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Nobear
01-13-2011, 06:05 PM
Placeholder post: 1.014 is out; get it while it's hot and then post your bugs here!

pnakotus
01-13-2011, 06:09 PM
The 'xyz level cleared' bonus should wait a second or two after the last kill, to make sure amorphs don't result in a respawn and 'clearing' again.

Shadow
01-13-2011, 07:24 PM
Damn those amorphs. :)

pnakotus
01-13-2011, 07:30 PM
Depending on how the script works, you could reduce the amorph delay and increase the 'level cleared' delay.

Or just ban amorphs from being the last monster. :)

Amberjoy
01-13-2011, 08:10 PM
Placeholder post: 1.014 is out; get it while it's hot and then post your bugs here!

Didn't see this post until after I started a bug post where latest patch was announced. Oops. :o

Nobear
01-13-2011, 08:13 PM
I was playing with someone else and didn't hear any sound for chat lines being sent. Testing by myself while paused, I can now hear the sound. I'm making more detailed improvement suggestions in the "Sound Advice" thread. I like the chat color change though.

Speaking of color changes, I don't like that reputation gains are in red now. That makes me think I did something wrong. If you want to distinguish from XP, make +rep blue.

pnakotus
01-13-2011, 08:52 PM
When monsters kill themselves, it doesn't count for your quests. I'm trying to kill 2 boomers on a level where there were only two, and one exploded itself. Surely this should count; their uprising was stopped by internal forces. :)

Ghost Matter
01-13-2011, 09:37 PM
When monsters kill themselves, it doesn't count for your quests. I'm trying to kill 2 boomers on a level where there were only two, and one exploded itself. Surely this should count; their uprising was stopped by internal forces. :)

That would not be good. Monsters fight between themselves. What there could be though is giving the player the kills for monster he/she hit at least once or in the vicinity.;)

pnakotus
01-13-2011, 09:51 PM
Do they fight when nobody's around? Sure, you don't want to ques tto be completed cause some saurians wandered into a bomb, but on the other had if all the xyz on a level are dead, it shouldn't matter how it happened; the uprising is clearly over. :)

Ghost Matter
01-13-2011, 10:07 PM
Do they fight when nobody's around? Sure, you don't want to ques tto be completed cause some saurians wandered into a bomb, but on the other had if all the xyz on a level are dead, it shouldn't matter how it happened; the uprising is clearly over. :)
That's right though :)

Not sure it's a bug. A baddie quest was failed because he has a "Bob the Builder" moment as another player called it and built 3 machines in shot. After the fact, though, I still found a ghost that gave me the quest to kill the same baddie (Shreader as in Shredder?). I can't find him and the level keeps refilling itself. I don't think there's any secret passage. So not sure if it's a bug.

Another one that I'm not sure. Here's the sequence of events
Someone worshipping Mortus
I go to town, get evidence.
Wha? There's a gate? Destroy it!
Solve evidence quest. Town is saved.
Warmaster (culprit) gets into fight, is banished AND leaves town for unhappiness(no unemployement benefits then!)
Solve gate quest
Same thing happens to Warmaster except fight.http://img37.imageshack.us/img37/3064/ss0082.th.png (http://img37.imageshack.us/i/ss0082.png/)

Nobear
01-13-2011, 10:53 PM
Ghost, Save + Quit and reload your game and check the whole level again. If you still can't find him then upload your game save file.

Ghost Matter
01-13-2011, 11:33 PM
Thanks but I just left the town instead. No worries :)

pnakotus
01-14-2011, 12:35 AM
I've got a town where a machine (an earthquake machine) is being treated like a regular named badguy; people are meeting the earthquake machine, the earthquake machine is building other machines, etc. Is this normal? :)

Nobear
01-14-2011, 02:33 AM
Is the machine named Hal?

Nomad_Soul
01-14-2011, 10:20 AM
Got a one handed axe with an 8.8% chance of casting a level 8 ice storm on successful hit. I ended up slicing away at various things for a good hour or two and the ice storm effect never triggered. Not the highest chance of it happening perhaps, but I figured it should have triggered at least once. I was using plenty of "normal" attacks too. Might be worth a look.

