15MAR2016 BUG REPORT THREAD
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NeOmega
- Posts: 769
- Joined: Fri Feb 17, 2012 12:13 pm
- Location: Seattle
Re: 15MAR2016 BUG REPORT THREAD
Programmed Image can now be dismissed, but still leaves a lost party member box in the GUI.
Master Alchemist does not appear to work well. My bard master alchemist with 5 levels can only make a potion of bless, all the rest of the spells can not be made into a potion.
(I'd love to see some of the new spells made into a potion, like tongues and programmed image). Bur even invisibility does not work.
Elixirs do seem to work.
However, level 4 spells give the message that only level 3 spells are available to be made into potions.
Master Alchemist does not appear to work well. My bard master alchemist with 5 levels can only make a potion of bless, all the rest of the spells can not be made into a potion.
(I'd love to see some of the new spells made into a potion, like tongues and programmed image). Bur even invisibility does not work.
Elixirs do seem to work.
However, level 4 spells give the message that only level 3 spells are available to be made into potions.
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Dagesh
- Posts: 891
- Joined: Mon Jan 16, 2012 11:03 pm
Re: 15MAR2016 BUG REPORT THREAD
Superior Resistance not scribing (from the old scribing system).
ουκ εστιν ωδε, ηγερθη γαρ καθως ειπεν
PCs:
Rorick Runegraph (Check out Rorick's Rune of Light)
Ckalthea Chenfur
Aeric
Squire Brevin of Lathander
PCs:
Rorick Runegraph (Check out Rorick's Rune of Light)
Ckalthea Chenfur
Aeric
Squire Brevin of Lathander
- Tsidkenu
- Posts: 3962
- Joined: Tue May 27, 2014 12:04 am
- Location: Terra Nullis
Re: 15MAR2016 BUG REPORT THREAD
Work-in-progress for Spell Scribing issues can be found here.
- Andragorin
- Posts: 32
- Joined: Sun Aug 30, 2015 6:17 am
- Location: Russia
Re: 15MAR2016 BUG REPORT THREAD
This bug didn't occur to me before the updates so i post it here.
There is a quest in the UD to bring back a gnome's plate.
When it is completed, the game attempts to remove the plate from player's inventory, but fails to do so, resulting in an unremoveable copy of the item in my bags. After doing the quest 2 times, got 2 plates.

There is a quest in the UD to bring back a gnome's plate.
When it is completed, the game attempts to remove the plate from player's inventory, but fails to do so, resulting in an unremoveable copy of the item in my bags. After doing the quest 2 times, got 2 plates.

Zerral Di'odenar
Neir'Zyn Selmiyeritar
Alorian Grimwalker
Neir'Zyn Selmiyeritar
Alorian Grimwalker
- Fragglerock
- Posts: 93
- Joined: Tue Dec 28, 2010 12:05 am
Re: 15MAR2016 BUG REPORT THREAD
Feat One-Hander does appear to give me the various stances. But it only seems to work for one opponent and not the next. I.E. it does not stay as an Active Mode, and I must turn it off then back on for the next opponent, also it breaks my HIPS to make it active.
Misara
Aylisara Ariaa
Aylisara Ariaa
- Bad Omens
- Posts: 326
- Joined: Thu Jun 27, 2013 7:52 am
Re: 15MAR2016 BUG REPORT THREAD
Cavestalker PRC does not have the tumble skill included, as was stated in it's class description.
Either energy immunity spells, or blindsight spells, are causing sonic damage vulnerability.
Either energy immunity spells, or blindsight spells, are causing sonic damage vulnerability.
- the_flame_of_anor
- Posts: 202
- Joined: Mon Jul 26, 2010 9:27 am
Re: 15MAR2016 BUG REPORT THREAD
Since I can't update my bug report posted in the 11MAR thread, I'll copy that over and give a minor update here:
1. Counterspelling doesn't work
Combat log shows:
You attempt to identify the Spell being cast by [mob Boss]: Spellcraft roll: 60 vs DC 15
You roll Counterspell check: 0 vs [mob Boss]'s DC11
You quickly work your dispel magic but [mob Boss]'s spell is unaffected by your Abjuration
I tried counterspelling a few mob bosses' Mord but to no avail. My counterspell check is always 0. And it's not just Mords, regardless of enemy spell, my counterspell check is always 0. I'm using the free counterspell feat.
2. Invisible Needle doesn't work
Even though I have the requisite spells (Bigbys, Orb of Force etc), the combat log shows:
You do not have any valid spells that can trigger this ability.
