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Re: Bugs/Suggestions [Re: Freakydemon] #481314
03/02/14 10:01 PM
03/02/14 10:01 PM
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Stabbey Offline
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- For some reason, Aureus just refused to talk to me after I loaded a saved game. This was after I finished the main quest of the murder, if that's any help. My co-op partner also couldn't talk to him. I loaded in non-co-op and got the same result.

- Already reported, I'm sure, but if one person is talking to a vendor and a second person tries to talk to a vendor, the second person sees the first person's screen/inventory.

- When entering the Black cove, my partner reported losing their skill bar. It reappeared after leaving, though.

- The Source Abomination is susceptible to Charm effects, and it probably shouldn't be.

Re: Bug Reports for 1.0.114 [Re: YoungFreshNewbie] #481315
03/02/14 10:07 PM
03/02/14 10:07 PM
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Gandaldwarf Offline
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Hi, this is my first bug report, sorry if there are any double posts.

- When focussing on something when you pick up a shovel, camera bugs. The camera sometimes shifts away while in conversation/cutscene.

- When sitting on a chair and looting anything while someone sees u made me bug out

- We could enter the lightjhouse but could not get out anymore (magic lock)

- Firefly Spell (mage) does damage on the player itself when casting (maybe the intent)

Greeting from Belgium

Gandy

Re: Bug Reports for 1.0.114 [Re: JFSeiki] #481319
03/02/14 11:47 PM
03/02/14 11:47 PM
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ToxicHaze510 Offline
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When playing with my bro we found a glitch that allows you to collect unlimited experience allowing you to level up as much as you want in the early game. This is done by following the murder quest you get in the beginning and following it up to the cave were you fight the big robot skull thing. By playing with a friend have one stay in the beginning of the cave then by having you friend go in and out of the cave you will get 1008exp for everyone every time he enters the cave so by doing this you can gain a lot of experience over time and is a bug that I would like to report. So please Fix asap so people do not take advantage of this.


A.T.S
Re: Bug Reports for 1.0.114 [Re: lokitrixter] #481351
04/02/14 09:55 AM
04/02/14 09:55 AM
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Buzkill Offline
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The bookshelf above the desk in Evelyn's house needs to be looted from outside the house

Re: Bug Reports for 1.0.114 [Re: Buzkill] #481354
04/02/14 10:42 AM
04/02/14 10:42 AM
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siziyman Offline
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- When you agree to escort Wulfram to Cyseal, go to Abandoned Basement after that and quick save there, Wulfram doesn't go to town after load(dialogue isn't available anymore, he just stands in building and tells you pharse which appears when you escort him).
- You can kill both guards in Barracks prison, and everyone outside Prison stays friendly. Not sure if it's OK.

One more(maybe mentioned by someone already): when in combat you select skill and then select another without cancelling first selection, will-be-used AP(red AP dots) count is incorrect.

Last edited by siziyman; 04/02/14 12:01 PM.
Re: Bug Reports for 1.0.114 [Re: siziyman] #481396
04/02/14 09:09 PM
04/02/14 09:09 PM
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Buzkill Offline
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I was escorting Wulfram back to Cyseal and was half way there, did a quick save but happened to press it just as Wulfram got into combat.
After loading then finishing the combat, he no longer runs back to town, he just stands there.
When you click on him he just says, We can talk when we get back to town.

Re: Bug Reports for 1.0.114 [Re: Buzkill] #481403
04/02/14 10:03 PM
04/02/14 10:03 PM
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Leuven, Flanders
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Bittereinder Offline

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Originally Posted By: Buzkill
I was escorting Wulfram back to Cyseal and was half way there, did a quick save but happened to press it just as Wulfram got into combat.
After loading then finishing the combat, he no longer runs back to town, he just stands there.
When you click on him he just says, We can talk when we get back to town.


It's another example of (quick)loading messing with the AI's scripted routines. This is going to cause a lot of problems for unsuspecting players if it's in the release version, so I hope it's not too difficult to fix.

Re: Bug Reports for 1.0.114 [Re: Bittereinder] #481405
04/02/14 10:51 PM
04/02/14 10:51 PM
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Stabbey Offline
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- Using Flare on an Ice surface does not work properly: It produces a fire surface, instead of a water surface like it should.

- If Enemy1 is charmed, and is attacked by Enemy2, then the charm wears off, Enemy1 will retaliate against Enemy2.

- A “Maul” has the icon and model of an axe. It also does slashing damage, so maybe the name is wrong? I thought Mauls are blunt weapons, that do crushing damage.


