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#1 Qwinn

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Posted 08 June 2008 - 04:27 AM

This is a list of known issues so far that will all (hopefully) be fixed in the Ultimate WeiDU Fixpack 2.0.

Please don't feel you should postpone your next game for it - the issues accumulated so far are pretty minor. Fixpack 2.0 will be released as soon as some additional translation work is complete, but none of these changes should be backwards-incompatible. You should be able to update to Fixpack 2.0 and use save games from Fixpack 1.0 without any problems. The worst that should happen if you do so is that a few of the new fixes may not work on content you've already reached in game, but most fixes -will- take effect, and updating shouldn't make anything worse.

Note that all of these issues exist in the unmodded game - none are created by any known mods.

If it is marked (fix complete), that means it's implemented, tested and -definitely- going to be fixed in 2.0. If it's not, it means I haven't implemented it yet, and it's not guaranteed that it'll go in.

1. Portal Lens and the Modron Engineer will teleport you to Ragpicker's Square, as the description says, rather than the Flophouse area. Credit to SKARDAVNELNATE for fixing it originally in his AIP. EDIT: Applying same fix to the Tome of Cheats as well in UB and Tweak Pack. (fix complete)

2. Annah's Chained-Teeth-Earrings inventory graphics looked like a normal set of lockpicks. Full credit to Miloch for creating brand new (and really nice looking) BAMs to make them match the item description. (fix complete)

3. Ravel's dialogue suffers from the same error as the pickpockets bug that SKARDAVNELNATE originally fixed - which is that, after you are given a permanent stat boost in a dialogue, your stat boosts from items won't be operative until the dialogue ends. In the meantime, if you are running into this and aren't passing stat checks you feel you should be with Ravel, be aware that Ravel's dialogue offers several conversation paths which will enter a short cutscene. Those cutscenes are sufficient to fix the problem, just make sure to take one of those paths and get the little cutscenes before taking the conversation path containing the stat check you are failing, and your item-based stat boosts should work towards it again. (fix complete)

4. Many-As-One says "I YIELD" during battle, but warrens stay hostile. (fix complete, see post #17 for details)

5. Not all conversation paths where Morte explains about tieflings during dialogue with Ei-Vene would update the journal. (fix complete)

6. There were supposed to be serious negative consequences to lying to Sarossa in the Foundry. You would even be told that she did something to you, but nothing actually happened, and if you talked to her again she'd have forgotten all about it. In version 2.0 forward, her curses will work, and you will have the opportunity to apologize (or lie again) in subsequent conversations. (fix complete)

7. Bug in the stat checks at one point in Mebbeth's dialogue that result in getting duplicate responses available. (fix complete)

8. Restored broken floating text messages for several creatures in the area outside the Smoldering Corpse bar, specifically, the Starved Dogs Barking thugs, Jhelai, a wandering drunk, and the Drunk Harlot. They will be much less likely to get permanently lost, too. (fix complete)

9. The Tattoo of the Joining would no longer be available after Karina thanked you for your help. (fix complete)

10. Bugs in Ingress's dialogue would allow you to ask questions you couldn't know to ask yet, and that would also allow you to regress her quest to a previous state, even allowing you to remove it from your quest log without failing or completing it. (fix complete)

11. "Fixes" to Chromatic Orb spell taken out, reverted to original spell. (fix complete)

12. Nameless Ones with 10 or more fighter levels could have difficulty using the portals to the masoleum and to exit the mortuary. (fix complete)

13. Fruit merchant in Hive market was a bit too cowardly. He would run away from any enemy of yours on the screen and never return to his starting position, potentially becoming inaccessible and thus breaking Mebbeth's quest. (fix complete)

14. Wonky siege tower portal behavior fixed. (fix complete)

15. Giltspur will no longer give you his first quest if you've already made it impossible to complete. (fix complete)

16. Experience loop in Splinter's dialogue when infiltrating the Sensates for the Anarchists has been fixed. (fix complete)

17. Fixed one conversation path where asking Crumplepunch about his brother would lead to him opening his store. Also, asking him about the deva, then asking him about his brother would abruptly terminate the conversation. (fix complete)

18) Diligence calling for guards will now actually call for the guards, as opposed to Matter-Of-Course, her bodyguard, just standing there as she goes hostile. (fix complete)

