Alright, been a while since I had a chance to respond to this thread. I'm going through post by post, and if it's already been addressed I'll skip it. If I miss your question, my apologies. Let's go!
@Asturonethoriusaline We've got reports on the pause button not working, it's looking like it was something that was introduced accidentally late in submissions. After testing, it's looking like it *technically* works, but the tapping-area is exceedingly small. We've got it filed on our internal tracker. You could try resizing it, but I'm not sure that'll have the desired effect. I've found that the point that you could interact with it is around the top left of the pause-button's icon, close to the "talk" prompt.
@Alron As a temporary measure, you can manually add/overwrite the dialog.tlk from other languages into your build. However at the moment languages that use special characters, new content (The new tutorial), achievements, and the content that has never been translated won't be effected by this. I would recommend making backups of this of course, prior to taking action.
@Murmiasty I'm unaware of any content changes that were made in this regard, unless you're doing a comparison between vanilla / EE versions of the build. Are you setting up your character with the right restriction alignment / stats to match this?
@dunahan My apologies, but could you clarify what specifically is a pain in regards to double-clicking? What kind of double-click are you trying to do? Most of the functionality I can think of that might be applied under you post would be things you'd tap & hold for. Additionally, what scenario seems to lead you to getting that error message? Any specific actions or settings?
@sphinxfpv Hmmm well, it looks like it's a bug with NWSync, but one of the first questions I'd have, is if you've seen this happening on any other server, then if it's happening to anyone else on that particular server. (Just to try to eliminate the chance that something is not set up properly). After that, I'd suggest posting to the service-desk so we can get a ticket in, and start tracking it internally.
@paladin14 This is a known issue, there are particular video settings that seemingly deactivate the TTF system. We've been tracking this internally, but do you have a particular list of settings that seem to trigger this? If so, it'd be much appreciated, as it can sometimes differ between devices.
@Wrraptor_D I hear you on the camera rotation, I'm used to the other method of rotation as well. We've gotten several requests regarding this, and currently have it on our internal feature request tracker. I'd suggest posting in the forums and seeing what kind of support can be rallied for it on the Trello board, but it's definitely been noticed.
@AxBattler I believe we've answered a bug on the service-desk regarding this. At the moment, desktop emulation isn't really something that's officially supported.
@DonCzirr See my above message to Asturonethoriusaline in regards to the pause button That you're having more, or less success with it depending on module is really interesting though, I'll see if I can reproduce that on my end.
I've skipped over SOU for now and see the difference in the "difficult" pause and the Pause not available conditions.
Sometimes in HOTU, I have to button mash a little bit to get Pause to activate - but it does work when I hit it right.
SOU was just not responding in certain areas at all. Although - as I said, it worked in the initial area where the module starts but was not working in battle (where it is really needed)
@Shaiden Sorry for the late reply, but had to test it again to be sure. Okay for those error messages. I've started NWN:EE on Android. Clicked through the videos and clicked one button on the startscreen. Then stopped the app. Within the nwclientlog.txt I found these errors: [code]nwsync: Migrations currently applied: 1 nwsync: Shard 0 available, Space Used: 24 KB ... nwsync: Shard 30 available, Space Used: 24 KB nwsync: Storage at /storage/9016-4EF8/Android/data/com.beamdog.nwnandroid/files/user/nwsync/, Provider=1, Compression=2 Error: 40964 Error: 40964 Error: 40964[/code] I attached my logfile in this post.
For my other problem, the "double-click-feature" I will link a capture-video from my phone if I find a useable app for that.
Edit: Could not reproduce the double click prob with the capture vid... Don't know if that was solved by some update of my android system (got one these days), but I will look at this time by time. If it occurs again, I will try to get a vid of it.
I play on PC and Android so what I did was copy my nwsync and sqlite3 files from my pc (which had nor problem logging in ) to my Androids files and it worked like a charm.
I simply ask you to TRY to set up a new character on a base phone - it's worth trying this on something like a Moto G5 (and you want the cheapest for this to work)
I use exactly this device for all Android work as it ticks all the marks - it's the most likely kind of device I'll ever get something installed on, the brand isn't an issue - the price is, go for old and slow
OK - so it's established I've got a crap Droid
Please go either beg, steal or borrow one yourself or go buy a low-end device with a small screen
Now create a new character and DONT use a pre-made - you need to roll for yourself
On the spending points page you'll have extreme issues assigning your points as the game has up-down clickables that it's impossible to click on accurately (this happens on several char setup pages)
A VERY simple solution is to change the problematic pages to have a - / + at either end of the text area (I will illustrate on request)
An even better way is to tap e.g. Strength and give you a page with large buttons to up / down the points spent where accept / cancel return you to the offending page
My last suggestion is that you should make scaling default to the maximum (same issue as above with changing the value) and an intro screen asks you if you're happy with that res then tell you how to change your mind in the future.
