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1.021 bugs
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- Food prices icon flashes together with water prices. A water shipment has been lost, but I can't find any reason for food prices to be high. Attaching save.
- I suddenly got a help icon about bags out of the blue. Of course I dismissed the help system a long time ago. - The scroll bar on the 'choose a gate to travel to' window looks really weird. It's stretched and has black blotches on the top and bottom. Something wrong there. Noticed it in my town which has 15 levels. - The new quest icons on the mini-map are cool, except that... they make other dots on the map disappear. That's not so bad for NPCs, but REALLY bad when there's an invasion and I can't see where the enemy is because they're next to an NPC with a quest whom they're KILLING! :) Should either make the question mark reddish on a transparent background and exclamation point green on a transparent background, or just make the current versions transparent enough somehow. |
Should every dungeon level have a gate? If so - I can upload "chars" to you. If not nevermind.
Some town modifiers don't seem to do anything - I had the "Seedy Town", which is supposed to be more crime ridden. I don't think I had any crime in that town; most "normal" towns have some internal problems. |
I had 2 waves of barbarian invasions - one right after the other. Thankfully I was still there for the second one; for the fisrt wave I had used my teleport stone. (You might consider toning them down or making the townsfolk a bit more durable - had even equipped some of them and it didn't do squat) However, the bug part is that both the steward and the warmaster were killed. So I get a potenial new steward has been found message but the apothecary does not give out the quest. Its not until 5 mintues later until I get the find the warmaster quest, solved that quest then I got the find the steward quest. Not sure if this is a bug or a feature, but it is annoying.
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(I recently watched a historical drama called "Dae Jang Geum". At one point there is a bad harvest due to a blight, so people were eating vegetables that were affected by the disease. Although the plant disease would not affect people, it would leave behind toxins in the food. Those people had food poisoning, which was being diagnosed as plague, until the heroine figured it out.) The choose a gate window looks normal to me. I've attached an image, if there is something in particular I'm overlooking. (I'm also using a Mac, in case the the OS is making a difference.) |
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Look at the scroll bar of the window. Scroll it up and down and notice its borders at the top and bottom -- a dark line and then a light line. Notice it's lack of sharpness and how stretched it looks compared to the other UI elements (for example the directional buttons). It seems like an overly stretched texture, and the borders also seem off from what they're supposed to be. A minor issue to be sure. |
I'm not sure if this is a bug or not, but since installing the 1.021 update my archer's flaming arrows no longer ignite barrels, doors, etc. No doubt this is a consequence of the change from magic to physical damage for this attack, but I wasn't sure if the loss of incendiary power was intentional or not.
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Just noticed this in the new version. When I have the mini map up in the right hand corner any object's text box; like "barrel" or an item's text box that I leave on the ground will actually go across the mini map when I move around the screen. It makes it harder to see especially when there are 10 barrels or so and most of the mini map is obscured. Before, the item's text box seemed to disappear when it would cross the mini map.
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I noticed this in 1.20 - when I hover over a barrel or chest and it says that there is a 0 % chance of being teleported, or 0% chance of being "flamed" etc.; something else happens ("iced" or "poisoned etc.).
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- When a mud amorph uprising attacks the town, the bug where killing the adult amorphs causes the game to think the invasion was repelled still exists. Of course there are cute little amorphs still running about. I like amorphs doing stuff, so I'd rather there was special treatment for amorphs (like scanning town for remaining invaders, or tagging children) rather than just banning them from attacking :(
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npcChat.gdb has a typo. NpcChatGenericRain references EscortNpcDied and GenericEscortNpcDiedChat1/2/3.
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For the First Time I was given a Buried Treasure quest where the Treasure was hidden between 2 walls and inaccessible. Since this was a Minor quest I ignored it and continued on. The space between the wall was so small it couldn't have been accessed anyway. The next time it happens I'll post a screen shot.
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- Traps on chests and doors still seem to show the wrong info (guessing traps at 69% when there's no trap), except Ice Storm for some reason which my rogue keeps guessing right (he got 2/2. Don't know if it's coincidence or some hint at the nature of the bug).
- When switching between stealthed and unstealthed, there's a short period of time when I have 2 stealth icons in my status. Not sure if the effect is doubled in that period or not. - Stepped into a transportation trap which proceeded to transport me and also remove my stone skin. |
Not sure if this is a bug but my steward just disappeared. He didn't die, didn't go renegade, he is just not there anymore. Only thing that the log says is that someone died trying to gather secret documents. Can the steward go off searching for plans ?
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Typo in chests2.gdb prevents proper name from showing up for evidence for war against town. $$EvidenceQuestWarAgainstTown$$ should be $$EvidenceWarAgainstTown$$ instead.
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Pixie Noise Fix
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So I fixed it. I dug down into assets1, found a sound I could live with (the wisp's noise - can't remember if I took onsight or one of the others), copied and renamed it to and added (mac): Din's Curse/Assets/Sounds/Monsters/Imp/onsight.wav The relief was palpable. I don't think I could play the game otherwise. How can such a tiny and kinda cute creature make such a damned annoying noise?! Try it -- you'll like it. They just make a fluttery buzz noise now. Much more in alignment with their stature. I can package it for you, but it would have the Mac file structure. You can patch in any other noise if you'd prefer. |
- Using sleight of hand on a monster made it attack a statue.
