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Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 11:10 am
by Blame The Rogue
Rhifox wrote: ↑Sat Jul 02, 2022 9:21 am
Blame The Rogue wrote: ↑Sat Jul 02, 2022 5:59 am
new version of my main is 15, 9 fighter/3 rogue/3 cleric. improved knockdown has yet to show up in available feat list while leveling thus far. any thoughts? can i just take something else like combat expertise, and get CE swapped out for improved knockdown?
As Knockdown and Disarm are now base feats available for everyone, Improved Knockdown and Improved Disarm require Combat Expertise instead.
from server update thread,
"* Knockdown is now automatically granted to all characters. The free version of knockdown gives the target a chance to knock you down if you fail your attempt. If you are using a weapon conducive to knocking people down (such as whips, scythes, sickles, and so on), you are disarmed instead of knocked down if your opponent succeeds on their rebound if you failed your initial knockdown attempt. Improved Knockdown can be selected with feats and makes you count as one size larger. Enlarge effects now count for the purposes of knockdown bonuses. As the full set of knockdown feats is now 1 free + 1 feat, any characters with both KD+IKD will gain one free feat slot to spend on a replacement feat. You will not be required to RCR to gain that replacement feat."
from coming soon thread,
"Type of Feat: General
Specifics: A character with this feat can attempt a special knockdown attempt. A character may only knock down creatures that are one size larger than itself or less. The attacker a melee touch attack against his target. This provokes an attack of opportunity from the attacker's target. If the touch attack succeeds, the attacker makes a d20 roll modified by his strength bonus, and the difference between his creature size and the target creature size times 4. The defender makes a d20 roll modified by the better of his strength and dexterity bonus. If the attacker meets or beats the defender's roll, the defender is knocked down. If the attacker loses the opposed check, the defender may immediately react and make a strength check opposed by the attacker's dexterity or strength check to try and knock him down.
Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon.
Some weapons can be used to make knockdown attacks. If a valid weapon is used, the attacker is disarmed if he loses the opposed check instead of provoking a knockdown attempt by the defender. Valid weapons include flails, halberds, kamas, scythes, sickles, and whips.
A character with Improved Knockdown can attempt to knock an opponent down as an instant action, and no longer provokes an attack of opportunity when making a knockdown attempt. In addition, he gains a +4 bonus on the strength check to knock an opponent down.
Use: Selected.
Special: All characters receive this feat for free."
Rhifox wrote: ↑Sat Jun 18, 2022 4:46 pm
Blame The Rogue wrote: ↑Sat Jun 18, 2022 3:46 pm
question about improved kd. if you take kd you get imp kd free? now kd itself, not imp kd, raises the creature size by one of what you can knock down? and why does staff feel the ab nerf to use imp kd is necessary? and why does using kd now provoke an aoo from the foe? i dont follow the logic
Normal KD (which has the AOO) is free for all characters. Improved KD is now what you take with feats, and removes the AOO and increases the size bonus. Both new KDs also take int account Enlarge (and Reduced) Person for the purpose of size modifiers.
So, if you currently have Improved KD, you will now have a bonus feat to spend on something else. If you currently have normal KD, you will now have Improved KD.
The only ones that have to worry about the AOO are people with the free version of KD.
1 free + 1 feat, any characters with both KD+IKD will gain one free feat slot to spend on a replacement feat
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 11:13 am
by Rhifox
I had forgotten about the CE thing when posting previously. Should be noted that anything in a 'coming soon' post is going not necessarily going to be 100% accurate when it actually hits live servers.
Combat Expertise is needed to unlock most 'advanced' combat feats. IKD and ID are included among those, now that their original requirements (KD and Disarm) are free for everyone.
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 11:14 am
by Blame The Rogue
CE and int 13, both tagged to IKD in game, are not mentioned or documented in coming soon, or the patch notes
why is CE required to unlock most of the new abilities? in reality, we arent gaining an extra feat, as stated in the documentation, and the discussions on the documentation
i understand, mistakes happen. i take it a dm can remove an existing feat such as resist energy acid and add combat expertise?
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 11:28 am
by Rhifox
Blame The Rogue wrote: ↑Sat Jul 02, 2022 11:14 amwhy is CE required to unlock most of the new abilities?
Because the original requirement is removed. That's the new requirement. While the notes could have been more clear, nothing in the patch notes said that these feats will have no requirements at all.
in reality, we arent gaining an extra feat
Only if you still want to take IKD for your build and your build did not already include CE. It is a free feat in the sense that KD is free for everyone, and these feats are removed and you are given a free feat swap. If you intend on still taking IKD, then obviously you would be using that replacement towards that and would still end up spending two feats (CE and IKD instead of KD and IKD). This is still a free feat in that you are getting KD, CE, and IKD when pre-patch you would have only gotten KD and IKD for the same two feat investment.
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 11:29 am
by Rhifox
Blame The Rogue wrote: ↑Sat Jul 02, 2022 11:14 am
CE and int 13, both tagged to IKD in game, are not mentioned or documented in coming soon, or the patch notes
why is CE required to unlock most of the new abilities? in reality, we arent gaining an extra feat, as stated in the documentation, and the discussions on the documentation
i understand, mistakes happen. i take it a dm can remove an existing feat such as resist energy acid and add combat expertise?
We have a 100% RCR period for the next two weeks. You can use that to switch things out.