The above applies to my laptops as well, I have a 17 inch PC + 13 Inch Mac. Both are illegible as I'm 56 and my eyesight is failing (not tried the 15 inch Linux box yet)
Simple dev assumption... Assume the user is blind and work backwards - yeah, can't do much with the blind peeps but everyone else we can help
Actually simply asking your age on install would give you a rough idea of what the default settings should be (soz - only just thought of this) - it doesn't include peeps with in-born eye / hearing issues - they're about 0.005 but will have a buddy who can help (seriously - I've met thousands of ppl in my like but only can name one sight-impaired girl so my rough numbers are fairly accurate)
Soz - going off topic...
It should be fairly easy to find a friendly optician (I've got one who's a professor) - I'm sure your can find your own - your guy SHOULD be able to give you fairly accurate degradation of sight by age which then allows the Q how old are you? to meaningfully interact with the user
@DonCzirr Good news! The internal bug was filed and a programmer has looked at it. It definitely was an issue, and based on internal testing it seems to be fixed! Ideally this should be going out on the next patch.
@dunahan Don't worry about late replies, as you can see, I'm likely far worse about it Hmm That looks like it's an error with NWSync, rather than with any specific in-game feature, I wonder if it might have had some kind of knock-on effect...
Either way, I'm glad it resolved for you, please definitely let us know if you run into it again. As a person who lived with a mouse that auto double-clicked for a long time, I understand where you're coming from!
@sphinxfpv That certainly would do it! Excellent job with the work around, I'm glad you've got it working
Yeah, the smaller screen is a definite issue. if at all possible, I would recommend switching to a larger screen, or to a tablet, but I fully understand that isn't always an option.
One of the reasons we don't default to the largest UI scaling, is due to the fact that with the numerous various sizes of phone and resolution, at times the scaled up UI can mean that buttons will appear off-screen right away, preventing you from being able to access functionality. This is rare, but it's only one of the reasons.
I've run into similar problems with clicking the individual buttons, and I'd suggest trying out a stylus as a stop-gap measure, I found that it let me tap much more precisely.
Of course, this is not discounting your concern, just offering a potential stop-gap.
When you say that the PC / Mac are both illegible, are you referring specifically to the text on screen? Or something else? There is an issue wherein the text will sometimes switch back to the "old" format which is not using the True Type Font changes we implemented earlier. It's possible this might be related to the issue. Did you change any of your graphical settings / Are you using the high resolution font in the options menu?
I'm uncertain on the "Asking your age" suggestion. Not because it might be fundamentally useful, but because some might consider it some form of data harvesting. I'll ask about that.
(My apologies I could not be more helpful on this, I'll push the suggestion / concern up, though getting an entry on the Trello board is probably the better way to get attention on the issue)
@Shaiden Greetings, sir. I just wanted to bring to your attention a potential gameplay issue regarding the Combat UI applying unusual penalties to a character's attacks per round. To my knowledge, this bug has yet to be reported for NWN:EE on Android devices. I'd bet money it has been ported from the PC to the mobile version of the game. I have taken the liberty of transcribing all the information pertaining to this issue from https://suport.baldursgate.com. Here it is.
Bug #37442: [Windows] [Android] There should be no additional penalties applied to attacks granted by Attacks of Opportunity, Circle Kick, Cleave, Great Cleave, or Haste other than a monk's -3 iterative unarmed attack penalty and the -2 penalty from Flurry of Blows.
Description
1. Start a new NWN:EE game in the Wailing Death Campaign as a level 1 monk (Monks get the Cleave feat for free).
2. Take levels in Fighter to give you quicker access to the feats you will select as your character advances.
3. Select the Power Attack, Circle Kick, and Great Cleave feats as your character advances in level.
4. During any fight involving multiple enemies, watch the combat log displayed in the chat window at the bottom of the screen very closely before and after you have acquired Great Cleave.
A good place to test this would be the room with the fire beetle swarm in the Silver Sails Trading Co. Located in the Docks District of Neverwinter during Chapter 1 of the Wailing Death Campaign.
Observed: A monk fighting unarmed will do a Cleave attack at a -5 penalty coupled with the -2 penalty from Flurry of Blows for a total attack penalty of -7. This penalty is cumulative, and it is applied to Attacks of Opportunity in addition to all the monk's extra attacks granted by Circle Kick, Cleave/Great Cleave, Flurry of Blows, and Haste. The -5 penalty to the extra attack granted by Haste seems to be applied either when Flurry of Blows is activated, or after a Cleave attack is triggered with Flurry of Blows deactivated. Attacks of Opportunity and Great Cleave attempts seem to reset the unarmed attack progression before causing a sudden, steep drop in its attack bonuses. Before the monk has reached her final attack for the round, her attack bonus is no longer a bonus because it is negative. A monk will also sometimes do a Cleave attack at a +2 bonus to the attack roll while Flurry of Blows is deactivated, though there are no circumstances that would grant this bonus.
