ToT patch (July 1, 2022) bug report thread.

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Blame The Rogue
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Re: ToT patch (July 1, 2022) bug report thread.

Unread post by Blame The Rogue »

EasternCheesE wrote: Sat Jul 02, 2022 6:19 am
Blame The Rogue wrote: Sat Jul 02, 2022 5:59 am new version of my main is 15, 9 fighter/3 rogue/3 cleric. improved knockdown has yet to show up in available feat list while leveling thus far. any thoughts? can i just take something else like combat expertise, and get CE swapped out for improved knockdown?
Did you start as rogue 1 for fresh PC? trying to replicate, so i want to gather info on it.
yes, level 1 rogue, 2 cleric, 3 fighter, 4 rogue, 5 cleric, 6 fighter, 7 rogue, 8 cleric, 9-15 fighter. am holding at 15. i think 16 is the last chance i can take it, if it shows up in feat list
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Re: ToT patch (July 1, 2022) bug report thread.

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JustAnotherGuy wrote: Sat Jul 02, 2022 5:43 am While shifted into an animal form, it seems I unshift whenever I roll initiative. I'll do some further testing to see if it is consistent, but so far it has happened 2 out of 2 times.

Edited to Add: The forced unshifting also messed up my skill synergies, meaning I didn't have the UMD to use items I had on me anymore. Resting fixed the synergies.
Alright, it's not at initiative. The first two must've been coincidence. Just tested it a few more times. The first/third I was force unshifted immediately. The second/fourth, I went and fought a few mobs, then was force unshifted seemingly at random. Fifth time lasted around 4 rounds. Sixth maybe ten rounds. So far, the longest I can stay shifted is two minutes, roughly.

The forced unshifting messed with my synergies again.

Edited to Add: The first two shifts, and the first six testing shifts were all as a Winter wolf (Magical Beast). So I tried Dire Wolf (regular wild shape) and then Dragon Shape. Both lasted less than two minutes.
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Re: ToT patch (July 1, 2022) bug report thread.

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When you use new CE together whit NH it does inactiveate CE and NH and removes half shield AC once every minute. You need to reequip your shield then CE activates again and manually activate NH.
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Re: ToT patch (July 1, 2022) bug report thread.

Unread post by YourMoveHolyMan »

Unable to select 'shield charge' when leveling up, possibly not recognizing the freely granted KD feat.

If taking rogue on level 1, unable to invest points into 'Craft: Engineering' however after level 1 its granted as a class skill feat and works just fine.
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Re: ToT patch (July 1, 2022) bug report thread.

Unread post by InsomnesCanis »

1. AC is lowered by -3/-4 (shifts every so often) for some reason. Do points in Tumble/Acrobatics no longer add AC?
2. Elaborate Parry does not grant the dodge bonus it should. With 30 ranks in parry: DF adds +3 total AC, and Parry adds +10 total AC.
Toon is Duelist level 10 with 30 ranks in parry/tumble(acrobatics).
These did not appear when logging in after the update and several resets happened shortly after.

Thank you for bug-checking! :3
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Re: ToT patch (July 1, 2022) bug report thread.

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Kitunenotsume wrote: Fri Jul 01, 2022 11:20 pm Jumps that succeed are still considered overextended with no apparent cause, and cause a knockdown effect.
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Working as intended, though a bit poorly communicated. You need at least one skill rank in Athletics, or you need to massively exceed the jump DC.
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Re: ToT patch (July 1, 2022) bug report thread.

Unread post by YourMoveHolyMan »

Sembian Fencing providing 1 attack per round (tested on a character using a one handed weapon and shield with 6 attacks per round normal)
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Re: ToT patch (July 1, 2022) bug report thread.

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Blame The Rogue wrote: Sat Jul 02, 2022 5:59 am new version of my main is 15, 9 fighter/3 rogue/3 cleric. improved knockdown has yet to show up in available feat list while leveling thus far. any thoughts? can i just take something else like combat expertise, and get CE swapped out for improved knockdown?
As Knockdown and Disarm are now base feats available for everyone, Improved Knockdown and Improved Disarm require Combat Expertise instead.
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Re: ToT patch (July 1, 2022) bug report thread.