UPDATE: Did some testing, this seems to happen only after character is Morded.
3. Blindsight produces sonic damage vulnerability besides its intended effects
1. Counterspelling doesn't work
Combat log shows:
You attempt to identify the Spell being cast by [mob Boss]: Spellcraft roll: 60 vs DC 15
You roll Counterspell check: 0 vs [mob Boss]'s DC11
You quickly work your dispel magic but [mob Boss]'s spell is unaffected by your Abjuration
I tried counterspelling a few mob bosses' Mord but to no avail. My counterspell check is always 0. And it's not just Mords, regardless of enemy spell, my counterspell check is always 0. I'm using the free counterspell feat.
2. Invisible Needle doesn't work
Even though I have the requisite spells (Bigbys, Orb of Force etc), the combat log shows:
You do not have any valid spells that can trigger this ability.
UPDATE: Did some testing, this seems to happen only after character is Morded.
3. Blindsight produces sonic damage vulnerability besides its intended effects
The love of loot is the root of all evil.
Arlan ~ Wandering Abbot of the Common Folk.
Zirvoden ~ Deep Reserves of Power.
Ryu'jin ~ Former Imperial High Mage of Kozakura.
Arlan ~ Wandering Abbot of the Common Folk.
Zirvoden ~ Deep Reserves of Power.
Ryu'jin ~ Former Imperial High Mage of Kozakura.
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AnchorUp
- Posts: 40
- Joined: Tue Feb 23, 2016 9:11 am
Re: 15MAR2016 BUG REPORT THREAD
Something seems amiss with DC calculation...my DC for Solipsism was 19 while my DC for Mass Blindness/Deafness was 30. It should be 29/30.
- BlueAce417
- Posts: 173
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Re: 15MAR2016 BUG REPORT THREAD
I actually cannot scribe grease. Grease, yes grease. Don't ask why, the point is that I couldn't scribe it yesterday (march 15th).
Caedis Littlefoot - The Scaled Seeker
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
Felgur Brighteyes - The Planar Seer
Marvin Brandywicket - The Crackpot Alchemist
- thebeasttt
- Posts: 64
- Joined: Sat Mar 12, 2016 4:42 pm
Re: 15MAR2016 BUG REPORT THREAD
Ok after a thousand crossbow bolts since MAR15 i've come to the following conclusions about the cover system:
-I don't seem to get penalized in melee range anymore, which is nice
-The game doesn't count bags on the ground as cover, also nice
-Placeables do count as cover, I can throw down a campfire and tent and get +5 AC
-The baseline penalties are far too high. I've never gotten -2 even for 1 line obstruction, it's always at least -4.
-Extra range penalty actually too small, 1 extra range increment should be -2, I only get -1
-Getting extra penalties beyond what chat says, for instance the message says -5 but actually gives me -7(I have improved rapid shot)
-You constantly get penalties when you shouldn't and no penalty when you should. For instance any object is considered cover: from a cloth rug, to ankle high candlestick, to mud on the ground. I shot over 5 knee high pews in the chapel and got -10 because it just adds objects instead of considering actual obstruction. On the other hand I can shoot at dire bears right through rolling hills with 0 penalty.
If a monster is even touching any object you at least get -4, usually for the entire round regardless of whether the monster immediately runs out of the obstruction. If I shoot down the straight hall at goblin mines I at least get -6 because there's mud trailing off some stalagmites that are barely in line of sight
In the end I really can't support such a system. It doesn't seem to add anything but frustration and I really have to question whether this was just added to nerf ranged characters considering it had questionable poll results, at best. If so you would be better served adjusting the assassin class, which is twice as powerful as pnp and bugged for ranged.
-I don't seem to get penalized in melee range anymore, which is nice
-The game doesn't count bags on the ground as cover, also nice
-Placeables do count as cover, I can throw down a campfire and tent and get +5 AC
-The baseline penalties are far too high. I've never gotten -2 even for 1 line obstruction, it's always at least -4.
-Extra range penalty actually too small, 1 extra range increment should be -2, I only get -1
-Getting extra penalties beyond what chat says, for instance the message says -5 but actually gives me -7(I have improved rapid shot)
-You constantly get penalties when you shouldn't and no penalty when you should. For instance any object is considered cover: from a cloth rug, to ankle high candlestick, to mud on the ground. I shot over 5 knee high pews in the chapel and got -10 because it just adds objects instead of considering actual obstruction. On the other hand I can shoot at dire bears right through rolling hills with 0 penalty.
