[--CUT--] ---------------------------------------- TO FIX: ---------------------------------------- 1) --| GAME ENGINE: 1.1) --| GENERAL: * crashes: * "Nightstalker Arbalest (Unique Arbalest)" - it had no item properties; game crashed after trying to pick it up in inventory Fixable. * inventory lock up (happens from time to time): * usually when trying to auto-sort full party inventories * in such cases it's impossible to move/drop/sort items in inventory and stash * it can unlock itself after a while (reason unknown) nasty matter indeed, but hard to instantly reproduce and hence to fix * laggy camera - camera always smoothly flies behind selected character: * should be sped up or changed to be instant no such deep control over the camera * loss of items' properties: * bonuses from set items are not activated after adding party member back from inn - SET items must be reequipped * after character's death his items don't give ANY bonuses they have, although they're equipped and set bonuses are displayed - ALL items must be reequipped There seems to something wrong indeed - a very nice catch! :=) I really hope I will be able to find a work-around for this... * party powers: * their effect zone isn't displayed while game is paused some powers reject interactions in pause mode. While pausing, the game timer is stopped, but player inputs may go on - anyhow the game has can't really handle this well. * negative item properties: * they get multiplied by skills (for example, "-x Armor" penalty from "Frenzy" sword is increased by "Reinforced Armor" skill) It would be quite afforable (modding- and runtime-wise) to replace a hard-coded default armor-summing function just to find an item with a negative bonus in order to apply a different skill rule for it. Try to compensate the negative bonus with other positive (armor) bonus. * sudden death - sometimes party mages with "Ghostly Spirit" summons die all of a sudden (and get gravestone portrait): * happens when Ghost posesses an enemy and when mages use AOE-spells (fireball) on it * may be related to "Summon Bond" skill (overflow of any kind?) * after mage's death posessed enemy becomes hostile and: * untargetable by melee party members (they don't do anything when ordered to attack the enemy) * untargetable by summons (they don't attack the enemy) * targetable, but unhittable by AOE-spells (doesn't take any damage) Never observed myself. Can take longer to examine or fix this * curses are not blocked by chants/items: * "Chants of Purity" (Lesser, Normal, Greater) - no immunity * "Ankh (Unique Reagent)" - no immunity There is indeed a function that could fail - in some rare cases. * missing racial bonuses - all races (except dryads) don't have their race bonuses (as shown in "Resistances (MORE)" window): * half-giants - no "+5% Health Restoration" * elfs - no "+5% Mana Recovery" These race-related Recovery bonuses are a bit special. Normally Recovery bonuses are cumulative, this one here is proportionally applied onto the current recovery rate - 'amazing' implementation... * humans - no "+10% Magic Find" Works fine, +10% is displayed correctly - any other mods installed torpedoing some fixes? * problems with ghost posession: * Act 2, The Snowbrook Haven Throne Room - posessed Rust Guards are still considered enemies: they attack party members and can be attacked * A Mysterious Cave - evil companions' doppelgangers can be posessed, which reduces this fight's difficulty to 0 * spells added by mod can sporadically change their name (in inventory, spell books and shops) - exact reason uknown (probably, happens if at least 2 party members have the same spells in their spellbooks): * summoning spells: * "Summoned Creature: Harpy 1" - can rename itself to "Harpy" * "Summoned Creature: Ghostly Spirit 1" - can rename itself to "Ghostly Spirit" Of course, if you encounter only 1 enemy and as soon as her gets possesed, the fight is over Must rethink how to balance this... Original idea was to take him to the next fight/battle to fight instead of your summon. * rending auras: * can change their name from "Rending Aura: Aura_Name" to "Rending Aura" Don't know where 'Aura_Name' comes from. * companion banters - very often get activated near enemies: * double the radius for checking if there are enemies nearby (if such a check exists) when activating banters between companions Fixable. 1.2) --| .INI OPTIONS: * "buff_effect_duration = 0" - doesn't disable visual effects from: * chants * "Corpse Transmutation" combat magic spell Fixable, I guess. * "multi_summon = true" - creates log messages, when enemies see and attack multi-summons: * "EFFECT: indicator_angry_summon / 0" * "EFFECT: indicator_angry_summon / 1" * "EFFECT: indicator_angry_summon / 2" Fixable. * "party_order_panel = false" - doesn't seem to work, since "regroup" and "party order" buttons are not removed * "loot_drop_message = true": * sometimes displays items, even when no monsters were killed - these items can't be found (they're not created or drop through level geometry) Hm, perhaps some quest items assigned to givers may cause this... * make it display item type too (armor, weapon, amulet, ring, reagent) Should be possible to add this. * "game_speed = 200" - should reset back to "game_speed = 100" during NIS, otherwise they may not work as intended or they'll end before all phrases are said (and can be read by