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 11:31 am
by Blame The Rogue
Rhifox wrote: ↑Sat Jul 02, 2022 11:29 am
Blame The Rogue wrote: ↑Sat Jul 02, 2022 11:14 am
CE and int 13, both tagged to IKD in game, are not mentioned or documented in coming soon, or the patch notes
why is CE required to unlock most of the new abilities? in reality, we arent gaining an extra feat, as stated in the documentation, and the discussions on the documentation
i understand, mistakes happen. i take it a dm can remove an existing feat such as resist energy acid and add combat expertise?
We have a 100% RCR period for the next two weeks. You can use that to switch things out.
pleast dont ask me to do that, after i've rcred, leveled to 15, and done all emotes, slots, and character biography
to took resist energy acid at 15. can a dm knock lomar down a level. i dont want to have to repeat all the work i've done
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 11:33 am
by Rhifox
Then you can ask a DM and give your reasoning.
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 11:34 am
by Blame The Rogue
Rhifox wrote: ↑Sat Jul 02, 2022 11:33 am
Then you can ask a DM and give your reasoning.
understood
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 2:04 pm
by MasterSilke
*Correction from my initial entry*
Warlock blasts no longer apply their effects (vitriolic, forbidding, etc.) if a shape is also applied such as chain.
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 2:06 pm
by mrm3ntalist
Sembian Fencing and Athkatlan Triparte do not appear on the feat replacement list
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 2:16 pm
by arctic_cold
Potential bugs with feats: Combat Expertise and Power Attack
Combat Expertise
Stances Bar CE: 0/2/3/4/5
Doesn’t seem to have the option ‘1’
Power Attack
Stances Bar PA: 0/2/4/6/8*
* clicking ‘8’ no change
Doesn’t seem to have the options ‘1’, ‘3’, or ‘5’
Damage with Power Attack
IH PA: 0/2/4/6/*
2H PA: 0/4/8/12/*
Damage with Frenzied Berserker 10 with Supreme Power Attack
IH PA: 0/4/8/12/*
2H PA: 0/8/16/24/*
(EDIT: Note there are two sources one might consider checking (1) BGTSCC Discord Server on dev-svn-feed, and (2) BGTSCC Forum Server Update Posts.)
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 2:24 pm
by DaloLorn
arctic_cold wrote: ↑Sat Jul 02, 2022 2:16 pmCombat Expertise
Stances Bar CE: 0/2/3/4/5
Doesn’t seem to have the option ‘1’
Not a bug. Radial spells/feats are limited to 5 options.
Power Attack
Stances Bar PA: 0/2/4/6/8*
* clicking ‘8’ no change
Doesn’t seem to have the options ‘1’, ‘3’, or ‘5’
Damage with Power Attack
IH PA: 0/2/4/6/*
2H PA: 0/4/8/12/*
Damage with Frenzied Berserker 10 with Supreme Power Attack
IH PA: 0/4/8/12/*
2H PA: 0/8/16/24/*
Everything checks out, except the 8 option wasn't supposed to be visible - pretty much the only bug in the lot. It's currently disabled pending further discussion on whether it should be enabled.
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 2:32 pm
by zhazz
Is it possible to have a Guild Key/Token NPC added to the Nexus to store these things, while we RCR?
Currently the only option is to wait for the Guild Leader to be online in order to get a given key back, which is a big hassle imo. Especially with so many needing to RCR at the same time.
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 2:37 pm
by JustAnotherGuy
Rhifox wrote: ↑Sat Jul 02, 2022 9:41 am
JustAnotherGuy wrote: ↑Sat Jul 02, 2022 6:57 am
JustAnotherGuy wrote: ↑Sat Jul 02, 2022 5:43 am
While shifted into an animal form, it seems I unshift whenever I roll initiative. I'll do some further testing to see if it is consistent, but so far it has happened 2 out of 2 times.
Edited to Add: The forced unshifting also messed up my skill synergies, meaning I didn't have the UMD to use items I had on me anymore. Resting fixed the synergies.
Alright, it's not at initiative. The first two must've been coincidence. Just tested it a few more times. The first/third I was force unshifted immediately. The second/fourth, I went and fought a few mobs, then was force unshifted seemingly at random. Fifth time lasted around 4 rounds. Sixth maybe ten rounds. So far, the longest I can stay shifted is two minutes, roughly.
The forced unshifting messed with my synergies again.
Edited to Add: The first two shifts, and the first six testing shifts were all as a Winter wolf (Magical Beast). So I tried Dire Wolf (regular wild shape) and then Dragon Shape. Both lasted less than two minutes.
Blood mages had this bug awhile back. I don't recall what the cause was and how we fixed it.
The fix seemed to work at first. I was shifted into a winter wolf (Magical Beast Feat for druids) for roughly 30 minutes, and then it force shifted me back into humanoid. Shifted again, and it kicked me back to humanoid again within a minute. I rested in order "fix" my synergies again, and shifted. Was kicked back to humanoid in 2-3 rounds.
Re: ToT patch (July 1, 2022) bug report thread.
Posted: Sat Jul 02, 2022 2:42 pm
by Fire Wolf
My warlock seems to be completely unaffected by any wild magic rolls when casting. It doesn't even come up in the combat log.
It might be related to not rcring him for the warlock changes that went in a while ago, and I do plan to rcr him soon.
Edit: Relogging with the character fixed it. Wild magic is working now.