If a monster is even touching any object you at least get -4, usually for the entire round regardless of whether the monster immediately runs out of the obstruction. If I shoot down the straight hall at goblin mines I at least get -6 because there's mud trailing off some stalagmites that are barely in line of sight
In the end I really can't support such a system. It doesn't seem to add anything but frustration and I really have to question whether this was just added to nerf ranged characters considering it had questionable poll results, at best. If so you would be better served adjusting the assassin class, which is twice as powerful as pnp and bugged for ranged.
- ShortRedandLoud
- Posts: 46
- Joined: Thu Jul 23, 2009 2:52 pm
- Location: Minneapolis
Re: 15MAR2016 BUG REPORT THREAD
I'm reasonably sure my aim was obstructed by a shaft of sunlight in a cave.
A gnome. It menaces with a fell and terrible power. - - - (148)
- Rasael
- Retired Staff
- Posts: 8096
- Joined: Wed Jun 30, 2010 6:52 am
- Location: Leiden, Netherlands
Re: 15MAR2016 BUG REPORT THREAD
The ranged combat system isn't a final product. What's 'final' about it is that we managed to implement it at all in NWN 2. It still needs to be refined and tweaked, based on player feedback as much as QC feedback.
The plan is to tweak it to take into account certain placeables, trees, and other stuff. And distances.
The plan is to tweak it to take into account certain placeables, trees, and other stuff. And distances.
- roke42
- Posts: 842
- Joined: Sun Apr 03, 2011 6:28 am
- Location: Europe, GMT+2
Re: 15MAR2016 BUG REPORT THREAD
Shadow connuration appears not to count to the summon limit. I was able to summon a balor via Gate spell or a vampire via create greater undead spell, and while having the shadow conjuration shadow up as well. Recasting shadow conjuration replaces the active shadow conjuration shadow. Casting any other summon spell replaced the other summon.
Conjure Spiders doesn't do anything else than needing 3 rounds to cast. Nothing is summoned.
THe Horned Devil summoned by the 9th level gate spell is only lvl 11. Not sure if that is intended, as most other creatures appear to be lvl 20. Shadow Devil (17) and Enriynnes (16) are also different.
Spell Mirror walking requires an update on it's description. It doesn't tell in the description what it is used for. It should be added that it is for teleportation and needs a marked rune.
Whirlpool summoned a strange, shapeless and hostile "thing", which attacked the caster.
Conjure Spiders doesn't do anything else than needing 3 rounds to cast. Nothing is summoned.
THe Horned Devil summoned by the 9th level gate spell is only lvl 11. Not sure if that is intended, as most other creatures appear to be lvl 20. Shadow Devil (17) and Enriynnes (16) are also different.
Spell Mirror walking requires an update on it's description. It doesn't tell in the description what it is used for. It should be added that it is for teleportation and needs a marked rune.
Whirlpool summoned a strange, shapeless and hostile "thing", which attacked the caster.
Laya - Cookiemaster of Doron
Valaklith - Shadow of the past
Valaklith - Shadow of the past
- thebeasttt
- Posts: 64
- Joined: Sat Mar 12, 2016 4:42 pm
Re: 15MAR2016 BUG REPORT THREAD
But why add it at all is the question? It looks too bias to add a system like this in a patch that adds mostly bonuses to every other style of combat. An objective approach would also see material components for casters and item durability loss for melee. To forcibly add only cover against the poll results seems rather strange.Rasael wrote:The ranged combat system isn't a final product. What's 'final' about it is that we managed to implement it at all in NWN 2. It still needs to be refined and tweaked, based on player feedback as much as QC feedback.
The plan is to tweak it to take into account certain placeables, trees, and other stuff. And distances.
It doesn't even add to immersion since you can still shoot through walls and wizards will still center fireballs on enemies they cant even see with no penalty, let alone the NWN2 walkmesh issues. It appears to not effect enemy ranged either, just players.
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Uncleboffo
- Posts: 66
- Joined: Fri Dec 26, 2014 2:16 pm
Re: 15MAR2016 BUG REPORT THREAD
Cannot craft shield wands anymore several others I tried worked shield just gave a message cannot use with this spell.
My Toons
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Daegan Ironfist Master Smith and Alchemist
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Azeem Abdul-Hadi
Daegan Ironfist Master Smith and Alchemist
Vladimir " Reaver of the Forgotten One"
Durzog Bloodclaw
https://www.pinterest.com/uncleboffo/