player) Hard to implement, and since +100% may cast numerous time critical problems it would be easier to drop or limit this very old and risky option. * "autocast_hurry_key = alt" - doesn't work when pressing "alt" (actually, doesn't work at all with any other key) Had to recheck this, but the control over the keys in DS2 is very limited. By the way, it's not a cast 'now' key, it recuces the default casting delay from 2s to 0.5s or 1s. * "autocast_slots = 6" - 5th and 6th spell book slots are considered as reserve, so it's possible to put spells there that are not autocast-type Possible indeed. Otherwise there also should be a function to remove non-autocastable spells as soon the default is increased. * "max_save_backups = 1" - causes game progress not to save; I guess, same goes to all non-default values (<5); or it's because this command is for v2.30 only A hard-coded option. 'Modding rights' to do anything with your harddisk are very limited. * "party_selection_key = 0" - some party members are still selected from time to time I can look for lacks, but keeping party members unselectable is quite complicated, since the game wasn't designed for it. * "multi_summon = false": * summons info: * no additional information about summons' armor/damage is displayed in top-center info panel Side effect of multiple summons feature... * however, "Controlling Summoned" icon on character portrait shows right information (Time Remaining, Life, Armor, Damage) ...but I think the way the information is displayed now should be an acceptable work-around!? * mages do not buff summons when they don't have any buffs Hm... with mulitple summons a mage 'hesitate' to auto-cast a buff just for one summon alone. I had to check this how the ruleset is applied if you only want to have 1 summon on maximum. * mages auto-summon in towns fixable, I guess. Should be blocked independing on the number of summons. * summons get automatically unsommuned after each teleportation (doesn't matter if in town or not) DS2 default for your (first) summon. * game performance is better 1.3) --| AI - PARTY: * Potions: * make party drink better potions first (Colossal - Super - Large - Normal - Small) - right now the order is opposite, which means that having low-level potions in the inventory actually hurts the player by slowing potion-healing down No control of potion selection, it's hard-coded like this, most probably to remove the small potions first form your inventory get new free space. * Autocast Spells: * Mirror mode - party members don't listen to player's orders and prioritize auto-casting spells, which often leads to them "freezing" in place without doing anything for 2-5 seconds before auto-casting and still not doing player's orders * Healing - party mages should prioritize party members over summons and allies * Cursing - melee fighters that have curse in autocast often don't "listen" to player's orders and just freeze without doing anything for 5 seconds (or running in one place without moving) before casting curse on new enemy: * SOLUTION: reduce curse casting time (a lot) In mirror mode it gets quite evident: There is simply no good ai/plan/concept when to follow main hero when to heal/buff, when to fight or curse - resp. when to prefer one possible action over another action. Still waiting for an algorithm easy to implement... ;) * Wrath of the Bear - isn't cast on "Rune of Might" summons This critical strike related buff will only be applied if the target is able to perform critical strikes at all. Here an then I actually took care that a minimum of AI there is... :P * All Summons: * Can attack enemies through doors, walls and even on upper floors 3D collision check may not (fully) work here. To be tested. 1.4) --| AI - ENEMIES: * Tacklar Basher - do not jump out of their hiding holes in Act II I'm aware of jumping problems, and I will go on keeping an eye on it. 1.5) --| HIGHER DIFFICULTIES: * Veteran and Elite: * the minimap is already explored (except secret areas) like it was in previous difficulty I'm not aware of any map-related radar reset - expect of deletion the *.radar file in your savegame. * party size is lowered to 4 (if it was higher) and innkeepers ask to pay to increase party size: 10k and 65k, although the party size has already been maxed in previous difficulty Annoying indeed. But perhaps a work-around is possible for this. * game spawns companions that are already in party (at least remove Lothar and Deru if they're already in the party, since they're not needed for main quest) Strange default since ever... * usable baskets in Eirulan rarely drop anything An extra gift by mods. Intended to look better, not to make you rich. * unlike other companions, additional companions' (Drovan, Kiernan, Nora) armor doesn't upgrade on higher difficulties; Nora's items and spells don't upgrade at all They actually should. A fix is possible I guess. * Veteran only: * "Greater Chant of Melee Skill" - paper was taken from the stand, but chant wasn't added to the journal To be checked... * Elite only: * "Hak'u Ceremonial Blade" - drops Hak'u blade from Mercenary difficulty (damage 10-15, needs level 10); for example, Veteran is: damage 28-46, needs level 44 Orignally there were no specific loot or no specific reward for vet/elite mode, reusing the same as in mercenary mode. So it's possible it doesn't exist (yet) at all... [--CUT--]