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Statues and totems are SOMETIMES viable "hate" targets. I wouldn't count on those being the "object of hate" though, for purposes of avoiding being discovered. (note also in the skills thread: if the sleight-of-hand target critter has no viable "hate targets" they will discover you). |
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Minor nitpick: the tooltip help for the teleport stone (bottom left of screen) still states on the second line that there is only one use per world. In fact, there is one CHARGE at a time as of Demon Wars...right?
Also, I'm still confused about getting the recharge mission for the teleport while I have a charge. If I complete the mission, then what? If I use the teleport will it remember the successful mission and recharge immediately? Or is it a bug and I wasted the mission by completing it before using up the teleport? This really could use some simplification for us teleport stone horders out there. Thanks for such a great game, Shadow (et al)! |
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Din hates Wilbur. Seriously, he hates Wilbur. He keeps repeating it :)
I think hatreds probably shouldn't be applied to Din, god of Honor. |
I think its kind of funny that while townspeople are killing each other, tornadoes are destroying everything and monsters are slaughtering people, Din just stands there. Just for once it'd be funny if din ripped some townsman's head off and then returned to his spot. When they asked why, he simply states: "Because im din, thats why."
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I do wish that Din would occassionaly intervene. It would be cool to be rushing back with alarms ringing and then see "DIN has chosen to smite the <blanks>" followed by silence. It should not happen very often but just a little.
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Observation - not sure if this is intended or not or just luck ...
Last world or so I have used the "large world" modifier, the required quests have not reached near the bottom of the dungeon. In fact I don't think I had any quests requiring going past like level 9 of the dungeon. The current dungeon has 18 levels when I get to like 15 or so the monsters are like +6 levels greater than when I started (level 54 - was starting monster level as well) - and +5 from my current level. I therefore started getting my ass handed to me; had not noticed this on the previous dungeons large or otherwise, but I think 18 was the largest dungeon I have ever wandered into. Not sure if not using the entire dungeon for required quests was intended (or just luck) and not sure if the monster level spread into the deepest portion of the dungeon was intended. |
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The increase of monster level is intended. The deeper you go, the higher the level of the monsters. This simulates both the trepidation of venturing deep into the dungeon, while also increasing the challenge as your character levels up in the top levels. |
Thanks Roswitha, though you're suggesting what amounts to a work-around to a new quest. It's what a user has to do now when they get the teleport stone mission while they already have one. Isn't just isn't too clear to me, and for a new feature/mission, I'm suggesting to the developer that either have it be made more clear in some way, or my preference, figure out a way to put a number on the teleport stone UI so one can accumulate them. Doesn't seem terribly game breaking to add that, vs adding a quest that uniquely has to be held and not handed in until the previous teleport stone is used. Just saying...
Separate thing, I've been playing a necro/healer and noticed that in builds 1.019 and 1.020, the Raise Dead pet wouldn't heal itself at healthstones in the dungeon, but WOULD do so at Din's alter (like the other pets). In build 1.021, this seems to be resolved. I just want to confirm that this is a fix and not an intermittent issue, since I couldn't find a reference to it in the update notes. Would hate to have it go back to broken. Created the */healer partly to resolve this (and to keep the lowbie skeletons clanking around since they're quite fragile and really seem to appreciate (as much as undead can) the frequent heals I'm providing). Oh, and third thing, another nitpick. Should failed quests have the same "declined" button interface? It was confusing to me when I first started the game, and still irks me a bit, that when I select a mission in the Quest list that has status "(failed)", that there is a DECLINE button. Shouldn't for that mission, it instead be CLEAR or DELETE or something else? And then NOT have a confirmation, since there is little reason to NOT remove the failed mission, and a careful user could always select the OK button instead of the "CLEAR/DELETE" if they feel they must hold onto it in their limited space for quests. And yes, since things like this irks me, I team up with undead... : ) -K |
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*Towns that have been won pause automatically on load, of course. |
See, that's an example of why beta testing needs a reasonable sampling of people, since they always do different things. My suggestion isn't to auto-remove them, and I hope Shadow recognizes this. I just would like the UI clarified so the user knows when they're 'clearing' them.
I have only gotten characters up to the low-40s and haven't yet seen such a slowdown for loading characters. So either it's hardware differences or my relative lowbie hasn't built up a log large enough to slow things down. My habit for this is to finish a town when I exit the character, where possible, so I get that pleasant "You've succeeded" type message when I re-visit the character. Beats dropping into a deserted town and has a full queue of completed but un-hand-in-able quests since the quest givers have been torn apart by tornadoes. : ( Not that I'm complaining about the horrible horrible tornado feature. -K |
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Hope that helps. |
Eh, that gives me a headache.
I knew I saw it for at least two different raised elite and champion pets (probably more, but it was more than a week ago), but I'm not familiar with which pre-pet monsters use the healthstones. I can guess that the undead and undead skinned regular guys would not. But, yeah, unless i could figure out which critter I made into a pet, I wouldn't be able to re-check it now. I was a bit more concerned that the fix appeared more recently, when I saw it mentioned several builds back and was waiting for it, so to speak. Probably necromancer user error. Thanks. |
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