Squawk! Registered Member #648
Joined: 1:50:32 am GMT 11/20/05
Posts: 1484
scratch_flannigan wrote ...
The third level (Sun Domain) version of Hammer of the Gods will not cast from my cleric. It gives me a message about not being high enough level to cast it (or something to that effect). He is fifth level, and can load it into his spell book for the day. It just won't cast.
Divine Might does not work on a weapon enchanted with Dark Flame (perhaps this is intentional?).
Update to this:
Now that Sol is level Seven, Hammer of the Gods can be cast from his third level slots. Since few characters stay below level seven for very long, this bug probably goes unnoticed and causes few problems. It is still very useful to be able to cast this spell from third level slots, once you reach level 7 and higher. It allows for more castings of HotG , or the ability to use 4th level spell slots for other spells.
Registered Member #1318
Joined: 4:57:57 am GMT 06/17/08
Posts: 394
So. Uh. I'm FAIRLY certain this is not intentional. But the transition in the Hammersong Pass: Canyon area, guarded by a bunch of wyverns, and only reachable by some sort of jump/teleport? That transition leads to "Vault of the World: Bottom".
! Registered Member #20
Joined: 8:30:40 am GMT 02/25/04
Posts: 7094
Kagali wrote ...
So. Uh. I'm FAIRLY certain this is not intentional. But the transition in the Hammersong Pass: Canyon area, guarded by a bunch of wyverns, and only reachable by some sort of jump/teleport? That transition leads to "Vault of the World: Bottom".
Hundbert Registered Member #293
Joined: 1:22:43 am GMT 10/06/04
Posts: 3106
New areas have a couple of walkmesh problems. Areas you can walk into but not walk out of, e.g. There are a couple of placeable books that you can read with an examine, but your character walks through a cliff wall and can't approach them. Same area, there's a Hammersong giant/dwarf/axe statue guy that you can explore around, but blocks your exit when you try to leave.
Registered Member #25529
Joined: 3:52:11 pm GMT 10/09/20
Posts: 187
Dogbert wrote ...
New areas have a couple of walkmesh problems. Areas you can walk into but not walk out of, e.g. There are a couple of placeable books that you can read with an examine, but your character walks through a cliff wall and can't approach them. Same area, there's a Hammersong giant/dwarf/axe statue guy that you can explore around, but blocks your exit when you try to leave.
I can adjust out the walkmesh issues tonight when I get home - that should be a pretty simple fix.
wrote ... ...Alchemist XP
There actually appears to be a bug right now where XP For kills is not working for anyone - I'm sure Kira will be on the case once she's up and about this morning.
1) I could pick 6 level 1 spells on character creation, no cantrips. 2) Just looking at second level, I have no spell slots listed (blank screen) on my memorize spell list while all cantrips are available to me to select.
Edit: It just hit me that's what dogbert meant probably by not being able to cast their own spells.
! Registered Member #20
Joined: 8:30:40 am GMT 02/25/04
Posts: 7094
Alchemists start to be able to cast level 1 spells at character level 6, but right now they can learn spells before that due to a bug. It should be fixed soon.
XP issues should be fixed, but let me know if you keep encountering them!