19) Angering one of the Smoldering Corpse Bar Mercykillers in dialogue will now get all the Mercykillers on you, not just one at a time. (fix complete)

20) Telling TO that you will use his true name to unmake him will no longer set off a long pre-fight cutscene before rolling the ending movies. (fix complete)

21) Bestiary entry for Midwife restored. (fix complete)

22) The Remove Curse spell - both priest and mage - will now ignore magic resistance. Vhailor would always resist this spell previously. (fix complete)

23) You must actually use the Dreambuilder before you can tell Kesai-Serrai about it now. Prior to this fix, you could tell her details about the dream as soon as you were given the quest to build the Dreambuilder. (fix complete)

24) The description of the spell Mechanus Cannon contradicted itself by stating that it's target both did and did not get a saving throw. In actuality they did, but for significant balance issues I'm going with the "no saving throw" portion of the description. Even with this change, it's still a pretty lousy 8th level spell. The descriptions (in all languages) have been corrected to match. Enjoy the added challenge of the Construct Wizard fight :) (fix complete)

...and, of course, more typo/grammar/punctuation fixes. Don't think I'll ever run out of those, sigh.

Qwinn

Edited by Qwinn, 04 August 2008 - 08:24 PM.


#2 -PS:T Fan-

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Posted 10 June 2008 - 02:33 PM

This is a list of known issues so far that will be fixed in the Ultimate WeiDU Fixpack 2.0. Please don't feel you should postpone your next game for it - it may not come out for a while, and the issues accumulated so far are pretty minor.

Note that all of these issues exist in the unmodded game - none are created by any known mods.

1. Portal Lens will take you to Ragpicker's Square, as the description says, rather than the Flophouse area. Credit to SKARDAVNELNATE for fixing it originally in his AIP.

2. Chained-Teeth-Earrings graphics were the wrong size. Full credit to Miloch for providing the corrected .BAM's.

3. Ravel's dialogue suffers from the same error as the pickpockets bug that SKARDAVNELNATE originally fixed - which is that, after you are given a permanent stat boost in a dialogue, your stat boosts from items won't be operative until the dialogue ends. In the meantime, if you are running into this and aren't passing stat checks you feel you should be with Ravel, be aware that Ravel's dialogue offers several conversation paths which will enter a short cutscene. Those cutscenes are sufficient to fix the problem, just make sure to take one of those paths and get the little cutscenes before taking the conversation path containing the stat check you are failing, and your item-based stat boosts should work towards it again.

4. Can lose access to Finam's "fetch my book" quest if you do the other quest involving him before being assigned the book quest.

Qwinn


In my game I encountered a minor bug where when you talk to Aola in the burning cathedral and you chose noy to mention mar's box at first but rather ask about his religion, the conversation will end and when you talk to him no option to ask about the box is given to you again.

#3 Qwinn

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Posted 10 June 2008 - 02:47 PM

While irritating, it isn't a bug... that's by design. You can basically only have one conversation with him each time you enter his temple. To get him to talk to you again, just step outside and back in.

Thank you -very- much for the report though :) Please keep 'em coming!

Qwinn

Edited by Qwinn, 10 June 2008 - 02:48 PM.


#4 -Guest-

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Posted 10 June 2008 - 10:22 PM

After defeating many-as-one and he promises to yield to you, the warrens of thought remain hostile. I guess that might be a design thing again though

#5 Qwinn

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Posted 11 June 2008 - 08:46 AM

Hmm. Possibly, possibly not. It was screwed up when he promised to let you go after doing things for him, so maybe it's screwed up in that circumstance too. Good catch, I'll look into it.

Qwinn

#6 Qwinn

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Posted 11 June 2008 - 11:16 AM

I'm not finding any dialogue or circumstance where he says "I yield to you" after you've already been in in combat with him. Can you be a bit more specific as to what circumstances you're talking about? Giving me the exact text of what he's saying, so I can do a search for it, would be helpful.

Qwinn

#7 Qwinn

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Posted 11 June 2008 - 12:56 PM

Wait, never mind, I found it. It's not -in- a dialogue, it's in a script, and the "I YIELD" is in floating text. Ugh, ugh ugh, this is some ugly ugly scripting right here. I'll work on it though.

Qwinn

Edited by Qwinn, 11 June 2008 - 12:56 PM.


