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Re: Fixes and Requests for 1.05
Posted: July 12th, 2010, 10:19 am
by xolotl
I started another playthrough with a brutish fighter-type character, with an INT of 14, and discovered that my character is unable to identify a stack of "Jagged Stones." It seems a bit odd that my char wouldn't be able to recognize a rock; perhaps the ease-of-identification for that item should be dropped a bit? (I am reminded of a similar char I was using some time ago who couldn't identify a potato...)
Re: Fixes and Requests for 1.05
Posted: July 12th, 2010, 10:31 am
by Rebelicious
xolotl wrote:I started another playthrough with a brutish fighter-type character, with an INT of 14, and discovered that my character is unable to identify a stack of "Jagged Stones." It seems a bit odd that my char wouldn't be able to recognize a rock; perhaps the ease-of-identification for that item should be dropped a bit? (I am reminded of a similar char I was using some time ago who couldn't identify a potato...)
Hah, I was just thinking the same thing. I've just started a new character. A low-intelligence assassin that is apparently unable to identify several kinds of very, very basic food.
But I think "rocks" takes the cake.

Re: Fixes and Requests for 1.05
Posted: July 12th, 2010, 12:35 pm
by SpottedShroom
I like unidentified books. Is my character's vocabulary too small or something?
Re: Fixes and Requests for 1.05
Posted: July 12th, 2010, 12:56 pm
by Sslaxx
SpottedShroom wrote:I like unidentified books. Is my character's vocabulary too small or something?
It makes me think of NWN1 with its amusing conversation options for low-INT chars... something like that implemented in Book III'd be fun!
Re: Fixes and Requests for 1.05
Posted: July 12th, 2010, 5:31 pm
by IJBall
This is similar to previously reported
'Sparrow loot sack issue':
But if you kill Gammen in the "bedroom" of his house N of Eastwillow, and his 'loot sack' is dropped immediately behind the wall with the painting on it, you
cannot highlight the 'loot sack' no matter what you do - only the painting will highlight.
Similarly, I have found that it is often difficult to close open doors in Book II if there is an NPC standing immediately behind the door, or sometimes if there is a wall-torch, or store sign, right next to the door, for the same reason - the NPC (or wall-torch, or sign) preferentially highlights over the door (you have to really move the cursor around in order to get the door to highlight...).
I don't know if you can solve this for Book II, BW - but I think the game mechanics of this will need to be revised in Book III, because there are a number of places where this kind of "conflicting highlighting" circumstance has become an issue...
Re: Fixes and Requests for 1.05
Posted: July 12th, 2010, 5:47 pm
by IJBall
And mentioning this issue again (has been mentioned before
here, and elsewhere recently
here):
The Disarm Traps "movie" that plays when trying to disarm a trap plays about three times
slower on the Mac edition of Book II than it apparently does on the Windows (or Linux?) version(s) of Book II.
It's bad enough that it is pretty much a "bug".
Re: Fixes and Requests for 1.05
Posted: July 12th, 2010, 7:24 pm
by Kreador Freeaxe
Something I mentioned elsewhere that is a semi-bug that's been around forever is the way Compress Atmosphere works relative to inanimate objects. You can't target an inanimate object with the spell, but if your target is next to an object (like a door or a powder keg), the object will take damage. I don't mind this effect, but it's inconsistent. Why can't we target a door with compress atmosphere? Or a barrel?
Re: Fixes and Requests for 1.05
Posted: July 12th, 2010, 7:36 pm
by CrazyBernie
Personally, I'd prefer if all Area of Effect spells worked the same way as throwing a Flask (actually, this might already be listed in my top-secret Book III wishlist....

)... you get a "targeting reticle" with which to place the spell's destination. Compress Atmosphere, Fireball, Orbital Bombardment, etc...
Re: Fixes and Requests for 1.05
Posted: July 13th, 2010, 1:42 am
by xolotl
Just ran into this in the little house in the middle of Hellice Lake:

- Widget!
- eb2-orakur_widget.png (76.47 KiB) Viewed 9505 times
I could attach/send a savegame slot if it'd help.
Re: Fixes and Requests for 1.05
Posted: July 13th, 2010, 2:36 am
by Rebelicious
xolotl wrote:Just ran into this in the little house in the middle of Hellice Lake:
eb2-orakur_widget.png
I could attach/send a savegame slot if it'd help.
Dun, dun, duuuuuuun.