Originally Posted By: Bittereinder
Originally Posted By: Buzkill
I was escorting Wulfram back to Cyseal and was half way there, did a quick save but happened to press it just as Wulfram got into combat.
After loading then finishing the combat, he no longer runs back to town, he just stands there.
When you click on him he just says, We can talk when we get back to town.


It's another example of (quick)loading messing with the AI's scripted routines. This is going to cause a lot of problems for unsuspecting players if it's in the release version, so I hope it's not too difficult to fix.


Oh, it's probably going to be worse than that, thanks to Teleporter pyramids and the Homestead button. If the coders haven't taken those into account or disabled them in selected places... what a headache.

Re: Bug Reports for 1.0.114 [Re: Stabbey] #481418
05/02/14 01:29 AM
05/02/14 01:29 AM
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mithrandir Offline
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Not really a bug, but when you enter the Harbor warehouse, you can go inside the room at the back if you persuade the chief of the guards there. If you steal things and the door is opened, one of the guards will see you and they will fight, but you don't even need to divert their attention if you close the door behind you. You can steal all you want and the chief won't bother providing he don't see you directly.

He should at least follow the player character if his attention has not been diverted by the argument between the two guards. Maybe it could be a generic behavior, the dialogue shows that he does not trust the player completely, in that case he should at least follow the character.

Re: Bug Reports for 1.0.114 [Re: mithrandir] #481438
05/02/14 07:44 AM
05/02/14 07:44 AM
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Buzkill Offline
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Not sure if its a bug or just rotten luck with the saving throws, I was walking my party across some ice (after combat) and Rod kept failing the saving throw for knockdown after every step, ended up taking 5-6 tries to cross the ice.
Rod's a rogue with 8 DEX, and all the other 3 made it across the ice without any issues, and they have the normal 5 DEX.

Couldn't find this one listed anywhere else.

Re: Bug Reports for 1.0.114 [Re: YoungFreshNewbie] #481440
05/02/14 08:50 AM
05/02/14 08:50 AM
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Great game! I'm looking forward to more updates. Here's a couple of suggestions and issues encountered so far:

ADD AS OPTIONS
1. Make the “zoom-In during conversations” an OPTION. Not everyone, including myself, likes the new zoom effect and an option to turn it on or off would make everyone happy.

2. Make the RIP graveyard headstone effect an OPTION. D:OS has great graphics. Why spoil it with some cheesy headstone? The corpses are enough of an indication that something died.

3. Make the sneak bush effect an OPTION. Great crouch effect, tip-toeing across the ground, everything is greyed out when “hiding in shadows”. But then there is a bush moving around inside of houses and shops. The bush is an immersion breaking effect.

SUGGESTIONS:
1. Make it so the mouse wheel will zoom in and out the view on the world map.

2. Create hot-key remapping for ALL commands. Not everyone plays WASD. (Pretty much an industry standard)

3. Allow primary AND secondary hot-keys for all commands. I may want to have close all windows/open main menu as the ESCape key AND my 4th mouse button. Also, support mouse buttons as hot-key triggers.

4. Increase the number of ability points earned each level or eliminate the linear progression of skill point requirements. It is very difficult to master several skills when each skill level the number of points keeps increasing. 1,2,3,4,5,….. In order to increase my Elemental Fire skill to 5, I had to save points earned this level to add to the ones I’ll get next level so I can have enough to increase it to the next level. I can’t imagine being both a master Fire and Water mage, and master crafter. If the post-alpha cap is going to be higher than 5, this problem is only going to get worse. How many levels will I have to horde ability points until I have enough to get to Fire level 10? Hmmm, that would be 55 points. At 4 points earned per level that would take over 13 levels just to get to level 10 if I don’t put points in anything else. By time I max out at character level 20 I’ll be an awesome Fire mage and suck at everything else. Also once some points are assigned, remove the level up arrow indicator as points currently have to be saved between level-ups.

5. Make the Lockpick skill also Disarm Trap skill, ie. Lockpick/Disarm as they both require finesse and you shouldn’t have to blow up a mine to get past it.

6. Add more loot on NPC corpses, especially crafting materials.

7. (Suggestion) Add alternate variations of items found on corpses depending on how they were attacked:
Damaged by fire, contains “charred” robe, or parchment.
Damaged by electricity contains “pitted” armor and weapons.
Damaged by melee, contains “worn” or “damaged” armor, broken bow, crushed cup, etc.
Damaged by crossbow/bow contains "pierced" items.

