that's quite alright. you seem to be having a bad time atm. i hope you have a better night. i am asking the rest of staff for assistance in this request please. thank youRhifox wrote: ↑Mon Jul 04, 2022 11:21 pmCongratulations, you have a pnp mechanic that I personally think is dumb af but am not changing it because it's pnp design. Shields, and especially tower shields, should impose Dex caps and prevent tumbling/kip-up. That they don't is dumb af.Blame The Rogue wrote: ↑Mon Jul 04, 2022 11:13 pm i just want to be clear. my pc has max acrobatics/tumble, and kips up in mithral chainmail with a tower shield
As for the armor, mithral chainmail is typically described as "light as a feather", and a fully optimized suit mithral chainmail imposes a -2 ACP penalty. So I'm not sure why there's complaints here. It affects mobility, but to a very negligible degree.
I can tell you that staff has generally been of a position towards nerfing Jump, rather than buffing it, to the point of getting it capped at 30 feet (instead of distance = check) and suggesting longer cooldowns. So I wouldn't hold your breath.as for athletics, are you speaking on behalf of the entire staff in this moment? this is something i humbly request; the entire staff discuss this, and take a vote on it please. thank you
ACP affects Dexterity and Strength skills. We didn't have any Strength skills until now. Now we do. ACP affects Strength.
I'm not saying anything else on this. It is not a bug, and it's not changing.
ToT patch (July 1, 2022) bug report thread.
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Re: ToT patch (July 1, 2022) bug report thread.
"Before you die, you should know why you lived."
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Re: ToT patch (July 1, 2022) bug report thread.
Armour is restrictive. It is weight and it is metal against metal. You can be as strong or agile as you want, but it is going to affect both those. Armour check penalty is exactly that. People swim better without armour than with, regardless of how strong they are.
Now try to show Rhifox some respect by not assuming she doesn't have staff support in this, or is somehow acting in bad faith here. Armour check penalty is a D&D mechanic, and this is how it works.
Now try to show Rhifox some respect by not assuming she doesn't have staff support in this, or is somehow acting in bad faith here. Armour check penalty is a D&D mechanic, and this is how it works.
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Re: ToT patch (July 1, 2022) bug report thread.
Athletics, is it intended that FSoul, Warlock get it as class skill, while a Paladin does not?
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Re: ToT patch (July 1, 2022) bug report thread.
Well put, Ghost. As someone who's got access to most of the staffside channels that jumping's been discussed in, I can definitely confirm that Rhi's statement that we've mostly been suggesting extra restrictions is true.
It's ridiculous, really, as conspiracy theories go, and more than a little frustrating. If Rhi wanted to overrule all of us and say "nuh uh, jumping stays like this!", there's not realistically anything we could do... and she has little to gain by blatantly lying about it to the playerbase, especially when any single dev could call her out on it. Why would you not believe her when she says the devs/QC hold opinion XYZ? Isn't it bad enough that every single change announced over the past month (... or has it been two already?) has been picked apart and in some cases delayed/aborted because people weren't willing to see how it felt when it went live?
If you want to push for mechanical changes, that's fine. But there's a right way and a wrong way to argue for it, and "I don't like your answer, can I talk to someone else?" is absolutely not the right way.
It's ridiculous, really, as conspiracy theories go, and more than a little frustrating. If Rhi wanted to overrule all of us and say "nuh uh, jumping stays like this!", there's not realistically anything we could do... and she has little to gain by blatantly lying about it to the playerbase, especially when any single dev could call her out on it. Why would you not believe her when she says the devs/QC hold opinion XYZ? Isn't it bad enough that every single change announced over the past month (... or has it been two already?) has been picked apart and in some cases delayed/aborted because people weren't willing to see how it felt when it went live?
If you want to push for mechanical changes, that's fine. But there's a right way and a wrong way to argue for it, and "I don't like your answer, can I talk to someone else?" is absolutely not the right way.
SRD says paladins shouldn't have Athletics. It's weird, though... I'm gonna flag that for further discussion.Theodore01 wrote: ↑Tue Jul 05, 2022 3:02 am Athletics, is it intended that FSoul, Warlock get it as class skill, while a Paladin does not?