Re: Fixes and Requests for 1.05
Posted: July 13th, 2010, 10:40 am
by The Muffinator
I have already reported this in the Linux forums, but as I pointed out there I don't know if it is a Linux-only issue.
2 possible bugs in 1.04 final
Just including here to be thorough for the 1.05+ releases.
Re: Fixes and Requests for 1.05
Posted: July 13th, 2010, 11:24 am
by IJBall
Seeing this is also a "request" topic, as well as a "bug report" thread, I'll throw in two requests that have been discussed recently:
- As was discussed recently here, in Book II, unlike Book I, there is no Gravedigger's Flame Amulet (or anything like that), in all of Book II!
I feel this puts Shield-using characters (esp. Fighters) at a disadvantage. So it would be really cool if there could be some magical item that could give off Gravediggers Flame (without casting the spell) that could be added to Book II with v1.05 - I actually vote for a Gravedigger's Flame Hat (or Helm) over an amulet (like in Book I), as the latter would cause Fighters to lose the "True Warrior" challenge.
- And as was recently discussed (starting here, though it's been discussed before elsewhere...), there is no Key to the Security Door on Level 3 of Hammerlorne.
There may be a reason there's not (and, if there is, please tell us!!
), but if there isn't, it would be really cool if a Key to that door could be put on the person of one of the Dwarves on that Level (or even elsewhere! - say in Durnore!!)...)
(And, while I'm thinking of it, let me add in a third, personal, request - it would be really cool, BW, if you could add an "explodable" wall section to Hammerlorne Level 1, so we could reach
the part of that level that's currently inaccessible! 
)
Re: Fixes and Requests for 1.05
Posted: July 13th, 2010, 11:35 am
by Kreador Freeaxe
IJBall wrote:Seeing this is also a "request" topic, as well as a "bug report" thread, I'll throw in two requests that have been discussed recently:
- As was discussed recently here, in Book II, unlike Book I, there is no Gravedigger's Flame Amulet (or anything like that), in all of Book II!
I feel this puts Shield-using characters (esp. Fighters) at a disadvantage. So it would be really cool if there could be some magical item that could give off Gravediggers Flame (without casting the spell) that could be added to Book II with v1.05 - I actually vote for a Gravedigger's Flame Hat (or Helm) over an amulet (like in Book I), as the latter would cause Fighters to lose the "True Warrior" challenge.
- And as was recently discussed (starting here, though it's been discussed before elsewhere...), there is no Key to the Security Door on Level 3 of Hammerlorne.
There may be a reason there's not (and, if there is, please tell us!!
), but if there isn't, it would be really cool if a Key to that door could be put on the person of one of the Dwarves on that Level (or even elsewhere! - say in Durnore!!)...)
(And, while I'm thinking of it, let me add in a third, personal, request - it would be really cool, BW, if you could add an "explodable" wall section to Hammerlorne Level 1, so we could reach
the part of that level that's currently inaccessible! 
)
I like the idea of a helm. Maybe a Lantern Helm, though, so you'd fill it up like a normal lantern, but it would go on your head, rather than your hands. Hmmm. A Lantern Helm for fighters, and Nightvision Goggles (light armor hat with Predator Sight or Cat's Eyes) for rogues and rangers.

Re: Fixes and Requests for 1.05
Posted: July 13th, 2010, 2:15 pm
by xolotl
Just remembered something else I've noticed - if you've got Walk Lock enabled and try to go off the edge of the map in an area where you get the "There is nothing more in this direction. Turn back - your fate awaits elsewhere" message, the message spams many tens of lines out to the message area, until you walk away from the nonexistant portal. In particular I know that this happens in the stream-cave in Yoma River Headwater, and I saw it somewhere else too (but don't remember where).
Would probably make sense to just show the message once and turn off Walk Lock, instead.
Re: Fixes and Requests for 1.05
Posted: July 13th, 2010, 6:54 pm
by Rebelicious
I'd like to request the reintroduction of the Eschalon Book I Scout's Sandals. Footwear that grants +2 Cartography.
Not because I think that we really need more +Cartography items, but because I'd like to see more customization.