Screenshot of weapon. (http://ploader.net/files/59bd51e6d3f76d6ea08c770e9803d9bd.jpg)

Shadow
01-14-2011, 10:52 AM
I've got a town where a machine (an earthquake machine) is being treated like a regular named badguy; people are meeting the earthquake machine, the earthquake machine is building other machines, etc. Is this normal? :)

No, that's a bug.

Sinister Stairs
01-14-2011, 10:56 AM
It doesn't have to be a bug...

Din's Curse Expansion 2: Cyberpunk

;)

Shadow
01-14-2011, 03:56 PM
I've got a town where a machine (an earthquake machine) is being treated like a regular named badguy; people are meeting the earthquake machine, the earthquake machine is building other machines, etc. Is this normal? :)

Can you post a save game with this problem?

Sinister Stairs
01-14-2011, 05:54 PM
In the Dire Realm, the minimap doesn't show secret doors properly. The screenshot isn't great, but it's supposed to illustrate:

I'm in the middle of a secret door, which you can see no longer has the illusory wall; but the minimap is supposed to show a solid line as if the wall were still there.

Every discovered secret door in this world displayed as solid lines on the minimap (after I dispelled the illusory wall, of course).

Sinister Stairs
01-14-2011, 05:56 PM
The "hotspot" for clicking on this secret stash and the actual graphic don't line up. I think this is pretty long-standing bug, but thought I'd mention it.

pnakotus
01-14-2011, 06:22 PM
Can you post a save game with this problem?

Sorry, we solved that town. Are the saves still helpful? Either way, we'll keep an eye out for it happening again.

Shadow
01-14-2011, 07:23 PM
Sorry, we solved that town. Are the saves still helpful? Either way, we'll keep an eye out for it happening again.

For the earthquake machine acting like a normal unique monster, yes.

Ghost Matter
01-14-2011, 08:36 PM
Sorry to pollute the thread but I find the earthquake monster hilarious.

Shadow has sent Earthquake Machine to attack the town!

This is even scarier than one Tiny Amorph.

pnakotus
01-14-2011, 09:14 PM
For the earthquake machine acting like a normal unique monster, yes.

If I zip up the character, globals and log files it's too big for me to upload. Sorry to be a pain... what are the useful files?

Shadowy Figure
01-14-2011, 11:04 PM
Hey all! I just bought Din's Curse and the expansion today so apologies if any of these issues are already known.

All 4 warden wards and the demonologist circles seem to work properly at skill level 1 but don't increase in strength as skill levels are raised.

Fire Ward's damage/+50% fire resist buff has a greater range than the +10% resist per skill level buff so you can stand at the edge of the ward and receive only part of the skill's effects.

Spirit Strike's attack/defense debuff stacks multiple times with itself.

uhhh slightly off topic question. :p I modded the exp curve and starting money on some characters so I have level 100 characters to mess around with. Is it worth mentioning my character level when finding these bugs? I've heard of strange bugs occurring only to max level characters in other games before. If it does matter, I tested these skills on level 23 and level 100 demon hunters.

L337GTIMKV
01-14-2011, 11:55 PM
Shadow please don't ignore Nomad Soul's proc'ing issue.. As I am having issues with them again as well.. It seems some weapons with proc's just refuse to work and often break all your other procing items as well. (Especially 2 handed weapons with procs) I have never seen the firewall proc work... ever.

Personally I think you need to gut the proc'ing code and start over as this has been going on entirely too long.

Roswitha
01-15-2011, 12:15 AM
If I zip up the character, globals and log files it's too big for me to upload. Sorry to be a pain... what are the useful files?

I think he usually wants .chr, .wld, and .map.

Roswitha
01-15-2011, 12:17 AM
Shadow please don't ignore Nomad Soul's proc'ing issue.. As I am having issues with them again as well.. It seems some weapons with proc's just refuse to work and often break all your other procing items as well. (Especially 2 handed weapons with procs) I have never seen the firewall proc work... ever.

Personally I think you need to gut the proc'ing code and start over as this has been going on entirely too long.

I would suspect it's on his list of things to do. And he has a very long list, judging by all the feedback. It might not show up in the next patch, but I would be surprised if it's not fixed by the time the expansion is officially released.

Roswitha
01-15-2011, 12:49 AM
I finally got a chance to sit down and play the game again. Here are some things I've noticed in version 1.014.

If you use your teleport stone, recharge it, then save and exit, when you come back, the stone is no longer charged.

