Bugs and Oddities in the New Arcane Tower + Suggestions

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Iceborn
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Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Mon Oct 02, 2017 4:20 am

Odd stuff that I found about.

Suggestion: Add something so you can tell exactly what floor is leading the portal to without having to switch the panel manually. Implemented, sort of. Could be better!

Bug:
This quarter in the Quarters:
Image
Which has a door that leads to a balcony, is odd placed, and transitions directly to the top of the Tower sometimes, rather than the balcony.
As seen:
Image

Bug:
[Warden Quarter]
Marth (the smith) doesn't open a shop when prompted through dialogue.
Still happening as of 05/10/17


Typo:
[Apex], "The Art", text on the south-western section of the library.
Image
*Its, twice once
*Actual
*Privileged
"Extremely privilaged in the extreme". Actually, this whole thing could use use a rewriting.
:arrow: Still there :P

Bug:
[Apex]
A trap seems to randomly spawn here, from time to time. I think. We only got to trigger it twice.
Since these are related to the trap-made symbol of Mystra, I would suggest to either remove it (it's a little annoying to step on a trap randomly in the middle of a long session of RP without any reason), or change the traps to magic, divine or electric damage, as these do not lower stats permanently on a failed save.

Bug:
[Spellhold]
Mobs in the area attacked my wizard (really, wtf?), also, they did not give any exp.

More to come as the stuff is found out.
Last edited by Iceborn on Sun Oct 08, 2017 5:38 am, edited 3 times in total.
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Orian_666
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Orian_666 » Mon Oct 02, 2017 4:27 am

Carner Floman, the new drinks and food vendor (thanks by the way) seems to like to go for walks. Just found him hanging by the portal.
Unsure if this is intended but i'd imagine he should be staying by his post.

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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Rags » Mon Oct 02, 2017 4:29 am

Very useful list! Thanks for that.

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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Orian_666 » Mon Oct 02, 2017 4:33 am

Also just noticed that some of the Living Spells in Spellhold spawn outside the surrounding fence, so they can't actually get to you at all.

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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Orian_666 » Mon Oct 02, 2017 4:39 am

No darts beside or near the darboard, btw =D

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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Mon Oct 02, 2017 7:09 am

[Quarters]
The doors to the room of memories remain open for the reset after a key being used.
These doors are probably better off tied to the Faction key.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by dark-wolf223 » Mon Oct 02, 2017 9:16 am

Spotted another few little things..
-In one of the Common Room quarters, the 'sit' fixture is quite a distance from the seat/seats it relates to.

-NPC Arcanist's happen to walk on, and die on the trap shrine.

-Not sure if this is a problem with ESF:Illusion or the 'Spell Reflectors', but my Illusion couldn't seem to keep off them, no matter what command I gave (Stand Guard/spam follow would only work for seconds at best, and the playertool couldn't keep it still either.)

Other than that, Thank yooou Rags! <3

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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Orian_666 » Mon Oct 02, 2017 12:44 pm

Only one I found that worked to keep any of my summons off the Spell Reflectors was to stop controlling them with the Player Tool and command them to Stand Ground. It's the only thing that worked for me. But yea other than that they kept going for the Reflectors, even when under control with the Player Tool.

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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Xerah » Mon Oct 02, 2017 3:38 pm

Another with the spell reflector is that meta magic doesn’t get reflect back.
Katernin Bersk, Chancellor of Divination; Kerri Amblecrown, Paladin of Milil; Xull'kacha Auvry'rae, Redcap Fey-pacted; Sadia yr Thuravya el Bhirax, Priestess of Umberlee; Lissa Whitehorn, Archmage of Artifice

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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Thu Oct 05, 2017 5:54 am

Updated OP. Deleted every completed/fixed.

More stuff I found out:

Bug:
[Spellhold]
Only the right side seems to trigger the teleport.

Suggestion:
[Pocket Plane]
This place is great, but can we have a way to talk to the guy to quiet him down? It would make RPing there very aggravating with him speaking all the time.

Suggestion:
[Apex]
Nail the Arcanists down. They walk all over the place which can be very annoying in PC meetings, and occasionally wander over the trap resulting in their very hilarious but off-putting deaths.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Fri Oct 06, 2017 11:32 pm

Oddity:
[Dueling Ground]
Due to the amount of hostile entities, it is impossible to rest here, which sorta defeats the purpose of the dueling ground.

Oddity:
[Dueling Ground]
The illusionary foe can be pickpocketed, and usually has random mob loot :P
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Sun Oct 08, 2017 2:31 am

Two more

Bug:
[Pocket Plane]
Speedy messengers just stay in the map and never leave, even after *dashes off*

Bug:
[Pocket Plane]
It -may- be the case that the map doesn't properly save fixtures. I left two of them last night, and logging today, they are gone. Which really annoys me.
Any way I can get the fixtures back, by the way? I've already crafted like 3-4 sets of the same fixtures and it's starting to wear on my will to keep making them.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Tue Oct 10, 2017 8:44 am

Image

This stair where my character is standing leads to... the wrong exit.
As far as I tested, this is the only door that lols and takes you to the wrong place.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Thu Oct 12, 2017 4:10 am

Oddity:
[Warden Halls]
Contrary to the other keys that open many things in the Tower, the last set of keys is consumed upon use.

Oddity:
[Warden Halls, Common Room]
The normally-keyed doors do not close until the reset. Since both these doors have a locking mechanism from inside, why not have them permanently closed unless you have a key to them, something like the quarters?
Or at least, auto-lock again after 12 seconds.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Tue Oct 17, 2017 4:53 pm

Suggestion:
[Warden Halls]
Image

This particular area needs a little tweaking.
If we could have the bench pushed back just a little, and the plant to the side removed (so characters can walk ahead of the bench to sit down from either side), that would be a bless, since in situations where the area crams up it is particularly difficult to navigate.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Wed Oct 18, 2017 11:23 am

Something is wrong with the fixtures in the Apex.
Currently it says it's 16/60, but sometimes it randomly fails to save fixtures.

In fact, this seems to be happening all over the Tower.
It randomly states stuff like this:
Image
While if you pick up the fixture and drop it again, it seems to save without problem.
Emphasis in the 'seems'.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Wed Oct 18, 2017 11:31 am

Also, the mirror in the Apex seems to be the older version that doesn't let you change all your colors at once.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Mon Nov 06, 2017 5:27 am

It seems that the inner chamber in spellhold (the one that requires 3 epic mages) is either bugged or infinitely more complex than it seems without any hint whatsoever.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Mon Nov 06, 2017 1:37 pm

And also, the mages in Spellhold seem to call the PC, repeatedly, adventurer in their dialogues.
Can we have a dialogue option at the end of the conversation that goes like:
"Most interesting. And by the by, if you call me adventurer one more time I will forcefully feed you your own feet".
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Mon Nov 06, 2017 1:59 pm

And I forgot about this one:
Image
*Faerzress
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Mon Nov 06, 2017 11:59 pm

The oversized log tome in the Warden Halls doesn't actually accept notes like a normal board, and thus can't be filled with notes to read.
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions

Post by Iceborn » Wed Jan 24, 2018 1:26 am

Most of these bugs are still present as of today.
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