Expected: Per the D20 SRD, Attacks of opportunity and the extra attacks granted by Flurry of Blows and Haste should all be done at the monk's full normal attack bonus, applicable to the -2 penalty from Flurry of Blows of course. Circle Kick should grant one free unarmed attack per round to a nearby target at the same attack bonus of the attack that triggered it. Cleave/Great Cleave attacks should be done at the same attack bonus of the attack that dropped their previous target(s). The Combat UI should not apply any additional penalties or bonuses other than a monk's normal -3 iterative unarmed attack penalty and the -2 penalty from Flurry of Blows.
Potential Fix: Revert the behavior of the Combat UI to Critical Rebuild 1.67 status. The last stable patch that had all these attack bonuses working as they should was Critical Rebuild 1.67 of Neverwinter Nights Classic. With your permission, I could upload the patch to you so you may examine its code if you don't already have it. Or if you prefer, you can download all 3 critical rebuilds to their respected game versions at ftp://ftp.atari.com/patches/neverwinternights/, ftp://ftp.atari.com/patches/neverwinternightshou/ and ftp://ftp.atari.com/patches/neverwinternightssou/. Thank you for all you do. Keep up the good work.
OK! So first off, big props to Bill on Redmine as my research buddy on this. Because this is a bit of a deep dive.
So, first things first, we took a quick look at the Monk in general as a class, as your examples appear to specifically apply to Monks. This might've been due to ability, or class-benefit specifically causing the results observed.
Following that, we wanted to know more in detail exactly where at the Base Attack Bonus for characters, however it didn't match our original gauge for our characters stats in-game. At that point we realized that there was also the Unarmed Base Attack Bonus tables, which only monks use when unarmed // using a Kama. Comparing our own testing sets, virtually everything seemed to match up with what was expected, with the exception that Cleave & Circle Kick attacks seemed to have a different addition value for the attack roll.
On average, if you have multiple attacks in a round, each attack has a subsequent -5 to roll. (So if you have +8 to hit originally, the second hit would be +3). This however is altered in the Monk's case, as they use the Unarmed Base Attack Bonus. In their case, the modifier goes down by -3 per attack. (So following the previous example, +8 --> +5).
Paring that down, we took another look at the two skills in particular. Neither inherently states that it should have additional negative modifiers on the attack, however the thing to note is that each reference a "Free Attack". This is not the same as "attacking again", as "Free Attack" is it's own 'thing'.
Free attacks are effectively attacks that are not generated by a character's base attack // dual wielding. Free attacks have the progressive "-5" to hit that a standard base attack bonus, even if you are a monk using unarmed. (I believe this is the specific thing you're taking issue with). Your comment on Flurry, Haste, etc all revolve around granting the user additional attacks per round, which increases the chances that you'll trigger a Free attack, which in turn would continually suffer the negative modifiers.
I suspect you know all of this, but I felt it important to post out an explanation in case anyone else reading might be curious. Could you quickly confirm this? From what I can tell it seems to be a long standing issue (Or functioning appropriately, depending on your point of view).
Greetings, sir. My apologies for being unable to respond in a more timely manner. Yes, I can confirm this has been a long standing issue since the release of Critical Rebuild 1.68 for Neverwinter Nights Classic. It seems you have narrowed down the list of culprits to the Circle Kick and Cleave feats. However, after going over everything from the links you have provided, I am still confused concerning the behavior of Great Cleave. Here is a screenshot that I hope will clearly illustrate my concern.
From my point of view, it shows 2 successful Great Cleave attempts made at a character's full attack bonus of +11, which is the way it is currently implemented to behave. The attack following the second Great Cleave is made at an attack bonus of... -4? The one following that is made at -9. You've explained that free attacks have the same -5 attack bonus progression as standard attacks even if you are a monk fighting unarmed. Could you please explain how there could be a -15 attack bonus progression between 2 consecutive unarmed attacks? Is it possible that this could be a part of the different addition value to the attack roll that Cleave and Circle Kick attacks seem to have? To me, it just doesn't match up with what is expected.
