Tacticular Cancer: We'll have your balls

  1. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
    Dismiss Notice

Temple+ Changelog

Discussion in 'ToEE Modding' started by Sitra Achara, May 23, 2015.

  1. Sitra Acharagender: ⚧ Arcane Patron

    Sitra Achara
    Joined:
    Sep 1, 2003
    Parrots:
    1,389
    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
    Click here and disable ads!
    Temple+ Changelog

    Current Release: 1.0.55


    Improvements
    1. Faster loading time
    2. Display:
      • Upgraded to DX11
      • Fake-fullscreen mode, eliminates mode switching and makes alt+tabbing more convenient
      • Windowed mode resolution is now configurable
      • Lifted resolution limit, 1920x1080 and 1920x1200 now supported
      • New Movie playback method (fixes the flicker on Win10)
      • Thorough rendering reform to improve performance on lower end systems
      • Font Rendering with DirectWrite, with configurable font replacement mapping (tpdata\fonts\mapping.json)
      • Added ImGui library for debug UIs
      • Capped scrolling speed to 66 FPS equivalent to accommodate fast modern systems
    3. Dynamic party composition:
      • PC/NPC ratio is now flexible
      • Added ability to temporarily leave PCs at the Hommlet Inn and re-add them later with all stats and equipment intact. (with Co8 only)
    4. New Classes:
      • Arcane Archer
      • Arcane Trickster
      • Assassin
      • Blackguard
      • Dwarven Defender
      • Duelist
      • Eldritch Knight
      • Mystic Theurge
      • Favored Soul
    5. New Feats Added:
      • Deadly Precision
      • Divine Might
      • Greater Two-Weapon Fighting
      • Greater Weapon Specialization
      • Improved Disarm
      • Improved Precise Shot
      • Reckless Offense
      • Sharp-Shooting
      • Superior Expertise
      • Barbarian Rage high level feats: Greater Rage, Indomitable Will, Tireless Rage, Mighty Rage
      • Monk high level feats: Diamond Soul, Quivering Palm, Empty Body, Perfect Self
      • Non-Core feats: (Need to enable Non-Core Materials)
      • Melee Weapon Mastery
      • Practiced Spellcaster
      • Rapid Metamagic
    6. UI
      • Added Alt-click to quickly sell items to vendors or transfer to chests
      • Added Shift+click for long description to vendor inventories
      • Hotkey configuration now gets saved to file, and applies it to new games
      • Spellbook now sorted alphabetically
      • Character Creation:
        • Expanded character creation portraits to 8
        • When picking rolled stats, can now right click to assign stats
      • Added MMB scrolling (hold and move to scroll)
      • Item tooltip when buying items will warn of item non-proficiency
      • Expanded the scrolling margin in windowed mode
      • Item Crafting:
        • Alt-clicking the Create button will keep the window open
        • Improved automatic item naming:
          Will automatically remove the "Masterwork" from the name, update the bonus, and prepend the other effects (so e.g. instead of "Masterwork Ranseur +1 +2 Holy" you'll automatically get "Holy Ranseur +2" in the item name box)
        • Added tooltips for enchantment requirements
        • Enhancement bonus has its own +/- buttons for ease of use
        • Widened UI to accommodate longer names / size 12 font
      • Item description box extra information:
        • Caster Level and Spell School for Potions & Scrolls
        • Whether scrolls are Divine or Arcane
        • Remaining charges for Wands
      • Crafted wands will have their Caster Level appended to their name
      • Console: Replaced with entirely new UI, including menus
      • Levelup lists for Feats & Spells now use the Priory-12 font (as in Co8), made text boxes slightly bigger / more spaced out
      • Added Enter key shortcut support for:
        • UI popup . Affects the "Overwrite save game?", "Are you sure you want to remove this character?" dialogs and a few others.
        • Item Transfer Slider UI
        • Multi-select target picker UI.
      • Bardic Music remaining uses displayed in the radial menu.
      • Radial menu inventory item will display quantity (charges / number of items in the stack) for potions, scrolls and wands.
      • Added charges remaining display for Staffs in inventory UI box
      • Improved Pickpocket feedback on usage result
      • Added Arcane Spell Failure roll to roll history console
      • Ability to right click to assign stats in character creation
      • Ctrl+click in character creation/levelup Skill Increase button will increment by 4. (Alt+click works too)
    7. High level class features: (levels 11+)
      • XP table now scales to level 20 properly
      • Druids:
        • Extended Animal Companions to level 13 (added Dire Bear)
        • Extended Wild Shape to include Dire Bear (at level 12) and Elementals (Large Elementals at level 16, Huge Elementals at 20)
          Also extended times per day to higher levels (5/day at 14 and 6/day at 18)
      • Rangers get Combat Style Mastery benefits (Improved Precise Shot or Greater Two Weapon Fighting) at level 11.
      • Barbarians:
        • Damage Reduction now extends to higher levels (up to DR 5 at level 19+)
        • Barbarian Rage upgrade feats (Greater Rage, Indomitable Will, Tireless Rage, Mighty Rage)
      • Monk feats: Diamond Soul, Quivering Palm, Empty Body, Perfect Self
      • Bards:
        • Added bard songs Suggestion, Inspire Heroics, Song of Freedom, Mass Suggestion
        • Fascinate is now multitargeting (however, targets will get to roll a saving throw every round in combat!)
        • Inspire Greatness & Heroics multitageting
    8. New Tactical Combat Options:
      • Disarm attack
        • Including +2 bonuses to weapons: Ranseur, Spiked Chain, Nunchaku, Flails
        • For those disarmed - "Retrieve Disarmed Weapon" action becomes available to retrieve the disarmed weapon, if possible. Will provoke an AoO if done within combat.
          AI uses this too when disarmed so you can't completely cheese it!
      • Disable Attacks of Opportunity radial menu option (in case you want to preserve your invisibility / sneak status and such)
      • Aid Another - Wake Up (to wake up characters put to sleep)
      • Trip Attack of Opportunity radial menu option - will make your character do Trip attacks on AoOs instead of normal attacks. Requires Improved Trip.
      • Ability to do Trip Attacks as part of Full Attacks.
    9. Dungeon Master UI that allows you to spawn creatures and modify them. (currently prototype!)
    10. Python:
      • Python upgraded to 2.7;
      • New python commands:
        • pc_add - adds a character to the party under the PC subgroup
        • obj_remove_from_all_groups - removes a character from the party
        • faction_has - checks if NPC has a faction
        • faction_add - adds a faction to an NPC
        • factions - returns a tuple of npc factions (nonzero only, applicable to npcs only)
        • run_to - makes a character run to a specified location.
        • fall_down - plays the fall down animation
        • make_wiz - makes character a wizard of level N (spells/feats not included)
        • make_class - makes a character a level N of class M e.g. game.leader.make_class(stat_level_barbarian, 16)
        • feat_add - adds a feat e.g. game.leader.feat_add(feat_craft_wand)
          Optional switch (feat, 1) will do a d20_status_init() too (use this when using console to cheat, don't use the switch when using it from the char editor callbacks).
        • obj_get_int64
        • obj_get_idx_int - returns array integer type field
        • obj_set_idx_int - sets array integer type field (e.g. obj_f_critter_skill_idx)
        • obj_get_obj - returns object handle fields (e.g. obj_f_who_hit_me_last)
        • obj_set_obj - setter func for same
        • proto - returns proto number
        • description - returns description string (known/identified)
        • inventory_item(#) - gets a handle on inventory items for objects
        • game.scroll_to - scrolls the view to an object or location (one of the first things I wanted to accomplish when I began modding - only took me 10 years :))
        • refresh_turn - replenishes the hourglass during combat
        • obj.trip_check(target) - does a trip check vs. target
        • obj.get_base_attack_bonus()
        • obj.char_classes - gets a tuple of character classes by the order they were taken
        • obj.spells_pending_to_memorized - added optional class switch for resetting particular classes
        • obj.spells_cast_reset - resets spell cast count (for innate casters like sorcerers/bards). Includes an optional class switch as well
        • obj.float_text_line - similar to float_mes_line, but for free text e.g. obj.float_text_line("asdf", tf_white)
        • obj.is_active_combatant() - checks if critter is part of the initiative queue and combat mode is active
        • game.create_history_freeform(<text>) - creates an entry in the history panel using freeform text
        • obj.allegiance_shared(obj2) to check if obj and obj2 are on the same "team" (in/out of party)
        • obj.object_event_append(olc_filter, radius_feet) - registers new AoE and returns its ID
        • obj.is_flanked_by(tgt)
        • obj.can_sneak_attack(tgt)
        • game.is_lax_rules()
        • obj.item_worn_unwield( equipSlot )
        • obj.item_wield( item, equipSlot )
        • game.get_deity_favored_weapon( deityId )
        • obj.spontaneous_spell_level_can_cast()
        • obj.spell_known, obj.spells_memorized properties
        • obj.obj_get_spell(field_name, idx)
        • obj.can_cast_spell(PySpellStore spData)
        • obj.anim_goal_push_attack(tgt, animIdx, isCritical, isSecondary)
        • obj.anim_goal_get_new_id()
        • PySpellStore type (for use with internal fields like obj_f_critter_spells_known_idx)
        • Methods: is_area_spell(), is_naturally_cast(), is_used_up()
        • Properties: spell_enum, spell_class, spell_level, spell_name
      • Added Pybind11 plugin to allow exposing C++ classes & functions to Python.
      • New python module "tpdp" for extending ToEE Modifiers (Conditions) via Python.
        See pymod_example.py inside tpgamefiles.dat.
      • New python builtin module "char_editor" for levelup related things.
        See rules\char_class inside tpgamefiles.dat.
      • New python builtin module "tpactions" for action related things.
        See rules\d20_actions inside tpgamefiles.dat.
      • Python Spells: added spell.begin_round_obj member to identify whose round is beginning in the OnBeginRound event
    11. AI & Monster Abilities
      • Will attempt to retrieve Disarmed weapons
      • Added "Break Free" action across the board (replaces the old "Elixir of Break Free" workaround)
      • Added Rend for Trolls
      • Improved AI targeting intelligence to exclude Spiritual Weapons, warded creatures (from spells like Otiluke's Resilient Sphere), and low-threat summons
      • Intelligent AI characters (int > 3) will wake each other up when put to sleep.
      • Added "Tripping Bite" condition for wolves
      • AI will check for nearby opponents before using potions (to prevent provoking AoOs)
      • AI will now sensibly take 5' steps (e.g. to take advantage of Full Attacks if the target is just out of range)
      • AI will now regard threat level before taking 5' step (i.e. it will disregard things such as low level summons when deciding whether to back off with a 5' step)
      • Improved AI combat activation (KOS AIs will trigger others who are within sight or a short pathable distance, so no more triggering mobs one by one)
    12. House Rules Options
      • Freely configurable amount of Point Buy points
      • Max Level raised up to 50 (experimental; change "Max Level" in the configuration utility to enable)
      • HP on levelup configurable to: Normal (random as usual), Average, or Max
      • Max HP for NPC Hitdice option
      • Allow XP overflow option, so it can accumulate beyond the next level's XP
      • Slower Levelling option - substantially slows down XP gain after level 3 so you lag 1-2 levels behind a normal game
      • Fog of War options (normal, unfogged, always fogged)
      • Tolerant Townsfolk option (NPCs will converse with you even if you have monstrous party members)
      • Transparent NPC Stats (shows NPC exact HP and NPC followers' stats in the character UI)
      • Option to disable doors re-locking
      • AIs alerting each other across rooms toggle option
      • Lax Rules options to ease some restrictions:
        • No alignment requirements for Prestige Classes
        • No spell requirements for crafting Magic Arms & Armor and Craft Wondrous Items
        • Point buy stats uncapped (so you can go over 18 and below 8)
        • No alignment restrictions on party members with respect to party alignment
        • Cancels multiclass XP reduction penalties
    13. Pathfinding improvements
      • Path nodes can now store the actual distance it takes to travel to their neighbours
      • Maps store precomputed clearance information for faster short-range pathfinding, affording more PF polls for the AI
      • PF zigzagging reduced
      • AI will check if target is surrounded before attempting impossible (and thus costly!) PF queries; speeds up combat for solo characters against many enemies
      • Added some wiggle room for AI Flanking attempts (AIs will now check a range of angles instead of just the diametrically opposed location)
      • General improvements to AI PF to reduce chance of failing to navigate to a target.
    14. Spell Improvements
      • Read Magic will now identify all of your party's scrolls and potions with a single casting, if cast in a safe area.
      • Casting Defensively will now forego the concentration check outside of combat.
      • Cause Fear effect tooltip will denote whether it's a Shaken or Frightened status
      • Summon spells by AI casters will transfer over the caster's factions (so that AIs don't attack their summons, and modders no longer have to create a special proto for every case)
      • Touch spell charges will now not discharge unless the touch attempt is successful ("Holding the charge").
      • Added support for Weapon-like Spells, which will benefit from Sneak Attack damage
        Affected spells include:
        Scorching Ray, Chill Touch, Vampiric Touch, Produce Flame, Ray of Frost, Acid Splash, Melf's Acid Arrow, Inflict X Wounds, Disintegrate, Polar Ray, Meteor Swarm, Magic Stone, Searing Light, Flame Tongue
      • Dismiss spell now shows a submenu where you can select individual spells to dismiss
      • Added the missing particle effects to Summon Nature's Ally and Summon Monster spells (Co8 only)
    15. Crafting Improvements
      • Expanded Craft Magic Arms & Armor:
      • +4 and +5 enhancement bonuses now possible
      • New weapon enchantments available: Merciful, Seeking, Speed, Thundering, Wounding
      • New Armor/Shield enchantments available: Spell Resistance 15/17/19
      • Altered Wand Crafting to support setting the caster level, with item cost adjusted.
      • Crafted Wands now all have 50 charges too! (since you can no longer exploit the system by crafting at your current level without paying extra for it)
    16. Moddability
      • New classes can be defined via scripts, and existing ones can similarly be altered:
        • Spells per day
        • Spells known per level
        • Spell List (you can now create custom spell lists for new classes)
        • Spell Readying Type (Vancian vs. Innate / Spontaneous)
        • Class skills and Skill points per level
        • Class bonus feats
        • Hit Dice
        • Base Attack Bonus type
        • Favored Saving throw types
      • Many new python commands useful for modding
      • Feat properties externalized to .tab file
      • New feats definable via .txt files in rules\feats, with scriptable custom prereqs
      • Python based definition of new Modifiers (aka Conditions)
      • Externalized radial menu choices to the rules\spells definition files (this is through added support for "choices: " and "proto choices: " lines)
      • New Action definitions via python files (rules\d20_actions)
      • Support for third-party extender files for many specification files, such as protos.tab. See info in wiki entry.
      • rules\spells entries: extended Moebius' max_targets mod to the following format
        max_Target: -daabc
        So the max number of targets is then
        min(aa, ( caster_level - d + b) / (c+1)
      • Added infrastructure for defining new Status Indicators via formatted text file entries. See wiki entry.
      • Generalized Arcane Armor Spell Failure for use with Python Modifiers (use with new query key
        EK_Q_Get_Arcane_Spell_Failure to modify item failure chance)
    17. Added logging for to-hit rolls so you can see for yourself if the RNG is fair :)
    18. Implemented Trip Weapons (weapons that do not trigger AoO on trip attempts): Flails, Gnome Hooked Hammer, Guisarme, Halberd, Scythe, Sickle, Spiked Chain.
    19. Added KotB support
    20. (Co8) Ring of Resonance now works for Sorcerers and Bards too
    21. Monk gets to choose a feat at level 6 now (Improved Trip or Improved Disarm)
    22. Full Attack initiated as a default click action will now allow carryover of remaining attacks if the target becomes unconscious.
    23. Cast Defensively will be disregarded out of combat or if there are no threatening critters (it's annoying when you fail the concentration check when out of harm's reach just because you forgot to turn it off!!!)
    24. Added sound on levelup (LEVEL_UP.WAV from the original game files)
    25. Left clicking on NPCs to talk will now only pick from amongst PCs to perform the action
    26. Left clicking on door icons will now only pick from amongst PCs to perform the action
    27. Added weapno type: mindblade
    28. Added support for modular portrait packs
    29. Camping will now consider HD for healing rate (so animal companions don't require a huge amount of days to rest).
    30. Resting for 24 hours or more will trigger accelerated healing if you have a Druid or a Cleric in your party (to approximately account for casting healing spells in between rests - benefit is calculated as Cleric spell level * 5 or Druid spell level *4).
    Bug Fixes
    1. Crash issues fixed:
      • Tightened ObjectEvent system, fixes many crashes (e.g. this, this and this)
      • Fixed crash from when Balors cast Suggestion on your party (e.g. this bugreport)
      • Fixed crash related to D20 queries returning invalid object handles (e.g. this bugreport)
      • Fixed Co8 shutdown crash
      • Fixed crash caused by crafting Magic Arms and Armor items with too long names
      • Fixed crash caused by bad music stream allocation
    2. Hangup issues fixed:
      • Fixed Fragarach / Scather AoO hang when attacking fire creatures
      • Fixed hang when dual wielding Fragarach + Scather
      • Fixed hang when updating inventories of characters with abnormally high STR from cheats
    3. Fixed Secretdoor bug (where Secretdoors would stop showing for the rest of the game)
    4. Fixed Node lag bug (Offscreen Particle System expiration bug)
    5. UI / Visual issues fixed:
      • Fixed issue preventing right clicking from spellbook into memorized after removing spells from memorized by left click
      • Fixed Domain spell Metamagic issue when using the scrollbar
      • Fixed bug when hotkeying the last node in the radial menu (often affects worn items)
      • Fixed hotkey usage for inventory items (it is now tolerant of the exact inventory slot)
      • Fixed savegame screenshots not getting updated when overwriting a save
      • Concealed enemies (hidden or in the Fog of War) will no longer display the targeting circles for AoE spells. (visual fix only - they will still be affected by spells cast if they are within the AoE). Lax Rules overrides this :)
      • Fixed inventory tooltip display of Keen weapons' critical threat ranges (used to add a flat 2 to the range; note that the actual calculation was correct)
      • Fixed Home key / clicking on portrait not centering the screen if Scroll Acceleration is off
    6. Spell Fixes:
      • Fixed spell permanency bug (e.g. this)
      • Fixed Protection From Alignment spells blocking friendly mind affecting spells (such as Bless)
      • Fixed double-charging Sorcerers for spell failure
      • Fixed spells that had inaccurate targeting circle: Cloudkill, Entangle, Grease, Ice Storm, Silence, Stinking Cloud, Web, and more.
      • Fixed touch spells being cast at range sometimes
      • Fixed Vampiric Touch
      • Fixed Stinking Cloud handling of exiting the AoE (previously you could become sickened even after successfully saving and exiting the cloud, and the duration when stepping outside the cloud was not displayed correctly)
      • Healing spells now don’t provoke hostility from NPCs
      • Fixed Enlarge Person gradual shrinkage bug
      • Fixed bug in Spiritual Weapon condition query
      • Fixed culling of spells for Paladins / Rangers who have 0 spells per day without their stat bonus.
      • Hezrou Stench redone as proper condition, instead of the Spell Object workaround which caused many problems.
      • Shocking Grasp damage dice corrected to d6
      • Fixed Restoration not curing Charisma damage
      • Fixed Grease causing slippage to characters with Freedom of Movement
      • Fixed Color Spray - Unconscious not causing Prone status / graphic
      • Fixed Haste stacking
      • Fixed Blink defensive miss chance to 50%
      • Fixed Divine Power preventing Weapon Enh Bonus from stacking
      • Fixed Bard/Sorc spells counting towards the same spell total of castings per day
      • Fixed Spells Dismissal and Banishment with regard to extraplanar creatures (in particular, Elementals)
      • Fixed application of caster level bonuses (e.g. from Domains) for spells with multiple targets. (Affected spells include Holy Word/Dictum which had their caster level insanely inflated and thus killed everyone).
      • Fixed Holy Word/Dictum not working on Neutral targets
      • Fixed Inflict X Wounds to require a successful touch attack.
      • Fixed Goodberries not being created as identified (this prevented them from stacking)
      • Fixed Death Ward blocking all spells when cast as a Death Domain spell
      • Fixed Protection from Alignment protecting against non-Enchantment spells such as Phantasmal Killer
      • Fixed Invisibility not getting properly removed from Dispel Magic
      • Fixed Invisibility permanency glitch
      • Fixed Invisibility Sphere missing Dismiss Spell handler
      • Fixed Shoul spell damage type to be Sonic
      • Fixed Mind Fog doing a Fort save instead of Will save, and wrong spell school in its short description
      • Fixed infinite AoO issue with Greater Invisibility / Sleet Storm / Invisibility Sphere
      • Fixed Aid not giving +1 Temp HP per caster level
      • Fixed spell Resist Elements wrong duration
      • Fixed spells with concentration being interrupted by movement (will now only apply to Run action)
      • Fixed Calm Emotions - will now prevent carrying out offensive actions against unfriendly creatures (rather than friendly ones), will dispel correctly when hostilities are taken, and particles will end correctly.
      • Fixed Ghoul Touch not allowing the direct target a saving throw
    7. Ability/Action Fixes:
      • Rogue Crippling Strike damage to Strength corrected to 2 points
      • Dwarves can now Tumble in Heavy Armor
      • Dwarf movement speed now not reduced by medium/heavy encumbrance
      • Trip Attack bug fixed (sometimes it would swap the defender and attacker’s dex/str scores)
      • Can use Charge Attack / Run for longer distances (it was crippled by the pathfinding zig-zag phenomenon for long distances)
      • Fixed bug with offhand attacks at higher levels. (game would use the offhand weapon as the 4th attack even if you didn't have Improved Two Weapon Fighting)
      • Fixed Bard's Inspire Greatness
      • Scrolls now provoke AoOs, and are also subject to Cast Defensively to prevent it
      • Fixed Wild Shape movement rate bug due to encumbrance.
      • Druid Wild Shape: Corrected number of Natural Attacks, Model Scale and Reach.
      • Fixed use of Charge Attack while Wild Shaped.
      • Fixed weapon damage dice for Enlarged characters ( 1d10 → 2d8 and 1d12 → 3d6 ).
        • Now also regards usage of off-hand. I.e. it will not enlarge the weapon damage dice if doing so implies that the weapon becomes wielded Two-Handed while using the offhand for a non-buckler Shield or Offhand Weapon. (makes your head spin, doesn't it?)
      • Fixed Power Attack bonus for enlarged characters (similar to above)
      • Fixed Str 1.5x damage bonus for Bucklers when wielding Two-handed weapons
      • Cast Defensively DC corrected to account for spell level
      • Fixed Opportunist ability not refreshing on a new round, and also ensured it doesn't go off on your own attack.
      • Fixed Magic Domain so Clerics can now use Arcane Scrolls & Wands at under half their Cleric level.
      • Fixed crafting when inventory is full issue (was placing the new item in "invisible" slots, will now drop them to the ground and make the crafter notify you of this)
      • Fixed Scribe Scroll allowing you to scribe scrolls that you can't actually cast
      • Fixed Whirlwind Attack to allow usage from outside of combat
      • Fixed halfling to-hit bonus with slings
      • Fixed bug when copying scrolls with quantity > 1 that destroyed the whole stack
      • Fixed issue when trying to cast spells / use magic items while NPCs are prebuffing
      • Fixed bug with Pickpocket (where NPCs could steal your armor right off you)
      • Improved Unarmed Strike will now prevent triggering AoOs when doing a Trip attack
      • Fixed Unconscious enemies triggering AoOs / Tumble checks
    8. Item Fixes:
      • Necklace of Adaptation now properly protects from Stinking Cloud and Cloudkill
      • Fixed enchanted ammo items giving plus to damage for non-ranged weapons
      • Fixed scrolls/potions of different levels stacking, and likewise for divine/arcane scrolls
      • Kukri proficiency is now Martial
      • Wands/Scrolls with multiple options (such as Summon Monster) will now allow you to select an option
      • Fixed crafted items not getting their Long Description (shift+click). The description popup will describe the base item however.
      • Fixed bugs with Boots of Speed (wouldn't reset uses per day when resting, and would replenish uses per day when unequipped)
    9. Creature Fixes:
      • Fixed protos.tab parsing of mc_subtype_extraplanar (due to typo it was registered as "extraplaner") and mc_subtype_water (was just plain missing).
      • Fixed lingering poison effect when there is no secondary damage, such as Dragon Bile
      • Fixed bug with Banshee Charisma Drain that could cause huge temp HP / charisma drains on a successful save.
      • Fixed Ochre Jellies / Slimes: HP will now split properly, Piercing + Slashing Weapons (like daggers) will cause splitting too, and when below 10 HP will stop splitting and die from the attacks.
      • Fixed lingering Frog Grapple issue when someone else kills the grappling frog
      • Fixed Undead getting Plant immunities (e.g. for spell Entangle; this bug affected Co8 installations due to a holdover from the early pre-patch days)
      • Fixed Fire Monsters ("Monster Subtype Fire") taking 2x damage instead of 1.5x from cold
      • Fixed issue with charmed KOS monsters when their charmer is no longer present in the party
    10. Fixed long-distance pathfinding glitch in Hommlet (where some members of your group don't move while others do)
    11. Fixed screenshots for windowed mode
    12. Fix Colossal creatures (was a typo in size_colossal string)
    13. AI fixes:
      • Coup De Grace now works on Unconscious targets (beware!)
        • Toned it down a little so it only does so for targets in range, and then only if it doesn't incur an AOO
      • Approach checks for proximity before executing, correcting the 'endless zig zag till end of turn' phenomena
      • Fixed Charge Attack causing unarmed AIs to do nonlethal damage and ignore their natural attack data
      • 'Cast Party' will ignore LOS (could cause some issues, but it seems to be meant to be used that way)
      • Fixed bug in the "ChooseRandomSpell" function. Previously it only applied to Cantrips because due to a bug it set the allowable spell levels to 0, now it should work across the board. Applies to AI with blank strategy.tab entry.
      • Fixed AI spellcast targeting so it can now use multiple projectiles (e.g. with Magic Missile).
      • Fixed AI triggering when playing solo character vs. other PCs
    14. Fixed the infamous NPC-in-leftmost-portrait bug (which had caused quests not to be completed)
    15. Co8-specific fixes:
      • Fixed misaligned buttons in Co8 Transfer Item dialogues
      • Fixed missing Stat text in character creation UI / skill UI
      • Fixed Jaroo passivity
      • Fixed Tutorial map jumppoints (that had been rewired to Hickory Branch and not reverted when the tutorial was re-enabled)
      • Removed overzealous scripting for breaking off good-natured NPCs that got triggered on friendly firing NPCs
      • Fixed ring of resonance not working for Wiz/Clr combos
      • Merchant Scales and Eyeglasses bonuses no longer stack
      • Sleet Storm restored to vanilla state in Co8 (has a lasting effect, and no 2d8 damage for metal armor wearers)
    16. Spawning items via console made safe (will not create invalid protos, so you can relax and not worry about corrupting the savegame by using the console)
    17. Fixed skill_tumble / skill_use_magic_device python enum mixup
    18. Fixed narrow map limits for higher resolutions to prevent "shaking" when scrolling (will now automatically pad out the map limits if narrower than resolution)
    19. "levelup" cheat command now gives correct XP to levelup on a per-character basis
    20. Fixed protos.tab parser bug for Property columns with a 2nd argument causing the next property to go FUBAR
    21. Fixed missing prerequisites description for Stunning Fist.
    22. Fixed Roll History printout not regarding natural 20s / 1s
    23. Fixed issue with Tolub brawl (initial state was sometimes buggy, made sure to reset it on brawl start). This also allows recycling the brawl procedure.
    Change History
    see below



