Jump to content

Imprisonment bug?


critto

Recommended Posts

I am not sure if this is a EE-only bug or happens in ToB as well since I don't have the opportunity to test the latter case.

 

The issue is that Barbarian and Dwarven Defender end up with a double amount of innate physical resistance upon being imprisoned, freed and rejoined into the party (i.e., if it was 20% before being imprisonment, they will get 40% after returning). This happens only once. A second and consequent imprisonments do not produce the same effect.

 

Is this issue well-known? Any other classes are affected by it? How could it be fixed?

Link to comment

I don't know, but it's quite hard to reproduce the bug in a normal game as you can't have a Barbarian and Dwarven Defender imprisoned in a normal game or the game ends... yep as the game doesn't have a character with those kits unless it's the player one and getting one of those imprisoned ends the game. That being said, you probably talk about multiplayer created character or modified character.

Link to comment

Yes, it was with multiplayer created characters. I did some more tests. Kensai after being imprisoned double his to-hit and thac0 bonuses. Same with the swashbuckler. Cavalier's 20% resistance to fire and cold becomes 40.

 

Even if there aren't any vanilla NPCs like that, what about NPCs added by mods and such? Would they be affected?

Link to comment

This bug doesn't exist in vanilla. Oddly enough, I've tested it now on EE2 by casting Imprisonment on a Cavalier. His resistances tripled, upon rejoing he had 60% to Fire/Acid (was 20 before) :rolleyes: .

Consecutive castings did not increase Fire/Acid res no more, which is consistent with Critto's findings.

Enhanced Edition. :)

Link to comment

This is on EE, yes. I wonder if a temporary solution of adding an "AP_*" record that resets the appropriate effect to default value prior to giving any bonuses to the kit's CLAB file would work.

 

I'll see if I can file it as a bug report on the Beamdog's forums. Edit: submitted a report (http://forums.beamdog.com/discussion/41550/imprisonment-and-subsequent-freedom-leads-to-doubling-of-chars-innate-abilities)

Link to comment

Apparently, this isn't related to Imprisonment. It's a more global problem.

 

I have an NPC with a custom kit assigned. First weidu installs the kit, then the kit gets patched into the creature file (offset 0x244). This kit gains +1 to AC via AP_* record from 2da at 6th level. This is a spell file that has one Spell ability with an effect "AC bonus" targeted on self with the timing mode 9.

 

Character joins at level 7. Ability applies twice and the character gets +2 AC.

 

These issues with EE are starting to annoy me.

Link to comment

Apparently, this isn't related to Imprisonment. It's a more global problem.

 

I have an NPC with a custom kit assigned. First weidu installs the kit, then the character gets patched into the creature file (offset 0x244). This kit gains +1 to AC via AP_* record from 2da at 6th level. This is a spell file that has one Spell ability with an effect "AC bonus" targeted on self with the timing mode 9.

 

Character joins at level 7. Ability applies twice and the character gets +2 AC.

 

These issues with EE are starting to annoy me.

Try using a 146 in clab to cast another spell onto him which then gives AC. That might work (hopefully not twice! :p ).

Link to comment

Right. It applies all the CLAB effects and then applies them again upon joining the party. Or, upon being freed from Imprisonment. Or, upon dual-classing. AP_ effects can give you double-strength bonuses, GA_ effects can give you extra innate abilities. The EEs are super aggressive about applying these effects, for what reason I don't know.

Link to comment
Right. It applies all the CLAB effects and then applies them again upon joining the party. Or, upon being freed from Imprisonment. Or, upon dual-classing. AP_ effects can give you double-strength bonuses, GA_ effects can give you extra innate abilities. The EEs are super aggressive about applying these effects, for what reason I don't know.

The innate abilities doesn't seem to multiply. Only happens with AP_ effects, in my tests. Thanks for posting an update to the bug thread at Beamdog's, btw.

 

 

 

Try using a 146 in clab to cast another spell onto him which then gives AC. That might work (hopefully not twice! :p ).

How would that be different from the specific opcode for applying AC bonus straightaway in that AP spell's ability?

Link to comment

This is curious. When first joined, a char gets double strength bonus from AP_* records. When booted from the party and rejoined back, no similar effect is taking place. The stats remain the same, however, the messages in the message log suggest that those effects were reapplied. Does it mean that the game subtracts the abilities from creature when it leaves the party and re-applies them back on returning? And when first joined the game simply applies them on top of a creature therefore producing a double effect?

 

Anyhow, I've been thinking on ways to work around that and found quite an ugly solution. I wrote a script that performs a one-time subtraction of extra bonuses upon first joining and extended that script into the relevant area BCS files if the game is ~bg2ee~.

Link to comment

Updating the old of thread of mine. I have yet to update to 2.0, so I have no knowledge whether Beamdog has fixed this or no. Does anybody know if they did? The readme has no mention of the problem. I'd say it's a critical one, seeing as this is a built-in "story mode", basically :)

Link to comment

The intention was to fix this. Now effects coming from spells applied by clabs are purged much more thoroughly, even if the spells have changed between games/patches/mods, etc.

The 1.3 engine didn't remove all effects, except if they matched competely.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...