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#41 Qwinn

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Posted 04 August 2008 - 08:15 PM

Got another fix from Per's buglist in:

The 8th level spell Mechanus Cannon's description says both that the target does and does not get a saving throw. In actuality, the target does get a saving throw, and as a result, the spell is pretty much worthless. As Per correctly notes, this makes this spell inferior in every respect to Meteor Storm Bombardment, a spell of the same level that does 10-120 damage in a large area of effect to enemies only, whereas the Cannon does 30-90 damage to a single target. The only reason anyone would want to cast Mechanus Cannon (besides the cool graphics) would be if the portion of the description that says there is no saving throw were accurate. Hell, even with that, it's still quite a crappy spell in comparison.

Therefore, I am going with the "there is no saving throw" portion of the spell's description. (Yes, I know, this will make the construct wizard battle tougher since he uses that spell against you. Enjoy the added challenge.). I do update the descriptions to correct the "Saving Throw: 1/2" part of the description to "Saving Throw: None", and have in fact included that correction in the spanish, italian and german translations as well.

Qwinn

Edited by Qwinn, 04 August 2008 - 09:03 PM.


#42 Qwinn

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Posted 06 August 2008 - 02:55 PM

Also going into version 2.0 will be the "Clan Dlan Fixes".

Clan Dlan actually packaged a number of dialogue fixes with their spanish translation, all of which are applicable to every language. With their blessing, I went through those dialogue files and figured out what they fixed, and from that gleaned about a dozen dialogue errors. That way they can get the dialogue files out of their translation.

There's 16 fixes total. Most notable among them are 3 lines restored to Morte and Grace's conversation about how boring Mechanus is (currently it incorrectly transitions into their conversation about the Source), and 3 lines restored to Morte's conversation with Female Cafe Patron in the Clerk's Ward about mimirs. Also, evil TNO's get a bad journal entry relating to Coaxmetal fixed, and Miccah gets a restored line in her arguments with her husband Brokah.

Qwinn

#43 Zyrica

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Posted 13 August 2008 - 11:13 PM

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)



I'm trying to get out from outlands (the big skeleton) but the portal won't open. I can hear the opening sound of the portal but the portal doesn't appear. I've already been to pillar of skulls. My Nameless one is lvl 12 and a fighter. Same bug I guess?

PS. I got the portal working by turning into a mage.

Edited by Zyrica, 13 August 2008 - 11:19 PM.

You live in your little world and I live in mine. Both have little to do with the reality...

#44 Qwinn

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Posted 13 August 2008 - 11:39 PM

It does sound very much like the same bug, though I'm a bit surprised, I had it in my head that the bug happened if you just -had- 10 fighter levels, regardless of what class you were currently in, but I guess not necessarily.

EDIT: I tried to duplicate it on my 2.00 install and couldn't, so I'll presume the problem was resolved.

Qwinn

Edited by Qwinn, 14 August 2008 - 12:18 AM.


#45 -Ephyon-

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Posted 13 September 2008 - 10:40 AM

I'm sorry about the vagueness of the report, but I just remembered something that always bugged me a while ago.

In Curst, when freeing Dona Quisho's Glabrezu buddy, it was possible to barter the Heartgrinder axe out of the fiend. I recall a few oddities with this.

One important one is that later on, the fiend shows up in Curst/Carceri fighting with a Cornugon (I think it's the one you find in the prison caves). I remember that you could actually get the Heartgrinder off his corpse if you killed him/watched the two kill each other... even if you had already gotten the axe from him before.

More vaguely... I remember that I once got into the "give me the axe" dialogue twice while talking with him. Loops in dialogue aren't rare, but this paricular one was specially peculiar since he was supposed to give you something. I think it's what happens if you get him to give you the axe, not free him, talk to him again and ask him once again what will he give you in exchange of freeing him, which makes little sense since you already got the axe and screwed him over. I don't think I actually got a second Heartgrinder from that though.

Again, sorry for the vagueness of it, and the second point is particularily unreliable since my memory is very fuzzy, but it might be worth looking into if you already haven't done so.

#46 Qwinn

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Posted 13 September 2008 - 11:25 AM

No worries about the vagueness, I'd rather hear about a real bug in a vague manner than not at all, heh. Maybe someone else can fill in the details.

There -was- an incorrect transition in his dialogue that I fixed in Fixpack 1.0, but it couldn't have caused what you describe, it didn't result in a loop, it just made him give the wrong answer to the question "Who intercepted you?".

The first issue, well, from looking at the files I can't see how that could happen, as the axe is never actually placed on him as loot, it's only created via dialogue on the fly after you free him. He should only drop (potentially) a Fiend's Blood Dagger, a Leg Bone Club and a random monetary treasure. I will keep an eye out when I come across this in my testing though.

I'm not sure how the second issue can work the way you said it did, because you -can't- get him to give you the axe until after you've freed him. I did notice an issue, though, where a variable wasn't getting set if you freed him the first time he asked you to, so that he wouldn't recognize you when you encountered him later on. He will now always properly say "I promised you when I saw you again I would kill you" when he sees you later on, if he did actually say that to you. So your report did get that much of a fix into the fixpack, thanks :)

If anyone else can confirm such an issue with Agril, please do let me know. At the moment I'm not finding any looping issues in his dialogue (besides the one bad transition I already fixed) or any way to get two axes, but do please let me know if a way to do this surfaces.

Qwinn

#47 Qwinn

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Posted 13 September 2008 - 11:39 AM

Wait, I think I might know what happened to you. And I think the fix I just described, where he'll remember you if you freed him, should take care of it.

From looking at it, and because that variable wasn't being set when you freed him, it was possible that when you talked to Agril in Curst in Carceri after you freed him, you could get the dialogue that you were only meant to get in the situation where you talked to him in Curst before it slid, where you told him you wouldn't free him or that you'd think about it, and then you talked to him again. In -that- case, yeah, I think you could get a second axe from him there, via dialogue.

Actually, come to think about it, I will have to deal with the situation where you said "I'll think about it" or "No I don't think so", then never did anything else with him, and then you see him again in Curst in Carceri. I think that could create a similar problem, though at least you wouldn't be getting a second axe from him.

So yeah, thank you for the report! Definitely some issues I need to see to here.

Qwinn

EDIT: Ok, yep, got it fixed. You definitely won't get the "free me" incorrect dialog in Curst in Carceri anymore. If you did free him, you'll get the "I told you I'd kill you if I saw you again" dialogue. If you never met him or did talk to him but didn't free him, then you basically won't remember each other, which is kinda wrong in the latter case, but there's no appropriate dialog line for that situation in the dialog file, and it''s a whole lot better than the way it used to be (plus, that situation should actually be pretty unusual). Again, thank you very much for pointing me to this.

Edited by Qwinn, 13 September 2008 - 11:51 AM.


#48 -Ephyon-

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Posted 13 September 2008 - 02:20 PM

I see. Yeah, to be honest, the only thing I was completely sure of was that you could get a second axe somehow.