Paradox 0.1.2 Bugs & Feedback Thread

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Lady Isabelle
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Paradox 0.1.2 Bugs & Feedback Thread

Post by Lady Isabelle » Tue Nov 12, 2019 7:13 pm

Post here for any sort of bugs, balance issues & inconsistencies. The uniques and sets especially I'm aware can be a bit inconsistent, considering I made them at random over the course of 6 months. Act 4 & 5 are probably a bit absurd as well in terms of difficulty.

Known bugs:
Book of Cain costs 1 gold when it should be 500k.
Higher tier flasks are being sold and dropped earlier than intended.
Summon Familiar has a missing string on the character sheet.
Countess has less resistances than intended.
Fixed in 0.1.1

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Lady Isabelle
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Re: Paradox 0.1.2 Bugs & Feedback Thread

Post by Lady Isabelle » Mon Nov 18, 2019 7:12 am

Known bugs in 0.1.1, being fixed in the next update

It's possible to reach the save file limit, resulting in your character unplayable
Blessed & Divine Orbs currently brick your items DONT USE THESE YET!
Putting any gem into Spiked Shields crash the game
Twitchthroe, and possibly some other items, use an incorrect drop file.
Antidotes don't state that they now remove the slow affliction
Some of the gems have color pallet bugs
Topaz does not have an orange color in it's name
Goat Archers in Act 5 fire twice the arrows than intended, making them incredibly lethal. Also they run hilariously faster than intended.
Several items cannot be gambled.
Cantors are unable to cast anything when they spawn as an Extra-Fast boss.
Various currencies incorrectly state that they don't work on corrupted items.
The holy water flasks no longer drop, as I made an error thinking they also dropped from the auto-tcs when I removed them from dropping in the ammo tc.
The Divine Water & Seraph's Flask is not set to be a 'permanent store item'.
All fixed in 0.1.2

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Talic
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Re: Paradox 0.1.1 Bugs & Feedback Thread

Post by Talic » Sat Dec 28, 2019 8:44 pm

Hi.

First, there is no a Quick reply "window" in any topic of Mods by Lady Isabelle, I had to use "Reply with qoute", in other areas of the forum everything is fine.

Anyway, sometimes my Necro isn't able to curse this little guy, you can see that he is cursed but still have immunity to physical damage.
Image

I have a question about the Torch. The beam looks little strange, having the light going from the character head/body, can the beam be moved above his head a little bit:
Image

May you tell me the amount of enemies here, they are also a little bit hard to kill :mrgreen:
Image

That is it for now, I am more bug finder, can't talk about the balance but e.g. Festering Tendrils are not so easy to kill - I am struggling with that enemy a lot, but I just got into the mod. And there are those enemies with "undead cold - cannot die" - sth like that, that's not fun if I am not able to kill them. :mrgreen:
Thank You for all Your hard work. :leftthumb:

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Lady Isabelle
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Re: Paradox 0.1.1 Bugs & Feedback Thread

Post by Lady Isabelle » Sun Dec 29, 2019 10:26 pm

Yea I haven't been able to quick reply either, I'll contact the admins about that.

That fallen may of rolled a hidden physical resistance, which is random. That feature is being removed next patch so that wont be a thing anymore.

I can definitely look into raising it up a little.

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Talic
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Re: Paradox 0.1.1 Bugs & Feedback Thread

Post by Talic » Mon Dec 30, 2019 1:43 am

Hi.

Some questions.

Would it be possible for testing purposes to have book of cain cost reduced to some very low value instead of 500k.

It would be easier to test skills for sure.

Also, not sure if possible without some code edit, but what do you think about the idea to be able to stack potions like thawing/purging, mostly debuff potions.

I need to test but I had high performance drop in tamoe highland with all those mages in it, only not sure why did it happen.
Thank You for all Your hard work. :leftthumb:

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Lady Isabelle
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Re: Paradox 0.1.1 Bugs & Feedback Thread

Post by Lady Isabelle » Wed Jan 01, 2020 5:07 pm

You'll get plenty of gold later on as you progress, no plans to. I would love stackable potions myself but that's beyond my skill level.

