Several Fungal Maze bugs.

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Scraps
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Several Fungal Maze bugs.

Post by Scraps » Wed Nov 06, 2019 7:39 am

The Fungal Maze on the 3rd level of the Derro Dungeon has a host of new bugs, not sure what caused it.

The mouths and bass relief interactables are all offset from their fixtures

The pit-trap in the granite cave that has you fall into the 'inescapable' pit with several hidden grates is now actually inescapable. The grates don't show up, even under skilled inspection. Tested with a character with 24 spot, and a seperate character with 20 search. There were two other characters in the area at the time, one who'd been trapped for over an hour. All in detect mode, all rotating around the room and standing still in various places.

The Magic Mouth spot check isn't visible with 24 spot.

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Anatida
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Re: Several Fungal Maze bugs.

Post by Anatida » Wed Nov 06, 2019 2:52 pm

I will be getting this area and will get it fixed! Thanks for the updates.
A spine that doesn't wobble like a -slime- is often a ... desirable trait, commendable... even if it brings its own consequences. ~Tzukarakeramine Ashenmark

Scraps
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Re: Several Fungal Maze bugs.

Post by Scraps » Thu Nov 07, 2019 12:47 am

Cool! Thanks for the quick reply and your hard work!

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Anatida
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Re: Several Fungal Maze bugs.

Post by Anatida » Fri Nov 08, 2019 10:41 pm

These have been fixed/adjusted and submitted. Watch for update announcements to know when it will go live.

For the record all routes out of the "locked room" worked when I retested. I did make a single change so there is an exit open to everyone.

The DC on the Bas Relief heads was not that high. This sounds like some other sort of error. Also, if you already have the items in your inventory, you don't get the option for another set. One set at a time per customer.
A spine that doesn't wobble like a -slime- is often a ... desirable trait, commendable... even if it brings its own consequences. ~Tzukarakeramine Ashenmark

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Szaren
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Re: Several Fungal Maze bugs.

Post by Szaren » Sat Nov 09, 2019 12:15 pm

Anatida wrote:
Fri Nov 08, 2019 10:41 pm
The DC on the Bas Relief heads was not that high. This sounds like some other sort of error. Also, if you already have the items in your inventory, you don't get the option for another set. One set at a time per customer.
It seems like you need to have invested at least one point into Spot for the check to even trigger. I've been there with a character with 25 spot (buffs /items only) and the check did not trigger.
"I have an intelligence of six, I think I know what I am doing."

Currently playing: Keseah - the first of two.

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Anatida
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Re: Several Fungal Maze bugs.

Post by Anatida » Sat Nov 09, 2019 4:15 pm

I am pretty sure that is how all skills work. I could be mistaken tho.
A spine that doesn't wobble like a -slime- is often a ... desirable trait, commendable... even if it brings its own consequences. ~Tzukarakeramine Ashenmark

WJLIII3
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Re: Several Fungal Maze bugs.

Post by WJLIII3 » Sun Nov 10, 2019 5:29 am

Only skills with the "Trained: Yes" tag in their descriptions. Anything else can be used freely without ranks. That's what "Trained" means, in PnP "Use Untrained?" with the opposite boolean.

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Szaren
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Re: Several Fungal Maze bugs.

Post by Szaren » Sun Nov 10, 2019 8:09 am

Spot does not require training, according to the wiki. That is what had me confused about it in the first place.
"I have an intelligence of six, I think I know what I am doing."

Currently playing: Keseah - the first of two.

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