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Bluddy
02-18-2011, 07:40 AM
Found something really weird in my inventory today (see image). Also attached save.

m0stly_harmless
02-18-2011, 09:12 AM
LMAO!

Must be one of them maces I've been complaining about.

The mace of invisibility. Good luck finding strength/dex potions to help equip that. :p


(sorry, couldn't resist)

Bluddy
02-18-2011, 10:34 AM
Yeah I don't think 100 levels will suffice to equip that super-item :)

Just to give more info, I tried to move an item onto that slot and the game opened a message box saying that it found a corrupt item. It deliberately crashed to prevent damage to the save file. When I restored, the bad item was gone, so the issue was handled well. I'm just worried that there may be something causing that bad item to appear.

On a different note, I can't tell if trap perception is still broken. My necromancer has 92% chance of being right for this level given his items and intelligence, but he guesses different traps that almost always end up not being there. He doesn't always do this (often he says there's no trap, and there really isn't one), but it seems like when he guesses a trap other than ice storm, there's always nothing there. I can't tell if this is just the 8% that he gets wrong, or if it's a bug.

Aet
02-18-2011, 07:43 PM
Starvation state hits. I eat food. My character is still starving, even while they are regaining health from said food. It took perhaps four separate food items as well as a save&exit (which didn't fix it) for the starving to go away. While I am stuffing my face to make starving go away, the hunger number on the starving state keeps going up - despite whatever food I eat. It was a bit over 2000 by the time I stocked up on 7 more bits of food and started on the next - at which point it just vanished.

Is there a certain quantity/quality of food I *have* to eat to make starving go away? Is there visual feedback for this? Or was this just an odd bug?

Nim
02-18-2011, 11:46 PM
1) Got the following quest:
Cruelcarnage ( a Scarabus Exploder) is guarding 's treasure.

No treasure to be found near that boss, happens every once in a while.

2) Is this starvation behaviour intended ? I don't mind it but 10 people starving at once is kind of funny :D

http://img38.imageshack.us/img38/7526/ss0003.th.jpg (http://img38.imageshack.us/i/ss0003.jpg/)

3) I've had a boss with Major Quickness + Quickness. Should that be possible ? And how is that calculated ? He hit pretty damn fast :eek:

Manumitted
02-19-2011, 02:44 AM
3) I've had a boss with Major Quickness + Quickness. Should that be possible ? And how is that calculated ? He hit pretty damn fast :eek:

I've seen a fair number of unique mobs or random elite mobs with multiple modifiers like that, and they do stack (50% Life Steal hurts!). As with the Cast Time bonuses, they're added and then reciprocaled to get the new attack time, which would be something like 1 / (1 + 0.30 + 0.43) [whatever those two speed boosts actually do] of normal. It's easier just to add the boosts and call that the increased number of attacks/damage the mob gets (1.73X normal here).

Valgor
02-19-2011, 08:21 AM
- The Paladin's new sword skill is displayed in the wrong place; it's all the way to the right on his list of basic skills, when it should be right next to the mace skill.

- The descriptions for the Thief's concentration skills, the Warden's ward skills and the Demonologist's circle skills don't mention the fact that the individual skills share skill points due to being linked.

- Totems and Cave-ins can become afraid. Pretty useless, since they can't run from the player anyway.

- Occasionally, spills of all kinds (except water and magma) still won't react to fire (catching flames, evaporating or melting).

Arjun123
02-19-2011, 02:26 PM
Last night I encountered a minor dialogue bug. I opened up dialogue with "Don the Townperson" in the town of "Marka," but in the place of the usual opening statement was the following text: "TownPersonChat2-6". Apparently something went awry with the dialogue generation process.

Bluddy
02-19-2011, 03:09 PM
Last night I encountered a minor dialogue bug. I opened up dialogue with "Don the Townperson" in the town of "Marka," but in the place of the usual opening statement was the following text: "TownPersonChat2-6". Apparently something went awry with the dialogue generation process.

Yeah. That's a missing dialog option.

Just a note that a gate can still be raised as a skeleton.

