View Full Version : Unacknowledged Known Issues in Mod 7.
Impaqt
06-05-2008, 01:27 PM
THe Following are Known, But Unacknowledged Issues with Mod 7. Please add any additional that you've found. Evidentaly the Devs arent getting our In-Game Bug reports. I encourage ANYONE who Experiences any of these isues tofile a Bug Report! The only way these things will ever get fixed is if the devs know that it is an issue for us.
Spells/SpellCasting
Firewalls Continue to Stack.
http://forums.ddo.com/showthread.php?t=148721&highlight=Firewall
Blade Barrier is Horribly Bugged. players and Mobs.
http://forums.ddo.com/showthread.php?t=148790
http://forums.ddo.com/showthread.php?t=148860&highlight=Blade+Barrier
*** UPDATE: Unofficially Acknowledged and Slated for Fix!!!!!!!!!!!!!
Heavy Armor has no Arcane Spell Failure. **Acknowledged in Podcast **
http://forums.ddo.com/showthread.php?t=148788&highlight=Spell+Failure
displacement disappears after being cast. its still there with its effects, but there isn't a visible sign of it. blur still stay but displacement kicks off.
DC's and Duration have Vanished from Mouse Over Spell Descriptions.
http://forums.ddo.com/showthread.php?p=1742031#post1742031
AOE Damage spells will Prevent Inactive Mobs From Spawning/Activating . **Acknowledged!**
Potions:
Funnel pots (except lesser restore) are not working with barb or madstone rage, not madstoned barbs.
http://forums.ddo.com/showthread.php?t=148842
ALso Related: Clicky Potions TUrn OFF CE. & Somone Feared can No Longer Drink a Remove Fear Potion.
Enhancments:
Barbarian Critical Rage Enhancment is now L6/12 Rather Than 11/14
http://forums.ddo.com/showthread.php?t=148796&highlight=Crit+Rage
Assassin I in-game text + behavior doesn't include Sneak Attack damage, as announced in release notes..
Divine Sacrifice II has no bonus crit mult..
Spammy floating immune text when a Pally with a better aura is nearby. Also fills the combat log with "You are immune to your Aura of Good".
http://forums.ddo.com/showthread.php?t=148915
Power attack and Subtle Backstabber turn OFF when porting into an instance!
Cleric Divine Light is constantly "greyed" out whether in town or in a dungeon and it gives a failed action message" You do not have enough KI".
Number of Action points available to use are not Updating within the Mouse over Icon in the Upper right hand Corner. **Acknowledged!**
Mobs:
Orthons, and Especially Devils can Teleport beyound established borders. This is a significant issue in Part 2 of the shroud where you must kill the Devil to Proceed.
MONK Issues:
Monks can spend Ki on Stunning Fist when holding a weapon, but nothing happens.
Monks can block while using specials to prepare a finisher combo, without spending the Ki..
Monks can (somehow) use Karmic Strike to gain autocrits without suffering autocrits themselves..
Respecing Enhancments while in a Stance does not Turn off the old stance. It will Remain Even if you spec out of the stance you are in.
The text and icon both said you would heal for 1 full minute. The meditation trance in which you heal last exactly 30secs.
"Bounty" Quests are paid off in XP rather than Gold as per the NPC Dialog.
Quests:
If you failed a Bounty Quest by turning back the bag, you'll end up repeating a failed quest every 10 hours and every time you will talk to the NPC it will say that you misplaced your bag and resulting in a failed quest. If you look then in the /quest list you will see Bounty Quest (Failure) can be reapeated in xx time.
Misc
Items that require UMD to equipt are unequipting if your UMD score falls below the minimum required on Logout.(Or login. Either way, they are unequipting themselves)
Greensteel helms cannot be cleasnsed of their taint.
http://forums.ddo.com/showthread.php?t=147761
Angelus_dead
06-05-2008, 01:32 PM
Monks can spend Ki on Stunning Fist when holding a weapon, but nothing happens.
Monks can block while using specials to prepare a finisher combo, without spending the Ki.
Monks can (somehow) use Karmic Strike to gain autocrits without suffering autocrits themselves.
Assassin II death attack isn't deadly.
Assassin I in-game text + behavior doesn't include Sneak Attack damage, as announced in release notes.
Many monsters drop collectibles they shouldn't.
Bounty bags pay you no (gold piece) bounty on turn-in.
Divine Sacrifice II has no bonus crit mult.
New character slots missing.
Impaqt
06-05-2008, 01:39 PM
Monks can spend Ki on Stunning Fist when holding a weapon, but nothing happens. Added
Monks can block while using specials to prepare a finisher combo, without spending the Ki.. Added
Monks can (somehow) use Karmic Strike to gain autocrits without suffering autocrits themselves.. Added
Assassin II death attack isn't deadly.. In Known Issues List
Assassin I in-game text + behavior doesn't include Sneak Attack damage, as announced in release notes.. Added
Many monsters drop collectibles they shouldn't..Examples?
Bounty bags pay you no (gold piece) bounty on turn-in.. Added
Divine Sacrifice II has no bonus crit mult.. Added
New character slots missing.. Not Added, No one ever said we were getting SLots.
Thanks, Added to List, If you could provbide links to THe Threads that discuss these Issues that would be great.
Muirtach
06-05-2008, 01:44 PM
Funnel pots (except lesser restore) are not working with barb or madstone rage, not madstoned barbs. jsut a little bit of confusion.
essentially they fixed lesser restore and put the previous tech onto the other pots not the new tech
Riddikulus
06-05-2008, 01:44 PM
Pretty sure the first one is not a bug.
The AoE aura doesn't stack anymore but physically going through the firewall does stack.
Working as intended (unless a dev contradicts).
some i've stumbled on:
the stupid undead clicky problem affects the pos pos pos finishing move of a monk - you get an error that says "you have lost your ability to perform this move" or something.
although i think its been a problem for a while, the WotA1 poisons are only being applied on a critical
displacement, OMG DISPLACEMENT!, disappears after being cast. its still there with its effects, but there isn't a visible sign of it. blur still stay but displacement kicks off.