8. Damaged items can only be partially repaired using the repair skill in the field:
Only allow X% of weapon or armor durability to be repaired “in the field” depending on the repair skill level. The remainder has to be repaired by a craftsman in a town or by the PC at an Anvil in a town.
A sword has 100/100 durability. After several fights it is reduced to 70/100 and loses 30% of its total damage ability. You have repair skill of 1 and can repair 10% of the damage or 3 points. The sword is now at 73 of 100. That’s not a lot at level 1 repair. If you had put a point into the Grease Monkey talent, you could double your repairs, or repair 20% at level 1 repair, or 6 points of damage. If you were level 4 repair with Grease Monkey you could repair 80% in the field, or 24 of 30 points of damage. The remaining points would need to be repaired by a master smith in a town or city. Once you repaired the item in the field the unrepaired damage could not be attempted for repair in the field again. So the sword would have stats of 94/100/6. If you kept fighting with it and it took another 30 points of durability damage, you could repair up to 87/100/13. The 13 unrepaired points would have to be repaired by a master smith. A level 5 repair could be considered a master to allow full repairs in the field (I’m not sure if there is a skill level cap post alpha.)

BUGS?
1. The Control Option to reassign the IE_ToggleInGameMenu does not work. The reassign dialog box does not open, and the key assignment automatically changes to “o”.

2. Grieving Orc
Click to reveal..
There was no armor set in the graves after killing the Grieving Orc. I didn't initiate the fight dialog option but after the conversation was over he got a little angry when Scarlett started poking around with her shovel. The grieving orc died and the unearthed orcs that were dug up were empty.

[update] I just read the grieving orcs brothers’ grave is really not marked by a totem and if you choose not to persuade him to show you where his brother is buried, you can never obtain the armor set as the quest is concluded. This goes against being able to solve a quest by different means. What if I tell him I’m not going to look for it, but stumble across a fresh mound and dig there on my own??? That’s the way it should go. And really, if he is THAT upset, he would be sitting right next to his brothers’ grave, and there WOULD be a totem as he said he made one out of wood.


3. Dead orcs bodies are containers. Create a corpse or skeleton container shape for dead corpses. Call it, “corpse”!

4. 7th Level Giant Orc Trooper
Click to reveal..
further down the beach never fought back. I killed him at range with a fire/water mage, water/air mage and ranger. Madora just stood there looking pretty as she had no ranged combat to use. You would think the AI would respond to being shot and advance or react or something?


5. A level 4 water mage summoned a level 5 Water Elemental. The tool tip says the elemental is capped at the casters level, but it isn’t.

6. Obedient and Independent traits both add to Willpower which is a mage skill. How about something like Obedient adds to constitution, Independent add to Dodge instead? Skills that all class types could benefit from.

7. The Save game time is missing a leading zero. It shows 3:8:10 instead of 3:08:10.

8. The NPCs in the warehouse do not move from where they are standing. They do not react to being picked up by teleport and tossed around like a rag doll. When they take damage from falling just throw a heal spell on them and they will be right as rain. You can toss them right out of the door, close the door, and ransack the warehouse without any opposition.

9. Also in the warehouse, you can blast the locked door until it is destroyed, but the magic lock remains hanging in midair.

10. There is a recipe book in the magically locked room in the warehouse that should be moved elsewhere. Not everyone is going to play the role of a thief and break into that room. Those that don’t will never see the recipes in the book.

11. In the locked room
Click to reveal..
you can only grab the scimitar by the tip of the blade when it is on the weapon rack. Ouch!


12. You can take (steal) fish from fishing racks, fishing poles from pole racks, can loot containers and baskets at will with no one raising an eyebrow? If the AI can SEE you taking these things they should consider it stealing.

13. Basket type container should have a label of “basket”, not container.

14. The gold prices for items are crazy overpriced. 11 gold for an empty cup? 360 gold for a sash that has no armor or magical attributes?

OVERPOWERED
1. The Blitz Bolt electrify effect and the water elemental ice wall ice surface effects are too overpowered. I stood on one side of a pool of water and cast Blitz Bolt at the surface. As the orcs entered the water they were stunned for several rounds. I was able to recast the Blitz Bolt as soon as the electricity on the waters’ surface dissipated. Either increase the cool down of the Blitz Bolt so the NPCs have a chance to move. Or give the NPCs increasing levels of resistance per round. 5%, then 10%, then 15%, etc. The longer they survive the more they can resist the attacks.
The ice surface is the same way. A water elemental can cast the ice wall on NPCs and freeze them in place. Once the ice wall is destroyed a huge ice surface remains that causes the surviving NPCs to continually slip and fall.

BUMP FOR FIXES!
1. Fix the Star Dust/Pixie Dust recipe.

