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

Posted: Mon Jul 04, 2022 11:33 pm
by Blame The Rogue
Rhifox wrote: Mon Jul 04, 2022 11:21 pm
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
Congratulations, 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.

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.
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
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.

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.
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 you

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

Posted: Tue Jul 05, 2022 2:42 am
by Ghost
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.

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

Posted: Tue Jul 05, 2022 3:02 am
by Theodore01
Athletics, is it intended that FSoul, Warlock get it as class skill, while a Paladin does not?

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

Posted: Tue Jul 05, 2022 3:10 am
by DaloLorn
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.
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?
SRD says paladins shouldn't have Athletics. It's weird, though... I'm gonna flag that for further discussion.

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

Posted: Tue Jul 05, 2022 3:15 am
by Rhifox
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.

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

Posted: Tue Jul 05, 2022 8:45 am
by zhazz
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.

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

Posted: Tue Jul 05, 2022 2:13 pm
by Necrotic Shadows
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.

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

Posted: Tue Jul 05, 2022 5:50 pm
by Shadostorm
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***

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

Posted: Wed Jul 06, 2022 3:27 pm
by InsomnesCanis
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.

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

Posted: Wed Jul 06, 2022 4:20 pm
by zhazz
Fight Defensively
Fighter 14 / Duelist 7 / Thief Acrobat 5 / Whirling Dervish 4
Acrobatics: 30 (base)
Agile Fighting (+1 AC w/ mode on)


Activating from the Feat
AC 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.
Activating from the Modes Bar
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/-2
AC 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 +3/-3
AC 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 +4/-4
AC 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.
Activating with +5/-5
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.

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

Posted: Wed Jul 06, 2022 4:26 pm
by artemitavik
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.
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.

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

Posted: Wed Jul 06, 2022 4:30 pm
by InsomnesCanis
artemitavik wrote: Wed Jul 06, 2022 4:26 pm
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.
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.
Image

meaning not prompted by anything because im not doing anything when it happens.

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

Posted: Wed Jul 06, 2022 11:02 pm
by Bobthehero
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.

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

Posted: Thu Jul 07, 2022 3:20 am
by DaloLorn
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.
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.

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

Posted: Thu Jul 07, 2022 3:38 am
by Rhifox
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.
I want to do this, but other staff suggested starting conservatively. We can add it at a later date.