Bluddy
02-19-2011, 05:03 PM
Something's wrong with fear. My raised creatures suddenly get fearful for no reason at all. It happens randomly in the caverns, and here it is happening as I charge up at Din's Altar.

Max_Powers
02-19-2011, 05:19 PM
Something's wrong with fear. My raised creatures suddenly get fearful for no reason at all. It happens randomly in the caverns, and here it is happening as I charge up at Din's Altar.

I have seen and mentioned this recently. It does seem buggy at times.

tkirby2003
02-19-2011, 05:33 PM
I had a message where a character was starving and she had the red quest icon over her head but I could not left click to donate money. The left click on her did nothing. Then a second or two later a barbarian raid cured her starvation. Left clicking other town people worked ok.

spacehog
02-19-2011, 07:42 PM
Was playing a town on 1.022 that failed after someone from town set up traps. As far as I can tell, none of the quest givers were killed. As soon as the 'traps in town' message came up, the town was failed. Let me know if I didn't upload the correct files or if I forgot something.

Despair
02-20-2011, 12:19 AM
well, since the 1.022 my girlfriend is experiencing a huge performance drop on her computer, we have tried different settings but nothing could help unfortunately.

is there a way to get back to 1.021 or lower for test purpose ?


edit : mmm sorry my bad, i have found the issue, her laptop was in "save energy" mode and it seem this was slowering the game. sorry again and have a nice day !

Bluddy
02-20-2011, 03:43 AM
I just noticed that I can choose passive skills and place them in my toolbar. This probably shouldn't be allowed -- you shouldn't be able to pick them up. The same applies to skills you don't yet have.

Also, when hovering over a skill in my toolbar, the tooltip says delete will remove the skill, but it doesn't seem to work.

EDIT: Another useful thing to do would be to remove the 'At level(1)' from skills that cannot be improved at all. I know it already says the skill is maxed out, but it'll help remove some of the initial confusion from Din's skill tree.

spacehog
02-20-2011, 06:02 AM
This one was of my own foolishness. I spawned a Lure in a hallway and am now unable to pass.

Crisses
02-20-2011, 10:01 AM
The last official quest I had was a double: 2 "get evidence about a thief" type quests in-town. There was only 1 piece of evidence I could find. The other one "failed" because the evidence (that I couldn't find, in a pretty open town map) was destroyed.

With that quest fail, there are no other quests that I know of (in town). Are there ever required quests given in the dungeon themselves? How would I know where to find it?

Attached is the character/save file.

Nim
02-20-2011, 12:37 PM
Crisses, I've had that happen once or twice, after a few minutes waiting it gave me the won town screen. Apart from that, don't the warmaster, steward and apothecary need to be alive to win ? If you are missing one that might be it ?

Edit: Ok, had a look at the save and after a few minutes a rescue quest popped up at the steward. I'm attaching the save.


Should this be possible ? I think a grace period of a few minutes after town creation wouldn't be too bad for town attacks.

00:00:00 - Welcome to Falsith!
00:00:00 - Known World Modifiers: Fire Hazard, Poor Town, Spiders, Very Fast Pace, Fast NPC Pace
00:00:00 - Mining operations have halted
00:00:00 - An altar has been built to serve the god Hamlec.
00:00:00 - The town is working on a Defensive Poison Totem.
00:00:00 - The town needs more Blood Marble Chunks.
00:00:00 - A personal delivery needs to be made to Lion.
00:00:00 - Ani is looking for a fabled relic.
00:00:00 - An altar has been built to serve the goddess Erillin.
00:00:00 - Bloodstrike (an Amber Vortar Raider) is building a Temporal Flux machine.
00:00:00 - Discovered an earthquake machine.
00:00:00 - Carshanley needs to be rescued.
00:00:00 - Carnage Clan Orc Shaman are attacking the town!
00:00:00 - Lightning Bolt is now boss of Vicious Chambers lvl 7.

PixelLord
02-20-2011, 01:32 PM
The last official quest I had was a double: 2 "get evidence about a thief" type quests in-town. There was only 1 piece of evidence I could find. The other one "failed" because the evidence (that I couldn't find, in a pretty open town map) was destroyed.

