1. Yeah, I think this is a known vanilla bug, no?
2. Ok, so it looks like the bug is actually in reporting that the save failed despite getting a 20 and actually succeeding. (I'm guessing it's a vanilla bug too since we didn't rewrite that function).
3. Looks like the first one is the automatic strength check at the beginning of your round, while the second one is manually triggered by you. I'm guessing you're not supposed to make the automatic one though, right?
4. Are you positive Charge Attack was on, or were you just hovering the snake?
5. I think the issue is loading the textures from HD. It's definitely something we want to improve.
Also, re. Bassanio, I take it the issue is the same as the Salamanders? (i.e. lag on scrolling only)
6. Couldn't replicate, please post a save.
I am responding below to your questions above in the order that they appear above.
1. I don't know. I have never noticed this bug before.
2. Yes, the bug is that the game wrongly states in the Rolls History window that the critter has failed its saving throw when the critter actually succeeded with its saving throw (but this bug only occurs if the critter rolls a 20 for its saving throw when its saving throw total is less than the DC).
3. I read the entry for the Web spell and it seems to be stating that a critter only needs to make one check per round when attempting to either break free from or move while in a Web. Here's what the D&D 3.5 SRD states about the spell Web:
Saving Throw: Reflex negates; see text
Spell Resistance: No
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
4. Correct, I wasn't attempting to charge, I was only attempting to move during combat (when I was holding down the Alt key).
5. I'm not convinced that the issue is due to loading textures from my hard drive. I was scrolling around the map in a circle over the same area of the map over and over again, and I was experiencing very poor frame rates the whole time. Also, my game is installed on a SSD (solid state drive), so loading game data shouldn't be as bad an issue as it was when I used to use a HDD (hard disk drive).
No, the lag issue in the Fire Node was totally different to the lag issue that I experienced in Bassanio's Fire Temple. In Bassanio's Fire Temple, I also scrolled the screen around the map and never experienced any lag except for what I stated to you in a previous post (which I will replicate here):
"I've tested build 649 of Temple+ in Bassanio's chambers using uberize() which increases my PCs' movement speed ridiculously fast! I am happy to report that I experienced high frame rates and instant responses while running around in the chamber outside of combat and during the whole combat against Bassanio and fire creatures (except for 1 period during combat lasting approximately half a second when the frame rate dropped to sluggish performance). Compared to the old Co8 Modpack NC, Temple+ runs the game in Bassanio's chamber MUCH faster and better!"
6. If you couldn't replicate the damage.mes error message, then I fail to see how I could provide a saved game that would allow you to experience this error yourself. The reason why I provided my TemplePlus.log was so that hopefully you could see the error in the log.