Impaqt
06-05-2008, 01:49 PM
Clarified the Rage/Madstone Potion Bug as per Shin, and added Displacement Visual Bug.
Angelus_dead
06-05-2008, 01:51 PM
Characters within range of multiple paladins constantly get notifications of "You are immune to Joe's aura of good". Including sometimes a blue dot spray.
valczir
06-05-2008, 01:53 PM
Monks can spend Ki on Stunning Fist when holding a weapon, but nothing happens.
Monks can block while using specials to prepare a finisher combo, without spending the Ki.
Monks can (somehow) use Karmic Strike to gain autocrits without suffering autocrits themselves.
Assassin II death attack isn't deadly.
Assassin I in-game text + behavior doesn't include Sneak Attack damage, as announced in release notes.
Many monsters drop collectibles they shouldn't.
Bounty bags pay you no (gold piece) bounty on turn-in.
Divine Sacrifice II has no bonus crit mult.
New character slots missing.
If you can say that the missing new char slots are a bug, I can say that flurry of blows stacking with the two weapon fighting chain is also bugged. Bwaha!
<rant>
Seriously, though, if you're going to make flurry of blows just a full BAB thing, at least allow us to use the TWF chain with our fists. Flurry was how we'd dual wield fists in PnP, making fists the most useful weapon for a full monk. For someone who was splashing monk, other monk weapons were better, because they didn't get the extra unarmed damage from being a pure monk. The way things are, a pure monk probably deals quite a bit more damage using kamas than fists, which just doesn't feel right.
</rant>
On a serious note, one that actually is a bug, it seems that if you reset your enhancements while you're in a stance, the stance doesn't end until you do something that would force the stance to end. Took me forever to figure out how to end my wind stance without waiting the three days to reset my enhancements again, yesterday.
Gadget2775
06-05-2008, 01:54 PM
Spammy floating immune text when a Pally with a better aura is nearby. Also fills the combat log with "You are immune to your Aura of Good". Almost as bad as the previous Hand Spam bug.
ChildrenofBodom
06-05-2008, 02:10 PM
This one is weird.
http://i194.photobucket.com/albums/z161/LOGrules/ScreenShot00289.jpg
Not sure why, but I can empty my wondrous balm into my backpack 'cause it says my inventory is full. But, you can obviously see I have many slots left in just 1 bag...
To get the balm out, you must highlight it and click the arrow to return to your inventory. Took me a minute or two to figure that out lol, but someone might not figure it out, and that would be very frustrating.
Impaqt
06-05-2008, 02:12 PM
This one is weird.
http://i194.photobucket.com/albums/z161/LOGrules/ScreenShot00289.jpg
Not sure why, but I can empty my wondrous balm into my backpack 'cause it says my inventory is full. But, you can obviously see I have many slots left in just 1 bag...
To get the balm out, you must highlight it and click the arrow to return to your inventory. Took me a minute or two to figure that out lol, but someone might not figure it out, and that would be very frustrating.
Known Issue.
RazorrX
06-05-2008, 02:20 PM
Just for clarification: Bounty Bags pay XP not gold. They are working as of yesterday when I turned in 3 of them.
KristovK
06-05-2008, 02:22 PM
Bounty Bags didn't pay gold on Risia, they only paid xp, 200 per, and that's working on live as well, not a bug.
Impaqt
06-05-2008, 02:24 PM
Bounty Bags didn't pay gold on Risia, they only paid xp, 200 per, and that's working on live as well, not a bug.
Thanks, Removed that entry. They Do indeed seem to be working as per the WDA/Risia.
Qzipoun
06-05-2008, 02:27 PM
If you need screenshots of the pally aura bug:
http://forums.ddo.com/showthread.php?t=148915
Ilandrya
06-05-2008, 02:31 PM
If I understand the release notes properly, heavy armor checks will only be done under certain conditions when arcane spells are cast from some scrolls now. If your umd or caster level(s) gives you a higher % of success than your % of success wearing heavy armor with the arcane scroll, it will default to that and bypass the armor check. This isn't a bug, it's an intended change where some scrolls are concerned.
Clerics have never had to do a heavy armor check against spells they can cast naturally that are considered arcane spells, or with arcane wands they have the umd/class ability to use, because they are point and shoot. It only applied to arcane scrolls, whether or not it was a spell natural to their class.
I can't speak for arcanes or other umd based casters because I don't play them in DDO, and I'm not clear based on your posting whether this "bug" is in reference to scrolls, spells, or both, but with regard to some scrolls, that is the way they should now work.
Blur and Displacement scrolls, while arcane, did not preform a heavy armor check prior to mod 7 when I used them on my lvl 16 pure classed Cleric with UMD. I have not tried all of the arcane scrolls, but those two of the ones I have tried apparently were not programmed to include the armor check they should have or it's broken. I'm unsure if that is a bug that is already known to Turbine or not, but it's relevant to this issue since I don't know what specific arcane spells and/or scrolls people are referring to here.
As per the release notes:
When using a scroll for a spell available to multiple classes, you will now make the most advantageous combination of Arcane Spell Failure/Caster Level Check/UMD rolls, instead of always treating it as a wizard spell.
arcticsparro
06-05-2008, 02:41 PM
I have a multi classed dwarf fighter rogue and since the mod, he can no longer connect on an attack with a melee weapon from sneak mode - on any target - even barrels! If I use a ranged weapon he attacks normally, ending sneak mode, but giving me my sneak attack. If I attack with my melee weapon (in this case a +1 Holy Dwarven Axe of Pure Good) I just swing and swing all day until I am either detected (ending sneak mode) or a I manually end sneak mode. I snuck up on a barrel, and swung over 100 times without connecting before I finally gave up that it was a fluke. I started a new rogue to see if it was class systemic, and he had no problem attacking from sneak - neither do my non-rogue characters. So I don't know what the hell is going on, unless the dropped the ability to sneak attack from dwarven axes without saying anything... anyway my add is:
WONKY SNEAK ATTACK FAILURES!