With regards to "Free Attacks", I agree, a free attack is not the same as attacking again. For example, the extra attack granted by Cleave is not interpreted as you attacking again, as you are carrying the momentum of the same attack you made from the previous enemy you dropped to another enemy within range. Hence, per the D20 SRD, its application at the same attack bonus of the attack that dropped the previous enemy. The monk with the unarmed attack progression of +8/+5/+2 normally makes 3 unarmed attacks per round. With Flurry of Blows activated, the progression becomes what I believe to be +6/+6/+3/+0 as the monk now makes an additional or free attack at his full unarmed attack bonus, yet all his attacks for the round are made at a -2 penalty. When fighting 3 "Ruffians" in the Docks district, he spends both of his +6 attacks on the first one and kills him. This triggers his free Cleave attack made against the next Ruffian in range, which should also be made at a +6 attack bonus. However, because of the different addition value to the attack roll, that free attack which is already being made at a -2 penalty right off the top now has a -5 penalty coupled with it for a total of -7. Throw Circle Kick in the mix, you're looking at a -12 penalty to the attack roll. For the trifecta, Haste (again, while Flurry of Blows is activated) will add yet another -5 penalty to the attack roll for a grand total of -17. The main thing I take issue with is the fact that until Critical Rebuild 1.68 went live, these attacks and their inherent bonuses were a direct translation of the D&D 3rd Edition core rules. These added penalties did not, and should not, exist. Please, I'm begging you, restore them to Critical Rebuild 1.67 status.
As for what I know? Well, what I know is based on being a fellow D&D 3rd Edition N.E.R.D. like yourselves from the good ol' BioWare days up to now. Thank you for reading, and happy gaming to all.
I just wanted to drop a line here and let you know that I had bit of a brain fart. (Pulls out a can of Glade Air Freshener and sprays) OK! I'm going to try to make this as succinct as possible to avoid any confusion on my part. After looking over the Free Attack description again, I thought about the extra attacks granted by Flurry of Blows and Haste. I also thought about where they land in the unarmed attack progression, and that's when it hit me like a Mack truck. These extra unarmed attacks are currently being treated as off-hand weapon attacks as if the monk is dual-wielding. Let's use the same monk with the +8 base attack bonus from the previous examples. We know the monk normally makes 3 unarmed attacks per round at +8/+5/+2, right? With FoB activated, the unarmed attack progression should be +6/+6/+3/+0, right? With FoB and Haste (because Haste adds another free attack at a character's full normal attack bonus), that unarmed attack progression should be sitting at +6/+6/+6/+3/+0, right? Here's where it gets dicey, no pun intended. Er, okay, maybe it was. Currently, the Combat UI has the extra attacks from FoB and Haste set to happen at the end of the unarmed attack progression when they should be at the beginning. Instead of the progression that we should see, we get a progression that looks like this +6/+3/+0/+6/+6 with FoB and Haste representing the last two +6 attacks in the progression. The problem is because they seem to land in an off-hand sequence, they are applied off-hand weapon penalties despite the fact that the monk is fighting unarmed. This would explain the additional -5 penalty applied to Haste coupled with the -2 penalty from FoB while FoB is activated, or right after a Cleave attempt has been made with FoB deactivated. I have just very recently discovered that if an Attack of Opportunity (an attack that should always be promoted to full attack bonus) lands in the same off-hand sequence, it will also suffer a -5 penalty to the attack roll in addition to the -2 penalty from FoB. Thus, begins the downward spiral of negative modifiers. There is no such thing as an off-hand attack for a monk striking unarmed. Therefore, there should be no off-hand unarmed attack progression, resulting in off-hand attack penalties. He is not wielding two weapons when his entire body is the weapon. I hope you all @Beamdog find this information enlightening and useful.
On a side note, I honestly didn't know what progression Free Attacks followed in NWN until you provided the links to the information from NWN.Fandom.com. Thank you for enlightening me. Thank you for reading, and happy gaming to all.
I just wanted to drop a line here and upload my latest screenshot illustrating another occurrence of this issue.
This one shows an Attack of Opportunity suffering an additional -5 penalty following a Cleave Attempt while FoB (-2 penalty for a total of -7) is activated. The next attack of the combat round, which is a normal unarmed attack, suffers a -10 penalty (-12 with FoB). The final attack of the round, granted by Haste, suffers a -15 penalty (-17 with FoB) yielding a total attack roll of -3. This is before the character has advanced in level enough for Circle Kick and Great Cleave to enter the picture. Thank you for reading, and happy gaming to all.
The game is a bit laggy on my Samsung Tab A from 2016. There's a slight delay even in the progress of the dialogue screens.
I guess 2 GB RAM is not enough (although I didn't run any background Apps, but you know, there's always something), or maybe Android 6.0 is too old to handle it. Theoretically, it fulfills the requirements, but it doesn't seem to be quite enough.
I'm glad I bought it when it was 50% off. If dialogues are laggy, I don't even want to think about fights. What a pity.
That means I'll eventually think about getting the PC version.
I have solved the problem with the lagging.
Just in case anybody else has the same issues:
In the video options, I turned down "texture" to the lowest setting and graphics quality to "good". Don't see a difference on a 10-inch screen, and now it's running smoothly.
Comments
@ Julius - possibly an "Android only" issue with SOU ?
Alright, been a while since I had a chance to respond to this thread. I'm going through post by post, and if it's already been addressed I'll skip it. If I miss your question, my apologies. Let's go!
@Asturonethoriusaline
We've got reports on the pause button not working, it's looking like it was something that was introduced accidentally late in submissions. After testing, it's looking like it *technically* works, but the tapping-area is exceedingly small. We've got it filed on our internal tracker. You could try resizing it, but I'm not sure that'll have the desired effect. I've found that the point that you could interact with it is around the top left of the pause-button's icon, close to the "talk" prompt.
@Alron
As a temporary measure, you can manually add/overwrite the dialog.tlk from other languages into your build. However at the moment languages that use special characters, new content (The new tutorial), achievements, and the content that has never been translated won't be effected by this. I would recommend making backups of this of course, prior to taking action.
@Murmiasty
I'm unaware of any content changes that were made in this regard, unless you're doing a comparison between vanilla / EE versions of the build. Are you setting up your character with the right restriction alignment / stats to match this?
@dunahan
My apologies, but could you clarify what specifically is a pain in regards to double-clicking? What kind of double-click are you trying to do? Most of the functionality I can think of that might be applied under you post would be things you'd tap & hold for. Additionally, what scenario seems to lead you to getting that error message? Any specific actions or settings?
@sphinxfpv
Hmmm well, it looks like it's a bug with NWSync, but one of the first questions I'd have, is if you've seen this happening on any other server, then if it's happening to anyone else on that particular server. (Just to try to eliminate the chance that something is not set up properly). After that, I'd suggest posting to the service-desk so we can get a ticket in, and start tracking it internally.
@paladin14
This is a known issue, there are particular video settings that seemingly deactivate the TTF system. We've been tracking this internally, but do you have a particular list of settings that seem to trigger this? If so, it'd be much appreciated, as it can sometimes differ between devices.
@Wrraptor_D
I hear you on the camera rotation, I'm used to the other method of rotation as well. We've gotten several requests regarding this, and currently have it on our internal feature request tracker. I'd suggest posting in the forums and seeing what kind of support can be rallied for it on the Trello board, but it's definitely been noticed.
@AxBattler
I believe we've answered a bug on the service-desk regarding this. At the moment, desktop emulation isn't really something that's officially supported.
@DonCzirr
See my above message to Asturonethoriusaline in regards to the pause button
That you're having more, or less success with it depending on module is really interesting though, I'll see if I can reproduce that on my end.
I've skipped over SOU for now and see the difference in the "difficult" pause and the Pause not available conditions.
Sometimes in HOTU, I have to button mash a little bit to get Pause to activate - but it does work when I hit it right.
SOU was just not responding in certain areas at all. Although - as I said, it worked in the initial area where the module starts but was not working in battle (where it is really needed)
Okay for those error messages. I've started NWN:EE on Android. Clicked through the videos and clicked one button on the startscreen. Then stopped the app. Within the nwclientlog.txt I found these errors:
[code]nwsync: Migrations currently applied: 1
nwsync: Shard 0 available, Space Used: 24 KB
...
nwsync: Shard 30 available, Space Used: 24 KB
nwsync: Storage at /storage/9016-4EF8/Android/data/com.beamdog.nwnandroid/files/user/nwsync/, Provider=1, Compression=2
Error: 40964
Error: 40964
Error: 40964[/code]
I attached my logfile in this post.
For my other problem, the "double-click-feature" I will link a capture-video from my phone if I find a useable app for that.
Edit: Could not reproduce the double click prob with the capture vid... Don't know if that was solved by some update of my android system (got one these days), but I will look at this time by time. If it occurs again, I will try to get a vid of it.
@Shaiden
The problems - eyesight an tactile ability
I simply ask you to TRY to set up a new character on a base phone - it's worth trying this on something like a Moto G5 (and you want the cheapest for this to work)
I use exactly this device for all Android work as it ticks all the marks - it's the most likely kind of device I'll ever get something installed on, the brand isn't an issue - the price is, go for old and slow
OK - so it's established I've got a crap Droid
Please go either beg, steal or borrow one yourself or go buy a low-end device with a small screen
Now create a new character and DONT use a pre-made - you need to roll for yourself
On the spending points page you'll have extreme issues assigning your points as the game has up-down clickables that it's impossible to click on accurately (this happens on several char setup pages)
A VERY simple solution is to change the problematic pages to have a - / + at either end of the text area (I will illustrate on request)
An even better way is to tap e.g. Strength and give you a page with large buttons to up / down the points spent where accept / cancel return you to the offending page
My last suggestion is that you should make scaling default to the maximum (same issue as above with changing the value) and an intro screen asks you if you're happy with that res then tell you how to change your mind in the future.
