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Oct 5, 2013 16:16:29 GMT
Post by Stingray888 on Oct 5, 2013 16:16:29 GMT
If you are going to put an end to riding horses underground (although the Underdark might be different since it is more cavernous and could possible allow for such things) you may want to remove the 2 war horses from the Delve. It only encourages such things by their being there.
There are places where a horse can travel using a rowboat. I've seen them in the game so there is a clear mismatch at this point.
I don't know what to suggest about re-locking doors. Carry some extra expendable weapons?
There are places to get the energy drain removed but they are very few and far between. Including places where they sell the appropriate spell scrolls. Right now I am at a loss to remember where they are.
The power circles are the key in the graveyard. The rest you will have to figure out yourself.
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Oct 5, 2013 16:28:09 GMT
Post by mindflayer on Oct 5, 2013 16:28:09 GMT
And how are you even supposed to escape the Delve in time without horses when it collapses and all doors have locked themselves again?
I do all the time but it's major pain for characters with low strength.
I did get it removed before at other churches. Now I had to travel back to Lomar.
I see, well I've aborted the mission, anyway.
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Oct 5, 2013 17:50:29 GMT
Post by Harkker on Oct 5, 2013 17:50:29 GMT
Perhaps it is only a 50/50 chance to make it out of the delve... I have made it on foot though...without a horse... The horses in the delve are there to say because the module says they should be there... mostly because the ceiling in that room and to the exit. Horses are like cars... you may go to work in a car but you would not try to clean your house in one.
You will find that the clerics in the temples are not all cookie cutter characters. Each one has a different level of strength just like the player characters do. Som can perform great feats of magic, others not so much.
The dungeons are set to respawn and 2200 seconds (over 36 minutes) seems like a good idea unless you are farming... in which case you can expect things to return for the next adventurer.
Other than that... somethings are meant to be a challenge.
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Oct 6, 2013 3:38:43 GMT
Post by loobakka on Oct 6, 2013 3:38:43 GMT
The way I always kind of categorized it, the 500gp/xp reward ones were the difficult quests. (It's an arguable statement, but I digress) But my point is they're meant to be a challenge. But manticores are a huge pain in the ass with this game if you encounter them alone. (But if you have a decent animal empathy rank.... heh heh heh....)
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Oct 6, 2013 17:56:42 GMT
Post by oak on Oct 6, 2013 17:56:42 GMT
Hmm, sounds like Momo has to go talk to those Manticores and see if his Empathy is high enough. Wanna try it some night Loo?
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Oct 7, 2013 0:08:25 GMT
Post by mindflayer on Oct 7, 2013 0:08:25 GMT
The Phlan quest "Vex Spur, the Hobgolin leader" seems to be broken, I have his head but Secretary Finnley doesn't react to it.
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Oct 8, 2013 23:42:36 GMT
Post by mindflayer on Oct 8, 2013 23:42:36 GMT
I guess I should just bump the thread even if that means a doublepost.
When my henchman died just now and I tried to loot his corpse (I have no way of raising him on me), it said the target has no loot and the corpse became unclickable. Is the stuff I put on him lost for good?
It's not really a bug, but is there a way to make henchmen stop using their power attack on enemies? At least when attack low hp, high armor targets?
At several places in Quasqueton the chat shows the words "message to give", is that something I have to figure out how to use or is it some mistake?
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Oct 9, 2013 1:17:00 GMT
Post by Harkker on Oct 9, 2013 1:17:00 GMT
Hmmm I will look into the message to give... as far as henchmen go... It is possible that they die so you can not loot their starting gear
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Oct 9, 2013 1:17:07 GMT
Post by Harkker on Oct 9, 2013 1:17:07 GMT
Hmmm I will look into the message to give... as far as henchmen go... It is possible that they die so you can not loot their starting gear
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Oct 9, 2013 1:53:37 GMT
Post by mindflayer on Oct 9, 2013 1:53:37 GMT
So players lose up to thousands of gp worth of equipment they put onto their henchmen (which is necessary to give them any value beyond fighting rats and stirges) just so they cannot possibly loot some worthless, non-magical armor and weaponry? They don't even have equipment fitting their builds sometimes. The one female warrior in Illium carries a dwarven waraxe despite having only longsword feats...
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Oct 9, 2013 2:08:35 GMT
Post by Harkker on Oct 9, 2013 2:08:35 GMT
Well in short, yes. Henchmen are not the sharpest axe in the shed... if they were they command more money. It is on par with the horses riding in caves.
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Oct 9, 2013 2:15:29 GMT
Post by mindflayer on Oct 9, 2013 2:15:29 GMT
Can't you just make their standard equipment undroppable if you want to prevent that kind of thing?
I would be happy if it was just still possible to raise my dead henchman now, I kind of needed him and he had some of the few magical items I found with that character.
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Oct 9, 2013 2:21:57 GMT
Post by Harkker on Oct 9, 2013 2:21:57 GMT
LOL, Yeah that would do it... Karador shows its age. These guys have been henching since before you could make things undroppable.
I would guess the real problem is one of time on my part... someone would have to compose a list of every possible henchmen and where they are located and even then it would take me an hour or two to fix. I could do it if someone made the list but otherwise I have other things I am working on for my free karador time. Someday I would like to be able to sit down and play.
enough of my complaints though... I will put in the stack of ever growing fixables.
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Oct 9, 2013 2:29:35 GMT
Post by mindflayer on Oct 9, 2013 2:29:35 GMT
Haha, sorry, I certainly don't want to add more to your workload but it sort of bothered me that I lost that equipment I put on him on top of losing him until the next server reset. I even made that longsword +1 at the enchanter in Fini. And the other henchmen are just too weak at lvl 2 compared to the Lershel warrior. I even tried a trauma kit to save him but I guess he was too dead for that.
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Oct 9, 2013 10:31:15 GMT
Post by Stingray888 on Oct 9, 2013 10:31:15 GMT
Until it is fixed, try storing your items on a pet like an owlbear and let me know if you cannot grab your stuff off of them if they die. The same problem might exist or maybe it won't for non-human type pets.
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