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Posted: Tue May 29, 2001 4:28 pm
by aVENGER2k
This just crossed my mind...are all those "stackable" spells bugs?For example: Blur,Doom,Armor of Faith...and especially Spell Immunity that could make you immune to almost everything if cast 8 times in a row.I remember that Protection From Evil was stackable in BG1 but it is not in BG2 so I'm just wondering what will they change in ToB?
Posted: Tue May 29, 2001 4:30 pm
by Blackrose
Hi Kevin, does your fixedBG2ImoenThievingSkills.zip also change her THAC0 to 17. THAC0=18 for a lvl 6 thief. Lvl 7 thief should have 17 THAC0. I used shadowkeeper to change it so i haven't tried your fix.
Posted: Tue May 29, 2001 7:46 pm
by Amphibius
Is an Archer supposed to get the Charm Animal special ability of Rangers? I just realized I don't get this ability when I play an Archer.
Posted: Wed May 30, 2001 5:42 am
by Kevin Dorner
So quoth aVENGER2k:
<STRONG>This just crossed my mind...are all those "stackable" spells bugs?For example: Blur,Doom,Armor of Faith...and especially Spell Immunity that could make you immune to almost everything if cast 8 times in a row.I remember that Protection From Evil was stackable in BG1 but it is not in BG2 so I'm just wondering what will they change in ToB?</STRONG>
I've got an open thread on the BlackIsle forum asking just this (cumulative protection spells) to Sr. Designer Dave Gaider, who's been very helpful in the past with my questions... he's on vacation but due back this week I believe.
So quoth Blackrose:
<STRONG>Hi Kevin, does your fixedBG2ImoenThievingSkills.zip also change her THAC0 to 17. THAC0=18 for a lvl 6 thief. Lvl 7 thief should have 17 THAC0. I used shadowkeeper to change it so i haven't tried your fix.</STRONG>
I'll have to have a look at this...I will mail it off home and check this evening. I'm not sure if her THAC0 was correct for her levels, just that her thieving skills were missing 25 points. Thanks for the tip.
So quoth Amphibius:
<STRONG>Is an Archer supposed to get the Charm Animal special ability of Rangers? I just realized I don't get this ability when I play an Archer.</STRONG>
This was one of the unstated penalties to playing an Archer; no Charm Animal. I fixed this in the kit description in the latest English Language Game Text Update that I have still yet to upload...it will be version 1.1 and should appear this weekend I hope (if I hear back from the nice fellow who is mirroring it.)
[ 05-30-2001: Message edited by: Kevin Dorner ]
Posted: Wed May 30, 2001 5:56 am
by Craig
Could you cheack this out plz Kevin dorner
[url="http://www.gamebanshee.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic&f=2&t=004553"]The 2-Imoens-bug[/url]
Posted: Wed May 30, 2001 6:59 am
by aVENGER2k
Hey,it seams that posting here really helps,so I'll keep it up.Yet another annoying bug follows:
When I pause the game,then enter the Inventory screen and open a "container" (i.e. Scroll Case,Gam Bag...etc.) the game automatically unpauses.Not very pleasant if especially you're in a middle of a battle

Posted: Wed May 30, 2001 7:28 am
by Kevin Dorner
So quoth aVENGER2k:
<STRONG>When I pause the game,then enter the Inventory screen and open a "container" (i.e. Scroll Case,Gam Bag...etc.) the game automatically unpauses.Not very pleasant if especially you're in a middle of a battle</STRONG>
I could be wrong, but that appears to be done on purpose. Reaching behind you into your backpack and pulling out a sword during a battle should be reasonable, but digging around in the hundred items in your Bag Of Holding might leav you open to attack.
So quoth craig:
<STRONG>Could you cheack this out plz Kevin dorner</STRONG>
I did...I still don't get it...
I think you mean Imoen didn't disappear during the cutscene with Irenicus. Also, I think you mentioned that there were other bugs as well. If this is the case, sounds like a bad install or a corrupt savegame.
[ 05-30-2001: Message edited by: Kevin Dorner ]
Posted: Wed May 30, 2001 8:45 am
by aVENGER2k
Originally posted by Kevin Dorner:
<STRONG>I could be wrong, but that appears to be done on purpose. Reaching behind you into your backpack and pulling out a sword during a battle should be reasonable, but digging around in the hundred items in your Bag Of Holding might leav you open to attack.</STRONG>
Yes,I've thought about that too,and IIRC in BG1,the game unpaused the moment you enter your inventory screen,but that was changed in BG2 right?So I got another idea,I loaded my
Icewind Dale:HoW game and tried to re-produce the above mentioned "unpausing" bug...without success.This means that in HoW you can put items in and out of your Scroll Case,Gem/Potion Bag [WITHOUT unpausing the game,so I still think this might be a bug.
Posted: Wed May 30, 2001 9:41 am
by Craig
There was Two of her i have pictures!
Posted: Wed May 30, 2001 10:28 am
by two
This is the only bug I have found that really bothers me.
When I have a high-level Bard cast Melf's Minute Meteors, the number that appears seems to be capped at 20 despite you Bard's level (21-23). Also, the animation of you "throwing" the meteors disappears at this point, although you still are throwing them and doing damage (you just don't see yourself doing it). Furthermore, the number of meteors (20) does not decrease regularly, in fact it never goes below 15 or so. The only way to get rid of these stupd meteors is to change shape or dispel magic or something.
I like the meteors, but I do wantt to use other weapons occasionally as well!
This is a repeated bug, it always happens even after a re-install and stuff (even two different Bard characters). Odd.
Is this a known issue?
OH also there is that thing if you have Crom F off-hand when you cast Melf's it seems like you get huge damage bonuses to the meteors (stength? I'm not sure). It also seems like you throw CF a few times while you throw the missles! I didn't mind it when I was attacking Kangaax, but...is it legit?
[ 05-30-2001: Message edited by: two ]
[ 05-30-2001: Message edited by: two ]
Posted: Wed May 30, 2001 10:41 am
by Craig
woo big bug
Posted: Thu May 31, 2001 9:56 pm
by Kevin Dorner
Originally posted by Blackrose:
<STRONG>Hi Kevin, does your fixedBG2ImoenThievingSkills.zip also change her THAC0 to 17. THAC0=18 for a lvl 6 thief. Lvl 7 thief should have 17 THAC0. I used shadowkeeper to change it so i haven't tried your fix.</STRONG>
I checked and this is a tricky one, so I checked the Player's Handbook. THAC0 for dual-classed characters is that of their their current class, whereas for multi-class it's the lower of the two (so for example all multi-class fighters get the nice low fighter THAC0.) So her 18 THAC0 as a level 8 mage is yucky, but seems correct.
If any experienced DM's know different, please advise.