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Re: ToT patch (July 1, 2022) bug report thread.
I'm open to adding to to paladins, because yeah, it's pretty weird they don't have it. They're the only martial class that doesn't. I guess because the expectation that they're horseback all the time? But then, even knight (man-at-arms on BG) gets it.
Warlocks have it because they have Jump as a class skill in pnp (but not Climb or Swim, but for our purposes Jump is the main thing we use it for). Why? Dunno.
Warlocks have it because they have Jump as a class skill in pnp (but not Climb or Swim, but for our purposes Jump is the main thing we use it for). Why? Dunno.
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Re: ToT patch (July 1, 2022) bug report thread.
Will the free 100% RCR period be extended?
I ask because there are several important class features either still missing or bugged.
I know it's only been a few days so far, yet there have been quite a lot of issues/bugs raised already.
I ask because there are several important class features either still missing or bugged.
I know it's only been a few days so far, yet there have been quite a lot of issues/bugs raised already.
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Re: ToT patch (July 1, 2022) bug report thread.
I've found that since the latest update after rcring my Tiefling and adding Tail to the description of the character. Logging off and back on game, even closing the program down or transitioning I come back and no tail what so ever. So simply put tails might not be working.
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Almost all images used for Aidan's Journal are DeepAI I want to make sure credit is given where it is due.
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Re: ToT patch (July 1, 2022) bug report thread.
so is my next step to have a DM delete the kemo tools or...?
***nevermind its randomly working today unless somebody made a change behind the scenes***
***nevermind its randomly working today unless somebody made a change behind the scenes***
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Re: ToT patch (July 1, 2022) bug report thread.
FD, CE, Sembian, Athkatlan, parry, and any other modes or stances get suddenly canceled without any prompt. along with the AFK symbol if it was over my head, and a message of agile fighting and deadly defense being active.
This additionally causes me to lose the enchantment bonus on my armor slot, needing to un/re-equip to fix it.
Also activating Sembian Fencing/ Athkatlan deactivates CE or FD if they were on. But not the other way around.
It happens every random interval and can be anywhere between 10 seconds and 15 minutes.
This additionally causes me to lose the enchantment bonus on my armor slot, needing to un/re-equip to fix it.
Also activating Sembian Fencing/ Athkatlan deactivates CE or FD if they were on. But not the other way around.
It happens every random interval and can be anywhere between 10 seconds and 15 minutes.
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Re: ToT patch (July 1, 2022) bug report thread.
Fight Defensively
Combat Expertise
Fighter 14 / Duelist 7 / Thief Acrobat 5 / Whirling Dervish 4
Acrobatics: 30 (base)
Agile Fighting (+1 AC w/ mode on)
Activating from the FeatActivating from the Modes BarAC increases by the expected +2 AC, with an additional +1 AC from Agile Fighting applying either right away, or after a short delay, for a total of +3 AC gained.AC increases by AC by +3 AC instead, and sometimes +4 AC, with an additional +1 AC from Agile Fighting applying similarly to above, for a total of +4 or +5 AC gained. The AC never auto-corrects down to the expected +3 AC.
Rarely will deactivating Fight Defensively lower AC by 1 more than it should upon deactivation. Though it auto-corrects up by 1 AC shortly after, when Agile Fighting triggers again.
I've tested both extensively, and the two scenarios above are consistent.
Combat Expertise
Fighter 14 / Duelist 7 / Thief Acrobat 5 / Whirling Dervish 4
Acrobatics: 30 (base)
Agile Fighting (+1 AC w/ mode on)
Activating with +2/-2Activating with +3/-3AC increase is random. Minimum noticed so far is +3 AC. The two most common outcomes are +4 and +5 AC. The most rare increase I've found so far is +7 AC. Agile Fighting triggering has no effect on the AC.
Expected change is +2 AC, with an additional +1 AC from Agile Fighting, for a total of +3 AC.
Penalty to AB remains at -2 AB regardless of the increase to AC.Activating with +4/-4AC increase is random. Minimum noticed so far is +4 AC. The two most common outcomes are +5 and +6 AC. Agile Fighting triggering has no effect on the AC.