Also RE: collectibles drops from incorrect criitters - Wolves,worgs,scorpions, and spiders have all been dropping reptilian collectibles since mod 7. Not sure about other critters, but been cruising tanglewood and picking up prayer beads and idols where they shouldn't be on many an adventure... laughed the first time - wondered if it was intentional since some of the new rituals use the crappier collectibles.
Riddikulus
06-05-2008, 02:42 PM
If I understand the release notes properly, heavy armor checks will only be done under certain conditions when arcane spells are cast from scrolls now. If your umd or arcane caster level(s) gives you a higher % of success than your % of success wearing heavy armor with the arcane spell, it will default to that and bypass the armor check. This isn't a bug, it's an intended change ...
As per the release notes:
When using a scroll for a spell available to multiple classes, you will now make the most advantageous combination of Arcane Spell Failure/Caster Level Check/UMD rolls, instead of always treating it as a wizard spell.
No it absolutely, certainly, positively was not intended for a Sorceror or Wizard to be able to wear +5 full plate with a +5 heavy shield and suffer zero arcane spell failure. But that is the way it is working right now.
If I had even the smallest teeniest hope that it was intended I'd already have one rolled up.
Impaqt
06-05-2008, 02:45 PM
If I understand the release notes properly, heavy armor checks will only be done under certain conditions when arcane spells are cast from scrolls now. If your umd or arcane caster level(s) gives you a higher % of success than your % of success wearing heavy armor with the arcane spell, it will default to that and bypass the armor check. This isn't a bug, it's an intended change where scrolls are concerned.
Clerics have never had to do an armor check against spells they can cast naturally that are considered arcane spells, or with arcane wands they have the umd/class ability to use, because they are point and shoot. It only applied to arcane scrolls, whether or not it was a spell natural to them.
I can't speak for arcanes or other umd based casters because I don't play them in DDO, and I'm not clear based on your posting whether this "bug" is in reference to scrolls, spells or both, but with regard to scrolls, that is the way they should now work.
As per the release notes:
When using a scroll for a spell available to multiple classes, you will now make the most advantageous combination of Arcane Spell Failure/Caster Level Check/UMD rolls, instead of always treating it as a wizard spell.
This release note applies to Scrolls. Scrolls like CLerics using SWummoms and Symbols, Bards wearing light armor and using any arcane scrolls thats not in their list.
Arcanes are not suffering ANY arcane spell failure in Full Plate right now it seems. (Cant test myself as I onlyhave a Warforged arcane)
Riddikulus
06-05-2008, 02:57 PM
Back to your first issue... "firewalls continue to stack", the correct title is "mobs sometimes don't take damage when passing through stacked or closely placed walls of fire due to the wall of fire aura stacking fix".
arcticsparro
06-05-2008, 03:08 PM
With the Hot fix in progress let's see how many of these things "fix themselves" :)
Impaqt
06-05-2008, 03:16 PM
Back to your first issue... "firewalls continue to stack", the correct title is "mobs sometimes don't take damage when passing through stacked or closely placed walls of fire due to the wall of fire aura stacking fix".
The Release Note is this.
The Wall of Fire spell now functions in a manner consistent with other lingering area of effect spells – an error has been fixed that caused multiple walls to stack within a single area.
Thats not what I'm Seeing at all. I dotn understand why part of the spell shoud still stack.
Angelus_dead
06-05-2008, 03:19 PM
Bounty Bags didn't pay gold on Risia, they only paid xp, 200 per, and that's working on live as well, not a bug.
Hello, this is not a bug thread. It's an issue thread.
They didn't pay gold on Risia which was an issue there, and it's an issue on live too. Notice that the NPC dialog SAYS that there is a payment in gold (from the Harbormaster)
Angelus_dead
06-05-2008, 03:21 PM
If you can say that the missing new char slots are a bug, I can say that flurry of blows stacking with the two weapon fighting chain is also bugged. Bwaha!
Do you see the word "Bug" at the top of this thread?
No. There is the word "Issue". Do you know what an "issue" is?
Riddikulus
06-05-2008, 03:25 PM
The Release Note is this.
The Wall of Fire spell now functions in a manner consistent with other lingering area of effect spells – an error has been fixed that caused multiple walls to stack within a single area.
Thats not what I'm Seeing at all. I dotn understand why part of the spell shoud still stack.
Because the wall itself is not a AoE... it is a line (or circle in the case of PnP) which triggers instantaneous damage, just like a delayed blast fireball.
Now the wall's aura though is a completely separate persistant AoE, which IMO is what the release notes are referring to.
MysticTheurge
06-05-2008, 03:37 PM
Do you see the word "Bug" at the top of this thread?
No. There is the word "Issue". Do you know what an "issue" is?
Do you know what a "known issue" is?
Impaqt
06-05-2008, 03:40 PM
Hello, this is not a bug thread. It's an issue thread.
They didn't pay gold on Risia which was an issue there, and it's an issue on live too. Notice that the NPC dialog SAYS that there is a payment in gold (from the Harbormaster)
Reworded and re-added the NPC bounty Issue.
Music_Man
06-05-2008, 03:44 PM
Can we add that assigning loot seems to be bugged, or very horribly designed.
I've done it enough now myself to suspect that there is actually a bug that assigns it to a different name than I've selected.
Impaqt
06-05-2008, 03:49 PM
Can we add that assigning loot seems to be bugged, or very horribly designed.
I've done it enough now myself to suspect that there is actually a bug that assigns it to a different name than I've selected.
Havent run into this myself. Maybe start a thread on it. COuld just be your perpetual Lag;)
Ransacked
06-05-2008, 03:50 PM
You may experience a graphical glitch with the + icon that tallies your action points.
