Well done tech crew. Thanks for the tireless work. A great update.
Fromt eh change log:
Cleric Domain spells are moved to align with the SRD / Forgotten Realms Campaign Setting / Player's Guide to Faerun where possible. Many of these spells are redundant compared to the typical spell list-- due to NWN2's generally-lax implementation of the domain spell slot, these spells are thus not very visible to clerics who use them.
Is there a summary of these changes somwewhere? Apologies if i've just missed it.
playing Nathaniel Ward - Paladin of the Morninglord and devout of Torm (cookie cutter and proud of it)
Dorn wrote:Well done tech crew. Thanks for the tireless work. A great update.
Fromt eh change log:
Cleric Domain spells are moved to align with the SRD / Forgotten Realms Campaign Setting / Player's Guide to Faerun where possible. Many of these spells are redundant compared to the typical spell list-- due to NWN2's generally-lax implementation of the domain spell slot, these spells are thus not very visible to clerics who use them.
Is there a summary of these changes somwewhere? Apologies if i've just missed it.
Are these things like Longstrider and Low Light Vision? If so, they don't work (as in they cast but have no effect).
trentfrompunchy83 wrote:how do you unlink your account?
Second call.
Also my CE I is instead replaced with darkvision. if I activate darkvision via modebar it acts like CE I. To actually activate DV i need to drag it to my quick item slot. If I switch to expertise mode bar they are all represented fine, but not in normal mode bar.
I know this might sound silly, but it's not because the CE 'modebar' (it has it's own) is under/over the normal one?
Mine looked a little odd and didn't work until i realised one sat over the top of another absolutely perfectly with my res/screen set-up. I moved the CE modebar by acident, and then it was ok.
playing Nathaniel Ward - Paladin of the Morninglord and devout of Torm (cookie cutter and proud of it)
I suppose depending on screen setup, it would be possible for the "traditional" modebar to accidentally sit on top of the little CE bar with the fists and roman numerals.
Just went into game, and I can now see that the bar, with a label of "EXPERTISE" at the bottom, can indeed be dragged around by the grey part at the bottom next to the lettering. Much like the "MODE" collection of icons. I have successfully managed to drag one overtop of the other obscuring everything and making it awful looking. But I have also dragged them apart so I can see both at once.
Maybe anyone with CE (or ICE) see if they can fool around with dragging their normal MODE bar and be pleasantly surprised there's a bunch of fists under it? Remember that CE is tied to BAB, if you have someone with +1 BAB, there'll only be the ability to sacrifice that single BAB point for a single AC point. Someone with +4 BAB could sacrifice 4. Someone with +9 BAB could sacrifice only up to 5 points with regular CE, or up to 9 of those points with ICE (someday, they could sacrifice 10 though, when reach 10 BAB).
Hope it's of some help.
By the way to I-KP's question - - if you're talking about Druid spells, think that's unrelated to Cleric Domain spell losses (or adds). Things like how a Chaos domain cleric used to get Color Spray at SL1 and Confusion at SL 4 or 5 or something, now they get nothing at any level. No big deal in my case at least. Think War Domain too had some gains of like, Power Word spells way up in the 8s or 9s, not that I'll ever see 'em, hah.
ALFA NWN2 PCs: Rhaggot of the Bruised-Eye, and Bamshogbo
ALFA NWN1 PC: Jacobim Foxmantle
ALFA NWN1 Dead PC: Jon Shieldjack
Brokenbone wrote:By the way to I-KP's question - - if you're talking about Druid spells, think that's unrelated to Cleric Domain spell losses (or adds).
Fair enough.
I did hunt around for any new pop-up buttons re the Dark Vision thing after casting the spell but I found nothing, and the standard Modes bar sprouted no new button, neither was anything hidden away in the charsheet. I didn't look behind the Modes bar tho; maybe that's the trick.
I presume Longstrider is supposed to 'just work' and not need activating in some way after casting.
Mick wrote: . . .since the update on TSM, my toon is not showing up on the list of players on server and she does not show up when I type #users either. I seem to be able to move around/emote normally, but the rp xp timer is not working (no location or RP increments and no xp on logging back in.)
It seems that others on other servers cannot see my as being logged in either and they do not receive the cross-server tells I send them.
Keren was Ok at first... Now seems to be suffering from the same bug.
Edit: Seem to be getting XP for mobs and statics.
P.S: Am linked with the forums. thats the first thing I did... if thats a concern in any way.
<paazin>: internet relationships are really a great idea
A reminder to everyone what forum PMs, forum posts, chat messages, in-game tells, really everything but a support ticket is the wrong way to report a bug.
Document the specific steps you're aware of and if you can reproduce it in the tickets. Things will fall through the cracks if there is no ticket for a bug. And just as with any method of communication, being vague also makes it less likely that your issue will be resolved.
I presume Longstrider is supposed to 'just work' and not need activating in some way after casting.
I wasn't aware that the actual movement increase for longstrider was being added and would be shocked if it was.
Longstrider is not yet one of the scripted spells. ACR 1.88 will see the introduction of many of the new spells being scripted.
Longstrider may or may not be one of them. NWN2 scripting functions don't provide very accurate or reliable ways to work with movement rates, it will take some testing.
Upon log in on BG just now (after d/l ing a small update) I got a big red stop sign in the bottom right hand side of my screen saying "Movement rate incorrect" and the following script:
The ACR has detected that your movement rate has been corrupted. You may continue to play if you wish, but you walk and run slower than you are allowed until the next time you log in.
Logging out and back in seems to have corrected it (although it's tough to tell until I try to walk alongside another PC)
PC is a halfling with Barbarian Fast Movement (feat granted via travel domain, cleric)
That is indeed a new feature working correctly. Namely this one:
•If a player logs in with a character with non-default movement, the ACR will automatically correct the movement. However, nwn2server will not recalculate the actual walk speed until the login following. A message explaining as much will be provided when this happens.
Previously, you'd just walk around being slower than you're entitled and potentially not even know.
dergon darkhelm wrote:So this seems to be happening intermittantly on repeated log-ins.
Is that a "feature" requiring log-out/log-in to correct movement rate?
Swimming can cause movement rate bugs, due to some issues in how NWN2 works. When a player logs in, we look for these bugs and fix them. However, for it to take effect, the player needs to relog.
That's all that notification is. A message saying "oh hey, we noticed you're bugged, relog so I can fix that for you."