Sometimes I see single acid puddles that aren't recognized by the vials; I haven't had this problem when there's more than one puddle.

When I use the flaming/acid/poison weapon vial on my 1H axe, the flame is still shaped like a sword and is about twice as long as my actual weapon. (Maybe call it 'flaming sword'?)

Speaking of vials, can anybody think of something tricky to do with a vial of spider web? Particularly the kind that holds you in place; you'd have to be pretty quick to get it.

I'm wearing a Set piece of armor, so it glows blue. When I click stealth mode, the armor immediately turns brown; then a few seconds later I go into stealth. The same thing happens when I manually come out of stealth. (I've also had dimensional gates spot me when I'm stealthed; are they inanimate?)

It would help if the missing water shipment appeared in the dungeon whether or not you've accepted the quest.

On the recharge teleport stone quest, you might add a note that the player needs to go pick up the obsidian. When I first read that they had found the materials, I assumed they actually had them, and wondered what I needed to do.

I'm enjoying the game, as usual. Thanks for all the work. :)

Valgor
01-15-2011, 06:20 PM
Escort quest NPCs ("Fight with...") gain happiness when the player 'kills' inanimate objects, such as barrels, crates and cave-ins.

Roswitha
01-16-2011, 02:58 AM
Not sure if this is a bug or a feature.

If I pause the game, I can collect a whole bunch of vials from one puddle, because it doesn't disappear until I unpause.

Nomad_Soul
01-16-2011, 04:52 AM
Had a problem with a non-existant boss/named monster quest. Namely, two "revenge" type quests (http://ploader.net/files/c645139cdfa1ea689bc6c5ea60d8b2fe.jpg). The monster ("Tegus") was initially part of a kill quest offered by the warmaster, but Tegus completed whatever nefarious goal he was working on (darkness or quake machine I think), and that quest failed. Later, I found a townsperson offering a revenge quest to eliminate Tegus. In the level where the monster was supposed to be, I also found a ghost offering an "avenge my death" quest for the very same monster (Tegus). The warmaster is no longer offering a quest to kill Tegus.

I reset my fog of war for the level and searched the map (http://ploader.net/files/dd137a7b8f18369d05e2ea9f5ebe6019.jpg) in an extremely careful manner, looking for secret doors, levers, teleports, ect, but ultimately never found him. I think he's either non-existant or otherwise unreachable.

On a side note, the town I'm on has been ongoing for what seems like an abnormally long period of time. I've lost track of the number of hours I've put into it, but, it seems like I've finished all, or nearly all, the initial quest offerings and various other high reputation quests that pop up, but things still keep going. Could be normal for Demon War for all I know, but, compared to my pre-Demon War experience it's feeling out of the ordinary. New quests and monsters are popping up, so it's all good, but, I thought I'd mention it.

pnakotus
01-16-2011, 05:03 AM
Since moving to DW I've had far more 'missing named monsters' problems. I've had to forfeit four towns because there is nowhere on level xyz that boss abc could be hiding. Often if the 'missing' guy is minor, this will totally end the dynamic events, so there is literally nothing to do but troll the one level looking for a secret door.

Nomad_Soul
01-16-2011, 05:51 AM
Ran into a bug where I lost access to all the gates I had previously activated in a dungeon. I think the trigger was briefly playing in someone else's multiplayer game, then when I went back into my own game/town world, I found that I no longer had access to any of the gates I had previously activated. Which happened to be about 13 gates total (ouch) in a particularly deep dungeon.

Nobear
01-16-2011, 01:45 PM
Missing monsters often show up when you save and exit and reload your game.

However, it goes without saying that reloading your game should not be a method to solving a puzzle in a game. Shadow, any insight into whether you can fix this issue?

Ghost Matter
01-16-2011, 05:00 PM
I've got a town where a machine (an earthquake machine) is being treated like a regular named badguy; people are meeting the earthquake machine, the earthquake machine is building other machines, etc. Is this normal? :)

Just got one like this. Where do I send the savegame?

pnakotus
01-16-2011, 05:18 PM
I attached my files to my post up above. Hopefully the information he needs is in there, because I'd already ended the town in question.

jeremyosborne
01-16-2011, 06:54 PM
A find the plans quest was failed, but I failed it because a townsperson completed the quest. A gate was built because of the failure.

