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 PostPosted: Thu Sep 11, 2008 2:11 am Post subject: 
 
Journeyman
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The female Half-Orc race description has a blank to much before hairiness:
[...]have some trait that identifies their orcish blood (upturned nose, hairiness, foul temper) [...]


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 PostPosted: Sat Sep 13, 2008 11:05 pm Post subject: 
 
Terra Arcanum Staff
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Just started playing again, with the latest patch, extra pack and 1024*768 mod. The following bugs persist:

- It's still possible to sleep two days after renting a room for one day (by clicking 'sleep until morning twice').

- Dialog with Mr. Plough in Tarant: after completing the objective (killing rats in his warehouse), the dialog is reset to the point it's possible to ask him for his name again, and accept the quest. The options saying the rats have already been slain appear correctly though. After accepting the quest for the second time, the dialog is ok. I'm not sure if this problem existed in the original game. I'm playing as an ugly character this time, so this may have something to do with it.

- perfume doesn't seem to work - it has the failed spell effect, but doesn't boost reaction modifiers/BE. Or was it intended to work that way ?

BTW, have the effects of charming people before talking to them for the first time been fixed ? I recall that often caused minor glitches, for example characters already knowing the player's name, before being introduced.

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 PostPosted: Sat Sep 13, 2008 11:36 pm Post subject: 
 
The_Bob wrote:
Just started playing again, with the latest patch, extra pack and 1024*768 mod. The following bugs persist:

- It's still possible to sleep two days after renting a room for one day (by clicking 'sleep until morning twice').

Will look into that.

The_Bob wrote:
- Dialog with Mr. Plough in Tarant: after completing the objective (killing rats in his warehouse), the dialog is reset to the point it's possible to ask him for his name again, and accept the quest. The options saying the rats have already been slain appear correctly though. After accepting the quest for the second time, the dialog is ok. I'm not sure if this problem existed in the original game. I'm playing as an ugly character this time, so this may have something to do with it.

Please provide line numbers. (The instructions on how to do this are added to the first post).

The_Bob wrote:
- perfume doesn't seem to work - it has the failed spell effect, but doesn't boost reaction modifiers/BE. Or was it intended to work that way ?

Even though the item is 5% tech, the spell effect is still considered magickal (there are magickal and tech 'spells'), thus it doesn't work on technologists. Whether a spell is magickal or tech is determined by the spell number. There's a few unused spells in the tech range, so I may move it there at some point.

The_Bob wrote:
BTW, have the effects of charming people before talking to them for the first time been fixed ? I recall that often caused minor glitches, for example characters already knowing the player's name, before being introduced.

The Charm spell just sets a flag, which is of course hardcoded.


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 PostPosted: Sun Sep 14, 2008 12:29 am Post subject: 
 
Terra Arcanum Staff
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Drog Black Tooth wrote:
The_Bob wrote:
- perfume doesn't seem to work - it has the failed spell effect, but doesn't boost reaction modifiers/BE. Or was it intended to work that way ?

Even though the item is 5% tech, the spell effect is still considered magickal (there are magickal and tech 'spells'), thus it doesn't work on technologists. Whether a spell is magickal or tech is determined by the spell number. There's a few unused spells in the tech range, so I may move it there at some point.


Wouldn't setting the alignment to 100 (on the spell or the object itself) solve the problem? At least for some cases ?

Another thing (BIG spoiler)
[spoiler]
Reading the paper about Renford A. Terwilliger's death (found in a locked cabinet (named wood chest...) in the Hall of Records, (City Hall, Tarant) ) completes the quest to find out about him (duh. I mean before even getting it), also it initiates the quest to get the 'Horror Among the Dark Elves' book.

This should result in a different dialogue when getting the quest, or maybe a rumor entry at that point. Or simply have no effect.

Another thing I can think of is to remove the paper and spawn it upon getting the quest. Of course this might confuse a player who's already searched through the records and found nothing there.[/spoiler]

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 PostPosted: Sun Sep 14, 2008 11:45 am Post subject: 
 
The_Bob wrote:
Drog Black Tooth wrote:
The_Bob wrote:
- perfume doesn't seem to work - it has the failed spell effect, but doesn't boost reaction modifiers/BE. Or was it intended to work that way ?