    Note: some of these changes require the Co8 modpack to manifest, such as:
    - Spell targeting accuracy fix (modified script files)
    - Vampiric Touch Fix (modified script file)
    - Rend for Trolls (altered protos.tab)
    - Ability to leave PCs at Inn (modified script / dialogue)



    Atari Buglist fixed:
    002 - Lag at Temple/Nodes
    003 - Power Attack damage when using shield
    027 - Buckler damage when two-handed wielding
    035 - Opportunist
    039 - Ochre Jellies taking damage from Piercing+Slashing weapons
    043 - Monster charge attack nonlethal
    051 - Secretdoor bug
    057 - Greater Invisibility infinite AoO
    072 - Healing at range
    075 - Wild Shape charge attack bug
    076 - Wild Shape encumbrance bug
    082 - Inspire Greatness requires level 10
    084 - Inspire Competene wrong icon
    085 - Fascinate multitarget
    098 - Crash due to long crafted item name
    115,248 - Scrolls/Wands with spell selection
    116 - Double charge for miscasting sorcs/bards
    123 - Crafting items when inventory full issue
    132 - Divine Power BAB not stacking with Weapon Enh. bonus
    135 - weapon damage dice when enlarged (I think Longsword was actually ok but others weren't)
    139 - AI doesn't try to Break Free (replaces Co8 fix)
    143 - grease vs. freedom of movement
    149 - color spray knocking prone
    150 - haste stacking
    160 - Mind fog
    179 - Shocking grasp d8
    180 - Sleet Storm infinite AoO issue (same as 057 really)
    209 - Calm Emotions particles (and other fubars...)
    211 - Inspire Greatness particle fx stackage
    267 - Necklace of Prayer Beads
    280 - Enemy summons enmity (lack summoner factions)
    294 - Heal spell hostility
    413 - losing turns from concurrent turns
    415 - Prot. from Align. preventing
    431 - Neck. of Adap.
    444 - Balor CTD (actually related to suggestion spell)
    473 - Vampiric touch
    473 - NPC in leftmost slot
    493 - Ghoul Touch spell paralyzes with no saving throw
    495 - Fragarach/Scather lockup
    504 - Crafting cost integer overflow
    513 - Boots of Speed refresh when re-equipping
    (probably) 521 - potions sometimes don't stack
    556 - Trip dex/str bug
    570 - Halfling bonus to slings
    572 - Copy scroll from stack destroyed the whole stack
     
    Last edited: Sep 8, 2017
    • Brofist Brofist x 36
    • Salute Salute x 1
    ^ Top  
  2. SwingBladegender: ⚧ Novice

    SwingBlade
    Joined:
    Sep 4, 2016
    Parrots:
    76
    Feel free to clear this away or whatever, but I just have to say, I am embarrassed to say how excited I was when I saw the .24 changelog. I keep Esc and Enter hotkeyed to one of my mouse keys (gaming mouse), and it's been a very low-key frustration that they weren't fully integrated into the UI. Lurf.
     
