THe Following are Known, But Unacknowledged Issues with Mod 7. Please add any additional that you've found. Evidentaly the Devs arent getting our In-Game Bug reports. I encourage ANYONE who Experiences any of these isues tofile a Bug Report! The only way these things will ever get fixed is if the devs know that it is an issue for us.
displacement disappears after being cast. its still there with its effects, but there isn't a visible sign of it. blur still stay but displacement kicks off.
AOE Damage spells will Prevent Inactive Mobs From Spawning/Activating . **Acknowledged!**
Potions:
Funnel pots (except lesser restore) are not working with barb or madstone rage, not madstoned barbs. http://forums.ddo.com/showthread.php?t=148842
ALso Related: Clicky Potions TUrn OFF CE. & Somone Feared can No Longer Drink a Remove Fear Potion.
Assassin I in-game text + behavior doesn't include Sneak Attack damage, as announced in release notes..
Divine Sacrifice II has no bonus crit mult..
Spammy floating immune text when a Pally with a better aura is nearby. Also fills the combat log with "You are immune to your Aura of Good". http://forums.ddo.com/showthread.php?t=148915
Power attack and Subtle Backstabber turn OFF when porting into an instance!
Cleric Divine Light is constantly "greyed" out whether in town or in a dungeon and it gives a failed action message" You do not have enough KI".
Number of Action points available to use are not Updating within the Mouse over Icon in the Upper right hand Corner. **Acknowledged!**
Mobs:
Orthons, and Especially Devils can Teleport beyound established borders. This is a significant issue in Part 2 of the shroud where you must kill the Devil to Proceed.
MONK Issues:
Monks can spend Ki on Stunning Fist when holding a weapon, but nothing happens.
Monks can block while using specials to prepare a finisher combo, without spending the Ki..
Monks can (somehow) use Karmic Strike to gain autocrits without suffering autocrits themselves..
Respecing Enhancments while in a Stance does not Turn off the old stance. It will Remain Even if you spec out of the stance you are in.
The text and icon both said you would heal for 1 full minute. The meditation trance in which you heal last exactly 30secs.
"Bounty" Quests are paid off in XP rather than Gold as per the NPC Dialog. Quests:
If you failed a Bounty Quest by turning back the bag, you'll end up repeating a failed quest every 10 hours and every time you will talk to the NPC it will say that you misplaced your bag and resulting in a failed quest. If you look then in the /quest list you will see Bounty Quest (Failure) can be reapeated in xx time.
Misc
Items that require UMD to equipt are unequipting if your UMD score falls below the minimum required on Logout.(Or login. Either way, they are unequipting themselves)
Funnel pots (except lesser restore) are not working with barb or madstone rage, not madstoned barbs. jsut a little bit of confusion.
essentially they fixed lesser restore and put the previous tech onto the other pots not the new tech
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Shinarel Arashin, Arishna, Tosshin, Castshin, A warforged named 5u3 Please make "Reading Comprehension" a class skill for all forum posters
the stupid undead clicky problem affects the pos pos pos finishing move of a monk - you get an error that says "you have lost your ability to perform this move" or something.
although i think its been a problem for a while, the WotA1 poisons are only being applied on a critical
displacement, OMG DISPLACEMENT!, disappears after being cast. its still there with its effects, but there isn't a visible sign of it. blur still stay but displacement kicks off.
Characters within range of multiple paladins constantly get notifications of "You are immune to Joe's aura of good". Including sometimes a blue dot spray.
Monks can spend Ki on Stunning Fist when holding a weapon, but nothing happens.
Monks can block while using specials to prepare a finisher combo, without spending the Ki.
Monks can (somehow) use Karmic Strike to gain autocrits without suffering autocrits themselves.
Assassin II death attack isn't deadly.
Assassin I in-game text + behavior doesn't include Sneak Attack damage, as announced in release notes.
Many monsters drop collectibles they shouldn't.
Bounty bags pay you no (gold piece) bounty on turn-in.
Divine Sacrifice II has no bonus crit mult.
New character slots missing.
If you can say that the missing new char slots are a bug, I can say that flurry of blows stacking with the two weapon fighting chain is also bugged. Bwaha!
<rant>
Seriously, though, if you're going to make flurry of blows just a full BAB thing, at least allow us to use the TWF chain with our fists. Flurry was how we'd dual wield fists in PnP, making fists the most useful weapon for a full monk. For someone who was splashing monk, other monk weapons were better, because they didn't get the extra unarmed damage from being a pure monk. The way things are, a pure monk probably deals quite a bit more damage using kamas than fists, which just doesn't feel right.
</rant>
On a serious note, one that actually is a bug, it seems that if you reset your enhancements while you're in a stance, the stance doesn't end until you do something that would force the stance to end. Took me forever to figure out how to end my wind stance without waiting the three days to reset my enhancements again, yesterday.
Spammy floating immune text when a Pally with a better aura is nearby. Also fills the combat log with "You are immune to your Aura of Good". Almost as bad as the previous Hand Spam bug.
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Jackdal (Reading from touch screen): "X-u-n-i-s-t got interpretted as b-l-a-c-k-b-e-r-r-y lol"
Not sure why, but I can empty my wondrous balm into my backpack 'cause it says my inventory is full. But, you can obviously see I have many slots left in just 1 bag...
To get the balm out, you must highlight it and click the arrow to return to your inventory. Took me a minute or two to figure that out lol, but someone might not figure it out, and that would be very frustrating.
