Zagyg's bugs

Discussion in 'Bug Reports' started by Zagyg, Aug 26, 2012.

  1. Zagyg

    Zagyg Active Member
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    1) Runes marked in Papua read 'a recall rune for Paupa'

    2) Sometimes - and I'm not sure what conditions trigger it - in a mob of monsters there will be two that share only one gump.

    3) I haven't tested this repeatedly, but I have experienced one instance where character death did not cancel Provocation between two monsters and another instance where recalling across half a continent did not cancel it.

    4) There doesn't appear to be any difference between the AI of magic-using monsters of different levels. An imp, a shade, an air elemental, an ophidian shaman, and a wisp will all do the same things in combat (tele after fleeing opponent/spam poison/spam cure/ghealing/cast attack spells within milliseconds of each other)

    5) Magic using monsters will cast Invisibility on themselves at completely inappropriate times (when they're winning in combat, when first acquiring a target, after combat has ended, etc)

    No need for any thanks. Renaissance is amazing and I'm happy to help out :)
  2. Zagyg

    Zagyg Active Member
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    NEW -

    6) I have a very strong feeling that, according to era accurate text I've read, the range on several skills are out of whack. However, I do not want to post what at this point is just a guess and lead staff here on a wild goose chase. Only about half of my observations have been accurate so far and I know you all have better things to do than chase false leads. SO... a - Could someone explain to me how tile distance is defined? I'm not sure if a tile is one step of a character on foot or what. and b - Would it be alright for me to record RPVs and link them to make it easier to prove/disprove my claims? The issues happen often enough that it won't take long at all for me to get some decent video of it.

    7) Idk if this is intentional or a bug but I haven't yet seen a single cure attempt fail either from my character or monsters, and I must have seen hundreds at this point. I know that potions can fail and I haven't tried using an inappropriate spell (Cure instead of Arch Cure for Level 5) so I don't know how that turns out. But since around 54 Magery my character has never failed to cure Level 5 poison with an Arch Cure, whether self-cast or from a scroll. In my experience before UO:R the chance to successfully cure has always been scaled by Magery skill.

    8) Discordance is shown as Enticement in the skill list. Also, when asking NPC bards what skills they train they list Discordance but saying 'xxxx train Discordance' doesn't work - you must say 'xxxx train Enticement'.

    OLD - With regard to my first post in this thread, #2 was addressed by staff in a separate thread and #5 was recently fixed.
  3. Ezekiel

    Ezekiel Renaissance Staff

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    "Tile distance" is defined, well, in tiles. One step, regardless of if you're mounted or not, is a single tile. I haven't specifically checked the distance limitations on target-skills, but I am inclined to believe the maximum distance is 10, the same as spell targeting range. I'll have to double check this to verify that this is correct & that there's no problems with the mechanics.

    This is on the table for a fix, and you are correct. Higher levels of poison should (and will) be more difficult to cure, respectively based on the level of poison. Potions seem to already be properly behaving regarding this, but I will double check that as well to be sure. The arch-cure spell, from what I gather doesn't take into consideration the level of poison when curing, which may or may not be correct. Arch cure was a commonly used spell against higher levels of poison after the curing difficulties came into play, but I don't know exactly during which Era this was changed.

    Also on the table for a fix, you are correct. The NPC's still recognize the Discordance skill "keyword" as Enticement, and will completely ignore an attempt to train the skill by speaking the phrase using "Discordance".

    Thanks for the reports
  4. Zagyg

    Zagyg Active Member
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    Happy to help, Ezekiel :D

    Actually, in Publish 16 the range of bard skills was made to potentially extend beyond 10 tiles -

    [Ability Range: all bard abilities will have a range. The bard must be within this range of the target to use the ability. Furthermore, the bard must remain within this range or the ability's effect ends. The base range of all bard abilities is 8 tiles, with each 15 points of skill in the ability being used increasing this range by one tile. The Peacemake ability will have an alternative mode usable as a radius of effect. For this variant, the radius of effect is identical to the ability’s range.]

    The base range is lower than 10 but no maximum limit is given other than the one dictated by skill cap (90 - GM = 14 tiles)

    And based on that text, it is current bard skill ranges which I'm questioning.
  5. Zagyg

    Zagyg Active Member
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    Can I kindly request a comment from staff on this? I would be happy to record RPVs showing that the current range for bard skills do not match up to the above text but if you have already reached a silent decision about it I'd rather not invest my time into it. Although I probably won't be playing a bard much longer, others will, and I think that the class needs all the help it can get and this is no request for anything special, simply for re-examination of Publish 16's text. I would point out most emphatically the following:

    The text does not mention an upward limit on range.
    I believe that it makes sense to reason that the base range was reduced below 10 tiles precisely because the maximum would exceed it.
    I believe that it does not make sense to assume that a 10 tile maximum range applied here. If the range was only going to be from base 8 to max 10, stating that every 15 points adds an extra tile makes no sense.

