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Topics - Scrappa-yeti

#1
Bug Reports / Moving prevents actions
September 20, 2020, 02:47:10 AM
I have had a thing where if I move, I can no longer do other normal actions after a normal time.

For example, if I click on the placeable that offers blur in "Under Alice's Bookshop", and it doesnt reach the active spot, so I move again, I am unable to touch the placeable for a really long time.

If I enter a doorway that has hostiles on the other side, and I move again to reclick it a second time to acknowledge I still want to enter, it takes ages to let me. I frequently have to move towards the transition, triggering it once with movement keys, then spam click it with the mouse to try and get through.

It also happens in combat. This is me verses one opponent. I fired, then moved. I didnt try and cancel the attack animation or anything fancy. Just normal move and shoot. I skip many rounds, as the image shows, waiting between attacks.
#2
Alright, my bad for not reporting this earlier, I thought it was known.

The Bulwark is not plantable, not for druids, not for normal plants. The first mushrooom to appear in the wall a month or so ago was here:


Obviously this area cannot actually be reached, even if you could plant here.

At about the same time this nest of wasps appeared, it was still there as of today:



Finally, I planted a lovely little grove of plants here a few weeks back:



But they disappeared. I thought, zounds, those reckless plant snatchers are at it again. But when I entered the Bulwark, I found the same garden floating in the ceiling, no doubt scaring the nearby dwarves. That is, I think it was the same garden, I didn't memorise the one I planted outside, but this seemed to have the same plants and size/pattern as the outside garden that had gone. When I took the screenshots today, there was still a single spooky Silkroot up there, which I couldnt get on camera, but I have highlighted the location:


#3
Bug Reports / Darkness debug
June 24, 2020, 05:19:20 AM
The blind/dark debug is not working for me at all.

Character - Mildewa. In the crusty goblins QA.

There was a flash of colour, when used, but the bug persisted. The bug fixed on relog.

Other players reported similar problems with using the command in chat.
#4
Bug Reports / The cutest bug I have ever seen
June 24, 2020, 05:10:11 AM
So we were walking back to the Ponds from 99, and the door was blocked by goats. Four of them, all up in the door texture.

I assumed someone had shuffled them there as a joke, but not so!

I Animal Empathied one and moved it away, and as soon as I released it, it walked back to the door. Likewise the other three.

With a bit of jinking and rapid AEing, we got through the door, and the goats went with us to 98.

When we got there, they all headed over to Groat the Goats sleeping mat and stood around, see picture!

While I think coded goat pilgrimages to see the wisest (and drunkest) goat of them all is absolutely adorable, I suspect it is a bug!
#5
Bug Reports / Johnny Halfhand Trash Collector
June 09, 2020, 04:58:34 AM
This gentleman, on Trash Island, collects trash for treasure.

However, it seems the script is designed to grab anything in the inventory with "trash" in the name.

So as well as the bundle of trash I was trying to give him, he sucked up two druidic ritual items (Druidic Crystal of Trash Island), as well as another hard to acquire, very expensive spoiler item with "trash" in the title.

I am just glad I didn't have DM loot with "trash" in the title, even though that is the usual quality of DM loot my characters deserve...
#6
Suggestions / Druid dips
May 19, 2020, 02:50:11 AM
Especially after the (now revoked) tanglebag change, there was lots of talks of druid dips. There is a lot of utility in level 1 and 2 druids, which makes them a tempting dip class, which, I suspect, is probably not desirable.

Since we have total control over class feats now, maybe if we moved Woodland Stride and Nature's Sense to level six it would make it a more serious investment?
#7
Bug Reports / Primeval Obelisk duplication
May 14, 2020, 12:14:43 AM
Opened the three obelisks in the Mudfeast QA.

Inside there were 20+ runes, and all but two or three looked like the grand healing rune, the sort of hourglass symbol on a tilt. However, they were all different runes in effect when you looked at them or used them - blazing sword, coat etc.
#8
Bug Reports / Druidic Rituals
May 13, 2020, 09:07:14 PM
On completion, these no longer give XP or a message that the ritual is finished.

Tested with multiple characters at multiple locations.
#9
Bug Reports / Wildshape reset.
May 13, 2020, 05:43:02 AM
Frequently the wildshape loses the stats attributed to them by the druid's own stats, and as I understand it, there is a command - /c wildshape_reset, that "fixes" it. The downside is you spend half a round or so in non-animal form. That a) is dangerous in combat and b) spoilers the druid's true form for players nearby. 

The first time you use it, it works fine, but if your stats disappear twice in one wildshape use, there is a bug where it says "Could not find wildshape" and does not return the stats.

Also, anti-magic regularly strips the stat bonuses as well, such as in the 3rd part of the Orbs QA. Not sure if this is intended.
#10
Suggestions / Mongrelwood baby quests
May 13, 2020, 05:21:45 AM
The two quests - lighting the beacons and finding Reek's stash, at level 6 and 5 respectively, are arguably the toughest two quests on the server, pound for pound. The character is required to run through the madness of the Mongrelwoods at low level, oh, and for Reeks one, they might have to scour every single corner to get the beverage MacGuffin.

Now I am all up for a challenge, I relish my 3 character death average on these two quests. Mongrelwoods are supposed to be terrifying.  I get it. But, neither of them have any reward beyond xp. And the xp is solid, but certainly not exceptional.

If you compare them to most level 5-6 quests, which can be won by rolling your face over the keyboard, a little more xp or something might be nice!
#11
Bug Reports / Several pet control problems
May 13, 2020, 12:13:29 AM
Currently I am finding pet control to be almost impossible.