Events from the log:


00:22:42 - Jeffreeborion has gathered the Secret Documents needed
00:22:42 - We failed to discover the plans, now an evil gate has been built.
00:22:42 - Failed Find plans quest
00:24:50 - The Evil Gate has been destroyed.


The gate appeared nearby and I ran into it on my way back to town, destroying it.

Do you believe that if townspeople complete quests that it should trigger the same form of failed quests?

I would cast my vote for townspeople completing quests counts as a different form of failure: I still get docked the reputation, but the quest doesn't trigger some form of in-the-monster's-favor reaction.

Additionally, I'm not sure if townspeople get bonuses for completing quests, but if they don't, I think townspeople should get some sort of riches, happiness, or something, if they complete quests before I get to them. It would make failing quests and my reputation deducted more palatable.

Shadowy Figure
01-16-2011, 11:49 PM
A town attack alert ended prematurely on me today. I killed off two small amorphs then collected my quest reward while a couple of tiny amorphs that split from a third small amorph in another corner of town were still attacking.

00:17:54 - The Small Mud Amorph are raiding the town in revenge for destroying their altar!
00:18:25 - Ward (Townsperson) was killed by a Small Mud Amorph!
00:18:35 - The attack on the town has been repelled
00:18:44 - Solved Stop the Small Mud Amorph raid quest
00:18:53 - Anna (Townsperson) was killed by a Tiny Mud Amorph!

jeremyosborne
01-17-2011, 01:52 AM
A town attack alert ended prematurely on me today. I killed off two small amorphs then collected my quest reward while a couple of tiny amorphs that split from a third small amorph in another corner of town were still attacking.

00:17:54 - The Small Mud Amorph are raiding the town in revenge for destroying their altar!
00:18:25 - Ward (Townsperson) was killed by a Small Mud Amorph!
00:18:35 - The attack on the town has been repelled
00:18:44 - Solved Stop the Small Mud Amorph raid quest
00:18:53 - Anna (Townsperson) was killed by a Tiny Mud Amorph!

I've gotten this one in various forms, from town attacks (I had the same problem as Shadowy Figure had in a long ago, vanilla version of Din's), to other quests. I think the quest engine tags the specific quest/event to an amorph of a particular size. Amorphs probably need some sort of flag that, only when all of their descendants are killed will the quest/town attack be marked as completed.

pnakotus
01-17-2011, 04:04 AM
When you get a large enough set of bags and open your inventory and your stash, they tile very poorly and cover your equipped items and don't close properly.

Shadow
01-17-2011, 03:48 PM
All 4 warden wards and the demonologist circles seem to work properly at skill level 1 but don't increase in strength as skill levels are raised.

Spirit Strike's attack/defense debuff stacks multiple times with itself.

The wards not getting better with levels is fixed in 1.015.

The spirit strike thing is on purpose. You can get up to 5 of them at the same time.

Shadow please don't ignore Nomad Soul's proc'ing issue.. As I am having issues with them again as well.. It seems some weapons with proc's just refuse to work and often break all your other procing items as well. (Especially 2 handed weapons with procs) I have never seen the firewall proc work... ever.

Personally I think you need to gut the proc'ing code and start over as this has been going on entirely too long.

I'm not ignoring it. I believe there is some very specific way that it breaks, but I've never been able to reproduce it. :( I am still looking though.

Had a problem with a non-existant boss/named monster quest. Namely, two "revenge" type quests (http://ploader.net/files/c645139cdfa1ea689bc6c5ea60d8b2fe.jpg). The monster ("Tegus") was initially part of a kill quest offered by the warmaster, but Tegus completed whatever nefarious goal he was working on (darkness or quake machine I think), and that quest failed. Later, I found a townsperson offering a revenge quest to eliminate Tegus. In the level where the monster was supposed to be, I also found a ghost offering an "avenge my death" quest for the very same monster (Tegus). The warmaster is no longer offering a quest to kill Tegus.

This is fixed in 1.015. I'm hoping that this particular fix also fixes other missing boss types of problems.

squeak
01-17-2011, 05:07 PM
Pets raised with the "Raise Dead" spell doesn't use healthstones, all other pets do.

Tar Palantir
01-17-2011, 05:41 PM
I had a "kill 2 portals" quest (should maybe be destroy instead, along with all the totem/altar quests). The quest said got to lvl 2, I didn't find anything there so I carried on, later got the portals at lvl 4 and got the quest validated for that.