Will post a screen shot later.
Icon says you have 1 point.
Trainer says you have 2 points.
I think it is forgetting that you have action points when you level.
Gornin
06-05-2008, 03:52 PM
I know it is WAI, but TWF not working for Monks' unarmed attacks is an issue.
Impaqt
06-05-2008, 04:04 PM
I know it is WAI, but TWF not working for Monks' unarmed attacks is an issue.
I understand what your saying, but dont see that as an in-game Issue.
THis thread is for things not working as per the Release Notes/In-Game Dialog/Established Norms.
akla_thornfist
06-05-2008, 04:06 PM
dont know if this is a bug or that the barkeeps are sick of me selling them my **** but in some areas ive noticed that the barkeeps will only buy 1 item at a time, barkeep in tr gorge and the wavecreast tavern.
another issue with the cntrl click purchase of items - after the 1st 100, you have to add a single one of the item before you can bulk add more again. pain in the rear buying tons of pots yesterday.
KristovK
06-05-2008, 06:50 PM
Hello, this is not a bug thread. It's an issue thread.
They didn't pay gold on Risia which was an issue there, and it's an issue on live too. Notice that the NPC dialog SAYS that there is a payment in gold (from the Harbormaster)
Not a single one of the 6 Bounty givers ever once mentions any monetary rewards. On top of that, there is NO NPC for the Harbormaster Bounty, it's a Bounty BOARD, placed right next to the House Bounty Board. There's 2 NPCs offering bounties for collecting various kobold related items, and neither of them ever mentions paying you in gold. There's a Bounty Board in the Waterworks, never mentions gold as a reward. There's a Bounty Board by the Cerulean Hills, never mentions gold as a reward either.
This is NOT an issue, it never was an issue, it's working exactly as it did on Risia, you get xp for the rewards and nothing else is mentioned as a possible reward.
vainangel
06-05-2008, 07:05 PM
This might be an issue, not sure, could be my machine and I did not think to get screen caps. I will If I encounter it tongiht.
In 3BC I sometimes use TAB and sometimes click on the target. At times I cannot see the disk under the traget because the game seems to place thier feet below the ground. This was happening with the dog and scorp baddies[only a few times with the humanoid baddies].
This became confusing as I was attempting to confirm an attack on the creature infront of me, or the one behind the creature infront of me. [it can be hard to tell in the heat of battle]
Not a HUGE issue, but I can see it becomming one if not attended to.
parvo
06-05-2008, 07:12 PM
Screw this. I'm tired of being Turbine's unpaid beta tester. They should be paying us instead of the other way around. Hell, half the time the stinking bug report tool is bugged out.
sephiroth1084
06-06-2008, 05:06 PM
The duration and saving throw DCs for my wizard's spells are no longer shown in the spell description when hovering the cursor over either the spell in a hotbar OR the spell in a spellbook.
If someone could direct me on how to do so, I'll post pictures of the issue.
Shows cooldown, SP cost (and base XP cost), school (only in Spellbook), components (only in Spellbook), metamagic that may be applied (only in Spellbook), lvl of spell (only in Spellbook), whether spell resistance applies, and the description of the spell.
Ransacked
06-07-2008, 07:29 AM
Leveling to 4.
I have halfling dexterity 1. Started with an 18 base dex.
http://img146.imageshack.us/img146/7144/screenshot00010mm3.jpg
I wonder if enhancements are counting for base stat requirements?
arcticwolf666
06-07-2008, 09:56 AM
Flame arrows drop upon exit from quest. Supposed to stay with char. until 30 minutes of log out time as per the WDA.
Riddikulus
06-07-2008, 09:53 PM
In 3 barrel cove ran into "Dulse, Champion of The Devourer". Took him down to zero HP with my holy sword... but he didn't die... he just lays down like he died but doesn't, and he doesn't regen or anything.
I could repeatedly hit him over and over and over, doing massive damage to him, and he grunts at the crits, but he didn't die.
Switched to a fire weapon and one hit and he's dead.
I think there's something not quite right with him.
Impaqt
06-07-2008, 10:32 PM
In 3 barrel cove ran into "Dulse, Champion of The Devourer". Took him down to zero HP with my holy sword... but he didn't die... he just lays down like he died but doesn't, and he doesn't regen or anything.
I could repeatedly hit him over and over and over, doing massive damage to him, and he grunts at the crits, but he didn't die.
Switched to a fire weapon and one hit and he's dead.
I think there's something not quite right with him.
Probobly not, Is he a Scrag? Or whatever they are called in Atraxias Haven? FIre or acid is the only thing that kills them.....
Suavedevil
06-07-2008, 10:41 PM
Not sure if the issue has been posted prior but my Cleric 13/ monk 1 loses her center on a semi-regular basis. She never exceeds 30% of her weight capacity and doesnt even own armor heavier then cloth or any non-monk weapons. I removed anything that could cause her to lose her center to her bank or other characters. Example: While running DQ flag quests I lost and regained my center 3 different times while running through. I checked for spell effects on me , weight changes, stat damage and even equipment changes (even though I had nothing to equip) and could not find a cause for the issue. I then had 2 guildies run the same quest 2 more times with the same effect. Hopefully its a known issue so I don't feel like I killed my poor cleric!
PS: I am aware that equiping scrolls and wands will lose my center (that is not the case here)
fatherpirate
06-08-2008, 12:44 AM
Druid class still missing.
lol had to say it :-P
MysticTheurge
06-08-2008, 10:14 AM
Probobly not, Is he a Scrag? Or whatever they are called in Atraxias Haven? FIre or acid is the only thing that kills them.....
It's presumably possible that they could've added the scrag functionality to specific non-scrag trolls (such as a boss), as really fire/acid are supposed to be the only things that can kill any trolls.