#8 Qwinn

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Posted 12 June 2008 - 04:29 PM

Due to the great response (at least in terms of download count), I'm doing another playthrough. Already found another couple of really minuscule things, and will add those things that I'm fixing along the way to the original post of this thread.

The bit about how you really shouldn't wait to start a new game remains true for now. Should there be any changes of any real consequence, or if the next version is due to come out very soon, I'll update the first post to reflect that as well.

Qwinn

#9 Qwinn

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Posted 12 June 2008 - 07:25 PM

Removed this from the list:

Can lose access to Finam's "fetch my book" quest if you do the other quest involving him before being assigned the book quest.


Can't fix this with available dialogue, and as annoying as it may be that the "best" route requires great luck or metagaming knowledge, it seems to be intentional.

Qwinn

#10 Qwinn

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Posted 13 June 2008 - 12:30 PM

Removed this from the list:

6. Vaxis will now drop another "key" to the Mortuary portal if you kill him, as was intended.


It certainly -was- intended at one point, but newly discovered evidence indicates it was probably pulled deliberately - specifically, I noted a portion of his dialogue that says explicitly that his possessions are hidden so that they would not be found during a normal search of his body. (see STRREF 4655)

Qwinn

#11 Qwinn

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Posted 26 June 2008 - 04:51 PM

New post to call attention to recent updates to the original post, plus a bit of an explanation for the Chromatic Orb fix reversal:

After much testing, I have determined that Restoration Pack's "fixes" to the Chromatic Orb spell were in fact just part of a larger change made by Restoration Pack that reversed the Sleep and Helpless states throughout the game, which I intentionally do not implement. Thus, the Chromatic Orb spell may act oddly in Fixpack 1.0 (things like petrified creatures look like they're sleeping, etc.) although from a combat perspective it should still be worth using. The changes will be taken out in Fixpack 2.0 forward, and the original version of the spell restored.

Qwinn

#12 -Guest-

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Posted 27 June 2008 - 04:19 AM

Are you sure the mdoron box should teleport to ragpicker's square? It says to the hive near ragpicker's which it does.

Also if you anger penn at the printershop and ask for the auctioneer's quest you can't complete it because the door is locked and it remains stuck in your journal forever. A similar journal entry is stuck with you if you talk to the mage at ragpicker's after finishing moridor's box quest, and thus cannot give him his precious spell ruby

#13 Qwinn

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Posted 27 June 2008 - 04:37 AM

Are you sure the mdoron box should teleport to ragpicker's square? It says to the hive near ragpicker's which it does.


All the other teleport lines that use "near" reference something in the actual area you're teleporting to, so I'm making it the same for consistency's sake (that it's a more convenient destination doesn't hurt in making that decision). I actually do think it's what they meant to do, it was just an oddity in the way the areas got numbered that made it turn out the way it did.

Also if you anger penn at the printershop and ask for the auctioneer's quest you can't complete it because the door is locked and it remains stuck in your journal forever.


Hmm. Let me see if there's -anything- that can be done about it once you've angered Penn... if not, alright, I'll see about closing out the journal entry, or keep you from being offered the auctioneer's quest if you've already angered him.

A similar journal entry is stuck with you if you talk to the mage at ragpicker's after finishing moridor's box quest, and thus cannot give him his precious spell ruby.


This isn't an error. It is still possible to get the ruby and complete that quest even after you've finished the moridor's box quest.

Thank you for the reports :) Keep 'em coming!

Qwinn

Edited by Qwinn, 27 June 2008 - 04:46 AM.


#14 Qwinn

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Posted 27 June 2008 - 04:47 PM

Alright, regarding Scofflaw Penn and Giltspur's quest, I will make it so that if you have angered Penn and had the door locked before taking Giltspur's first quest, then Giltspur simply won't offer his quest to you.

But if you already took Giltspur's quest, if you already knew you had to get Penn's help, and then you managed to anger Penn - twice - before getting it, well, there's not a whole lot I can do to close out that quest without adding new dialogue entries, which I don't think that circumstance warrants. Having an un-completable quest entry in that circumstance seems... deserved.

