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Symbols, significant delay before explosion.

MaxxximusMaxxximus Member Posts: 322
edited February 2015 in BG:EE Bugs (v1.3)
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.
Post edited by Tresset on

Comments

  • TressetTresset Member, Moderator Posts: 8,268
    Same with any such trap spells such as delayed blast fireball and skull trap. I would also like to see this one fixed but I don't hold much hope for that happening.
  • TressetTresset Member, Moderator Posts: 8,268
    Repro case added.
  • AlonsoAlonso Member Posts: 806
    Skull traps and glyphs of warden seem quite unreliable. Sometimes they are triggered when a monster passes by and sometimes they're not, for no apparent reason. This seems to be quite common, I've read several threads where this problem was mentioned. I think this should be regarded as a bug.

    I use SCS, but I don't think that SCS is the problem because others seem to have the same problem.
  • AlonsoAlonso Member Posts: 806
    What do you think about asking an admin to merge the threads?
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,772
    @Alonso Threads merged. But you shouldn't use the flag system to ask moderators about such things :) You can PM a moderator, or wait till a moderator sees you comment (which happens quite soon usually).

    Cheers!
  • brusbrus Member Posts: 944
    You can test will there be some glitches if you remove the delay completely. If the bug is there than it could cause possible side effects. You can remove the delay with bg2tweaks.
    http://gibberlings3.net/forums/index.php?s=9ff2f2482a1b3c9fa1db19b302a509f1&app=downloads&showfile=695
  • kjeronkjeron Member Posts: 2,368
    These spells function this way by design - each of their projectiles is specifically flagged to have that delayed explosion. Removing it should be a feature request.

    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
  • AlonsoAlonso Member Posts: 806
    Alonso said:

    Skull traps and glyphs of warden seem quite unreliable. Sometimes they are triggered when a monster passes by and sometimes they're not

    I don't think traps and glyphs NOT being triggered at all can be a feature of the game.

    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?
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