:40 AM   #19
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I don't know what you mean by verifying that the patches are installed correctly.

I installed the game a few months ago, after the 1st patch was already out. I immediately patched it upon installing.

Last week, I saw that patch 2.0 was out, and it said it could be applied onto patch 1, so I again installed the patch. I didn't install anything else in between or use the community patches.

My Wizard does have the experience (I think it only costs 6 xp or something anyway), and the gold to scribe Gust of Wind, and I made sure there were open slots in his inventory. Like I said, he can scribe other scrolls, just not Gust of Wind. The first time I tried scribing scrolls, for the golden orb quest, I scribed a Fireball scroll, which apparently had used up the last space in my inventory. I went on to scribe GoW, and opened up my inventory to see that it was full, and Fireball was there but GoW wasn't. "Allright", I said, "no problem, I'll free up some space and scribe it again", but it never worked.

Is it possible that if you fail to scribe a scroll once because your inventory was full when you first tried, that you may never scribe it again?

Edit: This gave me an interesting idea, that the scrolls might somehow be in the inventory, in a slot that was invisible/unavailable, and that because the original one went in there for lack of space, all subsequent ones might be getting added on to that stack. So I killed my own Wizard, kicked him out of the party and looted his corpse, and there they were, a stack of GoW scrolls! Did I just uncover another bug?
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Old 06-14-2004, 11:54 AM   #20
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Quote:
Originally posted by timortis
Is it possible that if you fail to scribe a scroll once because your inventory was full when you first tried, that you may never scribe it again?
Yes, I believe that bug was reported some time ago and is most probably the cause of your problem. Restart a new game or use a new wizard.
As confirmation, you could try to reproduce this by saving the game first and then try to scribe a particular scroll with a full inventory and see if you run into the bug again.
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Old 06-14-2004, 12:01 PM   #21
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Zhuge,

you posted while I was editing my post. Apparently if you scribe a scroll when your inventory is full, it goes into an invisible slot, and all subsequent scrolls of the same spell also go into that slot.

Edit: I just noticed that the invisible stack of scrolls is actually accessible through the dial for casting. So if you cast them all until they run out, you can craft them again and if you do have free slots this time, everything will be fine.
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Old 06-14-2004, 12:16 PM   #22
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Quote:
Originally posted by timortis
Zhuge,

you posted while I was editing my post. Apparently if you scribe a scroll when your inventory is full, it goes into an invisible slot, and all subsequent scrolls of the same spell also go into that slot.
The engine automatically stacks particular items together so I guess this is the reason why subsequent scrolls were stacked in the "invisible slot".

Quote:
Originally posted by timortis
Edit: I just noticed that the invisible stack of scrolls is actually accessible through the dial for casting. So if you cast them all until they run out, you can craft them again and if you do have free slots this time, everything will be fine.
An important finding and a workaround! Thanks for the info. It is as good as a proper fix for this bug.


EDIT: Just wondering whether such a bug (having an extra invisible inventory slot) would predispose to file corruption and CTDs. After all, you would now have to save an extra bit of (unexpected) info and I'm not sure how exactly this may influence other saved parameters.
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Old 06-14-2004, 01:17 PM   #23
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Item 2.

"2. Lengthy lag when exploring some parts of temple, especially
the nodes. Possibly due to pathfinding and fire animations."

I completed the game over the week-end (patch 2 Co8-3.0.1) and the only place I found to be excruciatingly slow was in the room of Bassanio of the Fire Temple. A few places in the nodes were a little slower than outside the nodes, but not much more so than any place else you have to step-by-step-by-step to get anywhere.

However, in the four nodes, I had a total of 7 system hangs in which I would have to do a power-off system restart and 2 CTDs. Only one that repeated itself the second time I got to the same spot was with the battle with Grank's men in the Water node. It appears that a couple of them were casting some spell on themselves when it would hang. On my third try, I concentrated on taking them out before they had a turn and by-passed the hang.

p.s. I have a 3 year old system with a no-longer state-of-the-art video card.
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Old 06-14-2004, 01:22 PM   #24
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Old 06-14-2004, 01:31 PM   #25
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Thanks for the updates, zhuge and timortis. I'm working them in
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Old 06-14-2004, 01:37 PM   #26
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Quote:
Originally posted by bryce777
The list is for all bugs. We will try to determine which are fixed in co8, which caused by co8, etc.
As far as I know all bugs which were directly caused by installing the Co8 mod pack have been fixed in the latest version. If there are any such bugs remaining, please bring it to my attention and I will try my best to clear it ASAP.
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Old 06-14-2004, 01:59 PM   #27
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Quote:
Originally posted by timortis
[snip...]

Edit: This gave me an interesting idea, that the scrolls might somehow be in the inventory, in a slot that was invisible/unavailable, and that because the original one went in there for lack of space, all subsequent ones might be getting added on to that stack. So I killed my own Wizard, kicked him out of the party and looted his corpse, and there they were, a stack of GoW scrolls! Did I just uncover another bug?
I don't have the manual with me right now, but I seem to recall about reading that there would be additional inventory screens if the first one was full. Did you try clicking on the inventory icon to see if that would take you to the next inventory screen?
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Old 06-14-2004, 02:06 PM   #28
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Old 06-22-2004, 01:21 PM   #29
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Thanks for the sticky, grok!
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Old 06-29-2004, 06:40 PM   #30
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bump.

sure would be cool if we could gete this stickied.

I think Atari should just release the source code to C08 and let them help the head Dev fix this stuff.
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