    • Thanks! Thanks! x 1
    ^ Top  
  3. Sitra Acharagender: ⚧ Arcane Patron

    Sitra Achara
    Joined:
    Sep 1, 2003
    Parrots:
    1,389
    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
    Splitting the change history because OP's gotten fuckhueg

    ------------------------------------------------------------------------------


    Change History


    v1.0.56 (unreleased 2017-09-12)
    Show Spoiler

    • Fixed edge scrolling when resolution is scaled (cursor position roundoff issue)
    • Fixed Good Hope / Crushing Despair requiring Active Concentration (they shouldn't per 3.5ed rules, was 3.0ed leftover)
    • Fixed Divine Power stacking issue (granting entire Fighter BAB when cast twice)
    • Fixed Bardic Suggestion cancelling Fascinate
    • Added DM "Fudge Rolls" tab


    v1.0.55 (released 2017-09-03)
    Fixed animation system issues (reverted replacements...)

    v1.0.54 (released 2017-09-01)
    Fixed AI triggering bug when playing Solo vs. other PCs

    v1.0.53 (released 2017-09-01)
    Fixed DM crash when importing rival parties

    New in v1.0.52 (released 2017-09-01)
    Hotfix release for animation glitch

    New in v1.0.51 (released 2017-08-28)

    Show Spoiler

    • Fixed hang when updating inventory of characters with cheatingly-high STR score
    • Added "Max HP for NPC HD" House Rules option


    New in v1.0.50 (released 2017-08-12)
    Hotfix release


    v1.0.44-1.0.49 - just dummy releases (due to build script issues :argh:)

    New in v1.0.43 (released 2017-08-11)
    Show Spoiler

    • Added support for modular portrait packs
    • Replaced PC Creation feat selection UI
    • Fixed Home key / clicking on portrait not centering the screen if Scroll Acceleration is off
    • Capped scrolling speed to 66 FPS equivalent to accomodate fast modern systems
    • AI will now sensibly take 5' steps (e.g. to take advantage of Full Attacks if the target is just out of range)
    • AI will now regard threat level before taking 5' step (i.e. it will disregard things such as low level summons when deciding whether to back off with a 5' step)
    • Improved AI combat activation (KOS AIs will trigger others who are within sight or a short pathable distance, so no more triggering mobs one by one e.g. in emridy meadows)
    • House Rules option to allow AIs to alert each other across rooms (i.e. through closed doors)
    • Fixed Unconscious enemies triggering AoOs / Tumble checks
    • Cast defensively will be disregarded if there are no threatening critters (it's annoying when you fail the concentration check when out of harm's reach just because you forgot to turn it off!!!)
    • Fixed Ghoul Touch not allowing the direct target a saving throw
    • Camping will now consider HD for healing rate (so animal companions don't require a huge amount of days to rest).
    • Resting for 24 hours or more will trigger accelerated healing if you have a Druid or a Cleric in your party (to approximately account for casting healing spells in between rests - benefit is calculated as Cleric spell level * 5 or Druid spell level *4. Yeah I know it could be more accurate, but meh).


    v1.0.42 - dummy release because of build issues

    New in v1.0.41 (released 2017-05-02)
    Show Spoiler

    • Fixed spells with concentration being ended by movement/5' step (will now only end when using the Run action).
    • Improved Unarmed Strike will now prevent taking AoOs when doing a Trip attack (arguably a fix)
    • Fixed Calm Emotions - will now prevent carrying out offensive actions against unfriendly creatures (rather than friendly ones), will dispel correctly when hostilities are taken, and particles will end correctly.
    • Fixed inventory tooltip display of Keen weapons' critical threat ranges
    • Dungeon Master: Added feat editing


    New in v1.0.40 (released 2017-04-16)
    Show Spoiler

    • Dungeon Master object editor: Added Stats, Spells, Modifiers & Conditions, AI Type
    • AI will check for nearby combatants before using potions


    New in v1.0.39 (released 2017-04-09)
    Show Spoiler

    • Added House Rules option to disable door re-locking when returning to map.
    • Added Dungeon Master UI prototype. (accessible from console, currently includes Monster Spawning and editing Character Levels)
    • Fixed bug with music sound stream allocation that could cause crashes and perhaps causing the music not to start sometimes.
    • Added alt-click to Skill increase button in character levelup too.


    New in v1.0.38 (released 2017-03-22)

    Show Spoiler

    • Included Craft Wondrous Items in Lax Rules :: Disable Crafting Spell Reqs
    • Added ability to ctrl-click or alt-click on Skill increase button in PC Creation to max it


    New in v1.0.37 (released 2017-03-15)
    Show Spoiler

    • Added House Rule: Fast Sneak Animation
    • Fixed bug with lingering Grease spell effect
    • Fixed bug with lingering Dismiss Spell entries


    New in v1.0.36 (released 2017-03-12)
    Hotfix release


    New in v1.0.35 (released 2017-03-11)

    Show Spoiler

    • Movement speed now equalized (irrespective of model scale)
    • Added Speedup to cheats menu (to increase party member movement speed)
    • Added python method game.get_feat_for_weapon_type
    • Added feat Practiced Spellcaster
    • Spell rules files will now determine if a spell is considered harmful for the new spells (enums > 802) through the ai_type field (i.e. if it's ai_action_offensive)


    New in v1.0.32, 1.033, 1.034 (released 2017-03-07)
    Hotfix releases


    New in v1.0.31 (released 2017-03-06)
    Hotfix release + Added option to lock cursor to window


    New in v1.0.30 (released 2017-03-05)
    Show Spoiler

    • Fixed Death Ward blocking all spells when cast as a Death Domain spell
    • Fixed Protection from Alignment protecting against non-Enchantment spells such as Phantasmal Killer
    • Fixed Invisibility not getting properly removed from Dispel Magic
    • Fixed Invisibility permanency glitch
    • Fixed Invisibility Sphere missing Dismiss Spell handler
    • Fixed Undead getting Plant immunities (e.g. for spell Entangle; this bug affected Co8 installations due to a holdover from the early pre-patch days)
    • Concealed enemies (hidden or in the Fog of War) will no longer display the targeting circles for AoE spells. (visual fix only - they will still be affected by spells cast if they are within the AoE). Lax Rules overrides this :)
    • Fixed bug with Pickpocket (where NPCs could steal your armor right off you)
    • Improved Pickpocket feedback
    • Lax Rules now lifts alignment restrictions with respect to party alignment
    • Lax Rules cancels multiclass XP reduction penalties
    • New class infrastructure expanded to support base classes (i.e. in the Character Creation UI)
    • Added python game.is_lax_rules()
    • Added python obj.item_worn_unwield( equipslot )
    • Added python obj.item_wield( item, equipslot )
    • Changed obj.feat_add() command so it doesn't do a d20_status_init unless used with the optional switch
      feat_add( feat, 1).
      This is so it can be safely used inside the char editor callbacks.
    • Modding: Generalized Arcane Spell Failure with class Python Modifiers
    • Assassin Arcane Spell Failure implemented as with Bards
    • Added Arcane Spell Failure roll to roll history console
    • New Character Creation UI: Added right click on rolled stats to assign
    • Fixed Shout spell damage type to Sonic (credit for Kosiciel)
    • Added support for user-created additions to:
      - particle system definitions (will read all the *.tab files in rules\partsys\ folder)
      - protos.tab (*.tab files in rules\protos\ folder)
      - description.mes (*.mes files in mes\description\ folder)
      - long_description.mes (*.mes files in mes\long_descr\ folder)
      - help.tab (*.tab files in mes\help\ folder)
      - mes\spell.mes (*.mes files in mes\spells\ folder)
      - rules\spell_enums.mes (*.mes files in rules\spell_enums\ folder)
      - sound\snd_*.mes files (*.mes files in sound\user_sounds\ folder; this holds for the various snd_*.mes spells such as snd_spells.mes, snd_critter.mes etc.)
    • Fixed Mind Fog doing a Fort save instead of Will save, and wrong spell school in its short description
    • Fixed mc_subtype_water in protos.tab parser
    • Added game.get_deity_favored_weapon(deityId) command
    • Added Non-Core class: Favored Soul (don't forget to enable non-core materials!)
    • Added feat custom prereqs via python script
    • Added weapon type: mindblade
    • Fixed Monster Subtype Fire dealing 2x damage instead of 1.5x from cold
    • Fixed bugs with Boots of Speed (wouldn't reset uses per day when resting, and would replenish uses per day when unequipped)
    • Fixed issue with charmed KOS monsters when their charmer is no longer present in the party
    • Added feat Melee Weapon Mastery
    • Fixed issue with Greater Invisibility / Sleet Storm / Invisibility Sphere infinite AoO
      • Sleet Storm restored to vanilla state in Co8 (has a lasting effect, and no 2d8 damage for metal armor wearers)
    • Python:
      Added PySpellStore type (for use with internal fields like obj_f_critter_spells_known_idx)
      Methods: is_area_spell(), is_naturally_cast(), is_used_up()
      Properties: spell_enum, spell_class, spell_level, spell_name
      Added PyObjHandle methods:
      .obj_get_spell(field_name, idx)
      .can_cast_spell(PySpellStore spData)
      .anim_goal_push_attack(tgt, animIdx, isCritical, isSecondary)
      .anim_goal_get_new_id()
      Added PyObjHandle properties:
      .spells_known, .spells_memorized
      Added PyObjHandle method: spontaneous_spell_level_can_cast()
    • Engine / UI:
      Added ImGui library for debug UIs
      Replaced Console with a spiffy new one
    • Prestige Class: Arcane Archer
    • Fixed issue with Tolub brawl (initial state was sometimes buggy, made sure to reset it on brawl start). This also allows recycling the brawl procedure.
    • Fixed spell Aid not giving +1 Temp HP per caster level
    • Fixed spell Resist Elements wrong duration
    • Added feat Rapid Metamagic
    • Added event type ET_OnActionCostMod (see Rapid Metamagic feat for example)


    (v1.0.29 is a dummy release because v1.0.28 failed to build)

    New in v1.0.28 (released 2016-10-21)

    Show Spoiler

    • Dismiss spell now shows a submenu where you can select individual spells to dismiss
    • Left clicking on NPCs to talk will now only pick from amongst PCs to perform the action
    • Radial menu inventory item will display quantity (charges / number of items in the stack) for potions, scrolls and wands
    • Added charges remaining display for Staffs in inventory UI box
    • Fixed issue when trying to cast spells / use magic items while NPCs are prebuffing
    • Fixed Goodberries not being identified (this prevented them from stacking)
    • Added Bard songs: Suggestion, Mass Suggestion and Song of Freedom
    • Fixed Roll History printout not regarding natural 20s / 1s
    • Fixed Grapple issue when someone else kills the grappling frog
    • Added the missing particle effects to Summon Nature's Ally and Summon Monster spells (Co8 only)
    • Added Shift+click for long description to vendor inventories
    • Fixed crafted items not getting their Long Description (shift+click). The description popup will describe the base item however.
    • Added sound on levelup (LEVEL_UP.WAV from the original game files)


    New in v1.0.27 (released 2016-10-17)

    Show Spoiler

    • Fixed bug with Banshee Charisma Drain that could cause huge temp HP / charisma drains on a successful save.
    • Added Enter key support to multi-select target picker UI
    • Added wiki help entries for Duelist and Mystic Theurge
    • Fixed bug when copying scrolls with quantity > 1 that destroyed the whole stack
    • Fixed Ochre Jellies / Slimes: HP will now split properly, Piercing + Slashing Weapons (like daggers) will cause splitting too, and when below 10 HP will stop splitting and die from the attacks.
    • Added House Rules options:
      • Non-Core Materials - enables stuff from splatbooks and fan suggestions
      • Lax Rules - eases various restrictions:
        • Spell reqs for Craft MA&A no longer needed
        • Alignment restrictions for PRC's do not apply
        • Uncapped Point Buy stats so you can go above 18 and below 8 (who needs charisma anyway, right?)


    New in v1.0.26 (released 2016-10-16)
    Hotfix release (forgot some files + AI spell targeting issue)

    New in v1.0.25 (released 2016-10-16)

    Show Spoiler

    • Item Transfer Slider UI now supports Enter key for confirming
    • Full Attack initiated as a default click action will now allow carryover of remaining attacks if the target becomes unconscious.
    • Fixed AI spellcast targeting so it can now use multiple projectiles (e.g. with Magic Missile).
    • Bardic Music overhaul:
      • Remaining uses displayed in the radial menu
      • Fascinate is now multitarget (however, targets will get to roll a saving throw every round in combat!)
      • Inspire Greatness multitargeting
      • Inspire Heroics multitargeting
      • Some of the songs now use the spell system for targeting etc.
    • Paladins can transform into Blackguards without falling first (will get the Fallen status and an alignment shift once they pick Blackguard)
    • Added wiki help entries for Arcane Trickster, Assassin, Blackguard, Dwarven Defender and Eldritch Knight
    • Added support for Weapon-like Spells, which will benefit from Sneak Attack damage
      Affected spells include:
      Scorching Ray, Chill Touch, Vampiric Touch, Produce Flame, Ray of Frost, Acid Splash, Melf's Acid Arrow, Inflict X Wounds, Disintegrate, Polar Ray, Meteor Swarm, Magic Stone, Searing Light, Flame Tongue
    • Inflict x Wounds now require a touch attack roll
    • Halfling +1 to hit bonus with slings added
    • Modding / technical:
      • Python Spells: added spell.begin_round_obj member to identify whose round is beginning in the OnBeginRound event
      • rules\spells entries: extended Moebius' max_targets mod to the following format
        max_Target: -daabc
        So the max number of targets is then
        min(aa, ( caster_level - d + b) / (c+1)
      • Added infrastructure for defining new Status Indicators via formatted text file entries. See wiki entry.
      • Added Python object commands:
        • obj.is_flanked_by(tgt)
        • obj.can_sneak_attack(tgt)


    New in v1.0.24 (released 2016-09-30)

    Show Spoiler

    • Added Blackguard class
    • UI popup now support Enter/Esc key shortcuts. Affects the "Overwrite save game?" and "Are you sure you want to remove this character?" dialogs and a few others.
    • Added obj.allegiance_shared(obj2) to python object methods
    • Added obj.object_event_append(olc_filter, radius_feet) to python object methods (supports definition of new AoE's)
    • Fixed savegame screenshots not getting updated when overwriting a save


    New in v1.0.23 (released 2016-09-24)
    Hotfix release for cone spell issue

    • Also fixed Wiz/X combos scribing scrolls issue

    New in v1.0.22 (released 2016-09-24)

    Show Spoiler

    • Added Assassin class
    • Wands/Scrolls with multiple options (such as Summon Monster) will now allow you to select an option
    • Externalized radial menu choices to the rules\spells file (this is thourgh added support for "choices: " and "proto choices: " lines)
    • Added Spell List to class spec definitions - you can now create custom spell lists.
    • Added Spell Readying Type to class spec definitions - you can now change the spell readying type (vancian or innate a la sorcerers)
    • Added infrastructure for new feat definitions via .txt files in rules\feats
    • Added toggle radial menus to tpdp builtin module
    • Added spell registration to python layer via tpactions builtin module (useful for integrating new actions with the spell system and its targeting facilities)
    • Added python commands: obj.is_active_combatant() and game.create_history_freeform(<text>)
    • Fixed Whirlwind Attack to allow usage from outside of combat
    • Fixed application of caster level bonuses (e.g. from Domains) for spells with multiple targets. (Affected spells include Holy Word/Dictum which had their caster level insanely inflated and thus killed everyone).
    • Fixed Holy Word/Dictum not working on Neutral targets


    New in v1.0.21 (released 2016-09-10)
    Show Spoiler

    • Fixed issue when crafting when inventory is full - item will drop on the ground now (+added text bubble reminder)
    • Fixed Scribe Scroll allowing you to scribe scrolls that you can't actually cast

    New in v1.0.20 (released 2016-09-10)
    Show Spoiler

    • Fixed protos.tab parser bug for Property columns with a 2nd argument causing the next property to go FUBAR
    • Fixed protos.tab parser bug with mc_subtype_extraplaner/extraplanar typo (so all elementals will register as extraplanar now and will be dismissible)
    • Fixed Spells Dismissal and Banishment vs. extraplanar creatures
    • Transparent NPC Stats house rules option now shows the NPC stat block in the inventory UI
    • Fixed missing prerequisites description for Stunning Fist.
    • Fixed Magic Domain so Clerics can now use Arcane Scrolls & Wands at under half their Cleric level.
    • Added support for non-english versions.

