CNR Complaint Dept.

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This topic contains 49 replies, has 11 voices, and was last updated by Thrym Thrym September 3, 2010 at 2:39 pm.

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  • #55415

    domf
    Member
    • Markshire PCs:

    where’s the bones?….i have bones in my inventory…i figured i would be able to use them but they arent recognized by the carpenters bench…

    gah…

    #55416

    Lt. Tyler
    Keymaster
    • Markshire PCs:

    @brindisium wrote:

    …I made one of the new mithril weapons (a battleaxe), very nice looking! …However considering the weapons are made from enchanted ingots it would also seem plausible to me that the weapon itself would also be enchanted…
    Seem reasonable?

    Not unreasonable, but the use of enchanted ingots was to ensure that the mithral/il weapons were similar to all the enchanted elemental damage weapons in that they require the skills of both a master smith and an enchanter. And though a fire enchanted weapon is ‘better’ in also having the enchantment bonus, mithral weapons are just cool!

    @domf: Sorry to say that it might be that some of the old bones won’t be recognized by the recipes. All I can say is to ask a DM for a trade. Which reminds me to have T add the correct one to some drops (there was a reason we did it this way, with a new item. What exactly it was escapes my porous brain at the moment).

    @Gend: Thanks for the details, it will definitely help.

    LT

    #55417

    Opinvu
    Moderator
    • Markshire PCs:

    How come when I craft Food, I can’t eat it? Should all food not be a “Unique power Self use Only”? I haven’t seen all the food items, but, in order to eat, one must RP the eating, then just dispose of the item later. Whearas adding the property Uniqu power self only will allow you to use it, and then it vanishes. The other option is give it the Chicken egg property. This has always bothered me about foods.

    #55418

    Valgrimm
    Member
    • Markshire PCs:

    Mithral weapons should be atleast +1, otherwise you are better off with an iron enchanted weapon. Looking cool doesn’t help you beat the DR of the amal slavers. (you need a +2 weapon for that)

    You should be able to craft better items than you can purchase. This would give more value to the skills of a crafter and also elicit trade, barter and business. If I can go buy a +2 weapon in balynaz, what do I care if crafting smith guy spent upteen hours collecting ingredients and crafting a weapon that sucks.

    #55419

    Monty
    Keymaster
    • Markshire PCs:

    If I can go buy a +2 weapon in balynaz, what do I care if crafting smith guy spent upteen hours collecting ingredients and crafting a weapon that sucks.

    Valgrimm has a really good point here. The higher magic stuff is supposed to be really hard to get. Plus having the crafted stuff as the better magic most of the time is a great RP booster. I have always thought that, and anything we can do to make that happen gets my vote!

    M3C

    #55420

    SpymasterGend
    Member
    • Markshire PCs:

    echo that–crafting so much more work than making gold and shopping–should be rewarded.

    Or RP non-recipe but CNR “compatible” crafting; e.g., take that generic baly +2 whatever and get master enchanter to add multi-fire bags, at difficulty level Z for some added fire dmg. Or master smith to coat in a metal, or what have you.

    That’s two cents.

    Gend

    #55421

    SpymasterGend
    Member
    • Markshire PCs:

    one more cent–an idea anyway.

    On tailor side, studded armors seemingly toughest to make, but no better ig than hide and value only a tad better than much easier leather. Could create next level with studs from enchanted ingots for partial metals properties as well. Would need good tinker/smelter/enchanter skills as well, or barter same.

    Just a thought either for recipe or RP.

    Gend

    #55422

    Ceorlas
    Participant
    • Markshire PCs:

    Jubilation !
    A location of chamomile has been discovered.

    However;
    yep there’s a ‘but’ .. access to both plants is totally blocked by a large rock right in front of them.

    Could we have the offending rock removed or the plants relocated slightly please?

    #55423

    Brindisium
    Member
    • Markshire PCs:

    Not unreasonable, but the use of enchanted ingots was to ensure that the mithral/il weapons were similar to all the enchanted elemental damage weapons in that they require the skills of both a master smith and an enchanter. And though a fire enchanted weapon is ‘better’ in also having the enchantment bonus, mithral weapons are just cool!

    I want to echo what Val, Monty and Gend have said. A weapon with no enchantment is unusable in Arik (and several other situations). Having put a lot of work into smelting, armour and weapon crafting I feel disappointed that even with the help of a master enchanter I cannot make something that, to quote Val, “doesn’t suck”.

    It would be great to have the satisfaction of making something that is a vital tool, not just the Markshire equivalent of Ray-ban sunglasses.

    #55424
    Thrym
    Thrym
    Keymaster
    • Markshire PCs: Grottle, Gruzk, Ashimar

    @ceorlas wrote:

    Jubilation !
    A location of chamomile has been discovered.

    However;
    yep there’s a ‘but’ .. access to both plants is totally blocked by a large rock right in front of them.

    Could we have the offending rock removed or the plants relocated slightly please?

    Only 2? Hmmm. Best to keep looking. I’ll look at placement next time I get in the mod.

