Bugs and Oddities in the New Arcane Tower + Suggestions
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Bugs and Oddities in the New Arcane Tower + Suggestions
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:
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:
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.
*Its, twice once
*Actual
*Privileged
"Extremely privilaged in the extreme". Actually, this whole thing could use use a rewriting.
Still there
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.
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:
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:
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.
*Its, twice once
*Actual
*Privileged
"Extremely privilaged in the extreme". Actually, this whole thing could use use a rewriting.
Still there
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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Re: Bugs and Oddities in the New Arcane Tower + Suggestions
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.
Unsure if this is intended but i'd imagine he should be staying by his post.
Re: Bugs and Oddities in the New Arcane Tower + Suggestions
Very useful list! Thanks for that.
Re: Bugs and Oddities in the New Arcane Tower + Suggestions
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.
Re: Bugs and Oddities in the New Arcane Tower + Suggestions
No darts beside or near the darboard, btw =D
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions
[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.
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
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
-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
Re: Bugs and Oddities in the New Arcane Tower + Suggestions
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.
Re: Bugs and Oddities in the New Arcane Tower + Suggestions
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
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.
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
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
[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
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions
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.
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
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
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.
[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
Suggestion:
[Warden Halls]
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.
[Warden Halls]
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
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:
While if you pick up the fixture and drop it again, it seems to save without problem.
Emphasis in the 'seems'.
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:
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
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
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
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".
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
And I forgot about this one:
*Faerzress
*Faerzress
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Re: Bugs and Oddities in the New Arcane Tower + Suggestions
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
Most of these bugs are still present as of today.
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