I referred to the "smelly" items previously, but since I've not kept saves, I'd have to do another play through to test it properly. However, it appears that the class of items hasn't got enough dialogue options with Murphy:
Smelly Panties - works
Smelly Boots - doesn't have dialogue flags / triggers
Smelly Scarf - doesn't have dialogue flags / triggers and I suspect if it did, and you pick-pocketed the item early, you could break the quest (because the person who drops the item is the culprit). The real bug here is that the item still drops when the NPC in question has already been revealed - the item should get pruned on the trigger / flag of her final battle dialogue.
There's a few more "smelly" items, but they also look unimplemented. Ideally, each would trigger a response from Murphy, and eliminate suspects. e.g. a smelly handkerchief in Cecil's locked chambers etc etc. Again, ideally, you'd then face explaining your suspicions to the already cynically dismissive commander as coming from Jake's pet dog (lot of potential for humour there... "Sooo, great and powerful source investigator, I'm arresting prominent members of the community based on your claims to be speaking to Jake's pet mutt? Guards, through these imposters in jail!").
File under "not complete". TBH, without access to the dialogue trees, this is all stuff that can only be done "in house", and isn't really useful for alpha testers outside of the code loop.
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Bug - Content
Priority - Low
Basement of the lighthouse & upstairs of the inn share the same level/map (weee! I remember doing this, but with LoS tricks meaning you could look out of the windows, 7 tiles of copy/pasted lower level as an illusion, but I digress), however the inn is visible from the lighthouse. Needs shunting a few tiles NW.
Tested: you can leave a character in the upstairs of the inn, and teleport to them from the lighthouse basement using the pyramids. Kinda funky - but begs the question:
If teleports are map based, what kind of damage can you do? i.e. pretty sure you could hang the client (see above - chars zoning into basements cause inescapable hangs, c.f. cook) and/or get into some heinous rubber-banding (player warping).
Last edited by SteamUser; 21/01/14 02:08 PM.