    #55425
    Thrym
    Thrym
    Keymaster
    • Markshire PCs: Grottle, Gruzk, Ashimar

    On the subject of Mithral weapons…

    Okay, here’s the run down and FINAL word on the subject.

    Mithral, according to PnP can’t be made into weapons. However, we felt that we would utilize it even though it’s primary property is that it’s incredibly light compared to other metals.

    So the metal’s property when it comes to weapons is allowing the weapon to have an even sharper edge which improves slashing damage. The enchantment is to allow you to make it into a weapon since it wasn’t something previously possible.

    So there’s Mithral Weapons.

    Moving on…

    None of the new recipes were added through role play or in game reasons. You just got them. Free of charge as it were.

    I suggest that if you want to get something more out of the crafting system you … a. ask about feasibility, b. request a CDS if it’s feasible and c. role play it out.

    I have no intention of adding anything further at this point without something solid to give me a reason to do so.

    Here’s a story about crafting something more…

    @Memoirs of a Pale Master wrote:

    Hammering repeatedly on the newest set of armors, Higgins staggers slightly. Spitting with disgust at his weakness, he settles down on the floor for a moment. Pain races up his left arm, and for the third time this day, he rolls up the sleeve of his robe to reveal his arm.

    One long gash runs from tricep to elbow, raw meat laid open, and unhealing, regardless of the treatment. His bond with Widowmaker would not close. In fact, it seemed to be getting worse.

    A flash of light, then a searing blast of fire rolled through the Forge, flowing over his shoulders to engulf him. The anvil and the large blade residing on it near completion. The Lady encourages him on nearby, conjuring the fires from any and all sources nearby. The forges grow cold, the guttering flames of the guardian statues fight to remain.

    He knows the mark he has put on the weapon is not enough, there must be a stronger tie to it, something to fight and dominate the frost giant blood coating it and providing fuel to it’s illusion. He draws his old trusted blade, and lays open his upper arm and extends it over the glowing weapon below. Blood streams directly from the wound to the weapon and is consumed by it. He is unsteady, but he does not think he has the will to go through this another time. The Lady’s will and desires hum through his thoughts, pushing him. He looks back at Brak, who has been silent to this point, astoundingly, and asks for the head of the cursed…

    Another hole through his forearm, gaping and sore. A slow steady progression of fluids has dripped from it for a week. He can fathom why this is happening. Pride. An innocent would have sufficed, been better even, but no, Pride drove him to this point.

    At his bidding, the magical silver flows up and rolls around the contours of the flame cleansed skull, coating it perfectly. The other materials already applied, the moment of finality had again arrived. Steeling himself, he once again draws the old blade, still warm with his blood. He ponders whether it is required. He staggers forward as the will of The Lady once again surrounds him in flames, pushing him, driving him to be finished, to prove to her that he is deserving. He places the point of the sword on his forearm, hesitates, the drives it between the two parallel bones in the arm. His blade darkens, almost moans, and then the blood. Geysering from the wound, it shoots up, showering the glowing helm, covering it’s skull-like shape with a red sheath. Pure agony visits when he removes his old blade from his forearm, darkness mocks him on the edge of his vision. He casts the now useless greatsword aside and takes up War Visage, savoring the deep throated croon from over his shoulder.

    And now that pride would have it’s payment. The blood had been the offering, but it seems the wounds would be the price. He would need to have this curse excised, before it spread. Brak would do it, as he had for Brak. The difference being a cut versus an amputation.

    A thought sparks in his mind. A phantom reminder, what.. ah, the old grimiore Wyrmwind had directed them to find. There was a rite in it’s pages for mages that had become too injured to somatically cast spells. While Higgins had evolved past those requisite motions in his studies, he needed the arm to wield Widowmaker. He chuckled at the irony of the situation.

    His armor work forgotten, Higgins staggers to the back of the Forge, throwing a nod at the burning avatar of War in the corner as he passes. Digging through his possessions, he locates the tomb. Quickly flipping through the pages, he locates the rite.

    False power can not be conveyed. The donor should have symolic relevance to the subject, to further enhance the bond the necromantic magics provide graft. Similar race donors have proven to enhance the graft, providing stability and a familiarity to the host.

    Symbolism is the key to the bond, as the host must power the new limb purely on belief that he can. The severance of the limb from the donor must be symbolic. The treatment of the limb prior to grafting must be symbolic. The rite of the joining must be symbolic.

    A lance of pain recalls Higgins from his perusing of the book. Symbolism eh? A mental image of War Visage, the silver skull mottled by the crimson shades of his own blood. Yes, he was perfect, he would provide…

    A whisper nearby, the whisper of buffalo thundering on the plains:

    ~Go ninja style, surprise him and show him what I found for Lady. Hehe, good sneaker, like little Neelo when he bothers Brak in cave town~

    Something clunks off the wall near his studying place. Looking down, Higgins sees a hideous sight.

    ~HIGGINS, BRAK GET MORE HEADS FOR LADY LIKE SHE WANT, THIS ONE REAL UGLY!!! SHE BE BIG PRIZE FOR…~

    Snakes for hair. Fangs. Scaled skin. How awful… oh no, that moron…

    The pain recedes from the corrupted limb as it calcifies. A look of infuriated chagrin is frozen on Higgins face as Brak walks into the cubby.

