Good enough idea, but I would still probably note that it's (healthier? easier for me?) to have the expectation SK is a 'feature-complete game' now, even with bugs.
The e-mail thing seems really broke. Stratford appears to have written an amazing, gory detail of the fix that I think should be linked anytime we talk about it:
https://www.shatteredkingdoms.org/forums/viewtopic.php?f=21&t=26883&start=30envenomI can speak to the envenom thing now - as much as my testing/reading has shown. The two core issues historically seemed to be that you could apply the same spell multiple times in a hit and that there was no improvement check. It appears both of those are long fixed (circa 2018).
The improvement tick exists, for certain - I know I've heard from a few players telling me it's bugged and isn't there. I was able to improve it from good to superb the old-fashioned way. The improvement check just doesn't occur where you'd expect it. My understanding is it only checks the skill for improvement on the attack on your target ('spending' the envenom), not on the 'application' of the poison/cause spell.
Practical example:
-take arrow bag
-take herb bag
-envenom arrow herb
-shoot s NPC
-- Your arrow misses the NPC.
-- Your arrow hits the NPC. <-- the only spot where the improvement check exists
Important to note (and all of this only as accurate as my testing strategy was), if the arrow misses OR if the envenom application fails, the venom is still on the arrow. It may be picked up and re-shot for another chance at envenoming (improving).
Other code-related items that seem certain bugs:- NPCs can't seem to speak to disguised/mimicked PCs, which screws with nearly all scripts and seems to destroy the combination of streetwise with disguise when PKing. Have to drop to streetwise.
- Bard guards for tribunals currently spam to 'stop' for singing immediately after they are ordered to start. Maybe remove that part of the NPC AI if they're in a law group? Other thoughts on this, but this is the only bug-seeming thing.
- NPCs that get stunned seem to still complete casts started before stunning, and if this happens it seem to restart their ability to attack within that tick until killed. Some other non-spell kinds of attacks or scripts may also trigger this behavior
- Maledictions with fast tick that can be applied to weapons (only poison I think) fade impossibly fast for use in real world scenarios
Code items that are bug-ish or perhaps not aligned with expectations/context clues- Sorc NPCs still have the ability to cast final strike using standard combat AI. That's rough, buddy.
- Based on limited testing, it appears hand-worn weapons may not benefit from str bonus (mainly thinking of brawling and wild fighting). Not sure if we want to flip the switch, but it might make wild fighting claws more desirable if they got turnt up (yes i know the unintended consequences for a certain cabal, there may be a scalpel approach)
- Fading (during consecrating/enchanting) any item that started as buried resets the buried flag, which is really confusing when you first encounter it. An 'easy' fix might be to have your inventory (not anything in a container, just in hand) get the 'death shroud' effect (regardless of if you have detects up, you can see them)
Code items that probably aren't bugs but I'm going to report them as bugs weekly until the heat death of the universe:- Gore might actually be a crime against humanity, please do
something (mechanic to refresh these skills after a non-fleeing end of combat?)
- Hellions still can't locate
I try to use typo to report area or item specific bugs since it submits details about what room you're in (and other things I can't remember)