The above applies to my laptops as well, I have a 17 inch PC + 13 Inch Mac. Both are illegible as I'm 56 and my eyesight is failing (not tried the 15 inch Linux box yet)
Simple dev assumption... Assume the user is blind and work backwards - yeah, can't do much with the blind peeps but everyone else we can help
Actually simply asking your age on install would give you a rough idea of what the default settings should be (soz - only just thought of this) - it doesn't include peeps with in-born eye / hearing issues - they're about 0.005 but will have a buddy who can help (seriously - I've met thousands of ppl in my like but only can name one sight-impaired girl so my rough numbers are fairly accurate)
Soz - going off topic...
It should be fairly easy to find a friendly optician (I've got one who's a professor) - I'm sure your can find your own - your guy SHOULD be able to give you fairly accurate degradation of sight by age which then allows the Q how old are you? to meaningfully interact with the user
Good news! The internal bug was filed and a programmer has looked at it. It definitely was an issue, and based on internal testing it seems to be fixed! Ideally this should be going out on the next patch.
@dunahan
Don't worry about late replies, as you can see, I'm likely far worse about it
Hmm That looks like it's an error with NWSync, rather than with any specific in-game feature, I wonder if it might have had some kind of knock-on effect...
Either way, I'm glad it resolved for you, please definitely let us know if you run into it again. As a person who lived with a mouse that auto double-clicked for a long time, I understand where you're coming from!
@sphinxfpv
That certainly would do it! Excellent job with the work around, I'm glad you've got it working
@peardox
Howdy!
Yeah, the smaller screen is a definite issue. if at all possible, I would recommend switching to a larger screen, or to a tablet, but I fully understand that isn't always an option.
One of the reasons we don't default to the largest UI scaling, is due to the fact that with the numerous various sizes of phone and resolution, at times the scaled up UI can mean that buttons will appear off-screen right away, preventing you from being able to access functionality. This is rare, but it's only one of the reasons.
I've run into similar problems with clicking the individual buttons, and I'd suggest trying out a stylus as a stop-gap measure, I found that it let me tap much more precisely.
Of course, this is not discounting your concern, just offering a potential stop-gap.
When you say that the PC / Mac are both illegible, are you referring specifically to the text on screen? Or something else? There is an issue wherein the text will sometimes switch back to the "old" format which is not using the True Type Font changes we implemented earlier. It's possible this might be related to the issue. Did you change any of your graphical settings / Are you using the high resolution font in the options menu?
I'm uncertain on the "Asking your age" suggestion. Not because it might be fundamentally useful, but because some might consider it some form of data harvesting. I'll ask about that.
(My apologies I could not be more helpful on this, I'll push the suggestion / concern up, though getting an entry on the Trello board is probably the better way to get attention on the issue)
Bug #37442: [Windows] [Android] There should be no additional penalties applied to attacks granted by Attacks of Opportunity, Circle Kick, Cleave, Great Cleave, or Haste other than a monk's -3 iterative unarmed attack penalty and the -2 penalty from Flurry of Blows.
Description
1. Start a new NWN:EE game in the Wailing Death Campaign as a level 1 monk (Monks get the Cleave feat for free).
2. Take levels in Fighter to give you quicker access to the feats you will select as your character advances.
3. Select the Power Attack, Circle Kick, and Great Cleave feats as your character advances in level.
4. During any fight involving multiple enemies, watch the combat log displayed in the chat window at the bottom of the screen very closely before and after you have acquired Great Cleave.
A good place to test this would be the room with the fire beetle swarm in the Silver Sails Trading Co. Located in the Docks District of Neverwinter during Chapter 1 of the Wailing Death Campaign.
Observed: A monk fighting unarmed will do a Cleave attack at a -5 penalty coupled with the -2 penalty from Flurry of Blows for a total attack penalty of -7. This penalty is cumulative, and it is applied to Attacks of Opportunity in addition to all the monk's extra attacks granted by Circle Kick, Cleave/Great Cleave, Flurry of Blows, and Haste. The -5 penalty to the extra attack granted by Haste seems to be applied either when Flurry of Blows is activated, or after a Cleave attack is triggered with Flurry of Blows deactivated. Attacks of Opportunity and Great Cleave attempts seem to reset the unarmed attack progression before causing a sudden, steep drop in its attack bonuses. Before the monk has reached her final attack for the round, her attack bonus is no longer a bonus because it is negative. A monk will also sometimes do a Cleave attack at a +2 bonus to the attack roll while Flurry of Blows is deactivated, though there are no circumstances that would grant this bonus.