Not sure why, but I can empty my wondrous balm into my backpack 'cause it says my inventory is full. But, you can obviously see I have many slots left in just 1 bag...
To get the balm out, you must highlight it and click the arrow to return to your inventory. Took me a minute or two to figure that out lol, but someone might not figure it out, and that would be very frustrating.
If I understand the release notes properly, heavy armor checks will only be done under certain conditions when arcane spells are cast from some scrolls now. If your umd or caster level(s) gives you a higher % of success than your % of success wearing heavy armor with the arcane scroll, it will default to that and bypass the armor check. This isn't a bug, it's an intended change where some scrolls are concerned.
Clerics have never had to do a heavy armor check against spells they can cast naturally that are considered arcane spells, or with arcane wands they have the umd/class ability to use, because they are point and shoot. It only applied to arcane scrolls, whether or not it was a spell natural to their class.
I can't speak for arcanes or other umd based casters because I don't play them in DDO, and I'm not clear based on your posting whether this "bug" is in reference to scrolls, spells, or both, but with regard to some scrolls, that is the way they should now work.
Blur and Displacement scrolls, while arcane, did not preform a heavy armor check prior to mod 7 when I used them on my lvl 16 pure classed Cleric with UMD. I have not tried all of the arcane scrolls, but those two of the ones I have tried apparently were not programmed to include the armor check they should have or it's broken. I'm unsure if that is a bug that is already known to Turbine or not, but it's relevant to this issue since I don't know what specific arcane spells and/or scrolls people are referring to here.
As per the release notes:
When using a scroll for a spell available to multiple classes, you will now make the most advantageous combination of Arcane Spell Failure/Caster Level Check/UMD rolls, instead of always treating it as a wizard spell.
I have a multi classed dwarf fighter rogue and since the mod, he can no longer connect on an attack with a melee weapon from sneak mode - on any target - even barrels! If I use a ranged weapon he attacks normally, ending sneak mode, but giving me my sneak attack. If I attack with my melee weapon (in this case a +1 Holy Dwarven Axe of Pure Good) I just swing and swing all day until I am either detected (ending sneak mode) or a I manually end sneak mode. I snuck up on a barrel, and swung over 100 times without connecting before I finally gave up that it was a fluke. I started a new rogue to see if it was class systemic, and he had no problem attacking from sneak - neither do my non-rogue characters. So I don't know what the hell is going on, unless the dropped the ability to sneak attack from dwarven axes without saying anything... anyway my add is:
WONKY SNEAK ATTACK FAILURES!
Also RE: collectibles drops from incorrect criitters - Wolves,worgs,scorpions, and spiders have all been dropping reptilian collectibles since mod 7. Not sure about other critters, but been cruising tanglewood and picking up prayer beads and idols where they shouldn't be on many an adventure... laughed the first time - wondered if it was intentional since some of the new rituals use the crappier collectibles.
Last edited by arcticsparro; 06-05-2008 at 02:06 PM.
If I understand the release notes properly, heavy armor checks will only be done under certain conditions when arcane spells are cast from scrolls now. If your umd or arcane caster level(s) gives you a higher % of success than your % of success wearing heavy armor with the arcane spell, it will default to that and bypass the armor check. This isn't a bug, it's an intended change ...
As per the release notes:
When using a scroll for a spell available to multiple classes, you will now make the most advantageous combination of Arcane Spell Failure/Caster Level Check/UMD rolls, instead of always treating it as a wizard spell.
No it absolutely, certainly, positively was not intended for a Sorceror or Wizard to be able to wear +5 full plate with a +5 heavy shield and suffer zero arcane spell failure. But that is the way it is working right now.
If I had even the smallest teeniest hope that it was intended I'd already have one rolled up.
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Code:
Sil - Human Paladin 14 Lava Divers Tad - Drow Wizard 14
Semolina - Elf Rog 13/Ftr 1 on Rava - Drow Sorceror 7
Riddikulus - Human Cleric 14 Khyber Clamor - Warforged Barb 7
Durum - Dwarf Ftr 10/Pal 3/Rng 1 Ridd - Dwarf Ftr 6/Rog 2/Pal 2
If I understand the release notes properly, heavy armor checks will only be done under certain conditions when arcane spells are cast from scrolls now. If your umd or arcane caster level(s) gives you a higher % of success than your % of success wearing heavy armor with the arcane spell, it will default to that and bypass the armor check. This isn't a bug, it's an intended change where scrolls are concerned.
Clerics have never had to do an armor check against spells they can cast naturally that are considered arcane spells, or with arcane wands they have the umd/class ability to use, because they are point and shoot. It only applied to arcane scrolls, whether or not it was a spell natural to them.
I can't speak for arcanes or other umd based casters because I don't play them in DDO, and I'm not clear based on your posting whether this "bug" is in reference to scrolls, spells or both, but with regard to scrolls, that is the way they should now work.
As per the release notes:
When using a scroll for a spell available to multiple classes, you will now make the most advantageous combination of Arcane Spell Failure/Caster Level Check/UMD rolls, instead of always treating it as a wizard spell.
This release note applies to Scrolls. Scrolls like CLerics using SWummoms and Symbols, Bards wearing light armor and using any arcane scrolls thats not in their list.
Arcanes are not suffering ANY arcane spell failure in Full Plate right now it seems. (Cant test myself as I onlyhave a Warforged arcane)