With that quest fail, there are no other quests that I know of (in town). Are there ever required quests given in the dungeon themselves? How would I know where to find it?

Attached is the character/save file.

Other reasons for town not saving may be: I once had a note in my inventory with a quest that had to be solved, but I doubt that was your problem. Also, a few versions back, I had a regular NPC who had a mandatory quest. I've also had no quests left, as you described, and then have the "town saved" come up many minutes later.

I've also had the double quest for the same thing and could only find one note. :(

Crisses
02-20-2011, 02:27 PM
Other reasons for town not saving may be: I once had a note in my inventory with a quest that had to be solved, but I doubt that was your problem. Also, a few versions back, I had a regular NPC who had a mandatory quest. I've also had no quests left, as you described, and then have the "town saved" come up many minutes later.

I've also had the double quest for the same thing and could only find one note. :(

Well, there were under 10 townies + the quest givers in the town, and no one had any quest bubbles -- with the improved quest indicators on the mini-map I can pretty much say "there were no quests in town".

The rescue notes/plans/treasure maps one puts in one's inventory are for optional quests, I believe. You can put them in your stash, save them until another town, etc. They have a level associated with them -- if you're too low level they're "just gibberish". There are no required quest items to my knowledge that require inventory slots. You can collect 1,000 pixie ears, 2,000 torvah shaman masks and etc. then bring all the bootie back to camp without anything to show for it other than someone's happy exclamation point.

And someone else looked at the save and "after a few minutes a new quest came up" -- I think that's just a random quest event. I believe all the required events were completed which should trigger the "Town Saved" bell & a treasure chest. Hence I think it's a bug.

Nim
02-20-2011, 03:33 PM
The rescue notes/plans/treasure maps one puts in one's inventory are for optional quests, I believe. Believe huh ? Using that rescue note gives you the rescue Callas quest, which is NOT optional. If you don't use it asap you get the "we missed a clue, callas needs to be rescued" quest and the note becomes gibberish. Rescuing Callas saves the town.

Despair
02-21-2011, 12:38 AM
i think i got something, with my necromancer/gladiator i'am unable to raised champion and elite skellies on the monsters corpses(in town) during invasion mode. i've tried on 3 invasions (all lost unfortunately) so far.

did some fellow necromancers spotted this ?

EternalChampion
02-21-2011, 02:42 AM
I'm still having no gate levels, then later in the game the gates miraculously appear. In obvious places already explored. After save and exit, of course. 1.0.22

Also, I'm attaching the funniest NPC moment I've encountered yet in DIn's...:D

EternalChampion
02-21-2011, 04:57 AM
I also had the Warmaster just disappear in front of me. Talking to him, got some quests, and *poof* he disappeared. No messages why; nothing. 15-20 minutes later I had a 'find a new Warmaster' quest. I had to look in the log so as to find what happened. Turns out he was starving and died... all apparently while I was getting quests from him. But there was no wail of pain, no dying, no body, no status info... he just disappeared. :confused:

Bak
02-21-2011, 09:54 AM
I just noticed that I can choose passive skills and place them in my toolbar. This probably shouldn't be allowed -- you shouldn't be able to pick them up. The same applies to skills you don't yet have.

Disagree with that last part 100%.

I put untrained skills in the bar at level 1, to train my muscle memory (which keys to hit) and to keep track of which skills I'd like to get. When putting them in the bar, the game clearly warns the player that the skill is untrained, and it stays dim which prevents use.

PixelLord
02-21-2011, 10:00 AM
Believe huh ? Using that rescue note gives you the rescue Callas quest, which is NOT optional. If you don't use it asap you get the "we missed a clue, callas needs to be rescued" quest and the note becomes gibberish. Rescuing Callas saves the town.

Yes, I was going to say the same thing. It was a rescue someone quest in my inventory that I had to accept and solve to finally save my town once.

Bluddy
02-21-2011, 10:01 AM
Disagree with that last part 100%.

I put untrained skills in the bar at level 1, to train my muscle memory (which keys to hit) and to keep track of which skills I'd like to get. When putting them in the bar, the game clearly warns the player that the skill is untrained, and it stays dim which prevents use.