Riddikulus
06-08-2008, 11:56 AM
It's presumably possible that they could've added the scrag functionality to specific non-scrag trolls (such as a boss), as really fire/acid are supposed to be the only things that can kill any trolls.
I dunno what the guy was. I think they should have a better mechanism to indicate he's not dying due to regen than lying on the ground at 0 HP not regenerating like he's bugged out. But I guess now I know...
I posted this elsewhere, but here is a better place for it:
Firewall bug. I put down two parallel firewalls a couple feet apart. If a mob is standing in the middle, I understand that only one will damage it. I'm fine with that so long as it correctly gives the higher damage. But I've seen a bug where a mob stands in one and doesn't take any damage. Here's what I think is happening:
1) Mob enters middle area and one fw starts applying damage while the other is assigned a "doesn't damage" marking.
2) Mob moves into the fw that wasn't applying damage and out of range of the damaging fw, but it doesn't start applying the damage as it should. I think the "doesn't damage" marking is sticking.
I forget the exact message, but I got a repeating "(Mob) is hit by firewall" with no damage. If it wasn't bugged, it should have been alternating with a damage message from the damaging firewall, but it was just a repeating "(Mob) is his by firewall".
GeneralDiomedes
06-08-2008, 12:27 PM
I dunno what the guy was. I think they should have a better mechanism to indicate he's not dying due to regen than lying on the ground at 0 HP not regenerating like he's bugged out. But I guess now I know...
It was a Scrag. If you looked at the examine window, Pact of the Devourer was listed.
ebt-dnd
06-08-2008, 01:22 PM
Power attack turns itself off on my barbarian every time I log in. It didn't do this prior to this mod. Metamagics remain on as before (so are unaffected).
Bradik_Losdar
06-08-2008, 01:40 PM
That Geriatrus guy in the Twelve still doesn't have a teleport dialog to send us to Meridia.
(You know, like how it works with the guy in the One Ear Bugbear Inn in Tangleroot - been there once, don't have to run again)
Okay, okay, this wasn't in the release notes - but not having someone to teleport us TO Meridia is an unaddressed known issue, lol. :D
QuantumFX
06-08-2008, 02:32 PM
I dunno what the guy was. I think they should have a better mechanism to indicate he's not dying due to regen than lying on the ground at 0 HP not regenerating like he's bugged out. But I guess now I know...
If it's the troll in "Ghost of a Chance" then yes he's a scrag (The blue skin is a giveaway) and you have the flaming club available there to finish him off.
Tashkar
06-08-2008, 03:01 PM
I have a multi classed dwarf fighter rogue and since the mod, he can no longer connect on an attack with a melee weapon from sneak mode - on any target - even barrels! If I use a ranged weapon he attacks normally, ending sneak mode, but giving me my sneak attack. If I attack with my melee weapon (in this case a +1 Holy Dwarven Axe of Pure Good) I just swing and swing all day until I am either detected (ending sneak mode) or a I manually end sneak mode. I snuck up on a barrel, and swung over 100 times without connecting before I finally gave up that it was a fluke. I started a new rogue to see if it was class systemic, and he had no problem attacking from sneak - neither do my non-rogue characters. So I don't know what the hell is going on, unless the dropped the ability to sneak attack from dwarven axes without saying anything... anyway my add is:
WONKY SNEAK ATTACK FAILURES!
My Dwarven Cleric 12/ Pal 1 is having the same sneak attack problems. In order to actually attack I have to come out of sneak. I can't hit monsters or breakables while in sneak. My wife's elven ranger12/rogue 1 has no problems. Perhaps this is a dwarven issue.
I know the idea of a cleric sneaking around a dungeon seems odd, but we don't look at walkthroughs for quests so we don't know what is coming up next. When there are just two of you stealth can be an asset, and it is annoying to miss a trip on a monster because I can't attack out of sneak. Any info on this would be appreciated.
Thanks,
Tashkar
Gadget2775
06-08-2008, 03:25 PM
For those who're having the sneak attack problems please make sure you're using the in game bug report as well as this post. There's allot of information that gets gathered if those are properly filled out which can assist the Dev team. Things such as race and class combo's that they might not find out about otherwise.
Gordo
06-09-2008, 06:17 AM
Threnal East part 2
Coyle "the tool" attacks/aggroes on the inactive golems and quest is unfinishable.
Angelus_dead
06-09-2008, 06:23 AM
That Geriatrus guy in the Twelve still doesn't have a teleport dialog to send us to Meridia.
The better fix for this is adding it to the Greater Teleport list.
alans240
06-09-2008, 07:58 AM
Lag from multiple teleporting devils in the new underground area makes it unplayable.
Fear doesn't seem to be working correctly, at least from fearsome items. Maybe someone can check the spell because I don't have it. While anything you fear will run away, if you start attacking feared mobs they fight back. I can't even drink a potion while feared, but they get to fight?
Lithic
06-09-2008, 08:41 AM
Sublte backstabber enhancement turns off when you log back in (It didnt in mod6). Not a huge deal, but annoying when you realize at the end of the quest that you had it off the whole time.
Angelus_dead
06-09-2008, 08:45 AM
Fear doesn't seem to be working correctly, at least from fearsome items. Maybe someone can check the spell because I don't have it. While anything you fear will run away, if you start attacking feared mobs they fight back. I can't even drink a potion while feared, but they get to fight?
What monsters? Are you talking about armored troglodytes or hobgoblins, for example? Those creatures have a reactive attack as part of their pain animation.
smatt
06-09-2008, 09:59 AM
Here's one I haven't seen posted yet.....
It seems that AOE spells are causing a glitch in mobs that need to be activated or spawned. For example, if you cast any AOE spells prior to spawning the mummies at the Desert General chest they fail to wake up. Also encoutnered the saem problem in Cursed Crypt. I haven't tested it or seen it tested in other areas though.
Perlon_Redpoint
06-09-2008, 01:39 PM
The duration and saving throw DCs for my wizard's spells are no longer shown in the spell description when hovering the cursor over either the spell in a hotbar OR the spell in a spellbook.