Expected change is +3 AC, with an additional +1 AC from Agile Fighting, for a total of +4 AC.
Penalty to AB remains at -3 AB regardless of the increase to AC.Activating with +5/-5AC increase is random. Minimum noticed so far is +5 AC. The two most common outcomes are +6 and +7 AC. Agile Fighting triggering has no effect on the AC.
Expected change is +4 AC, with an additional +1 AC from Agile Fighting, for a total of +5 AC.
Penalty to AB remains at -4 AB regardless of the increase to AC.AC increase is random. Minimum noticed so far is +6 AC. The two most common outcomes are +7 and +8 AC. Agile Fighting triggering has no effect on the AC.
Expected change is +5 AC, with an additional +1 AC from Agile Fighting, for a total of +6 AC.
Penalty to AB remains at -5 AB regardless of the increase to AC.
I've tested all extensively, and all the above scenarios are consistent.
Additionally it is not possible to activate Combat Expertise (turn on, change, or turn off) while moving.
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Re: ToT patch (July 1, 2022) bug report thread.
If you change any equipment in any fashion at all at any point, most of those stances just turn off, be it rings, helms, cloaks, boots, or anything else. CE doesn't for me, but all other modes will.InsomnesCanis wrote: ↑Wed Jul 06, 2022 3:27 pm FD, CE, Sembian, Athkatlan, parry, and any other modes or stances get suddenly canceled without any prompt. along with the AFK symbol if it was over my head, and a message of agile fighting and deadly defense being active.
This additionally causes me to lose the enchantment bonus on my armor slot, needing to un/re-equip to fix it.
Also activating Sembian Fencing/ Athkatlan deactivates CE or FD if they were on. But not the other way around.
It happens every random interval and can be anywhere between 10 seconds and 15 minutes.
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Headmaster:Bladestone Foundation.
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Braithreachas Leomhainn
"My purpose is to shed blood for those who can't, and to bleed for those who shouldn't."
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Re: ToT patch (July 1, 2022) bug report thread.
artemitavik wrote: ↑Wed Jul 06, 2022 4:26 pmIf you change any equipment in any fashion at all at any point, most of those stances just turn off, be it rings, helms, cloaks, boots, or anything else. CE doesn't for me, but all other modes will.InsomnesCanis wrote: ↑Wed Jul 06, 2022 3:27 pm FD, CE, Sembian, Athkatlan, parry, and any other modes or stances get suddenly canceled without any prompt. along with the AFK symbol if it was over my head, and a message of agile fighting and deadly defense being active.
This additionally causes me to lose the enchantment bonus on my armor slot, needing to un/re-equip to fix it.
Also activating Sembian Fencing/ Athkatlan deactivates CE or FD if they were on. But not the other way around.
It happens every random interval and can be anywhere between 10 seconds and 15 minutes.

meaning not prompted by anything because im not doing anything when it happens.
Lylan'Synor Syr'Asiryn, (aka Lily Summerheart)
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Re: ToT patch (July 1, 2022) bug report thread.
The Demoralize effect you can get out of Intimidate doesn't result in the target being Feared if the target is Shaken by a Man-At-Arms, unlike the Man-At-Arms's own Demoralize that will scare someone who is Shaken.
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Re: ToT patch (July 1, 2022) bug report thread.
Working as intended. Rhi put together a fake Shaken effect to prevent stacking, though she's mentioned in the public Discord that she may change this at a later time.Bobthehero wrote: ↑Wed Jul 06, 2022 11:02 pm The Demoralize effect you can get out of Intimidate doesn't result in the target being Feared if the target is Shaken by a Man-At-Arms, unlike the Man-At-Arms's own Demoralize that will scare someone who is Shaken.
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Re: ToT patch (July 1, 2022) bug report thread.
I want to do this, but other staff suggested starting conservatively. We can add it at a later date.Bobthehero wrote: ↑Wed Jul 06, 2022 11:02 pm The Demoralize effect you can get out of Intimidate doesn't result in the target being Feared if the target is Shaken by a Man-At-Arms, unlike the Man-At-Arms's own Demoralize that will scare someone who is Shaken.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic