1.68 and CoPaP Spell Additions

Yes it says General which means just that.

Moderators: Dungeon Masters, Hala DM

Post Reply
terryrayc
lord of all I prevail
lord of all I prevail
Posts: 4646
Joined: Wed Jun 22, 2005 12:00 am
Location: Florida
Contact:

1.68 and CoPaP Spell Additions

Post by terryrayc » Thu Sep 21, 2006 4:43 pm

Please post anything you notice that needs to be addressed regarding the last copap wide patch.

terryrayc
lord of all I prevail
lord of all I prevail
Posts: 4646
Joined: Wed Jun 22, 2005 12:00 am
Location: Florida
Contact:

Post by terryrayc » Thu Sep 21, 2006 4:45 pm

I've not tested them yes but here are some spell issues being posted over on avlis
New spell issue:

Copied Improved Mage Armor and Spiderskin to my spellbook. Now when I look at the description and stats of Improved Mage Armor, I'm actually getting the description and stats for Spiderskin. This was on Visi.
sphere of ultimate destruction doesnt always work. cast it today on ferrell, while near xeg ya in the old forest. sphere didnt attack at all, just sat there and followed me. have used it on visi, wilds, elysia, mikona so far with no problems, it attacks once per round as it should.
Sinsful Balefull Bolt works correctly when cast and does not wear off unpon a rest as per the spell decription. If a person logs and then comes back instantly or transistions to another server the effects are gone however.
Chill touch does not send undead running away as it should, due to their mind spell immunity.
I actually have just a question:

I tried Dimension Door. I know it says I can take allies with me, but I have never been able to do so, just myself. IT also says that a listener will be created so I can determine distance - if so, could someone please send me a PM with instructions on how to use the spell properly, thanks!
There's an option in the emote radial to set to do the taking allies with you part. However, that option is broken at the moment. Keep watching development updates.

User avatar
Marcomartin
Lost One
Lost One
Posts: 74
Joined: Sat May 19, 2007 12:00 am
Location: Warsaw, Poland

Post by Marcomartin » Mon Jun 04, 2007 6:41 am

I have some problem with improved magic weapon, it should last 15 hours, but my barbarina friend tells me that it's like 2 h of game. Is it some normal thing ?

Alphonse
Team Member; Retired with honors
Posts: 2475
Joined: Fri Aug 19, 2005 12:00 am
Location: the DM client (GMT)

Post by Alphonse » Mon Jun 04, 2007 7:45 am

I believe greater magic weapon should be turn / level
*creater / destroyer of worlds*

User avatar
Marcomartin
Lost One
Lost One
Posts: 74
Joined: Sat May 19, 2007 12:00 am
Location: Warsaw, Poland

Post by Marcomartin » Mon Jun 04, 2007 7:52 am

It might be, but i have polish wersion of NWN translated by cd project, there is 1h/lvl so it might be theyr mistake. It hapened before with other games, or spells.

Alphonse
Team Member; Retired with honors
Posts: 2475
Joined: Fri Aug 19, 2005 12:00 am
Location: the DM client (GMT)

Post by Alphonse » Mon Jun 04, 2007 11:21 am

Keep in mind that some of the spells have been tweaked on CoPaP to make them less overpowering.

The single player game has enemies with +5 gear early on so such powerful spells are necessary. In CoPaP its pretty much non existent so durations are reduced
*creater / destroyer of worlds*

User avatar
Marcomartin
Lost One
Lost One
Posts: 74
Joined: Sat May 19, 2007 12:00 am
Location: Warsaw, Poland

Post by Marcomartin » Mon Jun 04, 2007 11:26 am

Um ok im gona read CoPaP manual to see whats with spells

Alphonse
Team Member; Retired with honors
Posts: 2475
Joined: Fri Aug 19, 2005 12:00 am
Location: the DM client (GMT)

Post by Alphonse » Mon Jun 04, 2007 11:30 am

The wiki over on the avlis forum is a good place to look for the changed to spells
*creater / destroyer of worlds*

Post Reply