2. Make it so the containers stay open when opened while in inventory AND they close if you have them opened on the ground and walk away. These should not be mutually exclusive logic states.

3. Can’t remove items and abilities from the action bar. Can only replace them with something else.

Re: Bug Reports for 1.0.114 [Re: lokitrixter] #481444
05/02/14 09:30 AM
05/02/14 09:30 AM
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Omnihut Offline
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I'm not sure if its a bug or not but it does seem to be game breaking:

When you get Madora or when you get Way of the Warrior 3 and learn Phoenix Dive you can use it to dive into rooms/buildings that are locked and would normally require keys without opening the door. Then you can loot as you please and then Phoenix Dive back out. I have not found anywhere that I cannot use, i was able to use in every room throughout town.

Re: Bug Reports for 1.0.114 [Re: Gwizzz] #481456
05/02/14 01:51 PM
05/02/14 01:51 PM
Joined: Jan 2009
Posts: 6,275
Stabbey Offline
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Originally Posted By: Gwizzz
Great game! I'm looking forward to more updates. Here's a couple of suggestions and issues encountered so far:


ADD AS OPTIONS

2. Make the RIP graveyard headstone effect an OPTION. D:OS has great graphics. Why spoil it with some cheesy headstone? The corpses are enough of an indication that something died.
- I'm not a fan of the headstone either, but this is not the right use of an option. Maybe just make it a glowy ethereal corpse if the monster got splattered into tiny bits.

3. Make the sneak bush effect an OPTION. Great crouch effect, tip-toeing across the ground, everything is greyed out when “hiding in shadows”. But then there is a bush moving around inside of houses and shops. The bush is an immersion breaking effect.
- Oh come on, it's hilarious. Anyway, I think they're planning to have a different stealth effect in urban areas of a moving barrel. Not a case for an option.


SUGGESTIONS:
1. Make it so the mouse wheel will zoom in and out the view on the world map.
- Agreed.

2. Create hot-key remapping for ALL commands. Not everyone plays WASD. (Pretty much an industry standard)

3. Allow primary AND secondary hot-keys for all commands. I may want to have close all windows/open main menu as the ESCape key AND my 4th mouse button. Also, support mouse buttons as hot-key triggers.

- Agreed again for both 2 and 3, but this is alpha and those options are probably coming later. The options screen is still in the Dragon COmmander style.


4. Increase the number of ability points earned each level or eliminate the linear progression of skill point requirements. It is very difficult to master several skills when each skill level the number of points keeps increasing. 1,2,3,4,5,….. In order to increase my Elemental Fire skill to 5, I had to save points earned this level to add to the ones I’ll get next level so I can have enough to increase it to the next level. I can’t imagine being both a master Fire and Water mage, and master crafter. If the post-alpha cap is going to be higher than 5, this problem is only going to get worse. How many levels will I have to horde ability points until I have enough to get to Fire level 10? Hmmm, that would be 55 points. At 4 points earned per level that would take over 13 levels just to get to level 10 if I don’t put points in anything else. By time I max out at character level 20 I’ll be an awesome Fire mage and suck at everything else. Also once some points are assigned, remove the level up arrow indicator as points currently have to be saved between level-ups.
- This is one of the things I'm concerned about as well. With an attribute cap of 5, you can run out of things to spend points on not that far into the game, but with ever-increasing point costs, a cap of 10 would mean you could run out of points well before you run out of things to spend them on.


8. Damaged items can only be partially repaired using the repair skill in the field:
Only allow X% of weapon or armor durability to be repaired “in the field” depending on the repair skill level. The remainder has to be repaired by a craftsman in a town or by the PC at an Anvil in a town.
A sword has 100/100 durability. After several fights it is reduced to 70/100 and loses 30% of its total damage ability. You have repair skill of 1 and can repair 10% of the damage or 3 points. The sword is now at 73 of 100. That’s not a lot at level 1 repair. If you had put a point into the Grease Monkey talent, you could double your repairs, or repair 20% at level 1 repair, or 6 points of damage. If you were level 4 repair with Grease Monkey you could repair 80% in the field, or 24 of 30 points of damage. The remaining points would need to be repaired by a master smith in a town or city. Once you repaired the item in the field the unrepaired damage could not be attempted for repair in the field again. So the sword would have stats of 94/100/6. If you kept fighting with it and it took another 30 points of durability damage, you could repair up to 87/100/13. The 13 unrepaired points would have to be repaired by a master smith. A level 5 repair could be considered a master to allow full repairs in the field (I’m not sure if there is a skill level cap post alpha.)
- I agree with having the Repair skill only be able to repair items partially until you max it out, but if you max out Repair, you should be able to do it in the field - having to go back to town is just needless busy-work. I'm also not sure that having damage dip quite so rapidly with durability loss is a good idea either, that could be very annoying.


