Mod 3.0 Bug Thread

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dergon darkhelm
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Re: Mod 3.0 Bug Thread

Post by dergon darkhelm »

True Seeing does not seem to reveal hidden creatures.

Greater Magic Weapon has in its spell description the info for Greater Magic Fang.
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ayergo
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Re: Mod 3.0 Bug Thread

Post by ayergo »

dergon darkhelm wrote:True Seeing does not seem to reveal hidden creatures.

Greater Magic Weapon has in its spell description the info for Greater Magic Fang.
Damn, ok. Sounds like lots of acr issues. These will be to fix.
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Fionn
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Re: Mod 3.0 Bug Thread

Post by Fionn »

Rumple C wrote:There are a number of seeds in the game
Memory is they once worked, but required 'suitable soil' (aka near a flag/trigger something). They should likely be nuked or at least have the onUse() removed if that's not working.

Likewise, all the herbs and CLW potions the Watch hands out are non-usable on DF. Can we get those imported to DF before we bring it back up?
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Arianna
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Re: Mod 3.0 Bug Thread

Post by Arianna »

Fionn wrote:
Rumple C wrote:There are a number of seeds in the game
Memory is they once worked, but required 'suitable soil' (aka near a flag/trigger something). They should likely be nuked or at least have the onUse() removed if that's not working.

Likewise, all the herbs and CLW potions the Watch hands out are non-usable on DF. Can we get those imported to DF before we bring it back up?
Herbs and such also require a notation on one of the Module scripts to get them to work as I recall
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RangerDeWood
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Re: Mod 3.0 Bug Thread

Post by RangerDeWood »

Walked into the Adventurer's Quarter: Watch Guardpost around 1:35am EDT on 8/20/2017. All of the NPCs were spawned in when I loaded, then they loaded again when I talked to Watch-Wizard Sarya, so now there are doubles of each of the three NPCs. Not sure how to load a screenshot, but I have one.
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Galadorn
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Re: Mod 3.0 Bug Thread

Post by Galadorn »

RangerDeWood wrote:Walked into the Adventurer's Quarter: Watch Guardpost around 1:35am EDT on 8/20/2017. All of the NPCs were spawned in when I loaded, then they loaded again when I talked to Watch-Wizard Sarya, so now there are doubles of each of the three NPCs. Not sure how to load a screenshot, but I have one.
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ayergo
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Re: Mod 3.0 Bug Thread

Post by ayergo »

RangerDeWood wrote:Walked into the Adventurer's Quarter: Watch Guardpost around 1:35am EDT on 8/20/2017. All of the NPCs were spawned in when I loaded, then they loaded again when I talked to Watch-Wizard Sarya, so now there are doubles of each of the three NPCs. Not sure how to load a screenshot, but I have one.
That's a strange one. If anyone else sees instances of this happening please let me know.
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Re: Mod 3.0 Bug Thread

Post by Mick »

Last night I purchased a key for a room at the SafeHaven, but was instead given a key for the Blushing Mermaid and at the Blushing Mermaid price.

Thanks for the IG assist, ayergo!
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Re: Mod 3.0 Bug Thread

Post by Magile »

Dire Rats (from nests) are not leaving remains/"loot bags" upon being killed.
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dergon darkhelm
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Re: Mod 3.0 Bug Thread

Post by dergon darkhelm »

Blackwell Court:

XP awards a bit wonky.

"Fledgling Vampire" gives Tragnar 55 XP and they seem to be not much more challenge than a zombie.



"Zombie Warrior" otoh hits at a +7 attack with a club but gives 0 XP.
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Fionn
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Re: Mod 3.0 Bug Thread

Post by Fionn »

1J Northern AT is very hard to get to light up (too wide). 1D (Mt Sar) south AT ditto. If there is a 1D east or west AT I can't find them.

1J east AT lights up, but dead. Can I please get a DM 'port to 1K?


EDIT: 1D east appears if you go far enough N - works fine. 1J east still busted.

1F is broken both from 1E eastbound and 1L northbound

2C NE AT goes to 1X SE AT, reversing goes to 2D (Misty Beard). It appears 1Z is missing between 1R and 2D.

1M SW AT suddenly jumps 2 blocks west to 1S vs 1U.
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Rumple C
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Re: Mod 3.0 Bug Thread

Post by Rumple C »

The wands of healing (all levels) as sold in the xoblob shop have the item description of a wand of fire.
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Galadorn
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Re: Mod 3.0 Bug Thread

Post by Galadorn »

Rumple C wrote:The wands of healing (all levels) as sold in the xoblob shop have the item description of a wand of fire.
....and i heard the CLW wands are not usable by Bards!!! SHAME SHAME SHAME.
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Re: Mod 3.0 Bug Thread

Post by Rumple C »

No shop seems to be attached to Ponlin in his store.

Fixed
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Re: Mod 3.0 Bug Thread

Post by Magile »

Masterwork melee weapons do not grant +Attack Bonus, but instead grant +Damage of the weapon's type. I believe this can go through Damage Reduction and otherwise things that would be immune to non-magical weapons.
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