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The Current Bugs Thread!

Discussion in 'Bugs' started by rydash, Aug 1, 2012.

  1. DavidB1111

    DavidB1111 Member

    That's a serious bug!
    Unless you mean to steal.
    Then yes, that would be okay to fix.

    Pocket dimensions work for me when I'm not using them to steal from a poor evil demon shopkeeper. :)
     
  2. darius404

    darius404 Member

    Certain items stack for no apparent reason. Mostly polearms and certain wands. When I opened a Chest of Evil, I was notified that I got an artifact. When I looked in my inventory, I had not gotten an artifact. Instead, I had 2 Very Long Morningstars. I only had a Very Long Morningstar in my inventory, but not a second one. When the Chest gave me the second Morningstar, by stacking it with the other Morningstar it lost all it's artifact bonuses. Also, sometimes when 2 or more wands are become stacked, they can't become separated. I've lost a few crafted wands that way.
     
  3. Daynab

    Daynab Community Moderator Staff Member

    This is an old bug, hopefully will be fixed at some point.
     
  4. TheShadoW

    TheShadoW Member

    Got a nice one -- names for wizard dimensions may be longer than accepted by the console. I've discovered "Zoounfuumunfuumkullkol" on level 5, yet I can't even enter it, because it's 22 symbols long and the console accepts only 21.
     
  5. darius404

    darius404 Member

    Can you get a screenshot of the code?
     
  6. DavidB1111

    DavidB1111 Member

    Valunfuumunfuumarpunfuum is another code that is too long to enter.
    I got that from the wizardland codes as one that was too long.
    It's valid, but the game won't recognize it because it's too long.

    It's possible it was written down wrong, but if the person did it the way I do it, take a screenshot of the code, alt-tab out, use mspaint to view the screenshot, then write down the word in Notepad while the pic is up, then the odds of it being written down wrong rapidly approach the same odds of me surviving being struck by a meteor the size of Edmonton, Alberta, Canada. :p I.E. Zero.
     
  7. rydash

    rydash Member

    This issue will be re-addressed. Not quite sure how yet, but, it will be. :p
     
  8. eskr

    eskr Member

    Maybe this has been logged, but for a while now there's been a graphical bug.
    If you use an ability that affects a given area and causes a 'skeleton' of that area to be displayed (e.g. lvl 0 Pike ability) and then use another ability that does the same thing (e.g. axenado) the skeleton from the previously used ability will be displayed. The proper template will be used for the attack however.
     
  9. Coolthulhu

    Coolthulhu Member

    Sorry if I'm just posting duplicates/old bugs, but 18 pages is a bit too much. I skimmed and ctrl+f'd last 4 pages and read the first one.

    The game doesn't seem to properly recognize some resolutions when drawing UI. In 1024x768 windowed, my "enter pocket dimension" button, inventory's default location and skill choice list for high numbers have all some cut parts.
    The last one means I can't have high-level skills under high numbers - ie. my Infernal Torus can be under numbers 1-7, but not under 8 and 9.

    EDIT: Crafting UI mouseover item stat window isn't placed properly when crafting menu is near the top of the screen. This is easy to notice in Imperial Boilerplate, which has a long description. The background moves separately from text and stats, which are protected from going off-screen.
    If it's not clear what I'm talking about: open crafting UI, move it somewhere near the top of the screen, place mouse on top of one of the items with long description. It should show entire text, but some of the text won't have black background.

    Skepticism crashes the game for me. I'm not sure how and why, but I noticed it's not happening on the turn when I cast it, but within few turns (often on the 1st turn after). This occurs regardless of the result of the skill (item or monster) and not every time. When cast on named monster, I didn't get it to crash, but I got it to create an item without destroying the monster. The crash might be somehow related to monsters being friendly/unaware and getting angry/aware after the change.

    My Friendly Wyrmling regened quite fast. Regen speed was about 1 pixel of health bar per 3 turns. I recall feeding some low-level food to it many turns ago. The regen stopped when I summoned another one, and just feeding it food didn't cause it to regen more than intended. Reloading the game (to autosave) also "fixed" the regen. I'm pretty sure the save had the old, regenerating wyrmling (remember seeing the regen when it soloed the Great Pumpkinn, 100 turns before save or so) and I also checked the regen after that autosave, so it's not like I just got a wrong saved game or wrong wyrm.
     
  10. TheShadoW

    TheShadoW Member

    Not sure if anyone have mentionted it -- one of Wandcrafting encrust, "Conceptual Reinforcement" have Lederhosen as an ingredient, and flavor text suggests that it applies to leg armor, yet it's an encrust for helmet.
     
  11. Coolthulhu

    Coolthulhu Member

    Another item stacking weirdness, this time the other way around: my potions of lively regeneration won't stack. I have a stack of 1 and a stack of 2, when I try to stack them, they are treated like items of separate types. Placing them on the ground doesn't stack them either. Using inventory sort places them separately - one near the start (second potion in my inventory), one near the end (second from the end). I'm pretty sure I have created at least one of the potions with xenochemistry, though I think I have created one of the properly stacking ones and just found the non-stacking one.

    EDIT 2: It happens to all potions. Affected potions stack only with other affected potions.
     
  12. TheShadoW

    TheShadoW Member

    Clockwork Grappling Bolt doesn't do any damage, it just moves mobs around. I'm pretty sure that I've seen this bug discussed somewhere, but I can't find it now :-(

    Upd: about stacking problem mentioned in previous post: I got this too, and can confirm. Also, affected potions begin to stack normally after you load a save.
     
  13. Kror

    Kror Member

    Did you have enough damage bonus? Maybe the damage was eaten by absorbtion, since it only has 1 bade dmg

    EDIT: Ups. It's 8 piercing indeed.
     
  14. TheShadoW

    TheShadoW Member

    My conclusion is not based on a single arrow. I was using them across several games, with different crossbows and on different monsters.
    They never seem to do damage corresponding to their label (8 piercing). Or perhaps they do, but crossbow damage isn't applied, so the result is hardly noticeable. Or perhaps some after-effect does the damage, not the bolt itself. In any given situation, firing wooden bolts will result in *more* damage compared to fancy grappling bolts.

    To clarify: they do SOME damage, yet it's very very low.
     
  15. Kror

    Kror Member

    Confirmation on that. Even in Hotfix 10 fiering a grapple bolt doesn't really apply the normal hit damage. Just the extra effect.
    A wooden bolt does about 50 dmg with my equipment (mixed)
    The damage of grapple bolt isn't noticanble on the same monsters and doesn't even show up as an attack in the log.
     
  16. Aegho

    Aegho Member

    And yet a fix should be fairly simple, make the proc go to a subspell that in turn triggers the current spell, make that trigger delayed with amount="1", which makes it happen at the end of your turn.
     
  17. eskr

    eskr Member

    @Aegho How does this fix things? Is the damage from the bolt associated with the square at which it was initially aimed rather than the monster? Or does moving the monster clear some effect history that is otherwise associated with it?
     
  18. Aegho

    Aegho Member

    The damage is associated with the square, in essence the suction effect is rescuing the monster from the damage, so by delaying that effect until end of turn, the bolt should do full damage.
     
  19. Rhadamante

    Rhadamante Member

    A little graphical anomaly I noticed while skimming through our hero's animation : the first frame of the spear attack down animation has our hero grow a third (possibly fourth) arm. Straight from the game's .png :

    hero_atk_polearm_d_00.png

    If you know what you're looking for, it's noticeable in game. :p
     
    OmniNegro, SkyMuffin and Daynab like this.
  20. Daynab

    Daynab Community Moderator Staff Member

    Trioooloooo!