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 Post subject: Grammatical Errors - Part Five
PostPosted: Thu Jul 08, 2010 11:42 pm 
Captain
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What, you didn't really think we were finished? Image

Version 1.04d:

- - - - - - - -

  • Narrative text after receiving a quest:

    Image

    The word *to* does not need to begin with a capital.

- - - - - - - -

  • Dialogue with Jarvik after showing him the Viewing Glass:

    Image

    Exclaims is spelt incorrectly.

- - - - - - - -

  • Dialogue with Mayor Theotus if you threaten him:

    Image

    If you select the response: "Fascinating history lesson. Now die!" you will receive this piece of dialogue. Should be, "I welcome a release from..."

    I still think the threatening responses you can give Mayor Theotus should trigger him to become hostile.

- - - - - - - -

  • Opening dialogue with Mayor Theotus after your first meeting:

    Image

    Full stop is missing.

- - - - - - - -

  • Dialogue with Captain Morgan:

    Image

    Quote mark is missing.

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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Fri Jul 09, 2010 12:07 am 
Captain Magnate
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Jedi_Learner wrote:
Version 1.04d:

  • Opening dialogue with Mayor Theotus after your first meeting:

    Image

    Full stop is missing.

I think you mean a "comma" is missing - "full stop" implies "period" to me! ;)

Jedi_Learner wrote:
  • Dialogue with Captain Morgan:

    Image

    Quote mark is missing.

My favorite "fun fact" for Captain Morgan - he has just 1 HP!! :shock:
Man, has he fallen on hard times since Thaermore!! :lol:


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Fri Jul 09, 2010 9:45 am 
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IJBall wrote:
I think you mean a "comma" is missing - "full stop" implies "period" to me! ;)

If you believe this to be the case, you need to watch the ending cinematic again and make the new mistake known to us. :wink:

Image

This one is for you IJBall. :P

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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Fri Jul 09, 2010 11:37 am 
Captain Magnate
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Jedi_Learner wrote:
Image

This one is for you IJBall. :P

First quote - Needs a comma! Needs a comma!!

(OK, I admit it - I'm a 'comma whore'... :roll: :wink: )


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Fri Jul 09, 2010 12:56 pm 
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Not a grammatical error, but I didn't feel like starting a new topic to point out that (for crazy people who wander around with powder kegs who blast through the little fence) the dragon skeleton can be walked through. I suppose we could say it's big enough that you're walking under it, right?

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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Fri Jul 09, 2010 11:06 pm 
Captain Magnate
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Just found a new typo that no one else has found yet (and they really should have!!). Note:

Attachment:
Shepherd.jpg
Shepherd.jpg [ 118.4 KiB | Viewed 2561 times ]

It's spelled "shepherd"! (or, at least, that's what my American dictionary says!) :P

P.S. Can anyone who had played with v1.04d confirm whether or not the "scrolling up-arrow on the Skills list (character creation window)" bug has been fixed? TIA!


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Sat Jul 10, 2010 9:49 am 
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IJBall wrote:
Just found a new typo that no one else has found yet (and they really should have!!).
I hadn't noticed anything strange about 'shepard', so perhaps I've more often come across references to the actor Sam Shepard then to the age old profession.
It can happen when you're not an indigenous English speaker. :wink:


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Sat Jul 17, 2010 11:37 am 
Captain Magnate
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Four of the five "death" messages (Druidic, Virtuous, Nefarious, and Agnostic) have (what I consider to be!) typos or errors in them.

The "death" messages, with the typo fixes, are found here.

By far, the worst of the four is the 'Nefarious' one, where it currently reads "...In an instance..." when it should read "...In an instant,..." (The 'Nefarious' one also seems to be missing a word ("emanating"(?)) in the middle sentence.)

Note that the death messages are exactly the same in Book I, so all of the typos/errors listed here are also present in Book I. (In fact, I recall someone pointing out the Nefarious error earlier in the Book I forum somewhere...)


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Sun Jul 18, 2010 12:01 pm 
Captain Magnate
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Here's one, from Westwillow:

Attachment:
Mayor Theotus.jpg
Mayor Theotus.jpg [ 115.27 KiB | Viewed 2468 times ]

It should either read "...from resting eternally." or "...from rest eternal." (though "...from eternal rest." would read better).


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Wed Jul 28, 2010 8:31 am 
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I'm not sure whether these have been posted before (I'm still on version 1.03):

When you bring back the Crux of Fire to Korren it reads:
'In the glimmer of dancing torchlight, you see Korren's eye dancing with tears.' Better is 'eyes'; plural.
Madaline describing Picaroon:
'This island a trading post and port of repair.' The word 'is' is missing.
Mohal:
'I've remained here eversince, initially as a assistant...' Better is 'as an assistant'; with an 'n'.
Mohal:
'If you find the spider's nest and destroy it, and I'll pay you 1000 gold.' The second 'and' shouldn't be there.


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Sat Jul 31, 2010 8:21 am 
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Korren minces his words in a final dialogue.