    New in v1.0.19 (released 2019-09-05)
    Hotfix release

    New in v1.0.18 (released 2016-09-03)


    Show Spoiler

    • Fixed Prayer Beads (Karma) effect
    • Fixed Opportunist


    New in v1.0.17 (released 2016-09-02)

    Show Spoiler

    • Prestige Class: Arcane Trickster
    • Changed spells on levelup definition for wizard so Prestige Classes get to pick spells for them
    • Added House Rules option "Transparent NPC Stats" (shows exact HP for hovered NPCs, and NPC class levels in the inventory UI)
    • Added python command obj.float_text_line(text, color) for floating freeform text
    • Added Deadly Precision feat (will make sneak attack dice as 1d5+1 instead of 1d6)


    New in v1.0.16 (released 2016-08-27)

    Show Spoiler

    • Prestige Classes: Dwarven Defender & Duelist
    Moddability
    • Elementary Python D20 Actions API

    New in v1.0.15 (released 2016-08-19)
    Show Spoiler

    • Prestige Classes: Eldritch Knight & Mystic Theurge
    • Monk gets to choose a feat at level 6 now (Improved Trip or Improved Disarm)
    Bugs
    • Fixed Bard/Sorc spells counting towards the same spell total of castings per day
    • Wizards who have more than 20 level 1 spells in their spellbook will be able to skip spell selection at level 2 (so they don't get stuck at level 2).
    UI
    • Levelup lists for Feats & Spells now use the Priory-12 font, made text boxes slightly bigger / more spaced
    Moddability
    • Class bonus feats now editable via Python
    • Moddable Spells per day and Known Spells per level using the new char_editor built-in python module


    New in v1.0.14 (released 2016-08-12)
    Show Spoiler

    • (Co8) Ring of Resonance now works for Sorcerers and Bards too (resets daily spells)
    House Rules
    • Fog of War options (Normal, Unfogged, Always Fogged)
    • Tolerant Townsfolk option - allow you to converse with NPCs despite having monstrous party members
    Bugs
    • Fixed narrow maplimits for higher resolutions to prevent "shaking" when scrolling (will now automatically pad out the map limits if narrower than resolution)
    • Fixed Divine Power preventing Weapon Enh Bonus from stacking
    • (Co8) Fixed ring of resonance not working for Wiz/Clr combos
    • Fixed scrolls/potions of different levels stacking, and likewise for divine/arcane scrolls
    • "levelup" cheat command now gives correct XP to levelup on a per-character basis

    Python
    • obj.char_classes - gets a tuple of character classes by the order they were taken
    • obj.spells_pending_to_memorized - added optional class switch for resetting particular classes
    • obj.spells_cast_reset - resets spell cast count (for innate casters like sorcerers/bards). Includes an optional class switch as well
    • Added char_editor built in module for new pythonized levelup matters

    Tech
    • Upgraded to DX11
    • Font rendering with DirectWrite (allows configuring fonts from JSON file)

    UI
    • Character UI - Compacted class levels if extent is too long (e.g. Ftr 1 / Drd 3 / Rog 3 / Sor 1)


    v1.0.13 - hotfix

    New in v1.0.12
    Show Spoiler

    Features
    1. Added Bard's Inspire Heroics ability (available at level 15)
    2. Added KotB support
    AI changes
    1. Toned down AI Coup De Grace so it only does so for targets in range, and then only if it doesn't incur an AOO. Previously, critters with the CDG AI command would seek out and approach unconscious targets.
    Bugfixes
    1. Fixed enchanted ammo items giving plus to damage for non-ranged weapons
    2. Fixed lingering poison effect when there is no secondary damage, such as Dragon Bile
    3. Scrolls now provoke AoOs, and are also subject to Cast Defensively to prevent it
    4. Cast Defensively DC corrected to account for spell level
    5. Fixed skill_tumble / skill_use_magic_device python enum mixup
    6. Fixed Bard's Inspire Greatness


    New in v1.0.11
    Show Spoiler

    Features
    1. Added Druid high level Wild Shape options: Dire Bear at level 12 and Elementals at level 16/20.
    2. Added "Tripping Bite" ability for wolves
    3. Applied "Rend" ability for pre-existing trolls
    4. Added House Rules configuration menu to encompass optional customizations (past, present and future).
      New options:
      • Allow XP overflow option, so it can accumulate beyond the next level's XP
      • Slower Levelling option - substantially slows down XP gain after level 3 so you lag 1-2 levels behind a normal game. Makes the game harder at the mid-late game stage.
    5. Implemented Trip Weapons (weapons that do not trigger AoO on trip attempts): Flails, Gnome Hooked Hammer, Guisarme, Halberd, Scythe, Sickle, Spiked Chain.
    6. Touch spell charges will now not discharge unless the touch attempt is successful ("Holding the charge").
    Tech
    1. Added PyBind plugin to conveniently expose C++ classes & functions to the Python layer
    2. Added "tpdp" Python module to allow creating Python-based Modifiers (aka Conditions). See pymod_example inside tpgamefiles.dat for example usage.
    3. Added python command obj.trip_check(target) - does a trip check vs. target
     
    Last edited: Sep 11, 2017
    • Brofist Brofist x 4
    • Thanks! Thanks! x 2
    ^ Top  
  4. Sitra Acharagender: ⚧ Arcane Patron

    Sitra Achara
    Joined:
    Sep 1, 2003
    Parrots:
    1,389
    Codex 2012 Codex 2013 Codex 2014 PC RPG Website of the Year, 2015
    Reproducing the Atari Buglist here for convenience (i.e. having all of them on the same page), and also because the Co8 thread isn't being updated anymore.


    001
    Misreported
    When clicking on unexplorable map area, game pauses several seconds.

    (is actually pathfinding issue)

    002
    Fixed Temple+
    Lengthy lag when exploring some parts of temple, especially the nodes. Possibly due to pathfinding and fire animations.
    (Was actually particle effect expiry issue)


    003
    Fixed: Co8 4.0.0 / Temple+
    Power attack incorrectly giving +2 damage per point assigned instead of +1 damage for onehanded weapons wieled with a shield.

    004
    Fixed: Co8 3.0.3
    Items can be marked as an NPC's when they are no longer in the NPC's inventory.

    005
    Fixed: Troika 1
    In close quarters, sometimes monsters will appear in the walls when random encounters occur.
    (Shittily fixed, monster now just spawn on top of you)


    006
    Fixed: Co8 3.0.3
    Zombies do not have the proper immunities to backstab.

    007
    Fixed: Troika 1
    Crafting items while items are equipped causes CTD.

    008
    Fixed: Co8 3.0.3
    Fleeing from combat is not possible.

    009
    Fixed: Co8 3.0.3
    Saving countess tilahi does not reward you with the blue elf armor.

    010
    Fixed: Co8 4.0.0
    Halflings do not get a +4 bonus to hide.

    011
    Confirmed
    Metamagic feat for sorcerors creates two spells instead of one.

    012
    Misreported
    Pathfinding sometimes fails and characters stand in place.

    013
    Misreported
    Summon spells failing when undead in party. Same with companions. Not a bug as there is a 5 summoned creature limit.

    014
    Confirmed
    No radial menu option for an evil cleric to remove Rebuked and Commanded undead from the party.

    015
    Fixed: Co8 5.5.0
    Evil clerics summoning or controlling undead have them become paralyzed. Dominated undead become paralyzed after 24 hrs. This may occur after resting and/or travelling for that long. **Re-verified by Aeroldoth w/Co8 5.0.1. According to the Atari thread, this bug was never actually known to have been fixed, just couldn't be reproduced.

    016
    Fixed: Co8 5.0.0
    Gnolls have innapropriate damage resistance.

    017
    Cannot reproduce
    Some bugbears have innapropriate damage resistance.

    018
    Fixed: Co8 5.0.0
    Galeb Dhurs' magic resistance should be overcome by magic weapons but is not.

    019
    Confirmed
    When casting spells, sometimes the cursor does not change.

    020
    Comfirmed
    Quicksave files can often be corrupted.

    021
    Fixed: Troika 1
    Dwarf wearing silver plate armor causes CTD.

    022
    Fixed: Co8 3.0.4
    Many NPCs get odd feat choices on level up.

    023
    Fixed: Co8 3.0.0
    Ogres not getting their AC bonus leaving them with AC 8.

    024
    Fixed: Troika 2
    When wearing a buckler with a two hand weapon or two weapon combo, a larger shield can be swapped into the place of the buckler by right clicking.

    025
    Fixed: Co8 4.0.0
    Power attack does not reduce to-hit ability for monks.

    026
    Fixed: Troika 2
    Light weapons should not give 1.5X str bonus when wiedled in 2 hands.

    027
    Fixed Temple+
    Two handed weapons with a buckler should still give 1.5x str bonus.

    028
    Fixed: Troika 2
    Magical projectiles add their bonus to melee attacks as well.

    029
    Confirmed
    Ability scores should not be drainable below 0.

    030
    Confirmed
    The +4 to attack roll for Helpless creatures should occur only on melee strikes, not ranged strikes.

    031
    Confirmed
    Paralyzed and sleeping opponents should get -5 Dex Penalty just like unconscious opponents.

    032
    Confirmed
    Prone bonuses/penalties should not apply to sleeping opponents since they are already Helpless.

    033
    Cannot reproduce
    Rogues with Improved Trip suffer a -4 non-lethal damage penalty to trip attack attempts.

    034
    Confirmed
    Characters get +4 vs. trip attempts from Improved Trip.

    035
    Fixed Temple+
    Opportunist ability does not seem to function.

    036
    Fixed: Co8 5.0.1
    Drinking potions causes no AoOs.

    037
    Confirmed
    A character hit by an AoO and paralyzed is allowed to complete his action. Similarly Entangled/Webbed enemies are allowed to complete their action before the spell takes effect.

    038
    Fixed: Co8 7.0.0
    Summoned creatures should appear on your turn and act immediately. **Clarification: Summoned creatures should appear just after the caster in the initiative queue and act immediately. Sometimes though the creature appears and does not act, or appears elsewhere in the queue.

    039
    Fixed Temple+
    Weapons that do BOTH piercing and slashing damage (ie dagger/scythe), will bypass an Ochre Jelly's immunities and not cause it to split.

    040
    Confirmed
    Blind characters can make ranged attacks.

    041
    Misreported
    Uncanny Dodge does not prevent flatfooted characters from being Sneak Attacked. It does, however, correctly allow them to apply their Dex bonus to AC while flatfooted.

    042
    Confirmed
    Stunned characters should be vulnerable to Sneak Attack. They are not.

    043
    Fixed Temple+
    Creatures with natural weapons do non-lethal damage when they charge. This includes the Juggernaut and the assorted boars.

    044
    Confirmed
    The Web spell incorrectly requires a saving throw every round a character is within the area. There should be a single save when the spell is cast or when they first enter the area. The web spell also does not provide cover as it should.

    045
    Fixed: 5.5.0
    Activating a bard's Inspire Courage in combat will cause the correct icon to appear, but the bonuses won't actually be applied to the character until the combat is over. If the ability is activated outside of combat, however, it will work during any subsequent combats you engage in. The bonuses should apply to all members of the party in range as soon as the ability is activated, whether in combat or out.

    046
    Fixed: Co8 5.5.0
    Suggestion (a 3rd level spell) allows the player to add any creature as an NPC to the party. This is the equivalent of Dominate Monster, which is a 9th level spell.

    047
    Confirmed
    PCs may occasionally pass though doors without opening them. If combat subsequently starts, the door may then become unopenable in combat mode, effectively trapping the PC on the other side of the door with the combatants.

    048
    Confirmed
    The ability damage icon occasionally appears when PCs have not sustained any ability damage.

    049
    Confirmed
    The Silence spell does not prevent use of items that require verbal commands to use, like scrolls, wands and staves.

    050
    Fixed: Co8 7.3.0
    You can sell a summoned shillelagh for a hefty sum, despite the fact that it vanishes when the spell is over. (So you can cast it over and over and keep selling it.)

    051
    Fixed Temple+
    Sometimes secret doors become undetectable/ladder icons wont appear for whole game afetr that.

    052
    Cannot reproduce
    A ftr X/caster Y is considered a caster X+Y by the game, resulting in unfillable spell slots.

    053
    Cannot reproduce
    Level advancement for restricted classes may be broken (ftr->monk could take no further monk lvls).

    054
    Misreported
    Multiclassing, ToEE fails to recog. feats/features of the new class, hampering feat selection, etc.

    055
    Fixed: Co8 4.0.0
    Martial Weapon Proficiency: All does not grey out any Martial Weapon Proficiency and does not enable Weapon Focus for Martial Weapons in that same levelup. But the feat does work after the levelup and Weapon Focus can be taken in future levelups.

    056
    Confirmed
    Dismissing NPCs after they die may result in nearby loot becoming unretrievable (happened at node guardian).

    057
    Fixed Temple+
    Greater Invisibility: NPCs get infinite AoOs any time a PC provokes an AoO from an NPC under the effect of the spell.

    058
    Confirmed
    Sometimes a condition occurs when PCs become hostile (after animating dead or struck by damage without an enemy in sight). This condition prevents accessing doors to change maps till the hostile state ends by triggering a random encounter.

    059
    Irrelevent due to Humble NPCs
    NPC still mark loot that they don't take as non-lootable post patch. ("The items affected in this way are coins, gems, jewelry, arrows & quarrels.")

    060
    Fixed: Co8 7.3.0
    Chest and barrels should not be marked as empty before you open them.

    061
    Misreported
    Locked door next to Zuggtmoy's throne leads nowhere. (unfinished area?)

    062
    Confirmed
    A condition occurs that Ranger/Rogues sometimes lose their first favored enemy and the leveling process is stuck when a second favored enemy is taken. (not easy to reproduce)

    063
    Fixed: Co8 4.0.0
    Barbarians STILL get movement penalties on wearing medium armor post patch 1.

    064
    Misreported
    Paladin Detect Evil doesn't seem to work all the time. **Clarification: when the paladin first activates this ability, nothing is reported. Only on the next round, after scanning a certain area for a full round, are evil creatures detected. This complies with the rules for Detect spells.

    065
    Fixed: Co8 4.0.0
    Stunning attacks for Monks can be used more often than possible: lvl 1 Monks can use 3X/day (should be 1).

    066
    Confirmed
    Track ability detects NPCs in the party.

    067
    Fixed: Co8 4.0.0
    Cleric domains (Trickery, Travel) giving class skills do not retain the skills (as class skills) past lvl 1.

    068
    Confirmed
    "Invisibility to Undead" affects humans as well - get a _2 attack bonus.

    069
    Fixed: Co8 1.0.0 / Troika 2
    Strength domain gives access to Cat's Grace (lvl 2 spell).

    070
    Fixed: Troika 1
    Lawful cleric w/ Law domain and Order's Wrath cannot craft Axiomatic weapons.

    071
    Confirmed
    Cleric w/ Sun domain can use greater turning more than once a day (Clerics with sun domain are allowed to do this - in one of the posts in here the reason is stated).

    072
    Fixed Temple+
    All healing spells (except for mass healing spells) should have range touch, however in ToEE this does not always work the way it should. Sometimes a cleric can be 5-6 meters away from the character he's healing.

    073
    Confirmed
    Evil clerics can cast Lantern Archon (a good aligned spell).

    074
    Confirmed
    Evil clerics of Obad-hai channel positive energy.

    075
    Fixed Temple+
    Charging wildshapes do not get their animal form attack.

    076
    Fixed Temple+
    On combat rounds following a wildshape action, the druid's movement rate is reduced to 5. This is because the encumbrance of the player before shapeshifting is being calculated in seemingly. This affects my druid in every combat round where an enemy is present. Pressing "C" when no enemies are around the druid has a full movement. Happens even when druid not encumbered seemingly.

    077
    Confirmed
    NPCs will start sneaking when a player character starts to sneak.

    078
    Confirmed
    If a party member is sneaking, animal companions (black bear) are limited to five foot moves.

    079
    Misreported
    Druid gets only 1 attack in a form allowing multiple attacks.

    080
    Misreported
    Druids don't get Woodland stride (not implemented/not of real use).

    081
    Confirmed
    Druids can still cast spells and use druid special abilities when wearing metal shields and bucklers.

    082
    Fixed Temple+
    Inspire Greatness: not available until lvl 10 (should be lvl 9). Multiple Inspire Greatness icons above character portrait (?).

    083
    Fixed: Co8 5.0.2
    Inspire Courage: does not improve to +2 at lvl 8. **Clarification: Inspire Courage never stops because the bard is considered to be continually singing until they do something that prevents singing (casting a spell, resting, falling unconcious, traveling overland) at which point it ends after 5 rounds, per the rules. Starting Inspire Courage counts as a standard action in-game.

