Larian Studios
Posted By: ralphrepo Version 1.45 bugs and general issues... - 05/07/04 06:45 PM
Hi All, just wanted to share some bugs with everyone. Have the retail ver with latest US 1.45 patch as my first game experience. Noticed that certain items, labeled as weapons with weapon stats, will appear as helmets or other items.
Certain items, non game critical, like armor or swords that you pick up, will appear in your inventory, but will not be available for you to trade or barter away. Items that the Death Knight carries will not appear in your "identify" or "repair" window, and vice versa, when trading.

I find it curious that "embellishing" an item would increase it's value, but sharpening it (making it a lot more powerful) does not. I'm still in act 2 and I'm walking around with a one handed 240 point slash damage ax after sharpening (at 8).

Is there a problem with the lockpicking skill? On I lark, I unlearned all my other skills and maxed out (at 10) my lockpicking, and STILL can't open even one lock.

Thanks for listening

Ralph
Posted By: kiya Re: Version 1.45 bugs and general issues... - 05/07/04 06:59 PM
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Noticed that certain items, labeled as weapons with weapon stats, will appear as helmets or other items.

Yes, this is still a bug - mainly in the BF. I hope, it will be fixed

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Is there a problem with the lockpicking skill? On I lark, I unlearned all my other skills and maxed out (at 10) my lockpicking, and STILL can't open even one lock.


Yes, it's still broken => bug.

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Items that the Death Knight carries will not appear in your "identify" or "repair" window, and vice versa, when trading.


Normally all set/unique items are identified and they will appear at the next act vendor. I think, this is game design - and they were made indestructible (though this seems to have changed in certain melee weapons). As for the stuff he wears not appearing => I think, this is game design. His inventory stuff shows up - save special/unique items.

Neither "embellish" nor "charming" a weapon or an item increases value. Do you think this is really a program code error?
Posted By: Zebulahn Re: Version 1.45 bugs and general issues... - 06/07/04 10:37 PM
v1.45 is the first version the game I have played since I juststarted last week, and I can't believe how many bugs there are.

Things I've noticed:

- None of the shields have proper names. Instead of "Metal Shield", a shield would just be called "Metal"
- While playing in Act 2, the Lucky Cap I got from that talking skull in act 1 is now just called "Skull Reward"
- When talking to the Hiding Soldier in Act 1, the dialog options are incomplete
- Sometimes when you first pick up an item, items in your inventory are in the wrong category. This might also happen to an entire category of items when you open the inventory
- Some items are not what they are supposed to be. For example, I got this Bone spear that was actually a ring and can be equipped as a ring. Also, you can't equipe a shield with war hammers even though character hold them in only one hand in the main screen.
- Zooming in/out on the Battlefields automaps does not work
- Whenever I click on a neutral creature in combat mode, it automatically goes hostile without prompting me, and, to make matters worse, all creatures of the same type will now be hostile to me.
- Saving games no longer captures a screenshot though it used to when I first started playing
- The "Resistant" modifier for items does not do anything
- Skeleton archers in Act 1 Battlefields fire arrows with their fists instead of their bows
- Lockpick doesn't work
- The deathknight's voice is different during the cutscene between act 1 and act 2
- None of the imp commoners in act 2 have portraits
- Regeneration doesn't work properly. It's possible for a character with half the regenration of another character to heal two times faster than that character.
- Quick-loading doesn't always load the last saved game
- There is an invisible wall in the Flooge Killer lair in act 2
- In the second floor of act 1, in room beside the room with the bone monster it is possible to get stuck in the area beyond the wall

That's all that I can remember for now, since I wasn't keeping track of this. Keep in mind I have only been playing for a week, and only with version 1.45.
Posted By: Zebulahn Re: Version 1.45 bugs and general issues... - 07/07/04 12:13 AM
I just found another bug. The Repair item skill is broken. My sword, armour and leggings all say they need level 2 repair, yet the only item I can repair is the armour. Larian had better fix this broken game before I give up on it altogether.
Posted By: kiya Re: Version 1.45 bugs and general issues... - 07/07/04 12:15 AM
Can you tell me if sword and leggings are with your other char? And is the repair char in single or leading mode? I had no probs with repairing <img src="/ubbthreads/images/graemlins/confused.gif" alt="" />
Posted By: Zebulahn Re: Version 1.45 bugs and general issues... - 07/07/04 12:18 AM
No, all the items are my main character's items, and he is the one who is the leader. I tried giving them to my Deathknight to see if it will work when the items are in his inventory but it doesn't.
Posted By: kiya Re: Version 1.45 bugs and general issues... - 07/07/04 12:20 AM
Zebulahn, if it is not too much trouble - could you pack your save with Winrar or Winzip and send it to me, please? I'm curious about the repair problem. Thank you in advance - I also find it strange, you don't see a snapshot in your saves - as I do.

kiya1@t-online.de
Posted By: Zebulahn Re: Version 1.45 bugs and general issues... - 07/07/04 12:59 AM
The zip file is quite large (4.79 mb), so I can't send it. Thanks for the offer though.