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Playing a Warlock/Shadowdancer I often used parry mode to avoid accidently performing unwanted Attacks of Opportunity against mobs and breaking stealth/invisibility -- now that parry mode prevents all spellcasting this isn't an option. What is the recommended replacement strategy?
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Re: ToT patch (July 1, 2022) bug report thread.

Unread post by YourMoveHolyMan »

YourMoveHolyMan wrote: Sat Jul 02, 2022 8:18 am Unable to select 'shield charge' when leveling up, possibly not recognizing the freely granted KD feat.

If taking rogue on level 1, unable to invest points into 'Craft: Engineering' however after level 1 its granted as a class skill feat and works just fine.
Very oddly, as my very last epic feat, I was able to take shield charge again. (it may have shown up earlier in the epic feats and I just did not observe it)
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Re: ToT patch (July 1, 2022) bug report thread.

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YourMoveHolyMan wrote: Sat Jul 02, 2022 9:26 am
YourMoveHolyMan wrote: Sat Jul 02, 2022 8:18 am Unable to select 'shield charge' when leveling up, possibly not recognizing the freely granted KD feat.

If taking rogue on level 1, unable to invest points into 'Craft: Engineering' however after level 1 its granted as a class skill feat and works just fine.
Very oddly, as my very last epic feat, I was able to take shield charge again. (it may have shown up earlier in the epic feats and I just did not observe it)
Shield Charge requires Improved Knockdown, but will remove that requirement on the next patch as there's no reason to have it.
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Re: ToT patch (July 1, 2022) bug report thread.

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InsomnesCanis wrote: Sat Jul 02, 2022 8:54 am 1. AC is lowered by -3/-4 (shifts every so often) for some reason. Do points in Tumble/Acrobatics no longer add AC?
No, it still does.
2. Elaborate Parry does not grant the dodge bonus it should. With 30 ranks in parry: DF adds +3 total AC, and Parry adds +10 total AC.
Toon is Duelist level 10 with 30 ranks in parry/tumble(acrobatics).
I think I forgot to actually code this, sorry. Will fix.
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Re: ToT patch (July 1, 2022) bug report thread.

Unread post by Rhifox »

JustAnotherGuy wrote: Sat Jul 02, 2022 6:57 am
JustAnotherGuy wrote: Sat Jul 02, 2022 5:43 am While shifted into an animal form, it seems I unshift whenever I roll initiative. I'll do some further testing to see if it is consistent, but so far it has happened 2 out of 2 times.

Edited to Add: The forced unshifting also messed up my skill synergies, meaning I didn't have the UMD to use items I had on me anymore. Resting fixed the synergies.
Alright, it's not at initiative. The first two must've been coincidence. Just tested it a few more times. The first/third I was force unshifted immediately. The second/fourth, I went and fought a few mobs, then was force unshifted seemingly at random. Fifth time lasted around 4 rounds. Sixth maybe ten rounds. So far, the longest I can stay shifted is two minutes, roughly.

The forced unshifting messed with my synergies again.

Edited to Add: The first two shifts, and the first six testing shifts were all as a Winter wolf (Magical Beast). So I tried Dire Wolf (regular wild shape) and then Dragon Shape. Both lasted less than two minutes.
Blood mages had this bug awhile back. I don't recall what the cause was and how we fixed it.
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EasternCheesE
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Re: ToT patch (July 1, 2022) bug report thread.

Unread post by EasternCheesE »

Hullack wrote: Sat Jul 02, 2022 9:24 am Playing a Warlock/Shadowdancer I often used parry mode to avoid accidently performing unwanted Attacks of Opportunity against mobs and breaking stealth/invisibility -- now that parry mode prevents all spellcasting this isn't an option. What is the recommended replacement strategy?
It doesn't prevent spellcasting, it just sets parry mode off if spell is cast.
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Re: ToT patch (July 1, 2022) bug report thread.

Unread post by Rhifox »

EasternCheesE wrote: Sat Jul 02, 2022 11:00 am
Hullack wrote: Sat Jul 02, 2022 9:24 am Playing a Warlock/Shadowdancer I often used parry mode to avoid accidently performing unwanted Attacks of Opportunity against mobs and breaking stealth/invisibility -- now that parry mode prevents all spellcasting this isn't an option. What is the recommended replacement strategy?
It doesn't prevent spellcasting, it just sets parry mode off if spell is cast.
No, it prevents it. There's no actual way to turn parry off by script I found.
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