FORUM ARCHIVED

1.07 bugs

Discussion in 'Bugs' started by Inconsequential, Dec 9, 2011.

  1. I don't know if any of these have been fixed for the upcoming version but here's the bugs I've come across while playing the HIB version. Yeah there's kind of a bunch of them...

    I'll start with the ui bugs.

    Here you can see that tooltips can end up hidden.
    [​IMG]

    When you have many buffs, they can end up disappearing behind the Character ui. I can't see how many turns of food regeneration I have left in that pic unless I would close the chacter ui. This has annoyed me quite a bunch because I prefer to have the Character screen open all the time, so I encounter the problem often.
    [​IMG]

    Minor, but the right side of your attack bar can get screwed up pretty frequently if you have just the right number of attack types to mess up the displaying. It seems like having 5-6 damage types is what usually does it. Having a melee above +9 makes it happen more often, due to the double digits.
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    Food items for sale in Brax's shop don't get a price put on them, unlike all other items. You have to pick them up to see the price.
    [​IMG]

    On a non-permadeath game, clicking the left side of Save&Continue will do Save&Quit instead. Clicking on the location pictured will for example always do a save and quit. I thinks what's happening is that the area box for permadeath Save&Quit is being used for the non-permadeath menu as well.
    [​IMG]


    Misc bugs:

    Movement bug in lever-opened areas

    This seems to happen with all levers that reveal a hidden alcove (like in the picture). Clicking on the item in the revealed area won't move the character, and neither will clicking on the newly opened space right in front of the item. You have to use WASD to manually walk into the revealed area.
    [​IMG]


    Pathfinding bug

    I've noticed that if you're using mouse click for movement, and there's some kind of danger on the floor (like fire or acid or whatever) the character will walk right through the danger, damaging him/herself, even if there's more than enough room to go around it.

    Likewise, if a teleport happens to be in the way to getting to where you clicked, the character will walk right into it, teleporting instead of going where you wanted. Both of these make using the mouse to move around less useful.

    The character can already go around walls and other obstructions just fine, so it would make more sense to treat teleports and floor dangers more like obstacles are treated. If there's a way around it, the character could go around, unless that square itself was clicked.


    Uberchest glitch

    It's possible to have an Uberchest that won't open when you click it, even though mousing over it says that it should open. I think that this might have something to with loading a saved game somehow screwing things up but I'm not sure. I know I had loaded a saved game on this floor before I saw the glitch.
    http://i.imgur.com/S7JrS.jpg


    Glove stats are screwy when loading a save

    The first pic is of my stats right after loading a saved game. The stats I circled in green are as they should be. But the stuff I circled in red isn't right. It's very clear that the fire damage value isn't being applied to my attack. Besides that, my fire resistance should actually total 4 because of another item I have on also boosts it by 2.
    [​IMG]

    Pic 2 shows how my stats change if I take the gloves off. Notice that the fire resistance didn't go down, because like I said the 2 that's showing is due to a different item than the gloves. The stats I greened did go down, meaning they were being applied right.
    [​IMG]

    And the third pic is what happens when I put them back on. Now everything shows up as it should. So basically the bug is that after loading a save game you have to take your gloves off and put them back on in order to get any glove-based resistances and glove-based attack to show up.
    [​IMG]


    Stuff spawning under shrines/monoliths

    As you can see in the pic it looks like something is under the shrine (dire sandwich?). Whatever it is, it can't be picked up. I've seen that several times with various kinds of shrines, and even teleporters can spawn under them (making the teleporter one-way only).
    [​IMG]
    I've seen this one mentioned in another thread and someone said it was an old bug that might not get fixed. Thing is, this bug can unfairly end up killing you. I've died several times due to being stuck in an unfriendly room due to a one way teleport I wasn't expecting to be one way. That's a really crappy reason to end up dying. I end up practically never using teleports because this bug makes them unreliable.

    Couldn't some kind of check be done to see if something is underneath a statue, and if something is there it could be moved to a free square?


    Handy Wand bug

    This one's just wierd. I attacked this monster with a Handy Wand (it hit him on the square with the bloodsplat). I then found that I could not cross the highlighted square that's pictured. Oddly it also gives a tooltip of Sconce even though the square is blank. And the square is treated as solid.

    [​IMG]

    I just like that with the eyes on those monsters and the sparkles around his head it looks like he's thinking "wtf is going on?" Or the expression could be due to the fact that he's getting roasted... somewhere.

    Wait a minute, did the Handy Wand knock the sconce away from the wall? But then why is the square underneath it treated as solid? If that's what happened I suggest that things on the wall like sconces be disabled from being knocked around. They can block pathways unexpectedly. It could potentially trap someone so that they can't go anywhere (I believe my handy wand died from that shot, so if I was in an area that was a dead end I would've been stuck with no way out).
     
    Dimitri likes this.
  2. Dimitri

    Dimitri Member

    The bug is you can't move the character sheet around. On low resolution it is too low on the screen, wasting space above, but covering part of the quick-access belt.

    I believe, the tooltip does not mean the chest is open (It looks locked, after all), but refers to the action your character will try to perform when clicking.

    Somewhat related: I think in some levels there are no levers that will unlock an Uberchest.

    That is not necessarily a bug.