As it turns the sword is acually one level higher than the other 2 (level 3), but it doesn't explain why I can repair the armour but not the leggings since they both level 2. All the items for my characters are below level 5, yet the armour is only one I can repair. Putting another point into repair to make it level 2 doesn't seem to help either except let repair the other leggings. According to the skills plate, one point into repair should be enough to repair all my items so I'm confused.
Posted By: kiya Re: Version 1.45 bugs and general issues... - 07/07/04 01:02 AM
Sniff <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" /> - I am confused as well.

I guess, with "skills plate" you mean the stats plate of your stubborn item you want to repair? Please, tell me the exact names of your items, maybe I can find them in my saves.
Posted By: Zebulahn Re: Version 1.45 bugs and general issues... - 07/07/04 03:50 AM
Whoopsy, I meant I can repair the armour, not can't. Sorry, if I added to the confusion. By skills plate, I meant the window where you choose skills. According to that, I can repair items up to level 5, and if I put another point into it, I should be able to repair up level 10 items, but it doesn't work for me.

Here are the items:

Turtle's Two handed Sword of Surprize - lvl 3 - Dur 1/41
Leather Armor - level 2 - 6/11
Rat's Leather Leggings of Surprize - lvl 2 - 20/23
Posted By: kiya Re: Version 1.45 bugs and general issues... - 07/07/04 08:32 AM
Thanks, Zebulahn, I'll try to find these items this evening.
Posted By: Zebulahn Re: Version 1.45 bugs and general issues... - 07/07/04 06:11 PM
Hmm... actually, the problem isn't only with those items. I can't repair my Deathknight's stuff either.
This DK vs Player inventory is sheer bogusness. It's not that you can ever be separated from the DK, so for all intents and purposes, the combined inventory is one entity. ALL items should be made available from one trade, repair, or identify window. If there is a critical game related purpose to keeping certain inventory items separate, please tell me, because I certainly can't come up with any. Also, how come one character will engage the enemy while the other doesn't? I noticed that the character you have as the gofer will always just stand there while the other will auto engage. And how about a "stop on enemy contact" so that the NPC and PC don't just keep running into an ambush.

I noted another "hero" type bug today. After completing the alchemist quest and doing the crystal fragment thing, I was teleported back to the village and offered the choice to proceed or to wait. I opted to wait and explored the supposedly Samuel devastated village. In a lot of the houses, the remnants of imp inventory was left on the ground (good pickings too) though some imps were left alive (mostly those who's quests I didn't complete yet, and if anyone knows the answer to the potion quest from the imp in front of the Alchemist house, please enlighten me). Anyways, I get to the merchant's house with the lever to open the basement hatch door, and upon clicking on the lever, my on screen controls disappeared and would not come back. Just like the hero disappearing control bug.

The more I play this game the more it seems like D2. There really isn't any moral or ethical dilemma in the game thus far. It's simplistically either good guy or bad guy. There are no personally devastating choices (like saving the village by giving yourself up to Samuel, or losing stats in order to complete a quest. I certainly hope the other acts are a bit deeper than this. Solving riddles does not an RPG make; else we I would call it a puzzle game with lots of D2 style walking around.

Thanks for listening, yeah I know, I do tend to rant <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

Ralph
Posted By: Raze Re: Version 1.45 bugs and general issues... - 08/07/04 01:06 AM
How would a group inventory work with summoning dolls? Should their strength add to the weight capacity even when not summoned? Should their portion of the inventory be available without summoning them?

Logically it makes sense that the character knowing the skill would need to have the item(s) to perform that skill on them. From a gameplay perspective, however, I'd also rather not have to swap items back and forth to have one character repair the other's equipment, etc.

The selected character is under your control. Other characters will auto-attack if set to aggressive.

There is a cut scene conversation triggered when pulling the lever in the merchant's house. Apparently this will hang if the merchant is dead, or it was suppose to be disabled but there was a glitch somewhere. There is nothing in the cellar except what you were suppose to steal, anyway.

