I keep getting crashes when i open doors. Seems to be working better than in RC1, though-- my save files aren't mysteriously corrupting and disappearing after crashes, and when i reload i can advance through the same door normally.
Version. 1.1.3 Beta Test 2. Starting Shield Bearer talent does not grant a wooden shield if you have mostly mage talents. This makes the game MUCH, MUCH, MUCH, harder earlier than it should be. Now this might be intended. If it is, you should reconsider. First of all, mage builds use shields, and quite often heavily, sometimes double shield late game. Why should they not start with a shield simply because they aren't warriors? Every starting weapon build comes with a weapon for your build so that you actually benefit from the passive bonuses offered by talents in the tree without having to go find a weapon. By not starting with a shield, your mage build is deprived of the basic 8 from the first talent and the 3,1 early on from not having a wooden shield. Making it much harder. Tomes count as shields. If for whatever reason, the lack of a wooden shield is intended, start the mages with a tome, or even two tomes. The same should probably be true for master of arms. If a mage/rogue wants to run around with heavy armor, you shouldn't deny them the item simply because it gives negative stats (especially when you could do things like viking/egyptian melee caster rogue).
here are some crash logs for you-- mostly from opening doors, but i had a few times when entering a wizardland crashed the game also.
I just had a crash by kicking in a door on the third floor. Version 1.1.3 Test 2 Probably don't need any more crashes, but I will attach mine anyway. Not sure if skills matter, but I had Vampirisim Necroeconomics Viking Magic Archeaology Fungal Arts Master of Arms Tourist Also, I hadn't found the Zoo yet, so I might have been opening the zoo.
So I notice that you guys have said that you cannot recreate crashes. In one of my recent crashes I went down the stair to the 4th floor, it automatically saved and then crashed. If I loaded the autosave and then tried to go back down those stairs it would crash again. But upon saving it and then opening the saved file, it let me go down the stairs just fine. I have saved the autosave here. Hopefully it crashes for you.
There is a bug in "Tourist"; "Seeing pretty sights" is supposed to give Trap Sight, but instead gives Trap Affinity. HTML: <ability name="See the Sights" icon="skills/see_the_sights64.png" skill="52" level="1"> <description text="Increase your range of vision. Seeing further will help you pick out those interesting bits of local culture. The downside? You stick out like a sore thumb, gawking like that."/> <spell name="See the Sights" /> <secondaryBuff id="16" amount="1" /> <!-- trap sense --> </ability> (secondaryBuff id="16" is not trap sense)
I'd like to report that this patch completely broken the vegan tree. Now you have to wait 2-4 seconds every single time you move and there are diggles around you. It's painful, and not fun. Something needs to be done with these slow animations. The blobby from fungal arts suffers from a similar problem, it takes so damn long for it to attack.
I completely forgot about that. However, I still don't like it, it feels...unnatural. The problem is that these animations are slower than the rest. If I leave it at -, the game slows down to a crawl. If I use +, all other animations feel wrong. I think all animations should be normalized, so they feel as if they have the same "pace". Not sure if you'll understand what I say, it's probably just one of my weird quirks.
Yeah, I can understand that. Maybe, dear developers, that animation can be speeded up a little bit more?
Well with diggles, and vegan, I can see where it would be a real problem because it they are never engaging you, but burrowing and unburrowing. I think I already mentioned this, but a diggle shouldn't be able to dig on the same turn that it pops out of the ground. I had what seemed like a hideous loop where the diggles would take turns popping up and going back down, there were 9 of them but only like 2 on the screen at once. The whole group of 9 were constantly taking turns digging.
Wand repair achievement now works in game in Beta 2. It doesn't transfer across to Steam, but presumably that's either because it's a beta or not a Steam build?
I tried this build and I like having extra skill slot bars in the UI, but want them all to be visible at once or somehow key-shortcutted to save having to click between them. That is my only feedback.
Still standing by. I hate to pester... but I have been checking like every couple of hours since thursday
same here. i have a solid game that i'm itching to get back to but it's plagued by the random crash bug.