ToT Patch 1.1 (July 7th) Bug Reports

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Farmboy2003
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Farmboy2003 »

Having weird experiences with this:
* Human subraces now receive a custom version of Quick to Master that provides them their bonus feat choice after they create their character. The list pops up on login or when using the Quick to Master feat. The bonus feat must be chosen at level 1. Once a feat is chosen, or once the PC reaches level 2, this option will no longer be available.
When I make a female Rashemi I get the quick to master feat selection on logging in for the first time.

When I make a male Amnian I can choose my 'quick to master' feat at Character creation, and therefore do not get the feat prompt. I haven't tested all the human subraces. Not a huge issue, however:

Secondly, there are a lot of feats missing from the list that prompts when you log in. Notably, and I've tested this thrice now, the Dodge feat are there for half a second and then disappears. I have the pre-reqs. I haven't run a comparison of feats that I qualify for at creation but I assume there are others missing. Perhaps some of the 'stance' feats like sembian fencing. Also, the heritage feats do not show (Loh, Fiendish/fey heritage)

What is the reason for making the quick to master feat prompt? for what reason can't the Quick to Master feat be taken at character creation where one has a better overview of feats?
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Rhifox
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Rhifox »

Farmboy2003 wrote: Fri Jul 08, 2022 6:34 amWhen I make a female Rashemi I get the quick to master feat selection on logging in for the first time.

When I make a male Amnian I can choose my 'quick to master' feat at Character creation, and therefore do not get the feat prompt. I haven't tested all the human subraces. Not a huge issue, however:
Please clarify. There's no Amnian subrace. What subrace are you selecting here?
Secondly, there are a lot of feats missing from the list that prompts when you log in. Notably, and I've tested this thrice now, the Dodge feat are there for half a second and then disappears. I have the pre-reqs. I haven't run a comparison of feats that I qualify for at creation but I assume there are others missing. Perhaps some of the 'stance' feats like sembian fencing. Also, the heritage feats do not show (Loh, Fiendish/fey heritage)
Heritage feats not showing is intentional, as otherwise people could potentially get two of them. Any 'only available at level 1' feats need to be selected with your first feat in chargen.

I'll look into the Dodge issue.
What is the reason for making the quick to master feat prompt? for what reason can't the Quick to Master feat be taken at character creation where one has a better overview of feats?
Because Obsidian stupidly hardcoded Quick to Master feat to specifically look at human and lightfoot halfling subrace rows. Therefore, any new human subraces (which are on different rows) don't count, even if given the Quick to Master feat.
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Farmboy2003
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Farmboy2003 »

Aah, it makes sense.

I choose Amnian for the background, and went for vanilla human for subrace - Which can take QtM at creation with no issue. of course.

My current character, the Rashemi, was made before the human subraces were implemented so I never had the issue.

So, good reasons all around.

Quick test of a lvl 1 rogue shows that dodge, athkathlan triparite, backstab, chiontar seagull and sembian fencing doesen't show up
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Farmboy2003
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Farmboy2003 »

Test of a lvl 1 fighter (with greater STR and 1 bab)

Shows that the following feats are missing from the prompt:

Combat Expertise
Power Attack
Wpn focus feats
wpn finesse
monkey grip
Intutitive attack
Grapple focus
Improved grapple
Crossbow sniper.

Maybe they 'zone out' after a second too, like dodge. I only know about dodge as it is higher alphabetically

Can't see any pattern in vanilla or custom feats though.
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Rhifox
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Rhifox »

Yep, seems like in my attempts to fix the issue of the feat swapper failing to recognize 13, it's now failing to recognize any stat pre-reqs from any source. I'm looking into it now.
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Steve
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Re: ToT Patch 1.1 (July 7th) Bug Reports

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Endelyon wrote: Fri Jul 08, 2022 5:19 am
Steve wrote: Fri Jul 08, 2022 3:19 am
Endelyon wrote: Thu Jul 07, 2022 6:46 pm [


Veteran as well, I think all those were all removed so characters that had them will lose the corresponding bonus.
Can I ask why this was changed, please? I don’t remember ever hearing or reading an argument that Background Traits from Vanilla were “hurting” the game mechanics in any way.

Vanilla Background Traits were part of the Character concept as much as anything that is part of the build or make-up of the Character Sheet.

I very much appreciate all these NEW traits, but I humbly request we have the Vanilla traits back WITH Saves bonuses.

Or is there an objective reason to not have them anymore? Cheers.
You can ask but I honestly don't know. :lol: When it was discussed I suggested we leave the original ones as choices, it might be an oversight or it might have been intentional, I'll ask about it in dev chat.

EDIT: Looks like this was answered above.
Thanks for replying, and to Rhifox for the additional info.

I can understand if you wish to “balance out” the old Vanilla choices. I do wish also that some of this decisions were more open to the greater player base to comment on, since we ALL play this game.