In the cellar of the alchemist's house, there are 2 pairs of potions. Mixing these together, one from each set, twice will give you the potion that the imp wants.
Posted By: Zebulahn Re: Version 1.45 bugs and general issues... - 08/07/04 05:10 AM
I don't like the idea of a combined inventory. However, I do think that the non-leader's equiped items should appear when you are trading with someone because it annoying right now.

I played for a few more hours today and discover a few more minor bugs:

- Some of the "Spiders" in the Spider Forest in act 2 are incorrectly called "Black Spiders" and vice versa
- The Chieftan's Son does not mark the location of the alchemist like he says he does.
- The female imp "admirer" of the Imp Hero has a voice of a male, and one of the male "admirers" has the female voice
Posted By: Raze Re: Version 1.45 bugs and general issues... - 08/07/04 10:05 AM
I think one of the Larians said there were technical reasons why equipped items on the non-leader characters could not be displayed in the trade window.
Thanks to Raze and Zebulahn for some answers. As for the repair options, I remember in PRINCE OF QIN that there was a choice to "repair all" when you clicked on the character's portrait. And the only person that would could repair was the paladin class or the merchant. I'm wondering if something similar could be set up in BD.

Ralph

Posted By: kiya Re: Version 1.45 bugs and general issues... - 08/07/04 04:35 PM
Nope, Ralph, only the char and his skill plays a role, not a class. I had to take up the repair skill, because my magical sword from Act 2 couldn't be repaired via trader in that Act => my char has the original survivor class.
Kiya
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- While playing in Act 2, the Lucky Cap I got from that talking skull in act 1 is now just called "Skull Reward"
- Saving games no longer captures a screenshot though it used to when I first started playing


Most of the stuff you mention has already been reported many times, but the two above have definitely already been declared "non-bugs" by the devs. The lack of a screenshot is caused by using AA.
"Nope, Ralph, only the char and his skill plays a role, not a class. I had to take up the repair skill, because my magical sword from Act 2 couldn't be repaired via trader in that Act => my char has the original survivor class."
Kiya

Thanks Kiya, But my point was that even if only one player had a repair skill, there should be a way to tell him or her to repair everything that can be repaired in the entire party. Imagine bringing in something to get fixed but be told that one guy doesn't do that, you'll have to find the guy in the shop that does? I just want to highlight my "Mr. Fixit" and tell him/her to fix all that you can fix, spare me the details.

Also, how can I tell if an item has been embellished? It looks exactly the same to me. And I have to do each item singularly. Now how about mixing in some other non embellished items. How do I remember which is which? I don't. Again, there needs to be a button that will tell my embellishing guy/gal to give everything the once over, and label all those already done. I had assumed that this was a role playing game, not an accounting course. But to be fair, inventory management has always been a bear with titles such as these.

Ralph
Posted By: Zebulahn Re: Version 1.45 bugs and general issues... - 09/07/04 05:01 AM
Quote
Quote
- While playing in Act 2, the Lucky Cap I got from that talking skull in act 1 is now just called "Skull Reward"
- Saving games no longer captures a screenshot though it used to when I first started playing


Most of the stuff you mention has already been reported many times, but the two above have definitely already been declared "non-bugs" by the devs. The lack of a screenshot is caused by using AA.


Hey thanks alot for telling me about the AA. Strangely enough, I thought AA was off because whenever I try to turn it on, it always goes back to 0 in the config program.

Today I found another bug regarding the Imp Alchemist in act 2. After I found one of the ingredients for the cure potion (the grey fruit component), I went back to his house and talked to him, and we had this wierd conversation about how the two sick imps in the alchemist's place were gone, even though they were still there. And apparently the shaman tried to lock me in some cellar, which confused me alot because I didn't know what the hell we were talking about. We eventually had this conversation yet another time before I found the cave where you get stuck in the cellar, and I finally realized what the alchemist was talking about.
Posted By: Adge Re: Version 1.45 bugs and general issues... - 12/09/04 08:17 PM
I know I'm a thicko, but what is AA? And why should it stop screenshots? I dont get them at all anymore. Another - er - issue is that repair can be used during combat! The idea of a DK saying 'Just hang on a minute, I've got to repair my friend's bow.' to a Mutant does not quite ring true.
Posted By: Raze Re: Version 1.45 bugs and general issues... - 12/09/04 09:04 PM
FSAA = Full Screen Anti-Aliasing. This smoothes out jagged edges in 3D models. Since there are no long corridors in perspective, etc this is not as important in BD as it is in 3D first person shooters or driving/flight simulators. Actually, I have FSAA disabled, and have not noticed any jaggedness in the 3D character models.
I don't know what the conflict is between the method used to make screenshots and FSAA.

Repairing items during combat is just as realistic as pausing. <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />
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