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Bluddy
02-13-2011, 01:26 AM
- 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.

tacitus
02-13-2011, 10:10 AM
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.

tacitus
02-13-2011, 12:45 PM
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.

Bak
02-13-2011, 01:55 PM
- 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.
...
- 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.

I'm fairly certain that "plague" is raising the food price, not the water shipment. (Not sure if "ice machine" has an effect.)
(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.)

Bluddy
02-13-2011, 02:03 PM
I'm fairly certain that "plague" is raising the food price, not the water shipment. (Not sure if "ice machine" has an effect.)

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.)

Didn't know plague could do that. I don't remember that from previous plagues -- I thought only poisoned supplies and lost shipments could do it.

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.

Arjun123
02-13-2011, 03:49 PM
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.

woodlandpearl
02-13-2011, 04:39 PM
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.

woodlandpearl
02-13-2011, 07:08 PM
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.).

Bluddy
02-14-2011, 02:53 AM
- 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 :(

Bluddy
02-14-2011, 08:37 AM
npcChat.gdb has a typo. NpcChatGenericRain references EscortNpcDied and GenericEscortNpcDiedChat1/2/3.

DeathKnight1728
02-14-2011, 11:45 AM
- 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 :(

Amorphs are funny and can be deadly, but they dont stick with me as much as pixies. The noise pixies make has stuck with me so much i sometimes have dreams about the buggers.

Shadow
02-14-2011, 12:18 PM
Should every dungeon level have a gate? If so - I can upload "chars" to you. If not nevermind.

Yes every dungeon level should have a gate. They are in secret areas at times though.

shafk
02-14-2011, 01:44 PM
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.

Shadow
02-14-2011, 02:31 PM
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.

A screenshot or a save game would be very useful.

Bluddy
02-14-2011, 06:28 PM
- 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.

Nim
02-14-2011, 07:03 PM
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 ?

tacitus
02-14-2011, 09:25 PM
Yes every dungeon level should have a gate. They are in secret areas at times though.
I have found them in secret areas a lot - but I just can't find this one. I apologize if I missed it - but I looked for awhile.

Manumitted
02-14-2011, 10:53 PM
- Stepped into a transportation trap which proceeded to transport me and also remove my stone skin.

That's better than it removing your real skin!

Shadow
02-15-2011, 11:44 AM
I have found them in secret areas a lot - but I just can't find this one. I apologize if I missed it - but I looked for awhile.

Yeah it's in a secret area over in the south east part of the map.

Bluddy
02-15-2011, 02:52 PM
Typo in chests2.gdb prevents proper name from showing up for evidence for war against town. $$EvidenceQuestWarAgainstTown$$ should be $$EvidenceWarAgainstTown$$ instead.

Crisses
02-15-2011, 03:51 PM
Amorphs are funny and can be deadly, but they dont stick with me as much as pixies. The noise pixies make has stuck with me so much i sometimes have dreams about the buggers.

My son was playing this game before I was and the sound would really annoy me because it reverbed through the house -- and the buggers are everywhere (and darned perceptive too!).

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.

Bluddy
02-15-2011, 04:02 PM
- Using sleight of hand on a monster made it attack a statue.

Crisses
02-15-2011, 05:14 PM
- Using sleight of hand on a monster made it attack a statue.

You've never hated a statue before? :) Just see the Green Hornet :)

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).

tacitus
02-15-2011, 08:37 PM
Yeah it's in a secret area over in the south east part of the map.
Oh how embarassing - thought I checked that wall; however it was an unexpected location so I did not double check it.

KevinW
02-15-2011, 11:53 PM
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)!

Roswitha
02-16-2011, 02:46 AM
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)!

The recharge mission occurs at random so you may or may not have used your stone. The trick is to not complete the mission until you have used your stone. Just let the steward hold onto it until you need it. Or if you do decided to get the stuff, don't return it to the steward until you're ready to have the stone recharged.

Bluddy
02-16-2011, 03:09 PM
Din hates Wilbur. Seriously, he hates Wilbur. He keeps repeating it :)

I think hatreds probably shouldn't be applied to Din, god of Honor.

DeathKnight1728
02-16-2011, 03:28 PM
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."

Bak
02-16-2011, 06:11 PM
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."

Or better yet, have townspeople standing around Din, pleading for help. Then the town invaders rip off the townspeople's heads, with Din standing dispassionately. :D

tacitus
02-16-2011, 07:14 PM
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.

Nomad_Soul
02-16-2011, 07:30 PM
A minor issue, but I thought I'd post it. The screenshot tells the tale:

Screenshot (http://ploader.net/files/865c7a3611e5447df850e649a29f3411.jpg)

Bluddy
02-16-2011, 11:38 PM
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."

A way to explain it is that Din is not really there. His avatar is there as a symbol, just to communicate with you, but it's not like he's really standing there all the time. His altar is what's really there. And though you can see his avatar since you were sent by him, nobody else can.

tacitus
02-17-2011, 08:46 AM
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.

Bluddy
02-17-2011, 10:08 AM
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.

The spread of quests is random. As I reported in another thread about my priest, I received required quests on the 12th level (town plague and curse). It seems like the starting quests for the town try to use the upper levels, though.

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.

KevinW
02-17-2011, 06:15 PM
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

Manumitted
02-17-2011, 06:41 PM
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.