If someone could direct me on how to do so, I'll post pictures of the issue.
Shows cooldown, SP cost (and base XP cost), school (only in Spellbook), components (only in Spellbook), metamagic that may be applied (only in Spellbook), lvl of spell (only in Spellbook), whether spell resistance applies, and the description of the spell.
Yes, I have noticed this also with my wizard. Is this happening with other classes as well?
Impaqt
06-09-2008, 01:46 PM
Added a Few more to the OP.
Gotta ask though.. I never saw a Duration Timer for spells like FOgs, BB and Firewall.. Was there a UI Option I needed to check? I only saw the recast Timer on my spells.
Riddikulus
06-09-2008, 01:55 PM
Added a Few more to the OP.
Gotta ask though.. I never saw a Duration Timer for spells like FOgs, BB and Firewall.. Was there a UI Option I needed to check? I only saw the recast Timer on my spells.
There has never been a duration timer on location based spells... unfortunately.
Impaqt
06-09-2008, 01:57 PM
There has never been a duration timer on location based spells... unfortunately.
Ah, OK, I guess I misread the Complaint then.. SO the DUration is just missing from the disription then? I never paid attention to that.
Perlon_Redpoint
06-09-2008, 01:57 PM
Added a Few more to the OP.
Gotta ask though.. I never saw a Duration Timer for spells like FOgs, BB and Firewall.. Was there a UI Option I needed to check? I only saw the recast Timer on my spells.
The popup window with the spell's description was changed in mod7. The spell DC and duration information has been removed. There has never been a visible duration timer. Although, that would be a nice way to determine when to recast that disco ball. :)
http://forums.ddo.com/showthread.php?p=1742031#post1742031
Osharan_Tregarth
06-10-2008, 07:41 AM
Here's one I haven't seen posted yet.....
It seems that AOE spells are causing a glitch in mobs that need to be activated or spawned. For example, if you cast any AOE spells prior to spawning the mummies at the Desert General chest they fail to wake up. Also encoutnered the saem problem in Cursed Crypt. I haven't tested it or seen it tested in other areas though.
I can verify this one as well. Trying to do the rat's mound in Necropolis is kinda fun... No firewalls, disco balls, etc if you want to get the next wave of rats to spawn properly. I ended up having to pk them one by one. If you wander off for an extended period of time, they will eventually spawn.
And according to Gator's post a few days ago, the same thing applies to the desert spawn as well(ie if you wander off for a bit, they'll eventually stand up)
Kraak
06-10-2008, 09:58 AM
Allendale,
You can probably add devil/orthon teleportation into walls to the list (yes I did report a bug). Specifically in Shroud 2. Given a lot of creativity and @$$ pain, you can work around this sometimes. However, its a real pain to hold the remaining 3 lieutenants at 5% waiting on the GM. The fix is not faster GM response, the fix is in the teleportation mechanic. Cheerz.
Kraak
GrayOldDruid
06-10-2008, 10:08 AM
DC's and Duration have Vanished from Mouse Over Spell Descriptions.
http://forums.ddo.com/showthread.php?p=1742031#post1742031
DC's and Duration have vanished from ALL spell descriptions. Character Sheet, can't Examine the spell, it shows up NOWHERE (that I could find last night while playing around in the vale with my Cleric - his first time in and they were saving a bit more than half.... want to know what his DCs are)
Zaodon
06-10-2008, 10:22 AM
Old bug still not fixed:
- When breaking barrels, crates, etc., the loot inside can still randomly drop to an inaccessible place, especially dropping inside or behind a nearby wall, making it impossible to pick up the loot.
New Bug:
- Breastplate of Destruction isn't granting Destruction on Ranged weapons
Dandaelus
06-10-2008, 12:51 PM
Every since Mod 7 came out, my lvl 4 Drow Cleric has not been able to use Cleric Divine Light. Each time I attempt to click the button on my hotbar (Which is constantly "greyed" out whether in town or in a dungeon) it gives me a failed action message" You do not have enough KI".
I remade the hotkey, and it still didnt fix it. I did an ingame bug report, just wanted to add it here as well.
RavenStormclaw
06-10-2008, 12:57 PM
I have bug reported this but gotten no response. The action point Icon is no longer displaying the correct number of AP's you have to spend if you have more then 1. It seems stuck at 1. I noticed this as I have leveled up my last 2 monks. I always take the first AP for delivering the letter but then don't spend AP until I level again. I've noticed that mousing over the Icon always displays one even though both times I've had at least 3. However, when I go to level I have the appropriate number to spend.
Raven
Rilen
06-10-2008, 07:20 PM
Would like to add .. BB is still broken .. there were some folks who posted that it was fixed with the recent
downtime .. it is not fixed ..
Multiple BBs seem to produce un-desired results, whether or not they intersect with any visible vertical game
geometry.
1 BB, not touching vertical geometry - dmg in, out and re-entry (expected behavior)
1 BB, touching vertical geometry - dmg in, no further damage after
2 BBs, not touching vertical geometry - well spaced out, no overlap - dmg in, out, and re-entry *sometimes*
(meaning I did 5 seperate tests in the same area - 2 tests produced damage as expected (in,out, re-enter) 3 produced
damage in on first, out on second .. or no damge on 1st but damage in on 2nd.. etc. seemed variable)
3 BBs, not touching vertical geometry - well spaced out, no overlaps, dmg in on 1st, *sometimes* on 2nd, none on 3rd
2 BBs, 1st not touching vertical geometry -2nd 1/2way into some vertical geometry, no overlaps - dmg in, out on 1st, dmg in on 2nd, no subsequent dmg on either after exit from 2nd
3 BBs, 1st not touching vertical geometry, 2nd 1/2 way into some vertical geometry, 3rd not touching vertical geometry, no overlaps - dmg in, out, re-enter on 1st, dmg in on 2nd, no damage on 3rd or either of the 1st 2 BBs subsequently.
