Page 8 of 8
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Fri Jul 15, 2022 9:25 pm
by whatsittoya
Dread Omega wrote: ↑Fri Jul 15, 2022 8:00 pm
Bigby series needs checks against Escape Artist skill and not just STR checks.
There's an escape artist clicky for getting out of these I think.
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Sat Jul 16, 2022 11:58 am
by Dread Omega
The action is not allowed in that state so I don't think it works against anything but the grapple code. I used both the buttons in the feat list and in the grapple bar.
whatsittoya wrote: ↑Fri Jul 15, 2022 9:25 pm
Dread Omega wrote: ↑Fri Jul 15, 2022 8:00 pm
Bigby series needs checks against Escape Artist skill and not just STR checks.
There's an escape artist clicky for getting out of these I think.
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Sat Jul 16, 2022 12:32 pm
by EasternCheesE
Dread Omega wrote: ↑Sat Jul 16, 2022 11:58 am
The action is not allowed in that state so I don't think it works against anything but the grapple code. I used both the buttons in the feat list and in the grapple bar.
whatsittoya wrote: ↑Fri Jul 15, 2022 9:25 pm
Dread Omega wrote: ↑Fri Jul 15, 2022 8:00 pm
Bigby series needs checks against Escape Artist skill and not just STR checks.
There's an escape artist clicky for getting out of these I think.
Escape grapple is specific for grapple. Though, making bigby hand grappling PC could be fun, but much more code. I'll write it down as an idea though

Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Sat Jul 16, 2022 12:33 pm
by Rhifox
New grapple mechanics haven't been added to bigby spells yet.
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Sat Jul 16, 2022 1:38 pm
by whatsittoya
Power attack continues to be a butt.
While now it doesn't drop off when changing from one-handed to two-handed and vice-versa (such as by equipping or unequipping a shield), the damage enhancement doesn't recalculate, allowing a two-handed power attack boost to be kept while swinging one-handed.
If power attack can't be convinced to recalculate on a weapon/shield change, simply having it deactivate would be preferable to swinging with two-handed power attack damage while one-handed.
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Sun Jul 17, 2022 4:39 am
by EasternCheesE
whatsittoya wrote: ↑Sat Jul 16, 2022 1:38 pm
Power attack continues to be a butt.
While now it doesn't drop off when changing from one-handed to two-handed and vice-versa (such as by equipping or unequipping a shield), the damage enhancement doesn't recalculate, allowing a two-handed power attack boost to be kept while swinging one-handed.
If power attack can't be convinced to recalculate on a weapon/shield change, simply having it deactivate would be preferable to swinging with two-handed power attack damage while one-handed.
We haven't yet made any changes to power attack since your previous report. We are looking to in near future, but it currently still in its broken state.
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Sun Jul 17, 2022 5:45 pm
by Steve
The Shifter feat of Shift Shape—which is the Polymorph spell mechanics—is triggering the Wild Magic script.
I'm thinking here that Shifter shifting is a supernatural action, and perhaps shouldn't be affected by Wild Magic? Same as Wild Shape?
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Sun Jul 17, 2022 6:43 pm
by Rhifox
Steve wrote: ↑Sun Jul 17, 2022 5:45 pm
The Shifter feat of Shift Shape—which is the Polymorph spell mechanics—is triggering the Wild Magic script.
I'm thinking here that Shifter shifting is a supernatural action, and perhaps shouldn't be affected by Wild Magic? Same as Wild Shape?
These are both already set to Supernatural. Can you please specify the exact ability that is causing issues?
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Mon Jul 18, 2022 3:23 am
by DaloLorn
Steve wrote: ↑Sun Jul 17, 2022 5:45 pm
The Shifter feat of Shift Shape—which is the Polymorph spell mechanics—is triggering the Wild Magic script.
I'm thinking here that Shifter shifting is a supernatural action, and perhaps shouldn't be affected by Wild Magic? Same as Wild Shape?
Shifter shifting is supernatural, but uses the Shifter Wildshape feat. If you're using the Polymorph/Shapechange SLAs, those are spell-like abilities, and it's possible that the Shift Shape feat is also spell-like rather than supernatural.
Bottom line: Restrict yourself to shifter shapes to avoid wild magic.

Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Mon Jul 18, 2022 3:31 am
by Steve
DaloLorn wrote: ↑Mon Jul 18, 2022 3:23 am
Steve wrote: ↑Sun Jul 17, 2022 5:45 pm
The Shifter feat of Shift Shape—which is the Polymorph spell mechanics—is triggering the Wild Magic script.
I'm thinking here that Shifter shifting is a supernatural action, and perhaps shouldn't be affected by Wild Magic? Same as Wild Shape?
Shifter shifting is supernatural, but uses the Shifter Wildshape feat. If you're using the Polymorph/Shapechange SLAs, those are spell-like abilities, and it's possible that the Shift Shape feat is also spell-like rather than supernatural.
Bottom line: Restrict yourself to shifter shapes to avoid wild magic.
I know what the Polymorph/Shapechange SLAs are mechanically, Dalo.
But for a Shifter, they shouldn’t be.
Or, there should be a IC decision made that the ability to cast Polymorph/Shapechange
at will is not a Feat/Ability, and not supernatural, but a real Spell, for Role-play purposes.
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Mon Jul 18, 2022 4:00 am
by Rhifox
The shift shape spell and all wildshape spells are all supernatural, so again, not sure how you're getting wild magic checks.
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Mon Jul 18, 2022 7:21 am
by Steve
Rhifox wrote: ↑Mon Jul 18, 2022 4:00 am
The shift shape spell and all wildshape spells are all supernatural, so again, not sure how you're getting wild magic checks.
To use Shift Shape, one must first cast either Polymorph or Shapechange, then you click Shift Shape for actually shaping, for the duration of the initial spell casting.
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Mon Jul 18, 2022 11:41 am
by Rhifox
Steve wrote: ↑Mon Jul 18, 2022 7:21 am
Rhifox wrote: ↑Mon Jul 18, 2022 4:00 am
The shift shape spell and all wildshape spells are all supernatural, so again, not sure how you're getting wild magic checks.
To use Shift Shape, one must first cast either Polymorph or Shapechange, then you click Shift Shape for actually shaping, for the duration of the initial spell casting.
Correct. Polymorph and Shapechange are correctly spell-like abilities and affected by wild magic. Shift Shape is supernatural, and so should not be affected. Is this the case?
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Mon Jul 18, 2022 12:31 pm
by zhazz
Rhifox wrote: ↑Mon Jul 18, 2022 11:41 am
Steve wrote: ↑Mon Jul 18, 2022 7:21 am
Rhifox wrote: ↑Mon Jul 18, 2022 4:00 am
The shift shape spell and all wildshape spells are all supernatural, so again, not sure how you're getting wild magic checks.
To use Shift Shape, one must first cast either Polymorph or Shapechange, then you click Shift Shape for actually shaping, for the duration of the initial spell casting.
Correct. Polymorph and Shapechange are correctly spell-like abilities and affected by wild magic. Shift Shape is supernatural, and so should not be affected. Is this the case?
I think what Steve means is that Shift Shape is a two-step process (1. Cast Poly/Shapechange => 2. Shift Shape), and currently the first step fails, making the second step inaccessible, thus negating a big part of the Shifter.
Re: ToT Patch 1.1 (July 7th) Bug Reports
Posted: Mon Jul 18, 2022 1:43 pm
by Rhifox
And I'm saying, Polymorph and Shapechange are spell-like abilities. This only affects Shifter's Polymorph-at-Will and Shapechange-at-Will class features. Its other features, all of the shifter-specific shapes, are all supernatural.