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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Sun Jul 25, 2010 3:04 pm 
Captain Magnate
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The Muffinator wrote:
I have already reported this in the Linux forums, but as I pointed out there I don't know if it is a Linux-only issue.

2 possible bugs in 1.04 final

Quote:
Bug #2 is a bit nastier, and unfortunately I don't have a screenshot, but I'll do my best to describe it. The root problem (I think) is that one of the Goliath Boreheads walked "off the map".

OK, I've now seen this issue once.

I was near the southern edge of the map and I critically injured a Devilmander in the Forsaken Coast - the Devilmander immediately ran away due South. I was handling other Devilmanders so didn't pursue, but I watched the guy go straight off the edge of the map! He did not come back!!

I don't know if this is considered a "feature", or a "bug", that critical injured mobs can "escape" you by going "off map", but I thought I'd mention it...


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Sun Jul 25, 2010 5:33 pm 
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There's something a little flaky about comparative item identification. I had collected a bunch of Auricflax, which my character can't recognize on his own so I'd had it identified in case I decided to sell it later. I kept it in a trunk in my house along with a lot of other reagents. I had picked up some more while camping and had decided that I was going to take my reagent stock with me to Picaroon, as I didn't want to have to keep running back and forth paying for boat rides on a regular basis. So I opened my chest and hit the Take All button...and the known Auricflax became unknown when it stacked with the new, unidentified Auricflax in my inventory.

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Mon Jul 26, 2010 2:42 pm 
Captain Magnate
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Two relatively minor issues around Talushorn.

First, I don't know if this is intentional or not, but there's a corner grid outside Talushorn's walls that you can't step into (and it shows up as "blank" on the Minimap...):

Attachment:
Talushorn-ext-corner.jpg
Talushorn-ext-corner.jpg [ 159.76 KiB | Viewed 1100 times ]


Second, is that there is a graphical glitch that I've seen show up - sometimes, there is a black "hole" in the corner of some 'corner' grids. The one shown below is from deep within the 3rd Level of Talushorn, but I have seen this glitch elsewhere on other maps (e.g. I think I saw another 'glitch' like this in The Covent's Well dungeon map, or possibly in The Thieves' Arcadia...). Anyway, here's the Talushorn example:

Attachment:
Talushorn-corner-glitch.jpg
Talushorn-corner-glitch.jpg [ 27.56 KiB | Viewed 1100 times ]

Dunno if anything can be done about this 'glitch', but I thought I'd mention it...


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Mon Jul 26, 2010 3:43 pm 
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IJball, the first one you mentioned turns up all over the place.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Mon Jul 26, 2010 4:16 pm 
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I'd like to request some better quality quarterstaves in the game - I've never seen one better than Walnut, and at the higher level shops you only see war hammers and mauls, maybe the odd mace etc for bludgeon weapons.

It would be nice to see a more quarterstaff-like branch of weapons that continues on, or at least higher quality material versions. Also, perhaps somewhere a quarterstaff that increases with your level when you find it? I'd love to see that.

Thanks


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Tue Jul 27, 2010 6:31 am 
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A request: When you've picked up the Crux of Fire there's nothing in your journal that tells you to take it back to Korren.
He probably told you, but there will generally be a lot of game time between setting out for the Crux of Fire and finally laying your hands on it, so a note to help your memory would help. It would be helpful if, on picking up the Crux, a message in your journal would appear, saying something like 'You've successfully acquired the Crux of Fire. Korren has asked you to take it back to him as part of the final contingency plan.'
When you do return with the Crux to him there is an experience award, so also this makes a quest note in the journal logical.
IJBall wrote:
Like someone else (and I can't remember who it was), I was able to get it to "snow" in Raven's Gate (East) by quick-traveling from Durnore. Now, I don't know if it's supposed to snow in Raven's Gate (East) or not (I don't think it is).
At least that's not unnatural if it's happening outside, but I've had it inside Raven's Gate, which is more odd. I believe that was after quick travel as well.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Tue Jul 27, 2010 11:32 am 
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One request which I'm not sure I've seen mentioned: I'd love to have keyboard shortcuts for changing the attack mode (normal/power/finesse/parry). Ideally this'd be four separate keys, not just a toggle switch.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Tue Jul 27, 2010 11:41 am 
Captain Magnate
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xolotl wrote:
One request which I'm not sure I've seen mentioned: I'd love to have keyboard shortcuts for changing the attack mode (normal/power/finesse/parry). Ideally this'd be four separate keys, not just a toggle switch.