Expected: Per the D20 SRD, Attacks of opportunity and the extra attacks granted by Flurry of Blows and Haste should all be done at the monk's full normal attack bonus, applicable to the -2 penalty from Flurry of Blows of course. Circle Kick should grant one free unarmed attack per round to a nearby target at the same attack bonus of the attack that triggered it. Cleave/Great Cleave attacks should be done at the same attack bonus of the attack that dropped their previous target(s). The Combat UI should not apply any additional penalties or bonuses other than a monk's normal -3 iterative unarmed attack penalty and the -2 penalty from Flurry of Blows.
Potential Fix: Revert the behavior of the Combat UI to Critical Rebuild 1.67 status. The last stable patch that had all these attack bonuses working as they should was Critical Rebuild 1.67 of Neverwinter Nights Classic. With your permission, I could upload the patch to you so you may examine its code if you don't already have it. Or if you prefer, you can download all 3 critical rebuilds to their respected game versions at ftp://ftp.atari.com/patches/neverwinternights/, ftp://ftp.atari.com/patches/neverwinternightshou/ and ftp://ftp.atari.com/patches/neverwinternightssou/. Thank you for all you do. Keep up the good work.
Hi there!
Hooooo-boy
OK! So first off, big props to Bill on Redmine as my research buddy on this. Because this is a bit of a deep dive.
So, first things first, we took a quick look at the Monk in general as a class, as your examples appear to specifically apply to Monks. This might've been due to ability, or class-benefit specifically causing the results observed.
Following that, we wanted to know more in detail exactly where at the Base Attack Bonus for characters, however it didn't match our original gauge for our characters stats in-game. At that point we realized that there was also the Unarmed Base Attack Bonus tables, which only monks use when unarmed // using a Kama. Comparing our own testing sets, virtually everything seemed to match up with what was expected, with the exception that Cleave & Circle Kick attacks seemed to have a different addition value for the attack roll.
On average, if you have multiple attacks in a round, each attack has a subsequent -5 to roll. (So if you have +8 to hit originally, the second hit would be +3). This however is altered in the Monk's case, as they use the Unarmed Base Attack Bonus. In their case, the modifier goes down by -3 per attack. (So following the previous example, +8 --> +5).
Paring that down, we took another look at the two skills in particular. Neither inherently states that it should have additional negative modifiers on the attack, however the thing to note is that each reference a "Free Attack". This is not the same as "attacking again", as "Free Attack" is it's own 'thing'.
Free attacks are effectively attacks that are not generated by a character's base attack // dual wielding. Free attacks have the progressive "-5" to hit that a standard base attack bonus, even if you are a monk using unarmed. (I believe this is the specific thing you're taking issue with). Your comment on Flurry, Haste, etc all revolve around granting the user additional attacks per round, which increases the chances that you'll trigger a Free attack, which in turn would continually suffer the negative modifiers.
I suspect you know all of this, but I felt it important to post out an explanation in case anyone else reading might be curious. Could you quickly confirm this? From what I can tell it seems to be a long standing issue (Or functioning appropriately, depending on your point of view).
Links used:
https://nwn.fandom.com/wiki/Monk
https://nwn.fandom.com/wiki/Attack_bonus
https://nwn.fandom.com/wiki/Base_attack_bonus
https://nwn.fandom.com/wiki/Unarmed_base_attack_bonus
https://nwn.fandom.com/wiki/Cleave
https://nwn.fandom.com/wiki/Circle_kick
https://nwn.fandom.com/wiki/Free_attack
Greetings, sir. My apologies for being unable to respond in a more timely manner. Yes, I can confirm this has been a long standing issue since the release of Critical Rebuild 1.68 for Neverwinter Nights Classic. It seems you have narrowed down the list of culprits to the Circle Kick and Cleave feats. However, after going over everything from the links you have provided, I am still confused concerning the behavior of Great Cleave. Here is a screenshot that I hope will clearly illustrate my concern.
From my point of view, it shows 2 successful Great Cleave attempts made at a character's full attack bonus of +11, which is the way it is currently implemented to behave. The attack following the second Great Cleave is made at an attack bonus of... -4? The one following that is made at -9. You've explained that free attacks have the same -5 attack bonus progression as standard attacks even if you are a monk fighting unarmed. Could you please explain how there could be a -15 attack bonus progression between 2 consecutive unarmed attacks? Is it possible that this could be a part of the different addition value to the attack roll that Cleave and Circle Kick attacks seem to have? To me, it just doesn't match up with what is expected.