Qwinn

#15 -Guest-

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Posted 28 June 2008 - 05:03 PM

That's only fair

After the portal to the siege tower is first activated, whenever you go to the portal area, the portal still there but so is the question to supress your thoughts and the answer has no impact upon anything. What I'm trying to say is maybe you should make it so there's either no question asked and the portal is always present after first activation, or that the portal disappears till activated again. It becomes very annoying as you're trying to approach the portal and the question keeps popping up making it take 30 seconds or so just to answer and reanswer till you get to the portal

#16 Qwinn

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Posted 28 June 2008 - 05:43 PM

Yes, I did notice that that portal trigger exhibited some very klunky behavior.

I'll look at that as well. Thanks for the report :)

Qwinn

EDIT: Taken care of. The portal will shut down now after Nameless One leaves it's proximity, and while the portal is open the dialogue trigger will not be asked. It'll be in 2.0.

(note - the main reason you would get the question asked over and over is because it was triggered by any PC in your party... so assuming you had a full party, when you moved everyone in the party toward the portal it would trigger that dialogue 6 times. Henceforth, only Nameless One can trigger that portal.)

Edited by Qwinn, 28 June 2008 - 07:29 PM.


#17 Qwinn

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Posted 30 June 2008 - 06:17 AM

Alright, here's some fixes I've made to the Many-As-One battle.

1) In the actual Many As One chamber, individual rats will be a -lot- less likely to panic prior to Many As One giving up. (prior to this change, they panicked very very very easily, and long before Many As One gave up, odds were 4 rats would be panicked (yellow) and ignoring you while you kept killing the one respawning red rat over and over. Very lame fight the way it was.

2) When the "WE YIELD" floating message pops up, any remaining hostile rats will flee the area.

3) Previously, creatures in the area outside the Collective (the main Warrens of Thought) that were not hostile before the fight would be hostile when you came out, even after the "WE YIELD". Now they won't be. If they were hostile prior to your going in, though, or you do something to make them hostile afterwards, they will likely remain that way.

I think that's about the most I can do to resolve the issue reported above. These fixes were tested and will be in 2.0.

Qwinn

Edited by Qwinn, 30 June 2008 - 06:26 AM.


#18 -Glossome-

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Posted 06 July 2008 - 12:12 AM

'Allo,

I'm doing a playthrough with your 1.0 fixpack, Unfinished Business 1.0 and Tweak Pack 2.0 installed and came across a dialog scenario with Splinter that allowed for that allows for unlimited 10,000 exp. bonuses. Basically you must already have joined the Anarchists faction (and the Godsmen, since it's necessary to open the dialog to join the Anarchists), head to the Civic Festhall, talk to Splinter and select the following dialog options:

1) "I had some questions"

2) "Tell me about the Society of Sensations"

3) "Might I become a Sensate"

4) "I'm already a member of... another faction, but..."

5) "Lie to infiltrate the Sensates for the Anarchists: "I'm ready to join the Society of Sensation. I feel no more loyalty towards... my old faction."

6) "Actually I'd like to contribute one experience ... (etc.)"

7) "My entire body reeked of embalming fluid, but even the smell of ... (etc.)"

8) "And I even left out the part about the chattering skull that flew at me as soon as I was upright. Will it suffice Splinter?"

9) Accompany him to record your experience and pretend to learn the Sensory Touch.

+10,000 exp.

... and the dialog option resets to where you can ask him some questions again for 10,000 exp. each time. Not sure if that's easily addressable or not, but I thought I'd point it out anyway :)


Glossome

#19 Qwinn

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Posted 06 July 2008 - 09:38 AM

Nice catch, thanks! I'll get to work on it.

EDIT: Caught it, squashed it, will be fixed in next version. Thanks again :)

Qwinn

Edited by Qwinn, 06 July 2008 - 09:49 AM.


#20 Arkain

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Posted 10 July 2008 - 07:33 PM

I guess this might be the right place to post any issues found?

Well, I guess there's a minor typo in one of the diary entries which appear during the dialog with Ravel. It reads "Ravel told me mortality is still intact... [...]" which should be "my mortality", imho (since that's the term used in the rest of the entry).

[edit] When you talk to Crumplepunch (the blacksmith in Curst) and ask him about the deva you can next ask him about the problems with his brothers. If you do it this way the dialogue simply ends and you have to talk to him again and use another route to ask him about his problems. [/edit]

Edited by Arkain, 11 July 2008 - 07:08 AM.