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bluechimera
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Re: Paradox 0.1.1 Bugs & Feedback Thread

Post by bluechimera » Fri Jan 17, 2020 3:51 am

No bugs to report so far (that have not already been made known), but I am only in Act 1... I just wanted to say you and Ogodei have done a wonderful job with this mod. I am really enjoying it thus far :)

Great job, thanks for the wonderful mod! :cool:

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tmuhlhausen
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Re: Paradox 0.1.1 Bugs & Feedback Thread

Post by tmuhlhausen » Fri Jan 17, 2020 4:43 am

Lady Isabelle wrote:
Wed Jan 01, 2020 5:07 pm
You'll get plenty of gold later on as you progress, no plans to. I would love stackable potions myself but that's beyond my skill level.
I just did some testing, (As you probably have with this same topic) and i was able to get them to be stackable by setting compactsave to 1. Of course though when right clicking the whole stack always disappears, regardless of stack size. If someone were to change the Usable function to check for quantity before using it may be possible. just a thought

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Lady Isabelle
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Re: Paradox 0.1.2 Bugs & Feedback Thread

Post by Lady Isabelle » Mon Aug 10, 2020 2:47 pm

Known bugs in 0.1.2

(Dreamlands)Playing with friends in tcp/ip can cause your character to not save. Your character is instead saved on the host's computer. This can be avoided by not directly trading with each other.
(Dreamlands)Chance to reanimate isn't working Fixed in 0.2
(Dreamlands)The new shrines ignore restrictions, causing them to erroneously spawn nothing but a certain shrine in Durance of Hate and beyond, or in some cases way sooner than they should be Fixed in 0.2
(Dreamlands)Several minor bugs to quests. Nothing that will stop you from getting your rewards.
(Dreamlands)The 'New Skill' icon does not display on the highest resolution, but works on the lower resolution just fine. The same happens in reverse with the ‘New Stat’ icon
(Dreamlands)Teleport on striking has a reverse effect. Fixed in 0.2
(Dreamlands)Slows Target has an inverse effect, it was already removed temporarily. Fixed in 0.2. It is now re-implemented as 'Slows Target Movement Speed'
(Dreamlands)Various AIs will occasionally erroneously perform incorrect behavior, most commonly either not attacking in specific circumstances or running right past the player instead of attacking.
(Dreamlands)Shrines in high level side areas may cause the game to crash Fixed in 0.2

The Hallowed Flame set has randomly rolling set bonuses Fixed in 0.2
Act 4 Crypt demons are incorrectly trying to use A2 rather than A1, causing them to be invisible while attacking. Fixed in 0.2
Various typos, and silly name combinations (Such as a Topaz Ring of Topazes, or a Ring of of Emeralds)
The Diablo 1 Melee Goatmen are not correctly using Smite
Divine Water and Seraph's Flask still dont have permabuy. This will be fixed by letting you buy all three in every difficulty.
The End-game screen still has the wrong pallete. (This is a pain in the butt to test)
The -enemy magic resistance stat is not working Fixed in 0.2
Mercenaries wont accept some potions when dragged and dropped into their portrait, but will take it via the shift key in the belt just fine. Unsure if this is related to the High Res mod, or Dreamlands.
Possession is sometimes doing damage to enemies (Need to test)
The Graveyard oskill can cause the game to crash immediately under certain conditions (Need to test)
Armorer Scraps and Blacksmiths Whetstones have very poor descriptions
Man of Iron bugs (Need to test): Reworked the item in 0.2
All golems will die (except for 1) upon Save & Exit.
Save & Exit will usually leave the 1st/original alive, but not always.
All golems will die (except for 1) when using Shout, Battle Orders, or Battle Command.
Barb shouts will randomly choose which golem(s) dies.
All other bonus to max golem uniques are also suffering from the same bug.
Raise Vampire has very bad AI, and has 0 health. Fixed in 0.2
Tristram has an unintended area you can teleport to out of bounds. This is due to edited tiles from the work on the roadless act 1 being considered walkable.
Holy Water isn't working. Fixed in 0.2
Oblivion Knights (casters) are incredibly cowardly.
Succubus Wither (formerly Iron Maiden) doesn't seem to be lowering your magic resistance
Various monsters have incorrect cof hitboxes while attacking. Fixed in 0.2
Jeweler's Orb incorrectly states it wont work on morphed items. Fixed in 0.2
(Dont recall if this is in the previous version or not) Alchemy Orbs sometimes don't work. AAAAAAA I hate cubemain Fixed in 0.2
(Dont recall if this is in the previous version or not) Healing & Mana potions cancel the previous one out, stopping regeneration all together.

(Unconfirmed) Possible FPS issue where occasionally the game will tank it's framerate, possibly due to debug log spam
(Unconfirmed) Familiar may still be doing less damage than intended, needs testing.

(Unimplemented Dreamlands Feature) Gem Find, Jewel Find, and Rune Find affixes are not working.
(Unimplemented Dreamlands Feature) The game will crash if a monster cannot drop anything from tcex2
(Unimplemented Dreamlands Feature) tcex2 needs an exclude option, and/or the ability to ignore enemies spawned by nest, splenddeath, or other methods that can potentially spawn infinite monsters that I don't desire to have loot drop from.

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