Even though the item is 5% tech, the spell effect is still considered magickal (there are magickal and tech 'spells'), thus it doesn't work on technologists. Whether a spell is magickal or tech is determined by the spell number. There's a few unused spells in the tech range, so I may move it there at some point.


Wouldn't setting the alignment to 100 (on the spell or the object itself) solve the problem? At least for some cases ?

There are ranges. E.g. 1000 to 4999 are the magickal colleges, then there are magick item/creature spells at 5000-9999 range, then there's a a section with tech spells up to 13350, and the last one is neutral. No new slots can be added. So, in order to make the perfume work correctly I will have to overwrite one of unused tech spells with it.

It was a bad idea to put the perfume effect back in the game, now that I think of it. It was probably some kind of an early item/idea. The spell is called 'Elven Perfume', so it was most likely meant for some magickal item. I'll remove it in the next version.

The_Bob wrote:
Reading the paper about Renford A. Terwilliger's death (found in a locked cabinet (named wood chest...) in the Hall of Records, (City Hall, Tarant) ) completes the quest to find out about him (duh. I mean before even getting it), also it initiates the quest to get the 'Horror Among the Dark Elves' book.

Fixed, now it does nothing if you find it early.


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 PostPosted: Sun Sep 14, 2008 1:49 pm Post subject: 
 
Terra Arcanum Staff
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How about moving perfume to the extra pack then, along with other things that require more fixing then others ? Maybe give it it an non-stackable +5 reaction effect whenever inside inventory ? Really, every little bit counts for the ugly characters.

An issue I've encountered while playing a beat with an ugly stick char is that I can raise others' reaction, then put on a smoking jacket and the jewel of hebe and suddenly everyone loves me.

The problem here is that it isn't necessarily an exploit, as often the reaction-raising dialogue options are the only ones availiable at the start of the conversation.

Also, I've found another half-broken quest - After killing the thieves in blackroot, and grabbing the loot, it suddenly becomes possible to tell the mayor you've his dagger (line number 4), and persuade him to join cumbria (lines 101, 111 I think) - without having ever spoken to him or king Preator before.

Again, in the long run this might spawn a rumor to look into the loot as it may be of value, but for now it should be limited to a dialog option when taking the quest (as in "I've already got your dagger") or simply have no effect until getting the quest.

In the same town, in the conversation with the throwing master, when asking for master training without the needed skill or even expert training, at some point one side says something about only being an expert, even though I was a throwing apprentice at the time. I'll post line numbers when I get around to bringing Arzam's Star there again (got into a bar brawl and slaughtered most of the town that time, heheh).

BTW, where can I buy a longbow ? Everywhere I look, there are normal bows/shortbows and various magickal ones. For a tech/neutral archer this is a serious pain in the ass, because the selection is quite slim otherwise.

Come to think of it, shouldn't there be a charged bow ? I realize it wasn't in the original game (no trace of it, right?), but simply following the pattern that's pretty much present for every other tech weapon, it might be worth considering for the future as a part of the extra pack.

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 PostPosted: Sun Sep 14, 2008 2:52 pm Post subject: 
 
The_Bob wrote:
How about moving perfume to the extra pack then, along with other things that require more fixing then others ? Maybe give it it an non-stackable +5 reaction effect whenever inside inventory ? Really, every little bit counts for the ugly characters.

I'll consider this.

The_Bob wrote:
An issue I've encountered while playing a beat with an ugly stick char is that I can raise others' reaction, then put on a smoking jacket and the jewel of hebe and suddenly everyone loves me.

The problem here is that it isn't necessarily an exploit, as often the reaction-raising dialogue options are the only ones availiable at the start of the conversation.

That may be a game design issue, but not really a bug or exploit.

The_Bob wrote:
Also, I've found another half-broken quest - After killing the thieves in blackroot, and grabbing the loot, it suddenly becomes possible to tell the mayor you've his dagger (line number 4), and persuade him to join cumbria (lines 101, 111 I think) - without having ever spoken to him or king Preator before.

Again, in the long run this might spawn a rumor to look into the loot as it may be of value, but for now it should be limited to a dialog option when taking the quest (as in "I've already got your dagger") or simply have no effect until getting the quest.

Fixed, the mayor's dialog wasn't checking for the quest properly.

The_Bob wrote:
BTW, where can I buy a longbow ? Everywhere I look, there are normal bows/shortbows and various magickal ones. For a tech/neutral archer this is a serious pain in the ass, because the selection is quite slim otherwise.