    084
    Fixed Temple+
    Inspire Competence: works but shows wrong tab above portrait.

    085
    Fixed Temple+
    Fascinate never improves wrt number of creatures fascinated.

    086
    Cannot reproduce
    Bard songs (inspire courage, morale bonus) does not stack with Prayer (luck bonus).

    087
    Confirmed
    Aura of courage Icon sometimes not visible above player portraits (after resting or loading a game).

    088
    Confirmed
    Aura of courage Icon still visible even when Paladin is unconscious or dead.

    089
    Confirmed
    Aura of courage Icon still visible even if char are > 10' from Paladin.

    090
    Confirmed
    Bracers of archery don't work correctly. They should give bow proficiency to such classes as wizards, sorcerers, clerics and druids, but they don't give it.

    091

    092
    Fixed: Co8 4.0.0
    Power attack if power attacking and fighting with two weapons, to-hit penalty should still apply to the off hand weapon, even if the bonus damage does not.

    093
    Fixed: Co8 4.0.0
    Power attack can be selected at Str 12.

    094
    Fixed: Co8 4.0.0
    Greater Spell Focus does not work.

    095
    Fixed: Co8 4.0.0
    Quick Draw is selectable even if +1 BAB requirement is not met.

    096
    Cannot reproduce
    Silent Spell feat isn't working.

    097
    Fixed Temple+
    There is no ceiling (max 3) for number/power of enchantments put on crafted weapons. **Clarification: per the rules, you can add any number of enhancements to a weapon as long as the total plus value of all of them does not exceed +10.

    098
    Fixed Temple+
    Crafting: CTDs occur when the name string exceeds maximum parameters.

    099
    Fixed: Co8 5.0.2
    Crafted spell resistant armors do not have spell resistance.

    100
    Fixed: Co8 5.0.2
    Shocking Burst is listed as cold damage; Icy Burst is listed as negative energy damage.

    101
    Fixed: Co8 4.0.0
    Further enhancements cannot be added to already magical shields. Masterwork shields work fine though.

    102
    Fixed: Co8 5.0.2
    Clicking on Create button straightaway after selecting any already enchanted armor or shield gives it a +3 enhancement for free!

    103
    Fixed: Co8 4.0.0
    Incorrect XP requirement for applying enhancements to already magical items: E.g. to make a +2 long sword into +2 shock should cost S/B the cost of the +2 shock - cost of +2 (720 - 320) = 400 Xp. Instead, it is 80 XP. It is taking it as though it is a +1 enhancement (since your bumping it up by 1), instead of the value of the what your making minus the original value.

    104
    Fixed: Co8 4.0.0
    Widen spell doesn't work. It also only takes up a spell slot 1 level higher (not 3).

    105
    Fixed: Co8 4.0.0
    Heighten spell increases spell DC by one less than it should.

    106
    Fixed: Co8 4.0.0
    Skill focus: UMD is applied to Tumble.

    107
    Fixed: Co8 4.0.0
    Skill focus: Perform does nothing.

    108
    Confirmed
    Shopkeepers repeat their barter lines when the barter screen opens.

    109
    Misreported
    Combat Reflexes should allow AoO even when flatfooted.

    110
    Fixed: Co8 4.0.0
    Extend Spell does not work correctly. An extended spell may show 20/20 instead of 10/10 when cast initially but this drops to 9/10 after the first round.

    111
    Fixed: Co8 5.0.2
    Spontaneous casters have their no. of spells castable decremented if they cast a spell known in their spont. caster class, regardless of source (ie sorceror who knows fireball using a wand of fireballs has lvl 3 spells castable decremented with each use. Same goes for casting spells from another class, ie: Bard/Sorc, Druid/Bard). May still be present with wands.

    112
    Fixed: Co8 4.0.0
    If you edit a metamagic spell to remove the metamagic feat, the spell disappears and is replaced with a copy of the spell prior to it on the spell list.

    113
    Confirmed
    For Sorcs: exchanging ray of enfeeblement for grease results in having an extra copy of enlarge person - seems to hold true for all spell replacement.

    114
    Confirmed
    Extended cleric spells converted to heals do not remove the spell from memory.

    115
    Fixed Temple+
    Spells with secondary selection (spells requiring selection of a subtype) do not function properly when implemented as wands/scrolls. Such spells include, but may not be limited to: endure elements, summon monster (x), restoration spells, etc.

    116
    Fixed Temple+
    Miscasting spells loses 2 spells instead of 1 for Sorcs and Bards.

    117
    Unconfirmed
    When casting Dismissal to interrupt an enemy spellcaster (for instance, a salamander) through Ready vs. Spell, the enemy spell still goes off even if the enemy is Dismissed.

    118
    Confirmed
    Spell-like abilities (salamander's fireball) are counterspellable.

    119
    Confirmed
    The interaction of freedom of movement and hold person is bugged. Freedom of movement correctly allows you to take actions while held. However, you still have the condition "held" and attempt Will saves every round to break free; on the round that you succeed, you are unable to act. So, you get actions if you fail the save; when you pass, you lose your turn and are rid of the hold.

    120

    121
    Misreported
    No divination spells for 4th or 5th level. No illusion spells for 0 and 5th level. Transmuter also lacks 3rd level transmutation spells. (is CR).

    122
    Fixed: Co8 4.0.0
    Specialist spellcasters who level have their specialist spell lists shifted to regular slots...Specialist Wizard : spell list changes order so wrong "bonus" spell appears. Simply going in and out of spell selection in the inventory seems to mess up spells for specialist wizards. The specialized spell jumps a slot, sometimes two leaving the slot filled with a spell from a different school. While testing I found all spells would stay in their place sometimes, or just one level of spells would stay in place, although I'm not sure why. Most of the time it seems to switch the spells around.

    123
    Fixed Temple+ (will now drop on floor)
    Scribing when pack completely full - no scroll scribed. That spell remain unscribable on repeat attempts . The item seems to be going into an unreachable slot.

    124
    Confirmed
    You can reattempt to copy a scroll which you failed the first time by failing to copy another scroll and then going back to the first one (new scroll flagged as Invalid).

    125
    Confirmed
    Call lightning: once resisted by SR, cannot damage target that resisted (even if successive checks fail).

    126
    Confirmed
    Charm person: acts like Dominate (should not make your allies attack you, even w/ AoO) Attacked creatures do not receive a +5 bonus for Will save Vs Charm Person . (?)enemies do not check for another save to break the charm.

    127
    Cannot reproduce
    Clairvoyance: once cast, when party moves the automap does not reflect the party's movements.

    128
    Fixed: Co8 3.0.0
    Daze: checks for size instead of hit dice as criteria.

    129
    Misreported
    Death Ward: does not seem to work vs. Slay Living.

    130
    Confirmed
    Detect secret doors: not working (seems that many detect spells are problematic).

    131
    Fixed Co8 3.0.0
    Dismissal: works against non-outsiders/non-undead (dismissed Paida).

    132
    Fixed Temple+
    Divine Power: spell AB bonus does not stack with weapon enhancements.

    133
    Unconfirmed
    Doom: when cast by enemy casters stacks with itself.

    134
    Confirmed
    Spell permanency: Enlarge Person: if cast by NPC on a party member in combat, becomes permanent.

    135
    Fixed Temple+
    Enlarge person: does not increase weapon damage IE a longsword should move up from 1d8 to 2d6 damage.

    136
    Fixed: Co8 5.7.0
    Enlarge Person: When it wears off, characters who equipped large weapons 1H while enlarged still wield them this way.

    137
    Fixed: Co8 5.0.2
    Enlarge Person: Weapon reach does not increase.

    138
    Confirmed
    Enlarge Person: Stacks with Righteous Might, resulting in a character model two size categories larger than normal.

    139
    Fixed: Co8 4.0.0 / Co8 5.0.2 / Temple+
    Entangle/Web/Grease: enemies never/seldom attempt to break free.

    140
    Confirmed
    Gaseous Form: target can still perform melee attacks ; Characters had no problem attacking while in gaseous form, but the spell expired as soon as they did so. The spell also expires as soon as they are hit by an attack.

    141
    Fixed: Co8 3.0.0
    Goodberries: stay in your inventory after use, each character can still only "USE" one a day , but they can use it on somebody else.

    142
    Confirmed
    Grease: trips the untrippable.

    143
    Fixed Temple+
    Grease: doesn't check free action or ring of free action.

    144
    Cannot reproduce
    Grease: may have odd effects when cast over 2 rooms affecting NPCs only (marking as CNR unless someone can specify what the exact bug is).

    145
    Cannot reproduce
    Greater Invisibility: duration when casting from a wand lasts for 1 round.

    146
    Confirmed
    Greater Invisibility: Bonus to attack effect stack.

    147
    Fixed: Co8 3.0.0
    Guidance: spell duration is 6 minutes (should be 1 min).

    148
    Confirmed
    Gust of Wind: does temporary stun opponents but they don't appear "knocked over" graphic wise, Creatures dont fall over till the end of battle even though dead. Small creatures such as goblins knocked over but sometimes bandits not knocked over.

    149
    Fixed: Temple+
    Color spray: see 148 description.

    150
    Fixed: Temple+
    Haste: Stacks when cast 2 times on same character (not targeting same character with 1 spell)(Slow may be similarly bugged as well).

    151
    Fixed: Co8 3.0.0
    Ice Storm: lasts for 2 rounds (not 1) but deals damage once.

    152
    Misreported
    Invisibility: not giving any advantage save AC and initial bonus to hit.

    153
    Confirmed
    Invisibility: Status not affected by invisibility purge.

    154
    Confirmed
    Invisibility: Use of wands does not deactivate.

    155
    Misreported
    Invisibility: Erratic status when initiating dialogue.

    156
    Confirmed
    Invisibility Sphere: causes permanent invisibility for some party members on changing maps, graphics-wise and gameplay-wise.

    157
    Confirmed
    Magic Circle vs Evil: No +2 AC bonus for those within its 10' radius against evil creatures.

    158

    159
    Unconfirmed
    Magic Circle vs Evil: Intermittent invulnerability also reported from non-summoned creatures.

    160
    Fixed: Temple+
    Mind Fog: incorrectly rolling vs. fortitude. Saves not implemented (targets always get -10 will saves).

    161
    Confirmed
    Magic Missile: can't hit mirror images.

    162
    Fixed: Co8 3.0.0
    Mordekainen's Faithful Hound: they become permanent.

    163
    Fixed: Co8 3.0.0
    Produce Flame: maximum bonus damage should be capped at +5.

    164
    Unconfirmed
    Protection From Evil: sometimes makes characters invulnerable to non-summoned creatures.

    165
    Confirmed
    Protection From Evil: Should only work vs natural attacks. Protection From Evil: Should not stop Balor's weapons.

    166

    167
    Unconfirmed
    Protection From Evil: Should be cancelled once protected player attacks a summoned creature.

    168
    Fixed: Co8 4.0.0
    Raise dead and con

    1. Humans, Half-Orcs, Half-Elves, and Halflings all consistently receive -2 reduction in CON upon being raised.

    2. Dwarves and Gnomes both consistently receive 0 reduction in CON upon being raised. (Both have +2 Constitution racial trait.)

    3. Elves consistently receive -4 reduction in CON upon being raised. (Elves have -2 Consitution racial trait.)

    (Note re Elves: if CON reduced to below 0 via repeated raisings, number reduced jumps higher and CON goes into negative numbers. e.g., tested on pre-generated PC elf Malee, starting CON 8. First Raise Dead reduced CON to 4; Second Raise Dead reduced CON to -3.)


    169
    Cannot reproduce
    Raise Dead: raised characters sometimes only have Dex 1.

    170
    Confirmed
    Rays of Enfeeblement: cannot be empowered.

    171
    Confirmed
    Rays of Enfeeblement: should not stack. C. Also confirmed in the rules.

    172
    Fixed: Co8 7.5.0
    Rays of Enfeeblement: Weapon Focus (Ray) gives no AB bonus.

    173
    Cannot reproduce.
    Rays of Enfeeblement: Point Blank Shot feat gives no bonus either. This has either been fixed or misreported

    174
    Misreported
    Remove Fear: doesn't work against Balor/Zuggi fear. NAB as the spell does not work in that manner.

    175
    Confirmed
    Righteous Might: penalizes the character twice for the size (-1 spell and -1 size).

    176
    Confirmed
    Righteous Might: does not give +4 natural AC bonus.

    177
    Fixed: Co8 5.0.2
    Righteous Might: does not give longer reach.

    178
    Confirmed
    Righteous Might: gives +1 to hit.

    179
    Fixed: Temple+
    Shocking Grasp: damage deals d8/lvl up to 5d8 (should be d6/lvl up to 5D6).

    180
    Fixed: Co8 4.0.0 / Temple+
    Sleet Storm: a PC who gets caught and slips, will get AoOed infinitely by an enemy, upon standing.

    181
    Fixed: Co8 5.0.0
    Spiritual Weapon: does not bypass DR (I confirmed this after second patch on falrinth. Still a bug as of co83.0.1.)

    182
    Confirmed / Fixed: Co8 4.0.0 partial.
    Spiritual Weapon: AB not correctly implemented.

    183
    Confirmed
    Stinking Cloud: monsters do not exit cloud.

    184
    Confirmed
    Stinking Cloud: Nauseated creatures still make Attacks of opportunity but not normal attacks.

    185
    Confirmed
    Stinking Cloud: Sometimes killed creatures still make saving throws for stinking cloud.

    186
    Unconfirmed
    Web: Permanent Web upon failing last check.

    187
    Confirmed
    Essentially a duplicate of 037

    Web: monsters who fail the save can continue to move if their final placement takes them outside the area of effect of the spell. **Clarification: Monsters failing a save while moving through a web are only held at the end of the move, not the beginning. If their move ends outside the spell area, they are not webbed at all. Also applies to Entangle.

    188
    Cannot reproduce
    Cannot be scribed into spellbook: Summon Monster 1.

    189
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Resist Energy.

    190
    Fixed: Co8 3.0.0
    Cannot be scribed into spellbook: Protection vs. Energy.

    191
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Wind Wall.

    192
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Animate Dead.

    193
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Bestow Curse.

    194
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Greater Invisibility.

    195
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Contagion.

    196
    Fixed: Co8 3.0.0
    Cannot be scribed into spellbook: Animal Growth.

    197
    Fixed: Co8 3.0.0
    Cannot be scribed into spellbook: Blight.

    198
    Fixed: Co8 1.0.0
    Cannot be scribed into spellbook: Dismissal.

    199
    Cannot reproduce
    Order's Wrath has no spell prerequisites for crafting.

    200
    Fixed: Co8 3.0.0
    Neutralize Poison has no spell prerequisites for crafting.

    201
    Fixed: Troika 1
    Fireball scribed by 5th level wizard produces a 5th level fireball spell.

    202
    Confirmed
    Scribed spells sometimes use caster level and sometimes use lowest casting level (should be only the latter).

    203
    Fixed: Co8 3.0.0
    Unscribable to scrolls: Ice Storm.

    204
    Fixed: Co8 3.0.0
    Unscribable to scrolls: Protection from Law.

    205
    Fixed: Co8 3.0.0
    Unscribable to scrolls: Identify.

    206
    Fixed: Co8 1.0.0
    Wand of Blindness/Deafness has no crafting spell prerequisite.

    207

    208
    Confirmed
    Evil priests are prevented from casting Magic Circle Against Good, even if they do not have the evil domain. I am not sure whether this is in line with 3rd edition rules or not. In any case if it is meant to be a restriction the same evil priest can simply scribe magic circle against evil onto a scroll. Apparently there is no prohibition making magical items with restricted spells! Somehow, re able to scibe them, though.

    209
    Fixed: Temple+
    Calm Emotions: permanent particle effect.

    210
    Fixed: Co8 7.0.0
    Good Hope can leave particle effect on character permanently.

    211
    Fixed: Temple+
    Inspire Greatness leaves motes above character heads.

    212
    Unconfirmed
    Falrinth's Ghoul Touch is permanent.

    213
    Unconfirmed
    Falrinth's Silence is permanent.

    214
    Unconfirmed
    Falrinth's Grease is permanent.

    215
    Unconfirmed
    Falrinth's Charm Person is permanent.

    216
    Misreported
    Meld Stone to Earth causes 0 movement for afflicted chars in next fight (permanent?). **Clarification: Meld into Stone has a very long duration. As with all effects that hinder movement, PCs are able to move normally during exploration (even if paralyzed, stoned, whatever) but as soon as combat begins, the effect affects their movement. Casters will have to stop concentration to end the spell (and regain movement). May still exist in the form of generic spell permanency.

