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Main Forums => Bug Reports => Topic started by: Anthee on June 15, 2018, 09:40:18 AM

Title: Wildshape underwater bugs
Post by: Anthee on June 15, 2018, 09:40:18 AM
1. If you logged or crashed while in wildshape underwater, your movement speed is reduced to a crawl when you log back in (seems to be even slower than heavy encumbrance). Canceling polymorph does not solve the issue, which can be quite lethal if this happened far from the nearest shore transition.

2. Changing directly from one wildshape form to another underwater seems to cause a hard crash. Needs further testing.

3. If you cancel shark form polymorph while underwater, your hold breath duration from thereon is calculated according to the shark form's constitution rather than your original form's.

4. For a few seconds (one round perhaps) after polymorphing to shark form, your movement speed is as slow as in #1. This is solved automatically after those few seconds but it happens every time you polymorph to shark form.
Title: Re: Wildshape underwater bugs
Post by: derkot on June 15, 2018, 12:05:07 PM

Thinking I should add something about this tiny issues with wildshape here! Since they have something common with this other bugs. Just something observed by me.
But yes, some of this bugs cause maximum slowness of character in underwater areas. Like if character was in full plate armor with shield and weapons in hands.
Title: Re: Wildshape underwater bugs
Post by: Anthee on June 16, 2018, 04:38:38 PM
Thanks for the input, Derkot! My replies:

QuoteThat bug happens not only in underwater areas. If character crashed/logged in wildshape and returns back in game and still in wildshape - then character can experience many tiny issues but not slowness if it not in underwater. Cannot walk normaly, pick items normally, control character too, hotbar also changes...  Canceling wildshape helps to fix it.
I may need to check this again but I recall that simply canceling wildshape in fact does not fix the sluggish speed. IIRC, only exiting the underwater area helps, or perhaps canceling polymorph first and then relogging (need to check that).

QuoteWhat you mean 'directly'? Cancel current wildshape, cast new one? I made it few times and never was crashed.
I mean selecting another wildshape form underwater while you already are wildshaped, without canceling the current one first. If you do this, NWN will automatically cancel the current wildshape before initiating the new polymorph, but it is still a one-step-action in the interface. Anyway, like I said, this needs further testing, but I got a hard crash when doing this: there may have been other factors involved too but this certainly seemed to be at least one of them.