Then I was given a destroy "x machine" but no dungeon level was indicated, once I destroyed the machine the quest was validated though.

Maybe those aren't specifically linked to the last patch but i noticed them now.

Shadowy Figure
01-17-2011, 07:50 PM
The spirit strike thing is on purpose. You can get up to 5 of them at the same time.

I just noticed Demonic Roar and Blood Sacrifice also stack though I imagine that is intentional too. It would be nice if this was noted in the skill descriptions.

Max_Powers
01-17-2011, 10:26 PM
Pets raised with the "Raise Dead" spell doesn't use healthstones, all other pets do.


That's not entirely true. Some pets that are raised with that skill will use the lifestones. I think the big lizard one(Naga), or something does, maybe a couple others.

I could understand saying that the pets with a lesser mental ability wouldn't be able to figure them out, but dark elfs can't? I have not been able to figure out why some do and most don't use them.

Sinister Stairs
01-17-2011, 11:59 PM
When I run Din's Curse on my computer at work I am almost instantly teleported to the HR dungeon, but this doesn't happen at home. What gives?

Amberjoy
01-18-2011, 12:29 AM
I won over a town by doing all the quests except 1 and decided to leave after getting my prizes in the chest. Went through the usual 'congratulations' stuff and chose my next 'world' as requested. The instant the town map showed up (by just walking into the town!) I instantly had won that town too! Chest where it was supposed to be but light purple dots on the mini-map all over the place and tons of quests to be done yet. I did a save/quit and went to look for the character information as I have before but couldn't find it! How do I find character information if I'm using Demon War expansion?? Clicking on the main screen doesn't give me the place either. Using my Mac G4. I'd like to be able to send it in if needed before I continue on with this character.

Here's part of the screen:



Edit: Never mind question about where the files are, did a search and they'd been put somewhere I didn't expect them to be. Phew! :) So if needed I can zip and send tomorrow.

Shadow
01-18-2011, 10:42 AM
That's not entirely true. Some pets that are raised with that skill will use the lifestones. I think the big lizard one(Naga), or something does, maybe a couple others.

I could understand saying that the pets with a lesser mental ability wouldn't be able to figure them out, but dark elfs can't? I have not been able to figure out why some do and most don't use them.

Normal nagas can use lifestones, that's why they can use them when they are pets.

I won over a town by doing all the quests except 1 and decided to leave after getting my prizes in the chest. Went through the usual 'congratulations' stuff and chose my next 'world' as requested. The instant the town map showed up (by just walking into the town!) I instantly had won that town too!

The reason why that happened is because all of those quests listed are optional. Not sure why no required quests appeared though. In this case a save would not help.

Araxis
01-18-2011, 10:56 AM
When I run Din's Curse on my computer at work I am almost instantly teleported to the HR dungeon, but this doesn't happen at home. What gives?

I think Im experiencing the same issue, but it's happening even when I'm only lurking on the forums..

Nomad_Soul
01-18-2011, 02:53 PM
Has anyone had success with "ego" bows leveling up (http://www.soldak.com/forums/showthread.php?t=3221) / upgrading themselves? I've tried two different ego bows on an archer character of mine for quite some time, but, haven't seen them level yet. Meanwhile, on a different character, I've had an ego two-handed sword and ego two-handed axe both level up with fairly minimal effort. A couple of times in the case of the sword. The sword and axe were elite (orange) while the bows were very rare (yellow) and green (uncommon I think). I'm pretty sure the bows were below my character's level, fwiw.


When you get a large enough set of bags and open your inventory and your stash, they tile very poorly and cover your equipped items and don't close properly.

I've noticed this as well. A fix would be great.

Amberjoy
01-18-2011, 04:26 PM
The reason why that happened is because all of those quests listed are optional. Not sure why no required quests appeared though. In this case a save would not help.

Oh, okay. It was just so weird that my very presence scared all the named monsters away and the other quests too except for the optional ones. :D I'll continue on then. I hadn't checked out if all of those were optionals though, probably are.

Caal
01-18-2011, 05:30 PM
Not sure if this has been mentioned before, but localization text is missing for these skill descriptions (Demon Hunter base skills):

PoisonResistanceBonusDesc
FireResistanceBonusDesc
ColdResistanceBonusDesc
LightningResistanceBonusDesc