'I need to you focus,' he says, instead of 'I need you to focus.'


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Sat Jul 31, 2010 12:08 pm 
Captain Magnate
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I'm going through the spell descriptions, and while I haven't gone through all of them, I've found some issues with a few of them. (As I find more, I bring them up in this thread later...)

Any errors/typos are listed correctly inside "[...]" and marked in Blue.
Anything that should be cut is inside "[...]" and marked in Red.
Anything "optional" is listed in Gold...

Charm
Charms a single creature, causing it to turn and fight any other creature attacking the caster. The duration of the charm is 60 rounds. The charmed creature will not follow the caster around, but as long as the charm is active it will attack any other creature nearby that is aggressive towards the caster. The casting level determines the level of creature that can be charmed. {However, the most powerful creatures may completely resist the Charm spell.}

Cure Ailments
Ailments are afflictions such as diseases, broken bones or insanity- essentially any injury or condition that cannot be corrected by restoring Hit Points. The spell does not return lost Hit Points, remove poisons from the bloodstream, or address hunger or thirst. The severity and number of ailments determines how high the spell must be cast to have a curing effect. [The severity and number of ailments determines the casting level that the spell must be cast at in order to have a curing effect.]

Enchanted Weapon
This spell temporarily enchants any weapon placed in the caster's hand[, or the caster's hands themselves if no weapon is equipped]. Enchanted weapons deliver an additional 2 points of physical damage upon striking a target. As well, this enchantment makes common weapons effective against ethereal or supernatural creatures. The spell's duration is 10 rounds per casting level.

Haste
Causes the caster to move at increased speed, allowing him [or her] to perform an extra action per round. The duration is 4 rounds per casting level.

Protection From Curses
The spell shields the caster from the effects of cursing by surrounding him [or her] with a divine aura. The duration of the spell is 10 rounds per casting level.

Mystic Hammer
The caster summons a crushing hammer of divine energy to crush one opponent with terrible fury. Damage is 10-15 [hit points] per casting level.

Draw Water
This spell draws water from humidity in the air. The water automatically fills any water skins present in your inventory. The spell[']s effect draws 8 ounces {0.5 pounds} per casting level.

Gravedigger's Flame
This spell creates a magickal torch that floats above the caster's head, illuminating the darkness around him. The duration of the spell is 70 [rounds] per casting level.

Sparkling Wonder
Causes some enemies to flee in fright of the intense display of sparkling lights. While it causes no {physical} harm to the target creature, it does give the illusion that you are a more powerful mage casting a deadly spell, which fools many creatures {and NPCs} into fleeing from you. Larger or more intelligent creatures require a higher casting level for the spell to be effective. The fear induced by this magickal display generally lasts 20 rounds, but larger creatures are less [a]ffected by this spell.

Chameleon
Causes the caster to blend with the environment, making him harder To [H]it. Duration is 20 rounds per casting level.

Enkindled Weapon
This spell, while active, temporarily imbues any weapon held in the caster's hand[, or the caster's hands themselves if no weapon is equipped,] with bonus fire damage. The effect of the spell is 2 points of fire damage per casting level. The spell duration is 50 rounds.

Trapkill
When cast, waves of atmospheric pressure emanate from the caster affecting nearby traps, forcing them into mechanical failure. Most traps, especially those of simpler design, are susceptible to these rapid fluxations of pressure and can fail through the casting of this spell. More advanced trap designs will require a higher casting level to disarm. This is a touch-range spell: only traps immediately adjacent to the caster will be [a]ffected.

Ice Lance
Draw upon humidity in the air to form a[n] massive pointed shaft of ice that is hurled from the caster, inflicting 12-16 points of damage, per casting level, on whatever it strikes.


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Mon Aug 02, 2010 5:52 pm 
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Version 1.04:

- - - - - - - -

    Dialogue response with Korren if you kill Sparrow BEFORE he sends you to her:

    Image

    Dwarven and Dwarves should both begin with a capital. For consistency with the rest of Korren's dialogue.

- - - - - - - -

    Dialogue with Korren if you kill Sparrow BEFORE he sends you to her:

    Image

    Dwarves should begin with a capital. For consistency with the rest of Korren's dialogue.

- - - - - - - -

    Dialogue response with Korren if you kill Sparrow BEFORE he sends you to her:

    Image

    Dwarven should begin with a capital and Durnore is a village, not a city.

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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Thu Aug 19, 2010 2:18 am 
Officer [Platinum Rank]
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Hm, did some searching and didn't see this reported anywhere:
Attachment:
File comment: fridged.png
fridged.png
fridged.png [ 2.13 KiB | Viewed 2313 times ]

Should be "frigid."


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 Post subject: Re: Grammatical Errors - Part Five
PostPosted: Thu Aug 19, 2010 7:30 am 
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No it shouldn't. That wind has been refridgerated and then kept in airtight cylinders until it was released in a giant crash up north. Therefore, the wind is, indeed, fridged.


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