    217
    Unconfirmed
    Wind Wall is permanent. Enemies have to make concealment checks when using ranged weapons long after the spell has ended. (the spell animation does not remain.)

    218
    Unconfirmed
    Strength increase from Death Knell is permanent.

    219
    Confirmed
    Lesser Globe of Invulnerability effect is permanent for Falrinth.

    220
    Unconfirmed
    Ghoul Touch effect does not wear off.

    221
    Unconfirmed
    Invisibility still permanent post patch (cast by Zaxis).

    222
    Unconfirmed
    Spike Growth is still reported as permanent post patch.

    223

    224
    Unconfirmed
    Ice Storm permanent visuals if cast from a screen or two away (no combat initiation).

    225
    Fixed: Co8 4.0.0
    If a skill is a class skill to ANY of your classes, the max you can raise it is char level + 3 even when raising it cross-class. Instead of allowing a Rog1/Clr1 to raise Hide to 5, the game allows me to spend a total of 5 points, 4->4.5 (4 spent as Rogue, 1 spent as Cleric) or 0->2.5 (0 spent as Rogue, 5 spent as Cleric).

    226
    Fixed: Co8 4.0.0
    If leveling increases your Int enough to get an additional skill point (that level), you don't get it.

    227
    Fixed: Co8 4.0.0
    If you level up under the influence of an Int booster you get extra skill point(s).

    228
    Confirmed
    Searching for secret doors is DC 0.

    229
    Fixed: Co8 5.0.2
    Spell stat gain and Artifact stat gain: no bonus spells added for WIS & INT >18.

    230
    Confirmed
    Negative Dex penalties not applied correctly with certain armors (Hedrack's plate or full plate +1) and Dex modif of -1 gives +1 to AC; (Chainmail +1) and Dex modif of -2, -3, -4 gives +2 to AC.

    231
    Fixed: Co8 3.0.0
    MW light Xbow unusable by halflings due to wrong size entry. Wonnilon's repeating crossbow has the same problem.

    232
    Fixed: Co8 3.0.0
    Dagger of Venom is worth only 1gp.

    233
    Fixed: Co8 3.0.0
    Some items have their price/weights/magic flags listed very wrong (We need to specify each one of these).

    234
    Fixed: Troika 2
    Dust of Disappearance has no creation cost (0 xp, 0 gold).

    235
    Fixed: Co8 3.0.0
    Item rewards from Black Jay for his wife's ring still need to be identified.

    236
    Fixed: Co8 3.0.0
    Holy Sword +1 gives +3 to attack (Melany's dowry sword).

    237
    Fixed: Co8 3.0.0
    Demons summoned by the four gems seem to be permanent for most people.

    238
    Fixed: Co8 3.0.0
    Javelins are two-handed weapons and they shouldn't be.

    239
    Confirmed
    Halfling siangham is not included in exotic weapon proficiency/weapon focus/weapon specialization feats (no regular sianghams in the game).

    240
    Fixed: Co8 3.0.0
    Monks are not proficient with halfling sianghams.

    241
    Fixed: Co8 3.0.0
    There are very limited sling stones to be found and merchants don't restock them.

    242
    Fixed: Co8 3.0.4
    No Fireball scrolls found in the game (necessary for destroying Golden Skull).

    243
    Fixed: Co8 4.0.0
    No bard instruments sold in the game.

    244
    Fixed: unknown
    Potion description says they weigh 1 pound, but they actually weigh 0.

    245
    Fixed: Troika 2
    Amulet of Mighty Fists only gives a bonus to hit, and not to damage as it should.

    246
    Fixed: Troika 1
    Crafting a wand of Magic Missile w/ lvl 5 wiz creates a wand that can cast 6 missiles per cast.

    247
    Fixed: Troika 1
    Someone with a wizard created a wand of fireballs w/ save DC 11. Min. for a 3rd lvl spell is 14.

    248
    Essentially a duplicate of 115
    Fixed: Temple+

    Wands of Summon Monster: Cannot select monster you want to summon. After casting a regular summon monster spell, that becomes the default monster for a wand. Applies to scribed scrolls of summon monster as well.


    249

    250
    Fixed: Co8 3.0.0 (suboptimal fix)
    Rope of entanglement doesn't work.


    251
    Fixed: Co8 3.0.0
    Oohlgrist's emerald belt is magical but does nothing and needs to be reidentified upon reloading.

    252
    Fixed: Co8 3.0.0
    Chime of opening not working.

    253
    Fixed: Co8 3.0.0
    Potion of Heroism does not work.

    254
    Fixed: Co8 4.0.0
    Potion of Superheroism does not work.

    255
    Fixed: Co8 3.0.0
    Javelin of lightning cannot cast Lightning Bolt as described.

    256
    Fixed: Troika 2
    Bracers stack (same inventory space)(effect of Archery and Armor bracers also stack).

    257
    Confirmed
    Multiple Amulets of Natural Armor can occupy the same slot but their effects do not stack.

    258
    Confirmed
    All the Cure spells occasionally heal 1 hp. The bonus from caster level and dice seems to be applied to the maximum, but not to the minimum.

    259
    Fixed: Co8 5.5.0
    Wonnilon's repeating XBow still needs reloading like regular Xbow.

    260
    Confirmed
    Magic Weapon on Lareth's Staff of Striking gives Enhancement Bonus +200 (or 213).

    261
    Fixed: Co8 5.5.0
    Sickle is selectable as a Weapon Proficiency/Focus but sickle is not coded as an item at all in the game.

    262
    Fixed: Co8 3.0.0
    Masterwork Guisarme has most of its fields coded as Masterwork Battleaxe.

    263
    Fixed: Co8 3.0.0
    Jaer's Spheres of Fire: Not transferred to PCs as per dialogue.

    264
    Fixed: Troika 2
    Jaer's Spheres of Fire: defaults to a melee weapon instead of ranged on single attack.

    265
    Fixed: Troika 2
    Jaer's Spheres of Fire: incorrect damage values in long description.mes.

    266
    Confirmed
    The Chain Lightning wand found in falrinth chest 2 remains buggy. Wand seems to give proper number of targets as indicated but actual number of targets may not follow 3.5e rules strictly.

    267
    Fixed: Temple+
    Necklace of Prayer Beads doesn't work.

    268
    Confirmed
    Spugnoir doesn't get 2 new spells per level, nor do his skills ever increase.

    269
    Confirmed
    Meleny doesn't get a feat at 3rd level.


    270

    271

    272
    Fixed: Co8 5.0.0
    Groaning Spirit taking full damage from weapons despite incorporeality.

    273
    Fixed: Co8 3.0.3
    Will o' the Wisps spell immunity not working.

    274
    Confirmed
    Snake venom (moathouse viper) is supposed to deal Con damage, but it deals Str damage.

    275
    Confirmed
    Hydras have one AoO per round. It should be one per head.

    276
    Fixed: Co8 5.0.0
    Ettins apply half of Str bonus damage to off-hand attacks (should be full, as per Mon. Man.).

    277
    Fixed: Co8 7.3.0
    Lantern Archons (Summon Monster 4) are supposed to use ranged touch attacks. Instead, they attack normally (with a Strength penalty too) making them far too weak.

    278
    Unconfirmed
    Iuz's AI broken wrt characters w/mirror image.

    279
    Fixed: Troika 1
    Monsters (Lamia) and wildshaped druid-bears have penalties on damage for no reason. (ie 1d8-4 damage)

    280
    Fixed: Temple+
    Elementals that are summoned by enemy spellcasters are considered enemies of the spellcasters who summoned them.

    281
    Misreported
    Sargen (a wizard) has no spells. **Clarification: not a bug. Sargen has no spells in the PnP module.

    282
    Fixed: Co8 5.9.0
    Ashrem (a cleric) has no domains.

    283
    Misreported
    Monsters cast Bull's Strength on the party.

    284
    Misreported
    Smigmal will be permanently invisible (undispellable) if you let her go the first time, then come back. NAB as she uses dust of disappearance.

    285
    Confirmed
    Trolls sometimes become unkillable. A 2nd visit to an unkilled troll results in the 1st attack taking a long time to complete and the 2nd attack never happens leaving you stuck. This happens to ogres as well if you leave them unconscious the first time. Also to werewolves. Maybe also in other cases.

    286
    Fixed: Co8 5.0.0
    Spiders require a Conc check to cast Web. **Clarification: All monsters with special abilities that are also spells are required to make Concentration checks by the engine. In Co8 5.0 this was fixed by giving all monsters with abilities that shouldn't require Concentration checks Concentration scores high enough to make failing check impossible.

    287
    Fixed: Co8 3.0.3
    Skels/Zombs have no immunity to Tasha's HL.

    288
    Fixed: Co8 5.0.0
    Terjon and NE vignette acolyte receive +20 to Will save from racial bonus.

    289
    Confirmed
    Bugged hostile state/conversation with Belsornig. Often he goes through the dialog, hires you, and then the juggernaught goes hostile. One time I charmed him during battle and killed his minions and then he went into the dialog, and afterwards I was unable to speak to him.

    290
    Fixed: Co8 5.0.1
    After recruited and released, Otis no longer sells masterwork items.

    291
    Fixed: Co8 5.0.1
    After recruited and released Burne doesn't sell his stock of scrolls.

    292
    Unconfirmed
    If a scared/turned enemy finds an exit to run out of you never see him again and are stuck there hitting the space bar.

    293
    Confirmed
    Zert could not attack any enemies (at least in the moat house) unless he chose Full Attack. Erratically reproducible.

    294
    Fixed: Temple+
    Casting Mass Cure on party makes Otis hostile(?). The spell has also been reported to make other NPCs hostile.

    295
    Fixed: Troika 2 / Co8 3.0.0 / Co8 5.0.1
    Paida becomes unfriendly after being rescued and later hostile.

    296
    Misreported
    Break Enchantment cast on Dala is a hostile effect.

    297
    Unconfirmed
    After "Raise Dead", NPCs do not act like party members but have party member dialog options.

    298
    Fixed: Co8 3.0.0
    Courier from lord wizard Sargen wont talk to me.

    299
    Unconfirmed
    Killing party members (NPCs) to make room for Lareth causes Lareth to go hostile, botching the quest.

    300

    301

    302
    Fixed: Co8 3.0.0
    Gem summoned demons often do nothing in combat.

    303
    Confirmed
    Scorpp is able to wear human size armor.

    304
    Fixed: Co8 3.0.0
    Scorpp wields xbow instead of club.

    305
    Confirmed
    Sometimes spells show as black in radial menu even when they are useable.

    306
    Fixed: Co8 4.0.0
    Longspear should be a simple weapon, not martial.

    307
    Misreported
    Rogues should get all simple weapon feats. NAB because longspear not counted as an actual simple weapon so marking as NAB to reduce confusion.

    308
    Fixed: Co8 5.0.2
    Armor which is already enchanted is not further enchantable.

    309
    Fixed: Troika 1
    Spells of the conjuration school should not allow for spell resistance.

    310
    Confirmed
    NPC rogues cannot search (e.g., for secret doors) or pickpocket other characters. NPCs are unable to go through door icons to new areas, open chests, or loot bodies for the party.

    311

    312
    Fixed: Co8 5.0.1
    Cuthbert still not responding properly if Iuz already killed.

    313
    Confirmed
    Sometimes in large battles, creatures turn on their own members (Jackalweres fight Jackals, Zert fights Elmo, etc).

    314

    315
    Irrelevent due to Humble NPCs
    Coin types which the NPC did not originally have are transferrable.

    316
    Fixed: Co8 ???
    Summoned demons (eg Balor) still have power gems in their inventory when they die.

    317
    Fixed: Co8 3.0.0
    Thrommel attaches himself like a charmed creature to the party when the party already has max followers.

    318
    Fixed: Troika 1
    I could tell Romag I already took care of the giant snake in the banquet hall even if I didn't.

    319
    Fixed: Co8 5.9.0
    Quest items are not given if your inventory is full.

    320
    Confirmed
    Black Jay's dying sheep quest will be broken if you talk to Corl and let him go home before getting the quest.

    321
    Fixed: Co8 3.0.0
    Exposing the spies in the trading post doesn't give 200 gp.

    322
    Cannot reproduce
    After visiting the ToEE, upon meeting Rentsch he behaves as if he knows you even if he doesn't, and options to complete the Wat quest are available.

    323
    Confirmed
    Drinking Contest in Hommlet allows use of two or more characters in a row.

    324
    Confirmed
    Tolub brawl fight: He sometimes falls unconscious (instead of giving up), allowing you to loot him. If allowed to heal, reinitiates same dialogue as before - branded cheater if fail to down him in one hit. Another character can take the first character's place. **Clarification: caused by brawling Tolub till his hps are EXACTLY zero. Fight result does not register and you are allowed to rebrawl him with odd consequences

    325
    Fixed: Co8 5.5.0
    The eye of the tiger quest fight with Tolub is bugged. 50% of the time he yells cheater and ends the quest regardless of what I do.

    326
    Fixed: Co8 3.0.0
    After completing Allrem's second quest with the violent option, I did not get the third quest.

    327
    Fixed: Co8 5.0.0
    If you finish a subtemple leader's quests, but don't go to the Greater Temple right away, the game will assume that when you do get down there you are in the company of the first priest. This produces incoherent dialog. It's particularly bad if you do Belsornig's quests last, since he doesn't accompany you down to the Greater Temple himself.

    328
    Fixed: Troika 2
    Romag's 3rd quest allows acknowledgement of killing Belsornig even if you had not done so.

    329
    Fixed: Troika 2
    Valden not awarding wooden spiked shields for Paida's rescue.

    330
    Fixed: Troika 2
    In Hedrack's dialogue character's name appears as %pcname%.

    331
    Fixed: Co8 3.0.0
    The "Thief" quest in Nulb is never awarded.

    332
    Fixed: Co8 3.0.0
    The teamster's dialogue does not figure in making the traders' courier easier to identify and to complete the quest.

    333
    Fixed: Troika 2
    Large weapons equippable as offhand weapons by right clicking.

    334
    Misreported
    Loading a pre-patch saved game turns my +2 Spear into a door. Also, door listed as a creature killed. **Clarification: Not really a bug, as ToEE simply default IDs unidentified objects as doors.

    335
    Confirmed
    Quick-weapon slots routinely borrow weapons from other slots or just plain vanish.

    336
    Confirmed
    Character creation: rolled scores with no number > 13 are not rerolled consistently.

    337
    Confirmed
    Logbook keys are always listed as unused even if you use them on chests.

    338
    Confirmed
    Rolled stat boxes are accessible in point buy.

    339
    Confirmed
    Percentage chance to hit shown for unarmed attacks (pressing tab) actually it is hitting alt or alt tab that does this.

    340
    Fixed: Co8 5.0.1
    Upon clicking on a potion in the radial menu, post patch, cursor switches to windows white arrow.

    341
    Fixed: Co8 5.??
    Ending cutscenes shows Thrommel dead even if resurrected/raised in-game.
    (casting Raise Dead now executes the san_resurrect script)

    342
    Confirmed
    Some locked doors can be walked through in and out of combat mode. (Temple lvl 2, central stair room, east door.)

    343
    Cannot reproduce
    You can pick the same feat twice, even if it's greyed out. (Precise shot, Cleave.)

    344
    Fixed: Co8 7.3.0
    Romag doesn't appear in the log of creatures killed.

    345
    Fixed:
    "Mother Screng's Herb SHIP - Third Floor" (should be SHOP). Displayed as such in the Townmap: Current Map list.

