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    • sharkinajarS

      Too high CR enemies being able to be animated

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      4 Posts
      707 Views
      ZoolZ

      @gdardog said in Too high CR enemies being able to be animated:

      The cap is 200hps base on the NPCs from previous discussions.

      Yeah its this.

      There's also a variable DMs can use to block them, and all quest bosses are off limits (mostly due to having multiple named zombies being weird)

    • foamcastleF

      Crafting - Enchanting - Only one dart required and crafted per recipe

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      5
      5 Posts
      749 Views
      EchoE

      ok now it's fixed (i hope)
      7684

    • foamcastleF

      Gnomish crafting addition brewer's oven in wall

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      3
      3 Posts
      512 Views
      EchoE

      fixed 7684

    • A

      Incorrect portrait for fourth tier fire summons

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      3 Posts
      562 Views
      A

      @echo

      Thanks :)

      I appreciate your time and hard work

      Apollo

    • sharkinajarS

      Tessaril's Tower first door bugged

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      6
      6 Posts
      890 Views
      EchoE

      set all the doors to initial state open until the area can be revisited

    • SpiffyMeisterS

      iAreaInfo Errors

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      5 Posts
      451 Views
      ZoolZ

      Yeah,and chuck iAreaInfo onto your resmanned areas.

      Those are (mostly) the issue.

      They should probably not call out, but that'd be more code to check em.

      Maybe we could auto put the var on loaded areas though (but that stops you using the var to set if sendings are heard there, plane of fire shouldn't get sendings as a mad example)

    • G

      Player Loot Tool - Bag Error

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      4 Posts
      437 Views
      G

      I’m pretty sure everything was flagged as “duped” before I even got to click on the bags, then they were destroyed when the bags were dragged and dropped into my inventory.

    • CadizC

      disrupt undead

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      1 Posts
      139 Views
      No one has replied
    • O-louthO

      Deafening Clang removes Flame weapon when it runs out

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      5
      5 Posts
      546 Views
      ZoolZ

      Weird bug though.

    • ?

      Alchemy: Failed healing potions fail to destroy any ingredients.

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      6
      6 Posts
      374 Views
      EchoE

      It's a lot of "re"s because I've revamped recipes at least 3 times now :D

    • M

      Smith's Light Hammer, Prestige points wrong

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      3
      3 Posts
      308 Views
      M

      @echo I'll update in case I find it again. I've forgotten where I found it

    • ZapZ

      Frost Giants can't be disarmed

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      4 Posts
      624 Views
      ZapZ

      @echo Haven't had a chance to test, will do Asap.

    • FizzgigF

      winking moon inn spawn point

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      4 Posts
      418 Views
      EchoE

      Is this still an issue?

    • M

      Copper Darts

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      3 Posts
      346 Views
      EchoE

      Craftable weapons are next on the overhaul list. This will be corrected as part of a bulk edit.

    • SpiffyMeisterS

      Broken Loot Chests in Haunted Halls, Flooded Caverns, Kobold Stronghold

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      2
      2 Posts
      206 Views
      EchoE

      should be fixed v7679

    • G

      Server Status Bot - Discord

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      4 Posts
      394 Views
      EchoE

      issue resolved

    • M

      Copper Helmet crafted unidentified

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      3 Posts
      301 Views
      EchoE

      fixed 7679

    • M

      Hullack Bandits Quest trigger description lacking

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      2 Posts
      225 Views
      EchoE

      Didnt know what it was supposed to say so I removed it. 7679

    • SilverswiftS

      Ladybugs drop fire beetle bellies

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      2
      2 Posts
      333 Views
      EchoE

      fixed 7679

    • G

      Rune of Power - Berserker rage

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      3
      3 Posts
      501 Views
      ZoolZ

      Likely the temp hitpoints effect is linked to the DI effect using EffectLinkEffect()

      When the temp hitpoints are depleted it destroys the temp HP effect, and because it's linked, this destroys the entire effect including the DI.

      Need to keep the two effects separate.

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