    Thanks for reading :)
  6. Chris

    Chris Renaissance Staff
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    Non need Zagyg, we have added this to our research list. At the moment the range for all instruments should be set to 10 tiles.
  7. Zagyg

    Zagyg Active Member
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    Thanks for the update, Chris. If I come across anything additional regarding this subject, I'll share it.
  8. Zagyg

    Zagyg Active Member
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    Here's my update, Chris -

    I searched much for extra information on this. It took a long time to find anything. I believe that is simply because the facts were implied in Publish 16's text and so no one felt the need to break it down into any simpler explanation. Nevertheless, I did find a resource -

    http://www.gatecentral.com/ultima/uobod ... &blatt=940

    This site lists exact reprints of UO game designer posts leading into Publish 16. The reprinted posts link the original sources but most of the original links are dead (there is no boards.uo.com anymore and no cache of it). The post at the bottom of the page has an active original link.

    The first two posts on the page are about Publish 16. There is much more in there than I ever planned on digging up :) I hope you find it interesting reading. Specifically regarding the bard ability range though, as you can see Greywolfe broke it down in the second post like this -

    [And, because your input does matter to us, here is a list of additional alterations that will be added to the barding changes due to the feedback that we have received:

    + Range limits for bard effects are changed as follows: The minimum range is increased by three tiles, and the maximum range is increased by three tiles. Under the old design, the range 5 tiles at 0.0 skill, 9 tiles at 60.0 skill, 11 tiles at 90.0 skill, and 13 tiles at 120.0 skill. Under the new design, the range will be 8 tiles at 0 skill, 12 tiles at 60.0 skill, 14 tiles at 90.0 skill, and 16 tiles at 120.0 skill. These new ranges apply to targeted effects as well as the radius of area-effect Peacemaking.]
  9. Six

    Six Member

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    So 15 tiles for GM? I'm down =]
  10. Zagyg

    Zagyg Active Member
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    No - 14 for GM as I predicted earlier. Base 8 at 0 skill. One tile for every 15 points of skill. 90/15 = 6 + 8 = 14. And raising from 90 to GM only adds 10 more points of skill, not 15.

    I would recommend reading through that link yourself, Six - and any other players who are considering playing a bard. There is much information in the dev notes about Publish 16 besides skill range that is not currently in effect here. If it is all implemented, the usefulness of the class will double.
  11. Wulver

    Wulver Well-Known Member
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    Awesome, interesting read, thanks Zagyg!
  12. Ezekiel

    Ezekiel Renaissance Staff

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    I'll be digging into this in the next day or so to see how the documentation listed above relates to the mechanics on live. From what I have read & researched the system above meets our goals for barding abilities the most.
  13. Zagyg

    Zagyg Active Member
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    Thanks for the update, Ezekiel :)
  14. Zagyg

    Zagyg Active Member
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    New stuff -

    1 - The jeweler in Papua has not reset prices on several gems in about a week. As I have sold gems her buy price went down but is not going back up.

    2 - Since Ezekiel said he was reviewing the developer info about barding for Publish 16 I'm not sure if this is worthwhile to mention, but Provocation is in several ways not even working according to the current rules.
    a - I only need to walk seven tiles away from two provoked monsters for the skill to fail and them to retarget me.

    b - When I try to provoke two monsters that are a certain range from each other (dunno the exact tile count but it doesn't appear to be very far), I get the system message for success but then both monsters attack me. In this situation if one of those monsters was already provoked on another monster, it will then turn and attack me as its new primary target.

    ...and several other errors that I've noticed but I'll hold off on listing them all until I know if you guys care to hear about it/where you stand on this issue right now.
  15. Zagyg

    Zagyg Active Member
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    New possible bugs -

    1 - You cannot successfully meditate while causing damage with a field spell. For example: You cast a Fire Field on two creatures fighting each other and then use the Mediation skill. Even with GM Med, standing completely still and doing nothing you will get a success followed immediately by 'You stop meditating'.

    2 - Has to do with Peacemaking; I'll have to explain as a scenario. Monster A is fighting Monster B. You successfully use Peacemaking on Monster A and stand there watching the fight. After Monster A breaks free of the Peace, whether because of damage or time, and starts fighting again, you try to Peacemake Monster A again --- almost every time, even with GM skill and a success message, the second and any future Peacemaking will have no effect or stop it for the space of one combat swing only.

