Symbols, significant delay before explosion.
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Repro steps:
1. Load the attached save game
2. Have the character "Rallaern" Cast all his available skull traps in roughly the same area (make sure it is far enough away from characters so they do not explode immediately).
3. Once this is done have "Gronak" walk right next to the pile of skull traps to set them off.
Observed:
There may be anywhere from a short to an uncomfortably long delay (depending on factors unknown to me) before the skull traps detonate. Not all skull traps may detonate at the same time (This apparently depends on their approximate location in regards to the grid. If skill traps are very close to the same central point then they will likely detonate simultaneously. If the skull traps are scattered a bit they will likely detonate separately.)
Expected:
All skull traps should detonate immediately if a creature enters their 20 ft trigger radius. There should be no delay.
Notes: This affects all such "trap spells" including symbols, glyphs of warding, delayed fireballs, etc. It may also affect thief traps.
Original report:
Symbol, Death, Fear, Stun, significant delay before explosion or enemy just passing directly through symbol without triggering it, it's not happening all the time but frequently.
1. Load the attached save game
2. Have the character "Rallaern" Cast all his available skull traps in roughly the same area (make sure it is far enough away from characters so they do not explode immediately).
3. Once this is done have "Gronak" walk right next to the pile of skull traps to set them off.
Observed:
There may be anywhere from a short to an uncomfortably long delay (depending on factors unknown to me) before the skull traps detonate. Not all skull traps may detonate at the same time (This apparently depends on their approximate location in regards to the grid. If skill traps are very close to the same central point then they will likely detonate simultaneously. If the skull traps are scattered a bit they will likely detonate separately.)
Expected:
All skull traps should detonate immediately if a creature enters their 20 ft trigger radius. There should be no delay.
Notes: This affects all such "trap spells" including symbols, glyphs of warding, delayed fireballs, etc. It may also affect thief traps.
Original report:
Symbol, Death, Fear, Stun, significant delay before explosion or enemy just passing directly through symbol without triggering it, it's not happening all the time but frequently.
Post edited by Tresset on
1
Comments
I use SCS, but I don't think that SCS is the problem because others seem to have the same problem.
same here
Cheers!
http://gibberlings3.net/forums/index.php?s=9ff2f2482a1b3c9fa1db19b302a509f1&app=downloads&showfile=695
If anything is bugged, it would be the range of their trigger and explosion.
There trigger range and effect range do not match up with other spells, but this is an issue many spells suffer from:
Fireball & Dispel Magic:
- Listed: 30-ft. radius
- Projectile: 256 (the most used value for 30-ft.)
Skull Trap, DBF, Glyph of Warding, and Symbols:
- Listed: 20-ft. radius trigger, 30-ft. radius effect
- Projectile: 150 trigger, 200 explosion
- BG2EE does list a 25-ft radius effect for Glyph of Warding, still too high/low.
Detect Illusion & Firestorm:
- Listed: 20-ft. radius
- Projectile: 256
Invisibility 10' Radius:
- Listed: 20-ft. radius
- Projectile: 160
Detect Invisibility:
- Listed: 70-ft. radius
- Projectile: 32000 ("only" 2000 in BG2EE, still way off)
IWDEE is a lot better about its spell ranges, but still has its oddities:
Skull Trap:
- Listed: 5-ft. radius trigger, 18-ft. radius effect
- Projectile: still 150 trigger, 200 explosion
Also, I don't understand that idea of the delayed trigger by design. What's the point of having a skull trap explode when the wyvern is already 100 feet away?