Oh, it has been! ;)

Shortcut keys for Weapons/Armor sets, Combat Modes, and Alchemy mixer have all been suggested. But I'm personally not expecting to see those until Book III...

Re: The Combat Mode hotkey, I don't think four separate keys is practical - it would likely have to be just one toggle key, though it would be cool if the toggle key was directional: e.g. just the key toggles one direction through the Combat Modes list, but CTRL-key toggles through the Combat Modes list in the opposite direction...


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Tue Jul 27, 2010 11:45 am 
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IJBall wrote:
Re: The Combat Mode hotkey, I don't think four separate keys is practical

I was thinking it might be nice if they were unbound by default but settable in general.cfg. When playing fighter-type characters, I often find myself forgetting to switch modes before attacking (and often wasting some Feat damage in the process); if I had a definite key for each mode, it'd become muscle memory during combat. So maybe a key bound by default which cycles, and four unbound-by-default for the individual modes?

And a cherry on top!


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Tue Jul 27, 2010 3:00 pm 
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The following post is in no way relevant or helpful to the conversation:

When I first looked at Combat Mode Hotkey, I thought it said Hardcore Combat Monkey. Just thought I should share.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Tue Jul 27, 2010 6:53 pm 
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Rowanas wrote:
The following post is in no way relevant or helpful to the conversation:

When I first looked at Combat Mode Hotkey, I thought it said Hardcore Combat Monkey. Just thought I should share.


Hee hee, can I have a Combat Monkey? I'll call him George and he can play with my snow puppies when he's not adventuring with me!

Oh, and then I'll need some bananas. :wink:

Ok, you can tell me to get back on topic now.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 28, 2010 3:52 am 
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Farwalker wrote:
Rowanas wrote:
The following post is in no way relevant or helpful to the conversation:

When I first looked at Combat Mode Hotkey, I thought it said Hardcore Combat Monkey. Just thought I should share.


Hee hee, can I have a Combat Monkey? I'll call him George and he can play with my snow puppies when he's not adventuring with me!

Oh, and then I'll need some bananas. :wink:

Ok, you can tell me to get back on topic now.


Y'know, if it's a Pygmy Marmoset, you can feed it all those berries and seeds that barely feed you at all. Steaks for you, Yambi berries for the Marmoset.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 28, 2010 5:00 pm 
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As requested by BW himself, I would like to see thirst and hunger be more deadly to characters, getting progressively worse the longer one goes without food or drink. At least make the damage speed up over time, eventually increasing in severity so that a person with high enough endurance can't just ignore food and drink for the whole game.

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Wed Jul 28, 2010 5:42 pm 
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Kreador Freeaxe wrote:
As requested by BW himself, I would like to see thirst and hunger be more deadly to characters, getting progressively worse the longer one goes without food or drink. At least make the damage speed up over time, eventually increasing in severity so that a person with high enough endurance can't just ignore food and drink for the whole game.


I would further propose that it be much more severe (perhaps squared) if you're missing food and water at the same time. Such severe mistreatment of the body is a good way to die a painful death.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Thu Jul 29, 2010 3:32 am 
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I'm playing 1.02, so it might have been corrected with 1.04 (didn't see it mentioned, though).

I can kill ghosts and skeletons with fleshboil, even if they don't have any (flesh, I mean).

And for unarmed combatants, it'd be nice if we could have some kind of gloves (to imbue :D) to fight with.


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