Wow interesting. I guess it's just the passive skills that shouldn't go in there then.

Maledictus
02-21-2011, 10:31 AM
I put untrained skills in the bar at level 1, to train my muscle memory (which keys to hit) and to keep track of which skills I'd like to get. When putting them in the bar, the game clearly warns the player that the skill is untrained, and it stays dim which prevents use.

Awesome idea, never thought of that, but am going to use it. Yes, should definately stay the way as is.

Shadow
02-21-2011, 02:46 PM
On a different note, I can't tell if trap perception is still broken. My necromancer has 92% chance of being right for this level given his items and intelligence, but he guesses different traps that almost always end up not being there. He doesn't always do this (often he says there's no trap, and there really isn't one), but it seems like when he guesses a trap other than ice storm, there's always nothing there. I can't tell if this is just the 8% that he gets wrong, or if it's a bug.

At least from the description it sounds like it is working as intended. 92% of the time your guess should be correct and it is usually going to be no trap. 8% of the time you are going to be wrong and it is probably going to show some random trap.

Starvation state hits. I eat food. My character is still starving, even while they are regaining health from said food. It took perhaps four separate food items as well as a save&exit (which didn't fix it) for the starving to go away. While I am stuffing my face to make starving go away, the hunger number on the starving state keeps going up - despite whatever food I eat. It was a bit over 2000 by the time I stocked up on 7 more bits of food and started on the next - at which point it just vanished.


Any food should work, but if you have been starving for a while it won't get you out of starving. For example if your up to 13,000 hunger, you would need to eat 3 times (6,000 each) to stop starving.

- The Paladin's new sword skill is displayed in the wrong place; it's all the way to the right on his list of basic skills, when it should be right next to the mace skill.

It should be but there isn't much I can do without screwing up people's paladin skill points.

With that quest fail, there are no other quests that I know of (in town). Are there ever required quests given in the dungeon themselves? How would I know where to find it?

There can be quests that are hidden for a short period of time.

Should this be possible ? I think a grace period of a few minutes after town creation wouldn't be too bad for town attacks.

These can happen, but only on higher levels.

i think i got something, with my ecromancer/gladiator i'am unable to raised champion and elite skellies on the monsters corpses(in town) during invasion mode. i've tried on 3 invasions (all lost unfortunately) so far.

Hmm, I bet that is because they are marked as quest monsters.

Manumitted
02-21-2011, 05:00 PM
Yes, I was going to say the same thing. It was a rescue someone quest in my inventory that I had to accept and solve to finally save my town once.

It seems different with Plans vs. Rescue Notes. Only some Plans have a level requirement, and you simply can't read those without enough levels. If you save the town before the timer on the unread Plans quest runs out, you can just leave and avoid the Reputation penalty and other escalation consequences for a failed mandatory quest. It still counts as a failed quest for the end of town summary, but who cares if there's no RP loss?

m0stly_harmless
02-22-2011, 02:17 PM
Here's one that needs to be fixed... (I'm currently trying a new hybrid.)

The Archer:

- Multiple arrow shot. The angle that (from left to right, aiming up) that the arrows come out is not equal. The first and second arrows seem ok (looks like a 330 Degree, 0 Degree), that third one almost comes out at a 90 degree angle to the second (middle) one <- this one needs to be made to be 30 Degree to make it a "coned" spread. This makes for a very awkward way to clear a room, not to mention that it wastes a shot in 90% of the circumstances.

- The cone spread should be made a little narrower. Perhaps a 30 to 35 Degree spread from center on both sides.

**** We still need to improve the BOW drops (and DPS for said bow in relation to their requirements.).


*******************

EDIT: Seems that depending on the aiming angle of the character, the angle of the outside shot does a 90 degree thing - seems that either of the outside shots take their turn doing the 90 degree thing. Programming miscalculation?

http://i295.photobucket.com/albums/mm159/m0stly_harmless/Other%20forums/ss0003.jpg
http://i295.photobucket.com/albums/mm159/m0stly_harmless/Other%20forums/ss0002.jpg
http://i295.photobucket.com/albums/mm159/m0stly_harmless/Other%20forums/ss0001.jpg