Elven Traders (Ashbury, Qintarra).


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 PostPosted: Mon Sep 15, 2008 10:46 pm Post subject: 
 
Terra Arcanum Staff
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Posts: 843
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There's still a problem with taking Thorvald off the isle of despair.

I picked him up on the first visit in the camp, walked around the island doing stuff, finally picked up Cynthia and got back to the ship. Upon arriving to Ashbury, before even reaching the city limit, he complained about my not taking him straight to his clan - and left.

I got no credit for saving him once I got to the Wheel Clan.

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 PostPosted: Mon Sep 15, 2008 10:57 pm Post subject: 
 
The_Bob wrote:
There's still a problem with taking Thorvald off the isle of despair.

I picked him up on the first visit in the camp, walked around the island doing stuff, finally picked up Cynthia and got back to the ship. Upon arriving to Ashbury, before even reaching the city limit, he complained about my not taking him straight to his clan - and left.

I got no credit for saving him once I got to the Wheel Clan.

That's... impossible? I've just checked the script and it's impossible for him to leave you without complaining first ("What are we doing here? I wish to go home to the Wheel Clan. I have been away too long!"). He also ignores all locations on the IOD and Ashbury (the first time only).

He leaves you when you visit 3 'wrong' locations.


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 PostPosted: Mon Sep 15, 2008 11:37 pm Post subject: 
 
Terra Arcanum Staff
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He did complain, but that didn't give me enough time to get him out of Ashbury. He also said he's happy to be off IoD when we arrived.

I recall visiting the maximilian's hut, the beach and the women's camp, so if the counter was ticking already on the IoD, he'd probably had complained by the time I went to pick up Cynthia. Checked by doing an extra round trip there, he acted the usual way, ie stayed cool until we got to Ashbury.

A thing I remembered, I had to make him wait (left him near the ship), so maybe this triggered something bad ?

Three minor things: that papa Schuyler guy can be dragged around. Like a corpse. He shouldn't, 'cause he's bolted to his favorite chair.

Also I'm quite certain I didn't see that elven trader in Ashbury have a long bow in stock. He's always got an "elven hunter's bow", that looks very similar.

Finally, it appears the tailor in Tarant stopped refreshing his inventory - after I robbed him a few times, he doesn't have any money in his chest anymore.

BTW, what's the deal with shopkeepers having money on them, all the time ? They used to put all of it back in their chests before going to sleep.

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 PostPosted: Tue Sep 16, 2008 12:07 am Post subject: 
 
The_Bob wrote:
He did complain, but that didn't give me enough time to get him out of Ashbury.

OK, now I see the problem. The script is called each time the PC enters a new sector, and since Ashbury consists of several sectors you can't get out on foot. I was using teleportation for testing, so it never occurred to me to check this possibility. I'll make him ignore Ashbury at all times, and since Murgo and Swyft leave after 6 'wrong' sectors, I'll change it here as well, as it will be easier on the player. No idea why they set it to 3 here.

The_Bob wrote:
Three minor things: that papa Schuyler guy can be dragged around. Like a corpse. He shouldn't, 'cause he's bolted to his favorite chair.

There's no way to prevent corpse dragging, I'm afraid. He's just a normal critter with different art.

The_Bob wrote:
Also I'm quite certain I didn't see that elven trader in Ashbury have a long bow in stock. He's always got an "elven hunter's bow", that looks very similar.

My mistake, I made a hasty search through the inventory list. There's actually two Elven Traders, one of them is unused and has a long bow. Turns out, no merchant sells it in the game then. Although, guards and some monsters have it. Should I add it to some shop or not?

The_Bob wrote:
Finally, it appears the tailor in Tarant stopped refreshing his inventory - after I robbed him a few times, he doesn't have any money in his chest anymore.

No idea, perhaps you damaged/destroyed his chest, thus it doesn't get restocked.

The_Bob wrote:
BTW, what's the deal with shopkeepers having money on them, all the time ? They used to put all of it back in their chests before going to sleep.

I didn't do any changes related to shopkeepers' behavior.


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 PostPosted: Tue Sep 16, 2008 12:25 am Post subject: 
 
Terra Arcanum Staff
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Posts: 843
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Yeah, you definitely should add the long bow somewhere. At least to the other elven trader, also maick weapon shops would be a good place.