Posted: Thu May 31, 2001 9:58 pm
by Kevin Dorner
Originally posted by two:
<STRONG>This is the only bug I have found that really bothers me.
When I have a high-level Bard cast Melf's Minute Meteors, the number that appears seems to be capped at 20 despite you Bard's level (21-23). Also, the animation of you "throwing" the meteors disappears at this point, although you still are throwing them and doing damage (you just don't see yourself doing it). Furthermore, the number of meteors (20) does not decrease regularly, in fact it never goes below 15 or so. The only way to get rid of these stupd meteors is to change shape or dispel magic or something.
I like the meteors, but I do wantt to use other weapons occasionally as well!
This is a repeated bug, it always happens even after a re-install and stuff (even two different Bard characters). Odd.
Is this a known issue?
OH also there is that thing if you have Crom F off-hand when you cast Melf's it seems like you get huge damage bonuses to the meteors (stength? I'm not sure). It also seems like you throw CF a few times while you throw the missles! I didn't mind it when I was attacking Kangaax, but...is it legit?]</STRONG>
Sounds like the only missile weapon that can be dualled! This would be due to them appearing right in your weapon slot. I will have a look at all this. Thanks.

Posted: Fri Jun 01, 2001 2:50 am
by RA
When my blade reaches level 23 he should be able to cast 4 level 6 spells (the manual says this) but I can only cast three really frustrating.
Posted: Fri Jun 01, 2001 8:39 am
by aVENGER2k
Originally posted by two:
<STRONG>OH also there is that thing if you have Crom F off-hand when you cast Melf's it seems like you get huge damage bonuses to the meteors (stength? I'm not sure). It also seems like you throw CF a few times while you throw the missles! I didn't mind it when I was attacking Kangaax, but...is it legit?</STRONG>
This happened to me to !!! Finally a useful bug

but I hope Kevin can fix this anyway.
@Kevin Dorner
Some d00d recently posted a question regarding the Short Sword of Backstabbing and that made me suspicious,it *might* be a bug but probably it's not.If you have the time,plz check it out,here's the
[url="http://www.gamebanshee.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic&f=2&t=004629"]link[/url]
Posted: Fri Jun 01, 2001 8:43 am
by Kevin Dorner
Originally posted by RA:
<STRONG>When my blade reaches level 23 he should be able to cast 4 level 6 spells (the manual says this) but I can only cast three really frustrating.</STRONG>
Thanks. I'll have a look at that one tonight.
Posted: Fri Jun 01, 2001 10:33 am
by two
Originally posted by Kevin Dorner:
<STRONG>Sounds like the only missile weapon that can be dualled! This would be due to them appearing right in your weapon slot. I will have a look at all this. Thanks.

</STRONG>
In a very related note: if you cast Melf's Meteors (5 attacks a round) and then cast improved haste (should double the attack) it turns out that -- yes, in the characer screen it says "number of attacks: 10" but if you actually turn on auto-pause and start throwing them around, they only shoot out 5 per round.
I agree that 10 meteors a round is a lot, but hey -- that's what the spell does, it doubles the number of attacks.
Bug, or feature?
Posted: Fri Jun 01, 2001 10:37 am
by Kevin Dorner
two: Feature. MMM's set attacks to 5/round AFAIK. This is much like Darts were supposed to do (but didn't) so I just overrode them to +2 attacks. So (Improved) Haste shouldn't change them.
Posted: Fri Jun 01, 2001 3:26 pm
by Blackrose
Originally posted by Kevin Dorner:
<STRONG>I checked and this is a tricky one, so I checked the Player's Handbook. THAC0 for dual-classed characters is that of their their current class, whereas for multi-class it's the lower of the two (so for example all multi-class fighters get the nice low fighter THAC0.) So her 18 THAC0 as a level 8 mage is yucky, but seems correct.
If any experienced DM's know different, please advise.

</STRONG>
I just created a thief with Imoen's stats, dualled her to a mage at lvl 7. Now as a lvl 8 mage she has 17 THAC0. Anyway it doesn't really matter, a 5% - 5.56% increase in chance to hit isn't that great. It's just for accurancy purposes

.
[ 06-01-2001: Message edited by: Blackrose ]
Posted: Fri Jun 01, 2001 8:22 pm
by White Rabbit
Anybody else notice that you can put the red dragon scales into the quick item slot? I think i was using a bard at the time. They don't show up when you are playing, just an empty area, kinda like boo.