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Affliction and Plague force power bugs

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Affliction and Plague force powers are completely broken both in Kotor 1 and Kotor 2. Hope that Obsidian reads my remarks and fixes the bugs.


Spell works completely differently from the description:




It's supposed to last 12 seconds (=4 rounds), dealing 1 point damage to each attribute every second.


Instead, it lasts 72 seconds (=24 rounds), dealing 1 point attribute damage every 6 seconds (=every second round). So basically it's an effective saving throw decrease of 1 point at most, given the enemy has an even number Con/Dex/Wis, unless you are willing to wait for over a minute until the spell kicks in fully.


The spell effect in Kotor 1 is applied permanently (1000 seconds to be precise). This doesn't matter however, since the spell gets its duration from poison.2da, NOT from the spell script. Seems Obsidian didn't get this, cause they added the following to their k_inc_force.nss:


//Sp_ApplyEffects(FALSE, oTarget, 0.0, 1, eLink1, 1000.0, eInvalid, 0.0);

//RWT-OEI 09/27/04 - This is apparently supposed to be 12 seconds instead

//of permanent.

Sp_ApplyEffects(FALSE, oTarget, 0.0, 1, eLink1, 12.0, eInvalid, 0.0);


Same nonsense with Affliction:


//Sp_ApplyEffects(FALSE, oTarget, 0.0, 1, eLink1, 1000.0, eInvalid, 0.0);

//RWT-OEI 09/27/04 - Apparently this is supposed to last 21 seconds.

Sp_ApplyEffects(FALSE, oTarget, 0.0, 1, eLink1, 21.0, eInvalid, 0.0);


Obsidian, it doesn't matter what the script says, it's the "duration" column in poison.2da that defines the effect duration! That's where EffectPoison gets its duration from! And that is exactly the problem - poison.2da file has wrong values, both in Kotor 1 and Kotor 2, seems Bioware just imported the file from NWN 1 to Kotor 1 and then Obsidian just went ahead and imported the flawed 2da file from Kotor 1 to Kotor 2!:




"Duration" column: 72 -> change to 12

"Period" column: 6 -> change to 1


Same problem with Affliction!:




Spell duration set to 12 rounds, dealing 1 point attribute damage every 2 rounds. Yet the spell description says 7 rounds, 1 point attribute damage every single round!




"Duration" column value has to be 21

"Period" column value has to be 3


In Kotor 2, several enemies on Korriban have a saving throw DC of 60-100. Plague is supposed to be irresistable (DC =100), meaning it's supposed to have a success chance of 100 per cent. Yet the Raven phantom on Korriban has a Fortitude saving throw of 100, which ironically means the spell has a success chance of 0, yes, ZERO per cent! Why? Because even if Raven gets a roll of 1, it's still 100 + 1=101 vs. Plague DC 100! Saving throw successful, thank you very much Obsidian!


Same goes for Sion and several Sith Assassins on Korriban, if they get a roll of 20, they shoot right over 100 saving throw DC, saving themselves from Plague! Plague needs a DC of 121 to have 100 per cent of success:


Raven phantom: saving throw 100+Roll 20= 120 vs. Plague DC 121. Any lower DC than 121 reduces the success chance of this spell:


poison.2da, POISON_ABILITY_SCORE_VIRULENT row, dc_save column:


Change 100 to 121. Only necessary for Kotor 2

Edited by WRFan
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  • 6 years later...

Thanks for this info. Looking forward to a Guardian playthrough with Plague after fixing this in my Kotor 1 installation .


Hm, quick test on a Hulak Wraid (Tatooine desert) shows that after the Plague wears off in 4 rounds (it most certainly is not permanent), the Wraid's defense actually increases, from 25 (10 base + 15 natural) to 26 (10 base +1 dex mod + 15 natural). Wonder what's up with that...


Still, re-applying every 5 rounds I was able to beat the Wraid with my level 15 Guardian character... with my fists. In Kotor 1, where there is no Unarmed Specialist feat. I am so going to enjoy this fixed Plague.

Edited by Markus Ramikin
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