I would bet your experience is different from mine - this is simply what I have observed testing today. There are more scenarios that could be tested .. and possibly some pattern could be found .. but I'm a player not a QA tester. Just putting this out there in the hopes it might help the Dev team narrow down the issue.
Best,
Rilen
Impaqt
06-16-2008, 12:12 PM
Added:
AOE Damage spells will Prevent Inactive Mobs From Spawning/Activating .
miceelf88
06-16-2008, 12:16 PM
As noted in the bug hunter lodge thread, occasionally, three-barrel cove slayer/explorer/recall ability does not reset or appear as doable on exiting the Fire Caves.
Hakushi
06-17-2008, 03:07 AM
If you failed a Bounty Quest by turning back the bag, you'll end up repeating a failed quest every 10 hours and every time you will talk to the NPC it will say that you misplaced your bag and resulting in a failed quest. If you look then in the /quest list you will see Bounty Quest (Failure) can be reapeated in xx time.
Rekker
06-17-2008, 08:33 AM
While running 3 Barrel Cove for slayers, I had the pleasure of chasing a sliding Kobold Shaman who I had hit with command. Was kinda neat because it looked like he was body surfing in the water but he shouldn't be moving after commanded :?
Kaldais
06-17-2008, 12:54 PM
The text and icon both said you would heal for 1 full minute. The meditation trance in which you heal last exactly 30secs.
Impaqt
06-17-2008, 01:11 PM
Added a Bunch. Thanks Folks! I'm trying to Reproduce everything in-game before I add them. I dont have a monk, so I'm trusing folks aon that stuff.
ALso Cleaned up the Original Post and reformated it for easier reading.
Removed: Mobs being unfeared when attacked. Did extensive testing with a fearsome robe on in many quests and could not reproduce.
Bronko
06-17-2008, 11:23 PM
I'm not sure if this has been reported anywhere else or if this was a known issue before Mod 7, but last night I was using a +1 Shock Returning Throwing Hammer of Pure Good (Halfling required). I was attacking the Violet Slimes in the Depths quest in House D when all of a sudden they started to divide as if hit with a slashing/piercing weapon!
I have tried this a few more times and confirmed it happens with every Violet Slime I encounter.
Minor, I know. But hopefully it's related to some other coding that they get around to fixing with everything else in Mod 7. Sometime in 2012... :rolleyes:
Esperflame
06-17-2008, 11:28 PM
Monks lose finishing move when climbing a ladder, throwing a switch or doing anything really except running around and attacking.
Several abilities don't properly work with handwraps. Known ones are Cursespewing and Ghost Touch.
Esperflame
06-17-2008, 11:32 PM
I'm not sure if this has been reported anywhere else or if this was a known issue before Mod 7, but last night I was using a +1 Shock Returning Throwing Hammer of Pure Good (Halfling required). I was attacking the Violet Slimes in the Depths quest in House D when all of a sudden they started to divide as if hit with a slashing/piercing weapon!
I have tried this a few more times and confirmed it happens with every Violet Slime I encounter.
Minor, I know. But hopefully it's related to some other coding that they get around to fixing with everything else in Mod 7. Sometime in 2012... :rolleyes:
Shock is the problem. Slimes divide if they are hit with electricity.
TechNoFear
06-18-2008, 01:27 AM
My monk picked two small collectable bags (rather than a small gem+collectable bag).
I can only view the FULL contents of one bag, the other bag closes if I scroll it.
I can open both bags and view the first few items. If I try to scroll to see the items that are off the bottom of the list, one of the bags (the same on all the time) closes.
This happens if I have both or one bag open at a time.
This persists through logins.
Friends are also reporting similar issues.
TechNoFear
06-18-2008, 01:29 AM
Many monsters drop collectibles they shouldn't.
Slimes are dropping collectables, working as intended or a bug?
GlassCannon
06-18-2008, 01:31 AM
My Finisher randomly disappears if I am moving and using standard attacks in combat to build the Ki to use it.
My Finisher disappears if I incidentally climb something while chasing an amazingly agile opponent that refuses to ever stop running in just such a manner that makes him completely invulnerable to melee attack.
My Party Chat log suddenly Pages Up when I click on a player character with it Hidden.
The DC on Eagle Claw Attack is about DC15 too low, or needs to scale with level.
A Tripped, Paralyzed, Held or otherwise completely immobilized opponent will move as if free of all constraints, while constrained or otherwise held in place. Paralysis still allows the victim to use melee attacks and spells freely. <<<<<< MAJOR ISSUES
GlassCannon
06-18-2008, 01:32 AM
Slimes are dropping collectables, working as intended or a bug?
WAI, noted in update.
TechNoFear
06-18-2008, 01:32 AM
Friends List Issues
I exported my Friends list from my Bard and imported it to my Monk.
The list does not show friends as in groups, even though guild and who tabs show them as in groups.
My Bard sometimes has no entries in his friends list (and can not import the list again).
Osharan_Tregarth
06-18-2008, 03:01 AM
Friends List Issues
I exported my Friends list from my Bard and imported it to my Monk.
The list does not show friends as in groups, even though guild and who tabs show them as in groups.
My Bard sometimes has no entries in his friends list (and can not import the list again).
Check in here...
http://forums.ddo.com/showthread.php?t=148742
Osharan_Tregarth
06-18-2008, 03:06 AM
Removed: Mobs being unfeared when attacked. Did extensive testing with a fearsome robe on in many quests and could not reproduce.
Some of the spiders in the vale were acting kinda funny. When I examined them, they said "shaken" instead of feared. I'll have to grab my warforged wizard so I can experiment with this one a little more. My sorc is a little on the squishy side to be doing any lengthy examinations while stuff is pounding on it.
Lehrman
06-18-2008, 04:08 AM
The alchemical armor bonus from crafting does not work on docents.