With regards to "Free Attacks", I agree, a free attack is not the same as attacking again. For example, the extra attack granted by Cleave is not interpreted as you attacking again, as you are carrying the momentum of the same attack you made from the previous enemy you dropped to another enemy within range. Hence, per the D20 SRD, its application at the same attack bonus of the attack that dropped the previous enemy. The monk with the unarmed attack progression of +8/+5/+2 normally makes 3 unarmed attacks per round. With Flurry of Blows activated, the progression becomes what I believe to be +6/+6/+3/+0 as the monk now makes an additional or free attack at his full unarmed attack bonus, yet all his attacks for the round are made at a -2 penalty. When fighting 3 "Ruffians" in the Docks district, he spends both of his +6 attacks on the first one and kills him. This triggers his free Cleave attack made against the next Ruffian in range, which should also be made at a +6 attack bonus. However, because of the different addition value to the attack roll, that free attack which is already being made at a -2 penalty right off the top now has a -5 penalty coupled with it for a total of -7. Throw Circle Kick in the mix, you're looking at a -12 penalty to the attack roll. For the trifecta, Haste (again, while Flurry of Blows is activated) will add yet another -5 penalty to the attack roll for a grand total of -17. The main thing I take issue with is the fact that until Critical Rebuild 1.68 went live, these attacks and their inherent bonuses were a direct translation of the D&D 3rd Edition core rules. These added penalties did not, and should not, exist. Please, I'm begging you, restore them to Critical Rebuild 1.67 status.
As for what I know? Well, what I know is based on being a fellow D&D 3rd Edition N.E.R.D. like yourselves from the good ol' BioWare days up to now. Thank you for reading, and happy gaming to all.
I just wanted to drop a line here and let you know that I had bit of a brain fart. (Pulls out a can of Glade Air Freshener and sprays) OK! I'm going to try to make this as succinct as possible to avoid any confusion on my part. After looking over the Free Attack description again, I thought about the extra attacks granted by Flurry of Blows and Haste. I also thought about where they land in the unarmed attack progression, and that's when it hit me like a Mack truck. These extra unarmed attacks are currently being treated as off-hand weapon attacks as if the monk is dual-wielding. Let's use the same monk with the +8 base attack bonus from the previous examples. We know the monk normally makes 3 unarmed attacks per round at +8/+5/+2, right? With FoB activated, the unarmed attack progression should be +6/+6/+3/+0, right? With FoB and Haste (because Haste adds another free attack at a character's full normal attack bonus), that unarmed attack progression should be sitting at +6/+6/+6/+3/+0, right? Here's where it gets dicey, no pun intended. Er, okay, maybe it was. Currently, the Combat UI has the extra attacks from FoB and Haste set to happen at the end of the unarmed attack progression when they should be at the beginning. Instead of the progression that we should see, we get a progression that looks like this +6/+3/+0/+6/+6 with FoB and Haste representing the last two +6 attacks in the progression. The problem is because they seem to land in an off-hand sequence, they are applied off-hand weapon penalties despite the fact that the monk is fighting unarmed. This would explain the additional -5 penalty applied to Haste coupled with the -2 penalty from FoB while FoB is activated, or right after a Cleave attempt has been made with FoB deactivated. I have just very recently discovered that if an Attack of Opportunity (an attack that should always be promoted to full attack bonus) lands in the same off-hand sequence, it will also suffer a -5 penalty to the attack roll in addition to the -2 penalty from FoB. Thus, begins the downward spiral of negative modifiers. There is no such thing as an off-hand attack for a monk striking unarmed. Therefore, there should be no off-hand unarmed attack progression, resulting in off-hand attack penalties. He is not wielding two weapons when his entire body is the weapon. I hope you all @Beamdog find this information enlightening and useful.
On a side note, I honestly didn't know what progression Free Attacks followed in NWN until you provided the links to the information from NWN.Fandom.com. Thank you for enlightening me. Thank you for reading, and happy gaming to all.
I just wanted to drop a line here and upload my latest screenshot illustrating another occurrence of this issue.
This one shows an Attack of Opportunity suffering an additional -5 penalty following a Cleave Attempt while FoB (-2 penalty for a total of -7) is activated. The next attack of the combat round, which is a normal unarmed attack, suffers a -10 penalty (-12 with FoB). The final attack of the round, granted by Haste, suffers a -15 penalty (-17 with FoB) yielding a total attack roll of -3. This is before the character has advanced in level enough for Circle Kick and Great Cleave to enter the picture. Thank you for reading, and happy gaming to all.
I guess 2 GB RAM is not enough (although I didn't run any background Apps, but you know, there's always something), or maybe Android 6.0 is too old to handle it. Theoretically, it fulfills the requirements, but it doesn't seem to be quite enough.
I'm glad I bought it when it was 50% off. If dialogues are laggy, I don't even want to think about fights. What a pity.
That means I'll eventually think about getting the PC version.
Just in case anybody else has the same issues:
In the video options, I turned down "texture" to the lowest setting and graphics quality to "good". Don't see a difference on a 10-inch screen, and now it's running smoothly.