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Old 01-22-2003, 07:31 AM
Drawde
Dragon
 
Join Date: Jan 2002
Posts: 521
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Some 4.1 bugs I've encountered -
- Having a spell interrupted will lock up your interface and prevent you not only from casting but also from targeting things (or yourself) or using the inventory, until you zone or log out. I know this bug is already known, but it's very annoying for casters . Using #cast or having a weapon proc will un-lock the interface (presumably the client thinks you're in the middle of casting a spell)
- NPCs don't seem to cast spells.
- Allied NPCs (e.g. guards) don't assist you, as ozme says - also NPCs don't assist others on the same faction (hostile NPCs/mobs will aggro though when you get within range)
- When using Luclin high-detail character models, your character will always have a beard/moustache (assuming that
they're male and their race can have beards, obviously!) regardless of whether you selected one. Hair style and colour
works correctly though.
- Addon.ini settings (status required to use a # command) don't seem to work.
- Dying often boots you back to the character select screen (without crashing the zone server though)
- Guildmasters sometimes say "ERROR: String not found" or similar when clicked on - maybe the random number used to select
the "welcome" string is greater than the number of text strings available?
- Skills like channeling, dodge and riposte are sometimes used even when you have 0 skill in them.
- Weapon accuracy at low skill levels seems too low (based on my experiences in EQLive) and the STR bonus
is also a bit too low. In EQLive, my level-1 human cleric with 85 STR and 80 DEX, 3-4 skill points in 1H Blunt, and wielding a rusty mace, could hit a level-1 creature, e.g a large rat, about 30%-50% of the time and inflict between 1 and 8 damage. However in EQEmu the same character hits about 20% of the time and inflicts 1-4 damage.

- Finally, not a bug but a suggested change - it might remove the line in npc.cpp which sets NPC HP regeneration to 2
if it is set to 0. With a hp_regen value of even 1, low-level mobs are very hard for a player of equivalent or even higher
level to kill, especially when combined with the above accuracy problem - they simply regenerate faster than you can damage them. And it seems like in EQLive most low-level creatures don't regenerate during combat, or only do so very slowly. Allowing NPCs to have zero hp_regen would prevent them regenerating after a battle (if whoever was fighting them died or zoned) but this is preferable to making them near-impossible for newbies to kill! Just my opinion though.

Anyway, hope it doesn't sound like I'm complaining too much - 4.1 definitely seems to be the most stable and bug-free version of EQEmu so far.
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