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Old 05-19-2005, 10:48 PM   #311
T-D-C
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Join Date: October 26, 2003
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Quote:
Originally posted by Ziroc:
quote:
Originally posted by robertthebard:
I decided to take my fighter/wm to troll bark forest, and was having such success with the trolls, I went to the dungeon. I talked to the deserter, and agreed to attempt to rescue his gf, and after a severe whipping at the hands of several Lizard Realm fighters, I retreated, only to find the deserter's gf was rescued, but stil thought she was in the cell...I never found her in there, and nobody else was there either, or had been there.
Yeah, for some reason, she can get out of her cell sometimes. I have a fix for her in the update I'm about to release. (as well as others) [img]smile.gif[/img]

She must have some good lockpicking skills! Who trained her !?!?!
[/QUOTE]Even though she gets out you still need to get the key and unlock the cell so it triggers the right convo scripts. So you still need to complete the quest even though she is already out and laying the smackdown to a heap of lizardmen.
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Old 05-20-2005, 07:00 AM   #312
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Quote:
Originally posted by Cloudbringer:
Is Cookie ignoring my cleric or is there a bug? I had him join Kalmia and we went to the basement but he got killed while she was rummaging for spell scrolls and then he vanished. Found him back in the Inn but he won't talk to me now!
He's mad at you for getting him killed, give him a minute, he'll get over it... [img]tongue.gif[/img]
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Old 06-11-2005, 05:30 AM   #313
shamrock_uk
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Join Date: January 24, 2004
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Just a few minor ones:

1) Durnan's ring of heroes has a description that says its only useable by lawful and good characters, yet my chaotic good ranger is able to use it. Be good if you could change the description and not the item Z

2) The invincible ogre managed to sneak out of his cage in Skullport again (although not a problem really because he didn't turn hostile)

3) At the back of that level, in the encampment with the fighting guilds in it, a minotaur guard and that wandering sentry you can talk to both decided to attack me. (I hadn't attacked them)

Neither of them turned red however during their attack, and simply melting into the shadows for a minute seems to stop them from attacking. Walking past them (out of shadows) not a minute later they were no longer hostile.

[ 06-11-2005, 05:35 AM: Message edited by: shamrock_uk ]
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Old 06-17-2005, 05:11 PM   #314
Greything
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Join Date: June 25, 2004
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Just to say that I've had Shamrock's problem with the Ogre and Minotaur Guards in Skullport Southquarter.

The Ogre didn't attack but stood on my toes as I was fighting the Xanthers and Krakens and just generally got in the way. The Minotaur Guards don't hurt much but can't be hit back.

I did find one new problem (which may be down to the way my PC is behaving lately as I've not seen it before).

I went into the Trolllbark Dungeon and was taking on the Army Leader and the Clerics with him and got hit with a barrage of Death spells. Despite being immune to Death magic the script said that I had failed the save against death and in the end I had to respawn.

Are the Clerics throwing some spell I didn't recognise or is there a possible bug here?.
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Old 06-17-2005, 06:51 PM   #315
robertthebard
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There were some fixes in the latest patch to how death magic is handled. Part of that included spells like implosion, which really isn't in the same category, there are a couple of other spells that immunity will now not protect against, but I cannot remember them off the top of my head.
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Old 06-17-2005, 09:23 PM   #316
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Yeah there were quite a few spells that weren't ment to be saved by an immunity to death magic. They have been fixed in the new patch
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Old 06-18-2005, 04:20 AM   #317
Greything
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Thanks robertthebard and T-D-C for the quick replies.

I suppose this means I'll have to be more cautious than ever around spellcaeters. And Undermountain has become an even more dangerous place!
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Old 06-18-2005, 06:43 AM   #318
robertthebard
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Yes, yes it has. It makes all those potions of Protection from Spells quite invaluable now...
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Old 06-18-2005, 07:13 AM   #319
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Also monks now have an even tougher time against monks

Quote:
Immunity to "Mind Affecting Spells" will no longer make you immune to the Monk's Stunning Fist attack.[
Mages can now be incapacitated for 3 rounds if they fail their save against stunning fist. One of my Monk characters DC on stunning fist is 46 and it is a fortitude save so mage's shouldn't make their save since fortitude is not usually their strong save.
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Old 06-23-2005, 01:05 PM   #320
robertthebard
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I just wonder if that would apply to stunning effects on weapons as well, if so...gonna be lots of people using the Courtesan Blade.
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