It's important, since a tech archer needs them to make composite bows. The way things are now, the soonest long bows appear is in BMC mines, carried by the thieves there.

While looking through invensource, please double check the charged accelerator gun schematic - of all gunsmith schematics, I couldn't get this one despite weeks of in-game shop camping.

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 PostPosted: Tue Sep 16, 2008 12:35 am Post subject: 
 
The_Bob wrote:
Yeah, you definitely should add the long bow somewhere. At least to the other elven trader, also maick weapon shops would be a good place.

It's important, since a tech archer needs them to make composite bows. The way things are now, the soonest long bows appear is in BMC mines, carried by the thieves there.

OK, the long bow will be added to quality and magick smiths, this way both technologists and mages will be able to get it.

The_Bob wrote:
While looking through invensource, please double check the charged accelerator gun schematic - of all gunsmith schematics, I couldn't get this one despite weeks of in-game shop camping.

Gunsmith, 3% chance.


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 PostPosted: Tue Sep 16, 2008 12:39 pm Post subject: 
 
Terra Arcanum Staff
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I know this is more of a feature request then a bug, but should at least be worth considering:

The_Bob wrote:
I got no credit for saving him once I got to the Wheel Clan.


It's not bringing him to his clan that his rescue is about.

Will you consider adding some script that will allow the player to still get the reputation after rroyo... umm... Thorvald leaves the group ?

Like, maybe, have him stand there (couple of days days after leaving the group) in the entrence hall of The Wheel Clan, waiting for the player - and trigger the reputation once spoken to.

Also an entry in the quest log would be appropriate, saying that he's headed there on his own, and the player should check if he got there safely.

edit: As for a workaround, I used a scroll of exiting to get him to the city limits, on second attempt I've managed to get him out of there and lead him to TWC. So... the solution is to have him wait right after gettin off the boat, go buy a scroll from the elven trader/magic shop/general store, rejoin and leave the city.

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Last edited by The_Bob on Tue Sep 16, 2008 12:50 pm, edited 1 time in total.

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 PostPosted: Tue Sep 16, 2008 12:48 pm Post subject: 
 
Actually, when Thorvald leaves the group, it sets a global flag, which triggers some specific lines in Randver's dialog.

And no feature requests, please, this is not a mod. There's no custom content in the patch and it will stay this way. Nothing will be "made up".

BTW, the full changelog (including all upcoming fixes) is available at the RPGCodex. Once I change something, I list it there, in the first post.


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 PostPosted: Wed Sep 17, 2008 11:34 pm Post subject: 
 
Terra Arcanum Staff
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In the dialog with the inkeeper in Stillwater, it is possible to ask him about stuff left by joachim, after it has already been taken. Possibly it's a low-reaction (reaction 34) line. it's line 8.

Another problem I've encountered, in the conversation with T. Iron-heart in the wheel clan, is that it's impossible to back-out of taking the quest to check on his brother after asking him why won't he go check himself. While it isn't exactly a bug, it does force the player to take a quest, and being a reather hard-to-miss part of the conversation, it should be fixed.

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 PostPosted: Mon Sep 22, 2008 1:07 am Post subject: 
 
Apprentice

Joined: Jul 28, 2008
Posts: 17
Drog Black Tooth wrote:
The_Bob wrote:
Three minor things: that papa Schuyler guy can be dragged around. Like a corpse. He shouldn't, 'cause he's bolted to his favorite chair.

There's no way to prevent corpse dragging, I'm afraid. He's just a normal critter with different art.


Maybe the five tiles around him could be made unpassable? (Or would that interfere with Conjure Spirit?)


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 PostPosted: Tue Sep 30, 2008 7:42 pm Post subject: 
 
Banished to the void
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(Sry i don't remember the names)But i think its a bug...ehm...In Dernholm over the bridge near the city there is a house where is a man and a woman inside it...u can get the quest from there, where u have to find a cure to cure the lady, cuz she is a werewolf...anyways...when u enter the house and if you point your cursor over them you already can see the names of these 2 persons...(i have the latest patches,i didn't ask for rumours)I it not nothing much, but i guess if you have never heared of someone and then know their name,it is kindda weird...OH!! AND when u start speaking to them u ask their names and when they answer then those should appear,but they do before even talking to them!!!uhhh...that's all for now :)