    346
    Fixed: Troika 1
    Spell Resistance: Info panel inverts success and failure with actual in-game effect.

    347
    Fixed: Troika 1
    Cure Light Wounds, Mass: hyperlink broken in the die window.

    348
    Misreported
    Some creatures in log listed with 0 and negative CR. **Clarification: This is how the game engine handles creatures with fractional CRs. CR1/2=0 CR 1/3=-1, etc.

    349
    Fixed: Co8 5.0.1
    Level 10 rogue feat bug: most feats golden and once picked one, cannot be cancelled for something else. Tested and partially confirmed. All available Level 10 Rogue feats appear in gold except the following: Exotic Weapon Proficiency; Martial weapon Profinciency; Skill Focus; Weapon Finesse; Weapon Focus. However, didn't have any trouble replacing selected feats with new ones.

    350
    Confirmed
    Slain NPCs respawn at their original location (Scorpp, Burne).

    351
    Confirmed
    Characters can sometimes walk through magically held doors (ToEE dungeon lvl 1).
    Essentially a duplicate of #342

    352
    Unconfirmed
    Char. creation doesn't advance from Stats to Race when switching between the Advanced and Basic stat gen.

    353
    Cannot reproduce
    Bows with shock property fire separate arrow/shock animations CNR has either been fixed or is system specific.

    354
    Unconfirmed
    Detect magic does not work on corpses (well, on magic items which are on corpses.. )

    355
    Fixed: Co8 4.0.0
    If you have a cross-class skill at x.5 and raise it to natural number, the calculation on the right side panel shows your new skill level with one point too low. However, when you are done leveling the value is correct.

    356
    Fixed: Co8 4.0.0
    Skill Focus does not display proper focus in die window.

    357
    Fixed: Co8 3.0.1
    Chill Touch incorrectly displayed as Transmutation instead of Necromancy.

    358

    359
    Confirmed
    Selling to Shop keepers. There are open slots left but it says they are "full".

    360
    Confirmed
    F9: This does not always load your quicksave. It loads your most recent save, be it either a quicksave, autosave (from changing areas) or manual save.

    361
    Fixed: Co8 5.0.1
    Cutlass as piercing rather than slashing.

    362
    Confirmed
    People in the inn in hommlet will attack if the party has zombies or lacedons in them, but not if it has skeletons or skeleton gnolls. The priests in the church and the people in Rufus and Burne's tower don't mind zombies, skeletons, or skeleton gnolls, but they attack if lacedons are in the party.

    363
    Misreported
    Commanded undead never quit and travel with you until you either kill them or have them killed. **Clarification: not a bug; done by design.

    364
    Unconfirmed
    Raised NPCs may be Hostile.

    365
    Misreported
    Mordenkainen's private sanctum: not available. More of a feature request than a bug.

    366
    Confirmed
    Wands of Identify don't charge you for material components when crafting them.
    Related bug - 443 - same issue with Stoneskin wand.

    367
    Misreported
    Can trip w/ all weapons. NAB because it is doing an unarmed trip.

    368
    Confirmed
    All reach weapons can attack @ 5'.

    369
    Misreported
    Tasha's Hideous Laughter should have a -4 DC if creature is not your race. **Clarification: the -4 DC modifier is present, just expressed differently. Was never a bug to start with.

    370
    Misreported
    You can hold a charge of a melee touch spell indefinitely. **Clarification: this was done by design and seems to be in accordance with 3.5e rules.

    371
    Fixed: Co8 4.0.0
    Cleric of St. Cuthbert can't choose the strength domain.

    372
    Confirmed
    Combat Reflexes does not allow multiple AoOs if opponents move simultaneously.

    373
    Fixed: Co8 5.0.0
    There is a max limit of 5 summoned creatures/animal companions/animated undead (?) for a party.

    374
    Misreported
    Knowledge Arcana/Alchemy not implemented. **Clarification: lack of feature implimentation isn't a bug.
    Potions not identifiable by Spellcraft. **Clarification: Co8 1.0.0 adjusted Read Magic to ID potions to compensate.


    375
    Misreported
    Game lags when clicking on bodies. **Clarification: too general to test.

    376
    Unconfirmed
    Game lags when equipping second spiked chains on the same character.

    377
    Fixed: Co8 3.0.1
    Greater Command in the Cleric spell memorization area doesn't have any short text describing what it does.

    378
    Confirmed
    Rarely, action hourglass will be less full than it should be.

    379
    Confirmed
    Sometimes spell/arrow art remains on screen.

    380

    381
    Unconfirmed
    Console screen shows up when bartering.

    382
    Unconfirmed
    Characters making reflex saves every 2 seconds (with no result).

    383
    Unconfirmed
    Save corruption: loaded quick save has all character stats @0, equipment has no effect.

    384
    Unconfirmed
    Entering fire node: radial menu has permanent green line linking char avatars to the radial menu.

    385
    Fixed: Troika 2
    CTD w/ bardic spellcasting.

    386
    Unconfirmed
    CTD killing/fighting Vrock.

    387
    Cannot reproduce
    Paying for the night at the Welcome Wench sometimes results in you getting gold to spend the night.

    388

    389
    Unconfirmed
    Lareth falls back to his old dialogue outside the back entry into the temple: he asks what we're doing there and then calls in his lieutenant...

    390
    Confirmed
    Some NPCs become hostile upon leaving the group/after completing Moathouse.

    391
    Cannot reproduce
    Windwall: may cause lockups.

    392
    Unconfirmed
    Glitterdust: sometimes causes enemies (behemoth frog) to skip turns when it blinds them.

    393
    Cannot reproduce
    Golden Orb of death prevents healing and buff spells from working - closed as it is most likely that the character is suffering from the permanent globe of invulnerability bug that comes from falrinth.

    394
    Cannot reproduce
    Gloves of Dexterity+2 equipped at a natural dex of 20 won't add up 1 point on the AC dex modifier. This is almost undoubtedly due to the dex limit on armor types.

    395
    Confirmed
    Level 10 bard did not receive songs "Inspire Greatness" and "Intimidate". A player with 17 perform got inspire greatness but not intimidate.

    396
    Unconfirmed
    Cannot use intimidate on fascinated creature.

    397
    Misreported
    If Lareth is a party member and is attacked by PC party members, he does not fight back or attempt to run. **Clarification: all NPCs are scripted NOT to turn hostile while in the party. This was done by design in the 1st official patch.

    398
    Fixed: Co8 5.0.0
    Some XP awards: a single Eye of the Deep earns my 10th level party ~1200 xp each.

    399
    Unconfirmed
    When doing Animate Dead on a dead party member, made him disappear and drop all his items on the ground, yet he is still in the party and you can select him but it will just give a circle around where his body is supposed to be. Cannot revive him with the priest in Hommlet, it just doesn't do anything when you aim the resurrect arrow on his portrait.

    400
    Cannot reproduce
    Sometimes when in dialog mode and while keeping your mouse still, the screen will go in slow small movements to the bottom left. It's not a big movement but is noticable and can get kind of annoying when you're reading the dialog choices. CNR - almost certainly the user's setup.


    401
    Fixed: Co8 4.0.0
    ToEE does not allow spells to be memorized in a higher level slot than normal (it should per the rules).

    402
    Unconfirmed
    If you have Cavanaugh in your party as an NPC and at any time he is killed in battle, any pc paladins will become fallen.

    403
    Fixed: Co8 4.0.0
    Nature sense, the druid bonus feat that is supposed to give +2 to survival, does not appear to do anything. It certainally does not give a visible bonus to survival, according to the character sheet.

    404
    Misreported
    The help screen for animal companions says you can have lizards, panda bears and brown bears at the start, but they do not appear on the radial menu for starting animal companions. [They show up as levels increase).

    405
    Misreported
    Halfling druids get the bonus feat martial weapon longspear (which is not supposed to be a martial weapon anyway), even though they are too small to use it. Halflings should be able to use a small sized longspear, and it being martial weapon is just a separate bug.

    406
    Confirmed
    My halfling druid was not proficient in the "small quarterstaff" I bought off the smith in holmlet, but my human druid was.

    407
    Fixed: Co8 5.??
    Demonic allies summon demons not on your side.

    408
    Fixed: Troika 2
    Critical hits do not confirm when the roll is exactly the same as the AC of the target.

    409
    Confirmed
    Magic items and armor can erratically be rendered effective in animal form by going to the world map and then back to area map.

    410

    411
    Confirmed
    Rumor pages don't scroll.

    412
    Fixed: Troika 2
    RNG very suspicious.

    413
    Fixed: Temple+
    If several monsters go as a group prior to one of your PCs, your PC will lose all their action time for no apparent reason. **Clarification: disabling concurrent turns appears to resolve the bug in all known cases.

    414
    Fixed: Co8 ???
    Potion of haste does not work.

    415
    Fixed: Temple+
    Protection from evil effect prevents casting bless on PCs.

    416
    Fixed: Co8 ???
    Healing summoned demons makes them hostile.

    417
    Confirmed
    Occasionally after loading a savegame, one of my characters is frozen in place and won't move. Clicking a navigation icon to a new area solves the problem. (workaround exists - make character sneak and then stop sneaking.)

    418
    Fixed: Co8 3.0.0
    Potion of charisma does not work.

    419
    Misreported
    Patch not enabled for trymedia buyers. **Clarification: Trymedia users get all 3 Atari patches.

    420
    Confirmed
    'Too many zero level spells' bug not fixing saved games of sorcerors with this problem. **Clarification: this bug is caused by trying to switch a level 0 spell for another one. The old level 0 spell should have been cancelled/unlearned but it isn't and therefore you get a new level 0 spell for free, finally resulting in 1 excess slot to be filled as are just enough level 0 spells for Sorcs.

    421
    Confirmed
    Saving during a fight gives up the turn of the character currently active. **Clarification: this occurs because when you press the Return/Enter key to save a game, that keystroke apparently is carried on to the fight. Pressing Enter for a particular character makes him/her end the turn. If you reload the save you just made, you'll see that everything is as it should be and the character didn't really give up the turn afetr all

    422
    Cannot reproduce
    Characters sometimes stop accruing experience after reaching 10th level.

    423
    Misreported
    Appraise skill capped at 19. **Clarification: as it is at a cap of 19, you are already selling items at 97% of their actual value (each rank of Appraise increases selling price by 3% from a base selling price of 40%). Removing the cap will enable selling prices to exceed buying prices.

    424
    Misreported
    Clicking on dead body in combat loses attack for pc. **Clarification: is this actually a bug? Shouldn't looting in combat be considered as using a turn and therefore result in loss of any other action (ie attack)?

    425
    Misreported
    Masterwork breastplate causes char torso to be invisible.

    426
    Misreported
    Animal companions not controllable. NAB but a design decision.

    427

    428

    429
    Confirmed
    Invisibility effects via spell or ring, when going to a new area, it loses its "Fade" effect even though the creature is still invisible. The fade effect for the ring of invisibility stopped working when changing maps by going through door icons, but stayed when using the world map (tested in hommlet). Invisibility cast with a wizard was fine. The description for the ring reads "A ring of invisibility grants the wearer invisibility, as per the spell." However the ring has no duration and creates no tab above the character portrait.

    430
    Confirmed
    Druids: animal familiars wont be named. They'll always be called the base animal even if you give them a name. They DO show up when selected.

    431
    Fixed: Temple+
    Necklace of Adaption should stop stinking cloud effects but character with it on was still nauseated.

    432
    Confirmed
    HOT KEYS: Hot-Key when assigned to OPEN lock does not work on doors. It still works on chests.

    433
    Confirmed
    When you come across a set of double doors that are both locked, if you unlock one and move through it the rest of the party will get caught on the locked door even though they could walk around it through the open one.

    434
    Cannot reproduce
    I used a wand of identify while I was looting the BULL FROG KING in the swamps north of nulb. I got a strange dialog that was like a store with an identify button. I was able to pay 100 gp to identify my items but the dialog window would not go away till I exited the area. CNR - seems a freak ocurence.

    435
    Confirmed
    The "HAND" icon that appears when a door is open/closable does not always appear when the mouse is over a usable door. Clicking will work even though the icon is still the normal arrow.

    436
    Misreported
    Entering a new area sometimes makes a character appear on the OTHER side of wall, usually an npc. - *routine sectoring issue than can be corrected per instance.

    437
    Confirmed
    AI: Umberhulks confusion ability seems to be like a fireball. The point they activate it at effects all people in range even ones the hulks cant see. A hulk's confusion ability only works when somebody actually looks at them. It's a semi-gaze attack. If you're blind or cant see them (like they're invisible), they shouldnt be able to confuse you. Also, umberhulks seem to activate the "ability" for about 3 rounds whether or not they're in melee or getting chopped up and don't attack. I thought the effect was in ADDITION to their melee attacks and only really worked the first time you saw the particular creature.

    438
    Confirmed
    When a player is affected by ray of enfeeblement and it runs out, it wont recalculate your encumberance till you move an item in your inventory.

    439
    Unconfirmed
    Invisibility only stops creatures seeing you , not hearing you... creatures should get listen checks.

    440
    Confirmed
    Sometimes multiple enemies can occupy the same space when moving simultaneously. Also happens with PC and NPC sometimes.

    441
    Cannot reproduce
    The help for 2-weapon fighting style, (when I looked at elmo's feats) takes you to the help for "maximize spell".

    442
    Fixed: Co8 3.0.0
    Haste does not seem to stack with barbarian and monk speed bonus.

    443
    Confirmed
    Crafting wands of stoneskin does not charge properly for the material component cost (should be # of charges x spell cost).
    Essentially identical to 336.

    444
    Fixed: Temple+
    CTD fighting balor much of the time.
    *** actually related to issue with suggestion spell ***


    445
    Fixed: Co8 3.0.0
    On the first of the Temple, in the room that spawns the earth elementals, one of the two morningstars in the chest is actually a +1 morningstar. However, it's not indicated as magical, and cannot be identified. The only way to find out is to equip it (adds +1 to hit), or try to sell it (the price offered corresponds to a +1 weapon, not a masterwork weapon.

    446
    Fixed: Co8 5.0.0
    Many armor types seem to have incorrect skill check modifiers. We need to verify exactly which and start a PR for each.

    447

    448
    Misreported
    Casting ice storm into an area with one already causes no damage. NAB - this is actually according to the rules.

    449
    Fixed: Troika 1
    Dexterity mod being reduced by chain gloves.

    450
    Fixed: Troika 1
    Dexterity mod being reduced by chain boots.

    451
    Fixed: Troika 1
    Speed being reduced by heavy and medium armor gloves and boots.

    452
    Fixed: Co8 5.0.0
    Werewolf challenge rating inaccurate.

    453
    Fixed: Co8 5.0.0
    Juggernaut CR inaccurate.

    454
    Misreported
    Unicorn ring does nothing. NAB as there are no unicorns in the game.

    455
    Fixed: Co8 3.0.3
    Emerald belt of Oolgrist does nothing.

    456
    Unconfirmed
    Paladin smite should not be a full round action or require you to right click on the target first.

    457
    Confirmed
    If an animal companion is killed and immediately resurrected, it is no longer a member of the party and it must be dismissed.

    458
    Fixed: Co8 5.0.0
    Elvish prisoner dialogue does not give option to tell them way out if party bluffs/negotiates way in but has already exited.

    459
    Unconfirmed
    The woodcutters quest in hommlet can be completed by just telling him that you killed the spiders, even if you haven't.

    460

    461

    462

    463
    Fixed: Co8 3.0.0
    You can choose Dwarven Urgosh as a weapon in specialization and weapon focus but there isnt a Dwarven Urgosh in the game.

    464
    Fixed: Co8 6.0.0
    NPCs that die are permanently treated by other NPCs as though they are dead, even if they are later resurrected. Example: if Meleny gets killed while in your party but then you raise her, and then go talk to her dad, it triggers a hostile response from him and his other daughter. They act as if she's still dead, even though she's standing right there. This includes all NPCs with "is dead" flags. The san_resurrect script attachment point does not work.