This applies equally to Animal Empathed animals, animal companions and possibly summons, so I think the general script is a bit wonky.

The problem is the pet just doesnt follow instructions.

If you tell it to stay put from the radial menu, it wont. It will walk after you if no one is around, or chase the nearest red thing.

If you use the player tool to go somewhere, it will often walk off in a different direction, over and over. If you tell it to pick a specific target with the player tool, it simply wont change to it. Sometimes they fixate on a target they cannot reach, and get beat down not attacking at all.

Even if I am in stealth, and all I am doing is micromanaging one pet, it still seems next to impossible to have it act in a vaguely useful pattern.
#12
Suggestions / Make butchering easier
May 11, 2020, 07:31:45 AM
Now I am probably the worst person in the world to judge this, not having butchered an animal ever, but I suspect that the current roll required to get meat from an animal is too high.

Currently, it clusters around fifteen, sometimes fourteen, as high as seventeen.

This means that, on average, a totally unskilled person can only get edible food from a deer one time four... Skinning I understand, that seems like a technical skill, but surely even an untrained person can get edible flesh from a large animal?

I suggest the number be significantly lower, but the item quality stays the same. It would be easy to get some poor quality meat from a deer, but it is not any easier than now to get fabulous meat, or whatever the higher qualities are.
#13
Bug Reports / Weird change of explorable
May 05, 2020, 01:39:51 PM
I was in the Water Gardens, and entered a "hidden alleyway" style explorable. Just to the left after the first rope bridge in.

Within was the Tchun explorable, with the large mob I wont spoiler.

I popped out, buffed the bejeezus our of myself, summoned all my courage for the epic battle, and reentered the transition... only to find it was now Lundros the Luminary with his ash refiner, instead!

I refined some ash and left, whereupon NwNs hard crashed during the transition.

On relog, I was back in the watergardens, and the explorable was still there. When I went back in, it was back to being Tchun's massacre.
#14
Bug Reports / Shapeshift form bugs
May 04, 2020, 02:33:10 AM
When I run around in a long form, like a cat, I have difficulty with transitions.

There are several places in the drips where I have a one hundred percent stuck rate. I can walk, but I get rubber banded after a few steps, and snap back. I have to relog to get off that spot. The two examples are the second transition from the canals to the drips, and when I go down the grate from the first level of the drips to the second.

Also, sometimes when going through transitions I do not end up where expected. Going down the grate to the Orbs quest jumps me to about half way down that first corridor, as close to the QA door as the ladder back up, and causes me to get rubber band stuck again.

Also, just now, going from the Ponds to the Willow Way, I am moved right a few inches, which unfortunately leaves me in the water, not on the bridges, and unable to leave the area.

Addendum: When Howl tried to move me from the rubber banding in the Willow Way, even the DM move tool caused me to snap back. He described it as a "weird transition loop". Hope that helps.
#15
Bug Reports / Another plot item
May 04, 2020, 01:19:50 AM


Same as the helmet, this spear can be used once per reset.

I think it comes from the ice kobold QA in the Crosscurrents. Trashed it.
#16
Bug Reports / Explorable unreachable
April 27, 2020, 04:13:39 PM


A hidden alleyway spawned here in 97, in the gang half. The glow was partly hidden under that rotund building, and could not be reached.
#17
Bug Reports / Helmet appears broken
April 27, 2020, 03:00:06 AM
I picked up this helm from the Spiders QA in the Mouldmire (I think).


It is a bit of a confused item, with spell charges but nothing to spend them on. I used the 1/day summon, expecting the helm to dissappear, but it did not.

I kept it for the skills, and discovered on reset the summon was usable again. I used it again, and on reset it is castable yet again. The charges did not go down.

As currently built, it is a 1/reset IV summon, which seems a bit strong, even for high level QA loot.
#18
Bug Reports / Mongreldog skill loss
April 17, 2020, 03:00:40 AM
Character - Baddog

As part of the base race bonus, I get +2 to MS, Hide, Spot and Search.

When I change into a dog, I get an additional +2 to the above skills.

This all works as normal for the first area I turn into a dog in. However, when I transition to another area, I lose both the bonuses to Spot and Search. So my Spot and Search both drop by 4 each. Making them 2 lower than my human form, and 4 lower than the dog form.

What is weird about this, is that my MS and Hide do -not- seem to bug, and still give +4 as advertised.

I only noticed this because of the search rolls in the mongrelwoods dropping unexpectedly. I think it has only been like this for a few days.
#19
Suggestions / Make Ponds buffers for Pondfolk only
April 14, 2020, 11:59:19 PM
There are three or so buffers who occasionally grace the Ponds, giving out buffs for groats.

However, from the region profile:

QuoteGeneral Attitudes toward the Nearby Settlements

    The Peerage Ward – (Don't belong) Big important nobles don't belong in the Ponds.

    Ticker Square - (Don't belong) Rich merchants and adventurers don't belong in the Ponds.

So it is a bit jarring to watch heavily armed troops of Peers or Tickers stop by for a round of buffs before PvE or PvP.

If these buffers could be flagged as for Pondsfolk only, it seem to fit the Ponds vibe a  bit better. It would also give Pondsfolk a small advantage, which I would argue the region needs, at least based off historical precedent.
#20
Suggestions / Shifter get Move Silent
April 01, 2020, 06:21:47 AM
In the latest module, it seems we have the magical power to add class skills.

Shifters are in the very odd situation of having hide, but no move silent. They are half stealthy.

It would be nice if they were all stealthy.