Qel Mobile Area of Effects bug
Posted: Sun May 03, 2015 5:17 pm
Background
The spell effects of "Invisibility sphere" and "Magic circle against alignment" is claimed by NwnWiki to have a mobility bug and in response Qel made a "fix" that applied the Mobile AOE (MAOE) on a untangible invisible entity that is supposed to follow the caster. That at least I am assuming to be the motivation for the spell edit.
I have so far seen no evidence of this bug in the Official Campaign. While the nordock Qel version always suffers from the problem of the MAOE not keeping up with caster. The fix essentially turned "bug can happen" into "bug is always there".
Don't blindly take my word for it, compare yourself.
Request
Please have the following script files restored to their original state: NW_S0_InvSph, NW_S0_CircEvil & NW_S0_CircGood
If casters is to be able to be anything (support/control) besides being magic missile turrets in a party. It is important that these MAOE spells is in the control of the players, not some invisible entity AI.
The spell effects of "Invisibility sphere" and "Magic circle against alignment" is claimed by NwnWiki to have a mobility bug and in response Qel made a "fix" that applied the Mobile AOE (MAOE) on a untangible invisible entity that is supposed to follow the caster. That at least I am assuming to be the motivation for the spell edit.
ProblemNwnWiki wrote:This spell is subject to the mobile area of effect bug, in which an area of effect can lag behind the character it is attached to, allowing that character to actually exit the area of effect if moving fast enough. This results in the spell ending prematurely. (A fix for this is available on the Vault[1].)
I have so far seen no evidence of this bug in the Official Campaign. While the nordock Qel version always suffers from the problem of the MAOE not keeping up with caster. The fix essentially turned "bug can happen" into "bug is always there".
Don't blindly take my word for it, compare yourself.
Request
Please have the following script files restored to their original state: NW_S0_InvSph, NW_S0_CircEvil & NW_S0_CircGood
If casters is to be able to be anything (support/control) besides being magic missile turrets in a party. It is important that these MAOE spells is in the control of the players, not some invisible entity AI.