    465

    466
    Co8 Specific (whatever that means)
    Wizards don't get all their bonus spells known at 1st level. Wizards are supposed to begin play with all 0 level spells (except from prohibited schools if specializing) and three 1st level spells, plus one additional 1st level spell for each point in INT bonus the wizard has. The game is granting one less spell at 1st level when the wizard has a bonus INT modifier.

    467
    Fixed: Co8 5.0.3
    Using the anarchic crafting enhancement when a cleric crafts causes CTD or hard lock.

    468
    Fixed: Troika 2
    Crafting with a wizard then trying to craft item with a cleric does not allow the cleric to modify any crafting done by the wizard. The wizard's crafting is invisible. the reverse is also true. Weapons can still be crafted/enhanced, though.

    469

    470

    471
    Fixed: Co8 4.0.0
    In water node granks men casting spells on themselves causing CTD or system lockups that require hard boot.

    472
    Confirmed
    Detection spells and abilities have been disabled by the second patch.

    473
    Fixed: Temple+
    Vampiric touch does 1-6 + the level's caster instead of 1-6 x the level's caster. Does not work as other touch based spells and requires the caster target self.

    473
    Fixed: Temple+
    When NPCs in the first slot, quest log never gets updated regarding completed quests etc. until a player character is in the first slot.

    474
    Fixed: Co8 7.3.0
    When I entered the bandit hideout using the ladder near Falrinth's lair, two of my characters appeared in an adjacent room, totally separated from my party. I had eight characters at the time. Same thing happens with the secret stairs by Lubash.

    475
    Fixed: Co8 4.0.0
    Wandering monsters (encountererd when travelling on the map) appear intermixed inside my group instead of encountering them at a distance. **Note: Fix still allows for random encounters triggered while resting to have monsters positioned amongst the party.

    476
    Confirmed
    When Balor uses fear, all of my characters get the fear icon and fear affect around them, even though some of them sometimes can act normally, even when close to the Balor.

    477
    Confirmed
    When Balor charms one of my party members, the Balor and efreet still attack him.

    478
    Confirmed
    When I expend the protection on Falrinth's Stoneskin, his Minor Globe collapses as well, even though its effect is still active.

    479
    Unconfirmed
    Extreme load lag the first time Iuz' floor symbol in level 4 of the temple is displayed (this didn't happen the second time I took a new party through, although there was some significant load lag as I approached Hedrack's temple room).

    480
    Confirmed
    Mouse lag during combat when mouse pointer moves to a difficult or impossible to get to position.

    481
    Unconfirmed
    Sometimes spells simply don't go off, as if they were affected by magic resistance.

    482
    Confirmed
    When an action can't be performed due to range it is simply unavailable - does not show that it is out of range or whatever.

    483
    Unconfirmed
    On a reloaded save on level 4, a lone ogre shaman appeared in our room and was not in the room where we lost the battle with him before the reload.

    484
    Fixed: Co8 5.0.1
    Shop inventories become full and won't accept more items to sell.

    485
    Confirmed
    At times, creature or object selection is difficult because of the the mouse pointer also being on a door, corpse or party member. Coup de gracing is at times especially difficult because of this, especially in large battles. It seems the mouse criteria for selection isn't unified. Sometimes you can target a creature at its feet, but you can target a party member at their shoulders, so if a character is graphically in the way of a helpless creature, you can't select the creature.

    486
    Confirmed
    Sometimes a creature is taken down to a status of (null) when they reach 0 hit points. When it comes to be its turn in battle, it does nothing, and its turn doesn't end, so the battle can't end. This only happened once, I figured the two were related (being at null and not acting in combat).

    487
    Confirmed
    Spike Stones cause repeated CTD's while creatures are walking across them, too often to want to depend on the spell.

    488

    489
    Confirmed
    Touch attacks should be able to cast, move, and attack all in the same round. This is an exception to the normal move/attack rules, as cited on P140/141 od the PHB.

    490
    Unconfirmed
    Bastard swords are not used twohanded when the offhand is free and the character has exotic weapon proficiency: bastard sword.

    491
    Misreported
    Spiked growth seems to do about double the damage it should do. (I checked this out and only when walking through the whole thing do they get damage in the 20s. Since the RADIUS is 30 feet that means 1d4 per 5 feet = 12d4 = max of 48 damage.)

    492
    Unconfirmed
    Zuggtmoy not immune to the ghoul touch spell.

    493
    Fixed: Temple+
    Victims always paralyzed by ghoul's touch, somtimes even when they make their saving throws.

    494
    Confirmed
    Any character with craft arms and armor is being allowed to make +3 items with any other craft abilities they have the prerequisites for, regardless of their level.

    495
    Fixed: Temple+
    When wielding Scather against salamanders and the Balor with my CG fighter, on my turn, the fire damage I take from hitting them causes me to try to make additional return swings against them, locking up my turn, forcing me to halt the program. (Another bug report about the Scather/Frag issues with damage shields.)

    496
    Unconfirmed
    When Poison damage is applied, the lettering above your character is spelled "Posion".

    497
    Confirmed
    Zombies raised by Iuz attack hedrack. Happens in other various palces such as when fighting Senshock and in many larger battles. Enemies become confused and then attack their allies. Seems to be somewhat related to combat starting off with an area effect spell sometimes.

    498
    Confirmed
    Carrion crawler's attack rate is EXTREMELY slow.

    499
    Fixed: Co8 4.0.0
    When Iuz reanimates forces and turns them into zombies, their loot is gone (I lost the Boots of Speed this way when the Captain was in the Hedrack battle - this is not confirmed).

    500
    Confirmed
    Node bosses (and romag) sometimes try to cast a spell on summoned bears, and it fails because the bear is "not a person", or in other cases, "not a critter".

    501

    502
    Unconfirmed
    Occasionally when taking a 5 foot step (especially in the water nodes) it is treated as a standard action and does not let you do anything else.

    503
    Fixed: Co8 5.?? DLL fixes
    When crafting, if you craft each + bonus one at a time you only are charged 80 experience points for each crafting instead of the normal amount. This also applies to other crafting items as well, such as making a holy longsword for only 80 xp more.

    504
    Fixed: Temple+
    When crafting you can put so many enchantments on it that the crafting cost goes negative and you will actually get PAID to craft the item...in copper pieces no less.

    505
    Confirmed
    Fighting the balor, the lead character was charmed. I charmed him back and from then on when I tried to use the right click menu the right click came up for the leader instead of the currently active player character.

    506
    Confirmed
    The doors in the area above Alremm constantly relock themselves when the party leaves.

    507
    Confirmed
    Charming belsornig during the battle with him and them winning causes him to go into the conversation with him at the end of the battle, but when you come back later he will no longer speak to you.

    508
    Fixed: Co8 5.9.0
    The cleric you find in the air node cannot choose domain spells.

    509
    Fixed: Co8 4.0.0
    NPCs sell items that you give to them...such as a wand for zaxis to use during combat. Ideally, NPCs should never sell ANYTHING. Then the player should be allowed to sell any NPC item including looted stuff, but the money would go to the NPC.

    510
    Unconfirmed
    Zaxis either does not have an instrument on hire or is selling it.

    511
    Fixed (or misreported?)
    While elmo gets the improved two weapon fighting feat, the bonuses never apply.
    Verified that he benefits from TWF. Perhaps it was reported for a weapon that was previously not marked as light, thus not counting for the light offhand condition.

    512
    Fixed: Co8 5.0.0
    The orc prisoners both start with 14 hitpoints, which for one at least is impossible because they both start at level 2.

    513
    Fixed: Temple+
    The boots of speed can be reactivated after taking them off and putting them back on. If they are once a day items this should not be the case - if they are permanent items they should alsways be on and not get deactivated by map changes and saving and loading.

    514

    515
    Confirmed
    In the ego section dozens of goblins will be listed separately sometimes, causing many of the entries not to show up.

    516
    Misreported
    Sometimes, the quest tab for nulb does not show up in a new game. - *this only happens if you haven't been to Hommlet and received a quest there yet, which should only happen artificially.

    517
    Misreported
    Talking to Burne after going to the temple of elemental evil gets an odd dialogue to the effect of 'why don't you buy me a drink there, mister' or something else very out of character. - *normal behavior with generic greeting enabled NPCs (like Burne) due to having the drinking champion reputation.

    518
    Misreported
    The game does not seem to give the experience penalty for having too many classes properly. A dwarf barbarian/fighter/thief got to level 10 at 45000 XP. NAB because the experience modifier is applied when the character actually gets the experience points from combat etc.

    519
    Confirmed
    NPCs who die in your party disappear when you go to the map area, and can never be resurrected again.

    520
    Confirmed
    Balor's charm and other charms sometimes permanent - seems to be the case for NPCs.

    521
    Confirmed
    Sometimes potions stack, and sometimes they don't.

    522
    Unconfirmed
    4th attacks by the balor are labeled 3rd attack.

    523

    524

    525

    526

    527

    528

    529

    530

    531

    532


    533
    Misreported
    In a battle in which we are all incapacitated, it awards us XP and if we raised a level, it tells us so just before we get the death screen. - *normal behavior; the game ends when all players die or are unconscious.

    534
    Confirmed
    If characters stop because of a locked door, it allows them to occupy the same space.

    535
    Unconfirmed
    When choosing full attack and selecting an opponent while not in combat, if you have more than 3 swings, you aren't allowed to take them, even though the sword icon says you have that many swings coming. After repeated clicking on the opponent, after the second attack, your turn is over.

    536
    Confirmed
    When selecting multiple targets for a spell, if you move the spell selection icon to a bad place on the screen, all selections are cancelled. This usually happens when you move the icon to a place that the caster can't see or can't move to.

    537
    Misreported
    Rearranging the spells you want to memorize for your next rest session can cause you to lose spells you currently have memorized (On my wizard, I replaced one of my Cone of Colds with Teleport without resting and in my redial menu, I had only one Cone of Cold memorized when I should have had 2.)

    538

    539

    540
    Cannot reproduce
    A sorceror at 7th level is reported to not have been able to choose any 3rd level spells - they simply do not show up as options. Seems to be a freak occurence or subtle bug that does not show often, or user error.

    541
    Fixed: Co8 4.0.0
    WINXPSP2 problems with toee. It's either DirectX 9.0c, XPSP2, or both. Resting in open area and getting random encounter by resting, on the encounter 50% of the time will not trigger a combat. The creatures will stand next to the party forever but you have to trigger the combat manually by hitting the C key. C button works for looting during combat. I cannot open or close just the doors anymore. I have to click past the past the door to make a person or party run through it. The best way to describe it is that any action that makes the white hand hover (like over a dead body or a door) fails to work outside of combat, but if you can find that action on the radial menu that always works.This also affects new games and all saves.

    542
    Fixed: Co8 5.0.0
    Bards miscast spells sometimes when wearing leather armor and an elvish shield, when they should not.

    543
    Unconfirmed
    Buckler penalty for two handers and dual wielders is -1 to attack across the board, whereas it should be - the number of the penalty and zero for magic/masterwork bucklers.

    544
    Fixed: Troika 2
    Trip attacks should take only the dodge AC instead of the full ac - trip attacks miss far too often - it is a touch attack.

    545

    546

    547
    Confirmed
    Enemies should not cast spells at or otherwise attack the spiritual weapon.

    548
    Confirmed
    Blind creatures should not be able to target characters normally.

    549
    Confirmed
    Blind creatures should not get AoO.

    550
    Unconfirmed
    Spells which enlarge players make them invulnerable to spells which after only a person such as charm person, etc.

    551
    Unconfirmed
    Summoned celestial creatures do not smite evil.

    552
    Confirmed
    Summoned fiendish dire wolf should get a free trip attack every round.

    553

    554

    555
    Confirmed
    Druids and rangers can't ever seem to get companions from the alternate companion list.

    556
    Fixed: Temple+
    For characters with higher dex than strength, their dex modifier should be used instead of their strength modifier for avoiding trips, but instead the dex of their attacker is being used (!!)

    557
    Unconfirmed
    Enlarge person: Does not increase monk unarmed damage.

    558
    Unconfirmed
    Inspire courage seems to give no bonus against cause fear spell.

    559
    Confirmed
    Casting suggestion on ettins and hill giants several times has stated they are charmed, and then they continue attacking as normal.

    560
    Confirmed
    Casting dominate animal on the worg with scorpp causes it to say it is charmed, and then it attacks me as normal.

    561
    Confirmed
    Sometimes AoO will happen when there is a wall between the character and a monster. A message saying 'target blocked' comes up, and the AoO is wasted even if the monster or character then moves in to attack against reach.

    562
    Fixed: Co8 5.0.0
    Experience rewards for the two troll animal keepers seem way too low. Party got less than ten exp each and yet they got more than 100 for any random encounter trolls.

    563
    Confirmed
    Bugbears with 2 hand swords should not have reach.

    564
    Fixed: Co8 3.0.0
    Zombies do not have immunity to cloudkill.

    565
    Misreported
    Paladins do not fall for murdering innocents. - *not really a bug.

    566
    Misreported
    Good NPCs should generally leave a party that is very evil. - *not really a bug.

    567

    568
    Unconfirmed
    Invisibility sphere sometimes causes CTD.

    569
    Unconfirmed
    Cleric using a longspear seems to be able to heal at 10 feet away.

    570
    Fixed: Temple+
    Halflings don't receive +1 bonus when using slings.

    571
    Confirmed
    Combat Reflexes feat is troublesome.

    572
    Fixed: Temple+
    Copying a scroll removes all instances of it from your backpack

    573
    Unconfirmed
    Various crafting prerequisites bugs.

    574
    Unonfirmed
    Greater Turning doesn't work with a level 2 cleric.

    575
    Unconfirmed
    Kella suffers no penalty when equipping non-proficient Holy Ranseur found in temple.

    576
    Unconfirmed
    Remove Fear spell is useless.

    577
    Unconfirmed
    Frost and cold bypass damage resistance.

    578
    Unconfirmed
    Druids have a base speed of 10.

    579
    Unconfirmed
    Still Spell doesn't work.

    580
    Unconfirmed
    Manyshot feat is troublesome.

    581
    Confirmed
    Death Ward does not protect vs Bodak Gaze.

    582
    Confirmed
    Gnome sorcerers are not proficient with small quarterstaffs.

    583
    Unconfirmed
    Chain Lightning crashes the game when cast with more than 12 targets.

    584
    Unconfirmed
    Blind-Fight does not trigger when attack missed due to concealment.

    585
    Confirmed
    Boots of Speed always activated upon entering new map regardless of 'charge' remaining.

    586
    Unconfirmed
    Detect secret doors does absolutely nothing to help you find a secret door.

    587
    Unconfirmed
    no sound effects when war fans are used.

    588
    Unconfirmed
    druid shapeshifted into large animals ain't getting any size bonus when trying to trip someone or being the victim of such an attack.

    589
    Unconfirmed
    My halfling bard with 6 str is getting damage malus when hitting with a short bow.

    590
    Unconfirmed
    When a divine metamagic spell is instantly converted to a healing spell (possibly inflict spells as well), it does not use up the spell.

    591
    Unconfirmed
    The game doesn't seem to make a dispel check against glyph of warding traps.

    592
    Unconfirmed
    mobs shouldn't get attacks of opportunity when blinded.

    593
    Unconfirmed
    You should move at half movement when blind.

    594
    Unconfirmed
    monks don't get to flurry with monk weapons.

    595
    Unconfirmed
    Prayer spell is a luck bonus which should affect undead, I think it's currently counted as a moral bonus.

    596
    Confirmed
    When I Wild Shaped Kella into the shape of a Hill Giant, she started off always doing exactly 7 damage each time that she hit (which is her Strength Modifier while in the shape of a Hill Giant) because she wasn't rolling any dice damage for her unarmed strikes. Later on, while still in the shape of a Hill Giant, she started always adding +2 damage to her total damage because she had a Longsword +2 equipped when she changed shape to a Hill Giant. The damage that Kella does while in Hill Giant shape is bugged.

    597

    598

    599

    600
     
    Last edited: Sep 10, 2017
    • Salute Salute x 1
    • Informative Informative x 1
    ^ Top  

(buying stuff via the above buttons helps us pay the hosting bills, thanks!)