BUGS?
3. Dead orcs bodies are containers. Create a corpse or skeleton container shape for dead corpses. Call it, “corpse”!
- Yes, maybe make it a tombstone-shaped container so it can serve as a generic "dead thing" container.


5. A level 4 water mage summoned a level 5 Water Elemental. The tool tip says the elemental is capped at the casters level, but it isn’t.
- Still needs balancing work, and the tooltip is a work in progress.


6. Obedient and Independent traits both add to Willpower which is a mage skill. How about something like Obedient adds to constitution, Independent add to Dodge instead? Skills that all class types could benefit from.
- Swen said that the Trait system is due for an overhaul and they'll be changing a bunch of things.


OVERPOWERED
1. The Blitz Bolt electrify effect and the water elemental ice wall ice surface effects are too overpowered. I stood on one side of a pool of water and cast Blitz Bolt at the surface. As the orcs entered the water they were stunned for several rounds. I was able to recast the Blitz Bolt as soon as the electricity on the waters’ surface dissipated. Either increase the cool down of the Blitz Bolt so the NPCs have a chance to move. Or give the NPCs increasing levels of resistance per round. 5%, then 10%, then 15%, etc. The longer they survive the more they can resist the attacks.
The ice surface is the same way. A water elemental can cast the ice wall on NPCs and freeze them in place. Once the ice wall is destroyed a huge ice surface remains that causes the surviving NPCs to continually slip and fall.
- Doing something in this area seems like a good idea, it is a bit easy to lock enemies down forever using magic.

Re: Bug Reports for 1.0.114 [Re: Stabbey] #481463
05/02/14 03:10 PM
05/02/14 03:10 PM
Joined: Aug 2009
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X-tasy Offline

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Well i am not sure if it is a bug, but after i solved the philosphers quest (with 5 times quickloading) there spawned a chest, which looked differently from most of the chests in the game. So i was excited toopen it, but there was only 4 gold in it. I know this is alpha(blablabla) but it was like "oh a supermagical chest" and i expected like at least 400-500 gold and then there are only four goldpieces in it. It was superdisappointing but still a bit hillarious.

Re: Bug Reports for 1.0.114 [Re: X-tasy] #481470
05/02/14 04:28 PM
05/02/14 04:28 PM
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Posts: 6,275
Stabbey Offline
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- Rangers start with "Tactical Retreat", which lets them teleport while leaving behind a smoke cloud.
You can buy the "Tactical Retreat" book in the market from the arrow seller, but it's second name is "Scorched Earth", and its description is that it leaves behind a fire surface. That is correct, it does indeed leave fire behind, and so you can't actually get the same skill as Rangers start with.

- Also civilians don't mind if you use that skill to set them alight.

- Firefly says that the fire radius is 1 meter. Yeah right, more like 4 meters. That's so freaking huge that it's more of a hazard to your teammates than a benefit to them.

Re: Bug Reports for 1.0.114 [Re: Stabbey] #481471
05/02/14 04:36 PM
05/02/14 04:36 PM
Joined: Jun 2013
Posts: 655
Cromcrom Offline
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All those bugs are really scary.


Un chemin de 1000 lieues commence par un premier pas.

Project:
Steam workshop Frontiere
Re: Bug Reports for 1.0.114 [Re: Cromcrom] #481472
05/02/14 04:55 PM
05/02/14 04:55 PM
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Posts: 117
Leuven, Flanders
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Bittereinder Offline

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It would have been scary if they had stuck to the February 28th release date. But if they manage to fix even just the most important bugs by whenever it comes out, it's already going to be a fantastic game.

Re: Bug Reports for 1.0.114 [Re: YoungFreshNewbie] #481495
05/02/14 09:27 PM
05/02/14 09:27 PM
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Louis Offline
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When i Click on PNJ 1, I talk to PNJ 2. I can't talk to PNJ one.


image a telecharger gratuitement

Re: Bug Reports for 1.0.114 [Re: lokitrixter] #481498
05/02/14 10:27 PM
05/02/14 10:27 PM
Joined: Feb 2014
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Vladimir B Offline
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Hidden Crypt X:751 Y:303
experience gives many times bug

Re: Bug Reports for 1.0.114 [Re: Vladimir B] #481499
05/02/14 10:44 PM
05/02/14 10:44 PM
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Posts: 2
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Wir3dW0lf Offline
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Found an invisible wall. It was by the wagon in front of the Cook's House.

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