Nonetheless, even if Saves granted are too OP for the New Now, I still don’t see a reason to have removed Devout, Veteran and Wild Child which would just grant appropriate Skills.

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Rhifox
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Rhifox »

Steve wrote: Fri Jul 08, 2022 8:12 amNonetheless, even if Saves granted are too OP for the New Now, I still don’t see a reason to have removed Devout, Veteran and Wild Child which would just grant appropriate Skills.

What’s in a name, you might ask? Well…Everything.
Devout is covered with Acolyte (there was also going to be a Scholar of Religion, but as that gave UMD, it was decided to be left off for now). Veteran with Soldier or Mercenary (though I stand by the idea that a level 1 PC really shouldn't be a 'veteran' of much). Outlaw covers Survivor. Wizard's Apprentice was going to be Mage's Apprentice but has been left off for now. Farmer is Farmer.

Wild Child is a bit harder to figure something out for. I considered adding it, but I couldn't figure out a good skill set for a new version of it and really wanted to get backgrounds out sooner than later (as it was supposed to be part of the main patch.
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Snarfy
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Snarfy »

Rhifox wrote: Fri Jul 08, 2022 8:41 am Wild Child is a bit harder to figure something out for. I considered adding it, but I couldn't figure out a good skill set for a new version of it and really wanted to get backgrounds out sooner than later.
Why not just keep the current skill set? I'm assuming that if our characters have it, we get to keep it? I was mulling over an RCR ( :( ) to fix up my skills, but if the feat isn't available I'll probably just hold off (sure it's only +1/+1, but I'd have no way to get those skills back, as I have the hide/MS focus feats already).
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Rhifox »

Snarfy wrote: Fri Jul 08, 2022 8:58 am
Rhifox wrote: Fri Jul 08, 2022 8:41 am Wild Child is a bit harder to figure something out for. I considered adding it, but I couldn't figure out a good skill set for a new version of it and really wanted to get backgrounds out sooner than later.
Why not just keep the current skill set? I'm assuming that if our characters have it, we get to keep it?
No, old ones were removed, so there's no grandfathering.
I was mulling over an RCR ( :( ) to fix up my skills, but if the feat isn't available I'll probably just hold off (sure it's only +1/+1, but I'd have no way to get those skills back, as I have the hide/MS focus feats already).
I can look into adding a Wild Child background that grants Hide and Move Silently as class skills. For characters that already get hide and MS as class skills, these would instead be +2 to Hide and MS.
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Steve
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Steve »

Rhifox wrote: Fri Jul 08, 2022 8:41 am
Wild Child is a bit harder to figure something out for. I considered adding it, but I couldn't figure out a good skill set for a new version of it and really wanted to get backgrounds out sooner than later (as it was supposed to be part of the main patch.
I was always taking Devout as the Characters will to serve their Deity, not just being an Acolyte within a religious framework. But that's just me.

As for Wild Child, thank you for considering to put it back with the H/MS bonuses.

Luckily, it seems that choosing a Background Trait doesn't have to be at Level 1, so already RCR'd PCs can still take advantage of Wild Child in the future, once it is available. Cheers.

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

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Shadostorm
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Shadostorm »

word of changing forms don't seem to be getting the full CE or defensively fighting bonuses. After a point they raise the dodge bonus but the 'other' bonus reduces as the dodge bonus goes up
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Lambe »

Spells seem to fade after 20 minutes regardless of spell duration. It disables Expose Weakness along with it. I was testing it out in Server 2 to see if it made a difference, I wasn't doing anything and just waited for the spells to run out. All the spells were either Extended or per Hour.

Edit:
So I tried it again in server 1. Same spells. This time I had entirely different set of gear. I also activated expose weakness, stealth, parry, low-light vision, and AFK tag. Also added a quiver prop using the >prop command. After 15 minutes all the spells, EW, the AFK tag ,and quiver prop all deactivated. I remained in stealth, parry and low-light vision remained active.

It looks like certain hooks get affected while most of the vanilla ones stay?
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Rhifox »

We have finally narrowed down the effects fading bug to an issue with effects getting stacked and overflowing due to a new heartbeat script. We have the fix committed and it'll be deployed on the next reset/script update.
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Dragonslayer
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Dragonslayer »

Hello!

For some reason, I keep on getting booted on both server 1 and 2. JEGS doesn't seem to boot me, for some reason.

edit: I've been getting the "can't be logged onto two servers" message
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Snarfy
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Re: ToT Patch 1.1 (July 7th) Bug Reports

Unread post by Snarfy »

Hi! I'm lazy and don't want to try and find threads. Where did the set trap skill go? Did it get combined into another skill, or are my eyeballs broken? Thanks.

.... found the thread (it's craft engineering). :lol:
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