-K

I tend to leave one failed quest in my list, at least until I win the town. The harp-glissando audio cue of loading a town with a failed but unremoved quest lets me veg out while the game loads my character and still hit pause as soon as the game clock starts running.* Character load time seems to increase nonlinearly with log length.

*Towns that have been won pause automatically on load, of course.

KevinW
02-17-2011, 07:05 PM
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

Max_Powers
02-17-2011, 07:09 PM
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).
-K

If I understand your question correctly your Raise Dead pets should heal at Din's altar and should only heal at healthstones IF they are a type of creature that would use healthstones prior to being killed and raised.

Hope that helps.

KevinW
02-17-2011, 07:23 PM
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.

Max_Powers
02-17-2011, 07:51 PM
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.

Some that I can think of right off the top of my head are The Nagas, and Hulks. I believe that Saurians and Frenzys might be able to also. Maybe more.

Chumpy
02-18-2011, 02:38 AM
Just had a Thief come into town just before the last vendor died.

It looks like the thief won't appear unless a new vendor gets recruited, making it impossible to complete the game until then?

Crisses
02-18-2011, 11:04 PM
(haven't loaded the latest patch yet -- and didn't see these in the patch log)

1 - Some monster-statues make noise when attacked. I think.
2 - Cavern has town mod "Mushrooms" but all I see are crystals everywhere...they do obstruct vision. There are very few if any mushrooms on some of the levels, but not all of them.
3 - ___ has been killed. ___ was keeping the hordes out of control. (turned in quest) You win. -- seems to me that killing X if s/he were keeping the hordes under control should spawn some type of "get hordes under control" quest? At least I always expect that...
4 - The happiest person in town (happy 23) says the town is doomed?!? (and similar depressing messages)
5 - When my Demon Hunter uses Demonic Control on an Ice Trap Tower (and other towers) they follow me....sliding across the ground. Should that even be a valid target?
6 - Perhaps skill icons should be red (i.e. "no valid target") while the cooldown timer is ticking. It's hard to tell when there's a hairline of timeout left through the corner of your eye.
7 - Things NPCs can say: Explain the Town Lottery. Hope to win the lottery. Critters got into their food again! They like their new __donated item__.
8 - I like the SIMS-like NPC relationship building. Seeing them talk to each other is cool.
9 - How do you stop a fight in town? 1 person did something wrong, people started hating her, the weaponsmith attacked her and then killed her -- and I lose my reputation?!? Should I have attacked the weaponsmith? Or should I have helped him kill her? :)
10 - When the naughty townsperson died, their husband wasn't upset?
11 - I haven't had a chance to study this but my son said it looked like townsperson $ quest rewards are being rewarded to the townsperson NOT to the character.
12 - Lure: I can't walk through my own lure, and I can't target my lure with normal weapons/bows. Thank goodness my Immolation Trap can kill my lure, because I could end up trapped in a tight hall. I think we should be able to walk "through" them like we can other summons, rather than having to kill our own lure to get past it. It's a bloody ball of light! :)
13 - I couldn't solve a rescue quest until I realized a nearby Lightning Totem counted as a "monster nearby". ooooh what a scary dangerous monster!
14 - Someone in town was starving. I "Failed the Quest" (and lost reputation) because someone else in town paid it off. Shouldn't that just obsolete it?
15 - just a funny: After completing a town, the quest came up to collect a Lost Soul's vial of essence. "I don't really need any more vial of essence, I just really hate lost souls." Someone has a sense of humor....

Manumitted
02-18-2011, 11:23 PM
(haven't loaded the latest patch yet -- and didn't see these in the patch log)

3 - ___ has been killed. ___ was keeping the hordes out of control. (turned in quest) You win. -- seems to me that killing X if s/he were keeping the hordes under control should spawn some type of "get hordes under control" quest? At least I always expect that...

I think the idea is that Monster X was a peacemaker, restraining his species from fighting another mob species, freeing both species to focus on menacing the town.

15 - just a funny: After completing a town, the quest came up to collect a Lost Soul's vial of essence. "I don't really need any more vial of essence, I just really hate lost souls." Someone has a sense of humor....

It's even funnier when you get this and are asked to whack a totem. He couldn't maybe hire a lumberjack?

Bluddy
02-19-2011, 01:51 PM
4 - The happiest person in town (happy 23) says the town is doomed?!? (and similar depressing messages)


This is a bit of an issue with the NPC personality system. It wasn't really built for the happiness meter. Instead, NPCs are given personalities like pessimistic, optimistic, mean, nice, religious, superstitious, know-it-all, adventurous. These are set per NPC. I think pessimistic/optimistic and mean/nice should depend on the happiness level ie. they should be dynamic, while the other ones can be static per NPC.

Shadow
02-21-2011, 03:21 PM
This is a bit of an issue with the NPC personality system. It wasn't really built for the happiness meter. Instead, NPCs are given personalities like pessimistic, optimistic, mean, nice, religious, superstitious, know-it-all, adventurous. These are set per NPC. I think pessimistic/optimistic and mean/nice should depend on the happiness level ie. they should be dynamic, while the other ones can be static per NPC.

It is harder for a pessimistic person to become happy compared to an optimistic person.

Bak
02-21-2011, 04:45 PM
4 - The happiest person in town (happy 23) says the town is doomed?!? (and similar depressing messages)

From what Bluddy and Shadow mentioned, maybe the townperson was that crazy guy standing on the corner with the "sky is falling" sign. So he is happy that his doom-saying is finally coming true! I can't find who said it originally, but only a sadist would be kind to a masochist. :D