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Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 4:06 pm
by Snarfy
chad878262 wrote:Are you sure the DC is 12 + CL? I thought it was 11...
According to the wiki I found (http://nwn.wikia.com/wiki/Lesser_dispel) it's 12:
Notes :
- The in-game description of this spell erroneously reports that it is affected by spell resistance; lesser dispel does not check spell resistance.
- The DC is incorrectly reported in-game; it is actually 12 + caster level, with some vagaries in the determination of the effective caster level. See dispel for details.
- The in-game description incorrectly reports the innate level of this spell as 1.
- If used as an area of effect, this spell will also attempt to dispel any area of effect spells centered in affected area.
- Most of the spells of a level 14 caster are immune to lesser dispel, as the dispeller's best possible roll is 25 (20+5), while the DC is 26 (12+14).
Which is all french to me. :mrgreen: As for the batiri, all the casters I came across lit me up with the lesser dispel with their first casting every time.

Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 4:11 pm
by mrm3ntalist
The dispel cap for both lesser and greatr dispel has been raised on bg. Its normal to be dispel at CL10.

EDIT: Chad pmed me that the lesser dispel doesnt have its cap increased since that is not on the custom changes - http://bgtscc.net/viewtopic.php?f=7&t=49041

Still a 10CL character can still be dispeled by lesser dispel since 1d20 + 5 (dispeler max 25) can be greater than 11 + 10 = 21 (defenders cls )

Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 4:40 pm
by Draelith
Nevermind!

Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 4:44 pm
by chad878262
Snarfy wrote:According to the wiki I found (http://nwn.wikia.com/wiki/Lesser_dispel) it's 12:
:lol: :lol: :lol:

Oh buddy...that is the NWN1 wiki... Per NWN2 wiki it is DC 11 + CL

http://nwn2.wikia.com/wiki/Dispel_Magic,_Lesser

Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 6:09 pm
by Snarfy
chad878262 wrote: :lol: :lol: :lol:

Oh buddy...that is the NWN1 wiki... Per NWN2 wiki it is DC 11 + CL

http://nwn2.wikia.com/wiki/Dispel_Magic,_Lesser
Whoops! :lol:
mrm3ntalist wrote:EDIT: Chad pmed me that the lesser dispel doesnt have its cap increased since that is not on the custom changes - http://bgtscc.net/viewtopic.php?f=7&t=49041

Still a 10CL character can still be dispeled by lesser dispel since 1d20 + 5 (dispeler max 25) can be greater than 11 + 10 = 21 (defenders cls )
Ahh, gotcha. So, in other words, I should expect CR 9'ish mobs to consistently dispel my bard (in the round or two it takes me to kill them) until he has 14 or 15 caster levels under his belt. Erm, neat-o? I guess it's a good thing lesser dispel has no cap increase! :? :D *plays a dirge on his tiny violin for the servers blackguards, assassins, and the similarly CL challenged, then crawls back under the bridge to scratch his head some more*

Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 6:11 pm
by Calen
Question for a DM/Dev if these are bugs or intended.
Since I'll have to rebuild my character and alter some RP if these changes stay.

1: Palemaster summons.

Pre patch they benefited from augmented summoning since they spells are summons.
Currently they do not, is this going to get changed?
The passive stats aren't added to your summons.


1: Thaumaturge cohort now uses a summon slot, rather than an animal companion slot.
Is this intended or not?

It would make more sense if it kept using the animal companion slot and you actually could name your cohort.
Next to that a planar cohort is not the same as some summoned dire bear.
Thaumaturge tend to negotiate with planars ((also if a planar cohort dies you shouldn't be able to resummon it for a 100 years))

Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 8:10 pm
by Duster47
Bad Omens wrote:Cavestalker Advanced Spelunker Feat still is broken.
How is it broken? I do not see anything wrong in the 2da entries.
Bad Omens wrote:Cavestalker still does not have the tumble skill.
I see it on the list. It should be live. But I found BAB error, so perhaps that is part of problem? Repair will be part of next HAK-related update.

Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 8:30 pm
by Bad Omens
Duster47 wrote:
Bad Omens wrote:Cavestalker Advanced Spelunker Feat still is broken.
How is it broken? I do not see anything wrong in the 2da entries.
It does not offer Ranger HiPs and Strider Feats within caves.

Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 8:32 pm
by Draelith
Bad Omens wrote:Cavestalker still does not have the tumble skill.
I just confirmed I was able to put points into Tumble for Cavestalker level. Figured out the Vermin Shape gets granted once the Cavestalker abilities "trigger" for the first time.

Strider feat seemed to trigger in UD ok. Perhaps it's surface cave zones that have that issue?

Re: 19MAR2016 BUG REPORT THREAD

Posted: Tue Mar 22, 2016 10:50 pm
by Duster47
Bad Omens wrote:
Duster47 wrote:
Bad Omens wrote:Cavestalker Advanced Spelunker Feat still is broken.
How is it broken? I do not see anything wrong in the 2da entries.
It does not offer Ranger HiPs and Strider Feats within caves.
Which caves? Just because the area is a "cave" does not mean the designer checked the "Underground" box for area properties. Rangers occasionally get similarly gimped when an area is not checked "Natural".

Re: 19MAR2016 BUG REPORT THREAD

Posted: Wed Mar 23, 2016 12:41 am
by MasterOfSevens
I turned invisible and was chased around by a dire badger. I heard of another who was attacked in a similar fashion. I think the spotter script can now see invisible creatures.

Re: 19MAR2016 BUG REPORT THREAD

Posted: Wed Mar 23, 2016 1:05 am
by Dagesh
MasterOfSevens wrote:I turned invisible and was chased around by a dire badger. I heard of another who was attacked in a similar fashion. I think the spotter script can now see invisible creatures.
Generally AI go toward the thing they wanted to attack. If it leaves their vision, they still move toward the PC even if they can't attack. Stand still and let them get their location fix and they will be fine.

Re: 19MAR2016 BUG REPORT THREAD

Posted: Wed Mar 23, 2016 3:40 am
by MasterOfSevens
Dagesh wrote:
MasterOfSevens wrote:I turned invisible and was chased around by a dire badger. I heard of another who was attacked in a similar fashion. I think the spotter script can now see invisible creatures.
Generally AI go toward the thing they wanted to attack. If it leaves their vision, they still move toward the PC even if they can't attack. Stand still and let them get their location fix and they will be fine.
Yarg.

I entered the area invisible and ran past a bunch of others before the badger ran up to me and hit me. I ran. He followed me and swiped at me several times with attacks of opportunities until I died. I know sometimes NPCs use the items that they drop. A rare instance of a badger who drank a blindsight potion?

Re: 19MAR2016 BUG REPORT THREAD

Posted: Wed Mar 23, 2016 7:17 am
by NegInfinity
As far as I can tell Tieflings no longer gain abyssal as bonus language. Level 1 tiefling rogue I created only had Common and Cant.

If you're going with PNP version, they should be getting Infernal and Common as automatic language, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc should be available as bonus language. Previously they automatically gained Abyssal.

Not getting Abyssal or Infernal as bonus language isn't right.

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MasterOfSevens wrote:
Dagesh wrote:
MasterOfSevens wrote:I turned invisible and was chased around by a dire badger. I heard of another who was attacked in a similar fashion. I think the spotter script can now see invisible creatures.
Generally AI go toward the thing they wanted to attack. If it leaves their vision, they still move toward the PC even if they can't attack. Stand still and let them get their location fix and they will be fine.
Yarg.

I entered the area invisible and ran past a bunch of others before the badger ran up to me and hit me. I ran. He followed me and swiped at me several times with attacks of opportunities until I died. I know sometimes NPCs use the items that they drop. A rare instance of a badger who drank a blindsight potion?
Occasionally monsters sense you through invisibility, and that's a feature (it was mentioned somewhere). Basically, invisibility does not make you silent, and in D&D invisible creature could be spotted with high spot roll.

Try using ethereal jaunt or sanctuary spells instead. With invisibility only, a badger can sniff you out.

Re: 19MAR2016 BUG REPORT THREAD

Posted: Wed Mar 23, 2016 9:18 am
by Bad Omens
Duster47 wrote:
Which caves? Just because the area is a "cave" does not mean the designer checked the "Underground" box for area properties. Rangers occasionally get similarly gimped when an area is not checked "Natural".
Minotaurs, Troll Cave, etc....

My character is a surface character, Earth Genasi.

When he enters, the scripts text appears stating that "Advanced Spelunker abilities are now active" but they do not in fact work.