    ~Uh oh. He NOT going to be happy ’bout dis. *chuckle* Sure look mad now. He going yell lots when I fix him. Wonder how fix? GORTH!!! BRAK IN TROUBLE AGAIN, HIGGINS BE HEAP MAD THIS TIME I’S THINKIN’!!! I PROMISE, NO MORE CHICKENS AT GORTH IF HE HELPS!~

    #55426

    Ceorlas
    Participant
    • Markshire PCs:

    These items cannot be crafted :
    sonic traps ( 4 types)
    sonic arrows
    thunderstones
    Giant Seeker Bone Bows (4 types)

    all for same reason .. cannot craft Bags of Thunder – oat flour still missing from recipe

    sat 01 Mar / 13:15 – 25 GMT
    grotto farmer hall
    baker oven at store cage

    fish soup & meat stew
    salt not recognised
    other recipes do accept the same salt – farmer hall’s sack

    #55427

    Lt. Tyler
    Keymaster
    • Markshire PCs:

    Thanks C, I’ll look into it.

    And I’m sorry I haven’t had time to look into the other issues raised by Gend (IIRC). Things are busy, but we’ll see what I can do.

    LT

    #55428

    Brindisium
    Member
    • Markshire PCs:

    I really don’t know if this is a bug, but I am confused….

    Having created a mithril scimitar with damage 1-6 (standard) +1d6 (mithril) I cast greater magic weapon on it. When I examine the weapon I see all the expected properties (1-6 std, +5 gmw, +1d6 mithril) but the character sheet only shows 1-6 +5, the extra mithril damage is missing.

    I checked offline (in another mod) and it is the same. As best as I can tell this is not just a bug in the character sheet, the weapon does not do the expected damage. It is as though the GMW enchantment has overwritten the extra mithril damage NOT added to it for combat purposes.

    Is this a known engine problem T? Or maybe a “feature”, can you only have one type of additional physical damage?

    #55429

    mule
    Moderator
    • Markshire PCs:

    generally the same named type of bonus does not stack. The exception to this are dodge bonuses to AC and anything labeled “universal” bonus. So if the damage bonus from GMW and the damage bonus from the mithril are the same name then they won’t stack. What will happen is the larger bonus will override the smaller one. On a side note, one bug on NWN is that bonuses to attributes all stack. In DnD the bonus from your +2 dex bracers don’t stack with your cat’s grace bonus, that was intentional but somehow they missed that in NWN.

    – mule

    #55430

    domf
    Member
    • Markshire PCs:

    i dont think they missed it….the most you can cap an attribute it +12 from the original score….so if you had a dexterity of 18 (+12) the most you can raise it to (using boots, bracers, weapons, spells, potions, etc) is to 30. After that you have to increase the attribute point when the level comes around…

    on a similar note…i believe the most you increase using a potion is +4 (and i think that counts spells too)…so if you had a dexterity of 18 and drank potions, it wont go higher than 22. It is still based on the “rolling” system so chances are pretty likely that you may not get a good roll when drinking a potion.

    #55431
    Thrym
    Thrym
    Keymaster
    • Markshire PCs: Grottle, Gruzk, Ashimar

    The ability points stacking are a known glitch in NWN.

    As Mule states, in PnP the rule for stacking is they don’t, except for Dodge.

    As to the mithril issue, the damage afforded by the Mithril is Slashing which is essentially the same damage afforded by the plus given by the spell. +5 straight is better then a die roll and therefore overrides the slashing damage.

    Now, is this a glitch? No idea. Personally, I feel the two should work separately.

    What I feel and what I can do to resolve this are two separate issues, of course. There is no recourse for changing this.

    #55432

    domf
    Member
    • Markshire PCs:

    A couple of things…

    First, what’s the deal with the coal bin in the blacksmith in the bazaar? I grabbed 5 lumps but when they went out there were not any more in the bin…is this something I have to wait to respawn? I always though it was something similar to salt, etc.

    Second, the cooking recipes need to be revisited. Some of the recipes don’t have the option to craft even with the ingredients. Also, they don’t seem to recognize the salt.

    Cheers.

    #55433

    Lt. Tyler
    Keymaster
    • Markshire PCs:

    The coal in the bin should respawn. Wait longer, and if there’s still a problem repost.

    As for food crafting recipes, can you specify the recipes, or is it anything that requires salt? There shouldn’t have been any changes in this, but I dunno if people are food crafting. I do know that tanning skins is working, and that uses salt, so the salt producing piles should be ok. If you could test a salt from the tanner in FH that would be great.

    Thanks domf!

    #55434
    Thrym
    Thrym
    Keymaster
    • Markshire PCs: Grottle, Gruzk, Ashimar

    The coal bin is on a VERY slow timer.

    It’s intended to allow someone to take a few from the bin and finish a project without trekking all the way to a coal source then back.

    It’s also a great way to share extra coal PC’s might have.

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