BelVic
06-18-2008, 05:39 AM
1>I am not sure 100 % but think back in time they changed that UMD items ( like race required, alignment, etc) you have on your character stay on you after you log out. Now again I have to manually equip my boots every time I do login.
2> I havent tried but when I see enhancement it let me choose toughness enhancement even if I have only head from necropolis not real enhancement.
weyoun
06-20-2008, 10:20 AM
Didn't read the whole post, so sorry if this is a repeat. UMD'd items are unequipping when you load into the game. This was fixed some time ago and is now broke again.
Phidius
06-20-2008, 11:04 AM
I posted this elsewhere, but here is a better place for it:
Firewall bug. I put down two parallel firewalls a couple feet apart. If a mob is standing in the middle, I understand that only one will damage it. I'm fine with that so long as it correctly gives the higher damage. But I've seen a bug where a mob stands in one and doesn't take any damage. Here's what I think is happening:
1) Mob enters middle area and one fw starts applying damage while the other is assigned a "doesn't damage" marking.
2) Mob moves into the fw that wasn't applying damage and out of range of the damaging fw, but it doesn't start applying the damage as it should. I think the "doesn't damage" marking is sticking.
I forget the exact message, but I got a repeating "(Mob) is hit by firewall" with no damage. If it wasn't bugged, it should have been alternating with a damage message from the damaging firewall, but it was just a repeating "(Mob) is his by firewall".
Actually, this occurs even if you cast only one firewall, and seems to happen more often with incorporeal creatures (but not limited to them). I've tried single firewalls and multiple firewalls, spaced out or on top of each other, and cannot come up with a theory to describe why. I've even seen a single firewall that was hitting the monster without doing any damage all of a sudden begin damaging it.
I've seen this happen to the Invincible in VON3, Pytan in the Orchard, and shadows/wraiths/umbral all over the place.
Impaqt
06-20-2008, 11:37 AM
Actually, this occurs even if you cast only one firewall, and seems to happen more often with incorporeal creatures (but not limited to them). I've tried single firewalls and multiple firewalls, spaced out or on top of each other, and cannot come up with a theory to describe why. I've even seen a single firewall that was hitting the monster without doing any damage all of a sudden begin damaging it.
I've seen this happen to the Invincible in VON3, Pytan in the Orchard, and shadows/wraiths/umbral all over the place.
THis is also inthe Known Issues thread... SO doesnt apply to this THread.
Dozen_Black_Roses
06-23-2008, 11:48 AM
Just minor thing but Silthe did acknowledge the issue of the no arcane spell failure when wearing armour, on the DDO podcast from a week or two ago. Guess that's an unofficial offical acknowledgment? :rolleyes:
Actually, this occurs even if you cast only one firewall, and seems to happen more often with incorporeal creatures (but not limited to them). I've tried single firewalls and multiple firewalls, spaced out or on top of each other, and cannot come up with a theory to describe why. I've even seen a single firewall that was hitting the monster without doing any damage all of a sudden begin damaging it.
I've seen this happen to the Invincible in VON3, Pytan in the Orchard, and shadows/wraiths/umbral all over the place.
Since I first posted that, I also found the bug is with all firewalls, although it isn't clear when and why certain mobs don't take damage for a while (I've had 8 mobs all taking damage, but a single one doesn't). I've started taking screen shots w/ my combat window up so they can see the "You hit MOB with firewall" but no damage messages or damage, and bug reporting them here on the forums. If it happens to you, please bug report it.
LawfulGood
06-23-2008, 05:40 PM
Greensteel helms cannot be cleasnsed of their taint. http://forums.ddo.com/showthread.php?t=147761
greystone306
06-23-2008, 06:04 PM
Just for clarification: Bounty Bags pay XP not gold. They are working as of yesterday when I turned in 3 of them.
so far the only broke 1 I have come across is the 1 in WW. it doesnt seem to allow you to retake.. keeps on giving the 10 hour to reset message even after you reset.. haveent tried abandoning through quest journal yet to see if that way might work yet but normal way is just a loop
Tanka
06-24-2008, 07:53 AM
Didn't read the whole post, so sorry if this is a repeat. UMD'd items are unequipping when you load into the game. This was fixed some time ago and is now broke again.
No, it was never fixed. If you equip an item by bypassing its UMD requirement and logout of the game, when you log back in, if your UMD is below the amount needed to bypass it, it will be unequipped.
What was fixed is that the game wasn't counting certain bonuses (namely bonuses from items like the Cartouche or Seven Fingered Gloves) upon login, so if you did have a high enough UMD it often wouldn't notice all of it.
stockwizard5
06-24-2008, 02:34 PM
From the Compendium ...
Spell: Restoration, Mass
Casts Restoration on multiple targets, curing all temporary ability damage, restoring a single negative level suffered from energy drain, and eliminating fatigue or exhaustion suffered by allies.
This differs from the in-game description (and previous behavior) which in addition includes "heals 100 HP".
When cast from a scroll the caster's combat log indicates healed 100 HP for all targets in range. The recipiant's combat log also indicates healed 100 HP. However ... No actual HP are healed :confused:
Yaga_Nub
06-24-2008, 02:52 PM
How could I have forgotten the most important bug/error/oversight of this Mod?
They didn't replace the Abbot with ME!!
MysticTheurge
06-24-2008, 03:26 PM
This differs from the in-game description (and previous behavior) which in addition includes "heals 100 HP".
When cast from a scroll the caster's combat log indicates healed 100 HP for all targets in range. The recipiant's combat log also indicates healed 100 HP. However ... No actual HP are healed :confused:
No. It heals 100 points of ability damage (i.e. all of your ability damage). Not HP.
Heal does the same thing. It lists HP healed and then a 100 point restorative effect. The 100 point effect is not HP healing, it's ability damage healing.
Restoration (and Mass Restoration) have never restored hit points. And they're not supposed to. It's working properly.
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