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 PostPosted: Tue Sep 30, 2008 7:54 pm Post subject: 
 
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saatan54 wrote:
(Sry i don't remember the names)But i think its a bug...ehm...In Dernholm over the bridge near the city there is a house where is a man and a woman inside it...u can get the quest from there, where u have to find a cure to cure the lady, cuz she is a werewolf...anyways...when u enter the house and if you point your cursor over them you already can see the names of these 2 persons...(i have the latest patches,i didn't ask for rumours)I it not nothing much, but i guess if you have never heared of someone and then know their name,it is kindda weird...OH!! AND when u start speaking to them u ask their names and when they answer then those should appear,but they do before even talking to them!!!uhhh...that's all for now :)


Caladon not Dernholm

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 PostPosted: Tue Sep 30, 2008 8:00 pm Post subject: 
 
Banished to the void
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GruntChief wrote:
saatan54 wrote:
(Sry i don't remember the names)But i think its a bug...ehm...In Dernholm over the bridge near the city there is a house where is a man and a woman inside it...u can get the quest from there, where u have to find a cure to cure the lady, cuz she is a werewolf...anyways...when u enter the house and if you point your cursor over them you already can see the names of these 2 persons...(i have the latest patches,i didn't ask for rumours)I it not nothing much, but i guess if you have never heared of someone and then know their name,it is kindda weird...OH!! AND when u start speaking to them u ask their names and when they answer then those should appear,but they do before even talking to them!!!uhhh...that's all for now :)


Caladon not Dernholm
YES RIGHT!!!
OMG I'M SO SRY
THX FOR THAT!I OWE YOU xD


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 PostPosted: Tue Sep 30, 2008 8:03 pm Post subject: 
 
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okay...

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 PostPosted: Fri Oct 03, 2008 4:48 pm Post subject: 
 
Deranged
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Not sure if its truely a bug but its a damn annoying feature anyway.

If you use the repair skill it exits your inventory as soon as you either fail or succeed at repairing the item. So if you are repairing a whole bunch of stuff (if for instance your whole party got raped by a molten spider :x ) then you have to open back up your inventory every time you want to repair an item.

Could the inventory screen stay open during repair and just require that you manually close it when you are finished?

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 PostPosted: Fri Oct 03, 2008 4:54 pm Post subject: 
 
Vorak wrote:
Not sure if its truely a bug but its a damn annoying feature anyway.

If you use the repair skill it exits your inventory as soon as you either fail or succeed at repairing the item. So if you are repairing a whole bunch of stuff (if for instance your whole party got raped by a molten spider :x ) then you have to open back up your inventory every time you want to repair an item.

Could the inventory screen stay open during repair and just require that you manually close it when you are finished?

This is hardcoded, of course, but I can probably block this. It won't make much sense, though. How else are you going to see the message that says if the attempt was a success or not?

If I find how to disable this, I'll post the offset in the engine hacks thread.


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 PostPosted: Fri Oct 03, 2008 4:56 pm Post subject: 
 
Deranged
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You won't need to see the message if the items hitpoints go back up you succeeded, if they go down you messed up.

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 PostPosted: Mon Oct 06, 2008 4:04 am Post subject: 
 
Journeyman

Joined: Jul 4, 2006
Posts: 43
Location: Australia
Here are a few things that I've found. (playing with UAP and Extra Pack)
1. I'm not sure whether this is a typo or not, but as a dumb character if you refuse to join Virgil, then talk to him again, your dialogue options are: "okey." and"Nope." Perhaps "okey" should have a capital letter.
2. In Dernholm you can say something like "You don't have a very fond opinion of him." to any guard before he has actually mentioned Garrick.
3. In Ashbury, after accepting to get the dagger for the mayor, you can then talk to him again and follow the following loop: "1 - I haven't found dagger. 2 - Have you reconsidered taxes? 3 - Goodbye." Each time you mention taxes his disposition increases by 5.

4. I don't know whether or not this is related to 081004. I have retrieved the dagger from the thieves by getting the poison, however the mayor has nothing to say to me, and I cannot advance the quest.

5. Another - if don't don't accept the "get ring from sewers" quest in Tarant, then get the ring, when you return to the quest giver you can't complete the quest - you have to discard the ring, accept the quest, then get the ring back and complete the quest.


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