    3 - I can't guarantee it but I believe that no matter how much damage is done, poison damage alone will not allow a monster to break free of Peacemaking. Honestly I don't know for sure if it should either, but I thought it was worth mentioning.

    4 - I just got a level 3 treasure map from an Ophidian Matriarch, but they are supposed to drop level 4 - http://web.archive.org/web/200107212251 ... atics.com/ (Stratics Treasure Map Essay July 21, 2001)

    5 - As it is now, in even fights Ophidian Knight-Errants always win against Ophidian Avengers. However, historically Avengers were the stronger of those two monsters:

    (Era Stratics)
    http://web.archive.org/web/200102150140 ... ight.shtml
    [...One of the most powerful of the Ophidian melee troops. Only the Avenger seems to be able to get a Knight Errant down in a melee fight.]

    http://web.archive.org/web/200102150140 ... veng.shtml
    [...They are about as tough as the Knight Errant, one-on-one the Avenger usually wins though.]
  16. Zagyg

    Zagyg Active Member
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    New -

    1 - You cannot pick up any runebook while you have one runebook open. It doesn't matter if they're in the same container, separate containers, or even laying on the ground.

    2 - Monsters will often cast Heal/Gheal on themselves when they're already almost at full health.

    P.S. Thank you for toning down the AI teleporting

    There are also many bugs listed in this thread that are still active - that is what it is, but I'd like to request that one of them be prioritized -

    1 - The jeweler in Papua has not reset prices on several gems in about a week. As I have sold gems her buy price went down but is not going back up.

    At the time I originally posted that her buy price on emeralds was stuck at 47; it's now 34. I've just been stockpiling gems waiting for a fix, dunno who's been selling.
  17. Ezekiel

    Ezekiel Renaissance Staff

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    This is a known bug, we just haven't had time to address it yet.

    I believe this is an intentional mechanic of peacemaking, but would have to double check to be completely sure.

    That sounds possible, I don't think that poison ticks are registered as "Hits", which wouldn't alert the AI to recognize the damage-tick as being damaged, so it wouldn't calculate the formula for attempting to break peacemaking.

    I've updated the Ophidian Matriarch to the proper treasure-map level of cleverly (4), but this change won't be seen until the monster overhaul comes to publish.

    I'll review these creatures statistics and correct any oddities they may have.

    I'm not really sure if this is a bug or not, but I've noticed this as well. This will likely be removed unless I can find some relevant information stating whether this was accurate to Renaissance and what the purpose was.

    Monsters have a 10% chance of casting healing spells on themselves while in combat, regardless of their current hit-point level.

    In order to complete the "restock" process of town vendors, you must attempt to buy something from them, before their inventory will refresh. Speaking the phrase "vendor buy" will accomplish this, though you don't have to actually buy anything at all. If a vendor's pricing is below the standard rate, but enough time has passed which would allow him to reset his pricing, speaking this phrase will correct his current stock/pricing.
  18. Zagyg

    Zagyg Active Member
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    Thanks for the update :)
  19. Zagyg

    Zagyg Active Member
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    New

    1 - Daemons do too little melee damage. My unarmored bard with 0 in all fighting skills has never taken more than 14 points of dmg from a daemon hit.

    2 - Sometimes when a player-cast damage spell and a monster-cast gheal are timed a certain way (appearing to go off simultaneously), the monster will get a double gheal. The first one goes off and either cancels out the damage spell or their hp actually goes up, and then immediately there's a second gheal animation and their hp goes up even more.

    3 - When asking an NPC animal trainer to train you, they will list 'animal lore' as one of the available skills. But if you say 'Xxxxx train animal lore', they won't respond. You need to say 'Xxxxx train animal' in order to get training.
  20. Zagyg

    Zagyg Active Member
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    In case this isn't on the monster to-do list already:

    1 - The Cursed and the Zealots of Khaldun historically attacked each other on sight. It's shown in the monster descriptions here:

    http://web.archive.org/web/200102150140 ... lotk.shtml

    http://web.archive.org/web/200102150140 ... rsed.shtml

    2 - The Ancient Lich would summon lesser monsters to attack players and polymorph himself into one of them as a disguise [credit goes to Deacon for bringing this up in IRC]

    http://web.archive.org/web/200102150140 ... lich.shtml

    And there's one more thing that I can't swear is a bug but it seems very odd -

    If you go hidden next to a tame animal under your control or an NPC who you are currently escorting and they are attacked, your character is auto-revealed. If you go hidden while either an NPC escort or tame animal under your control is in combat and they are killed, you are auto-revealed upon their death.

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