Fixes and Requests for 1.05

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IJBall
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Re: Fixes and Requests for 1.05

Post by IJBall »

Randomizer wrote:Fleshboil and Sunder Flesh both work on undead for different reasons since they are all classed the same way versus those spells. You really need to separate out ghosts and a few others that it won't work on instead.
Well, I'm still of the opinion that neither of these spells should work on the Undead (just make it a special "exception") - force Healers to use either Turn Undead or Smite on any Undead.

(Now, if this is instituted in Book III, it may mean the Turn Undead spell will have to be 'beefed up' some, but I don't think that's a particularly big deal...)
ManusDei wrote:If the spell was Wrath of God or Energy Bolt or whatever, I'd be ok. But flesh and boiling [or Sundering Flesh!] for bones or spirits is weird.
Yep. And I don't want 'em working on zombies either ;) - it's just easier conceptually if these two spells don't work on any Undead.

Anyway, that's my $0.02.
At least until the Book III forum opens... :mrgreen:
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Re: Fixes and Requests for 1.05

Post by SpottedShroom »

IJBall wrote: Sweet! I'm not the only one who feels this way about this issue! YaY!! :mrgreen:
(And, FTR, I don't think Fleshboil should work on any undead, including zombies...)
Perhaps, but divine magic should definitely have spells to damage the undead. I'd favor either renaming the spells not to mention flesh - something like "divine smite" maybe - or adding a spell that works against undead only. Maybe it could replace Turn Undead, which seems of pretty limited use to me. Or maybe alter Turn Undead so that it turns at lower levels and damages at higher ones, kind of like the D&D effect.
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Re: Fixes and Requests for 1.05

Post by Farwalker »

SpottedShroom wrote:
IJBall wrote: Sweet! I'm not the only one who feels this way about this issue! YaY!! :mrgreen:
(And, FTR, I don't think Fleshboil should work on any undead, including zombies...)
Perhaps, but divine magic should definitely have spells to damage the undead. I'd favor either renaming the spells not to mention flesh - something like "divine smite" maybe - or adding a spell that works against undead only. Maybe it could replace Turn Undead, which seems of pretty limited use to me. Or maybe alter Turn Undead so that it turns at lower levels and damages at higher ones, kind of like the D&D effect.
Yep, would be strange if you had to resort to elemental magic to attack undead - that's one little area where divine magic should have a distinct advantage.
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Re: Fixes and Requests for 1.05

Post by IJBall »

IJBall wrote:Possible new issue with paying smiths for repairs.

Here's my story: I found a Hide Skullcap in "Excellent" condition (value: 3 GP). I went to the smith in Eastwillow, clicked on "Repair Mode" button, and checked - the pop-up description said that repairing the Skullcap would cost 1 GP. So, I paid. And my Hide Skullcap is now in perfect condition (value: 4 GP) - even the little status bar looks filled up to 100%.

...So, while it should be indicating that no Repairs are necessary, it's now willing to double-charge me another 1 GP to do a phantom (>100% status?) repair.
I'm noticing this is pretty much happening with everything now - even where items are fully "repaired" and in 100% "Prefect" condition, I can still be charged for an additional "1 GP" "repair" on pretty much every weapon/armor in my stock...
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Re: Fixes and Requests for 1.05

Post by obiwan »

OK, this is a pretty serious issue I found with my mage. In fact, I cannot believe nobody noticed it (I was too lazy to read all this thread, but it is not in IJBall's summary at least). Perhaps it is because this issue is such a big uber super exploity thing that nobody wants it fixed?

OK, here it is:

It is possible to make the player turns go quicker compared to monster turns. Most easy way to see this is with pressing space bar.

This has all sorts of useful applications: The boreheads for example, are supposed to stun you 4 turns, but quickly tapping four times on space makes you lose just one turn (from the viewpoint of the boreheads at least). Interesting, if you press space slower, it makes you lose more turns.

Also, as a mage, I found it very useful to outrun a couple of monsters, jam space for 20 times to regain some mana and flame the monsters.
Strangely, this trick seems not to work when the enemy is using a ranged attack btw.

Also, it seems (but not 100% sure) that some spells, like flaming dart, can be casted at least 2 times in a turn. If I do that, the monster temporarily turns invisible while moving from one square to the next, but still gets hit twice while he is just moving 1 square.

Second annoying bug:
It seems monsters that when monsters which were blasted with abyssal freeze die, they leave a kind of invisible corpse which acts as an obstruction for my player character. Perhaps it has something to do with the smoke that comes of them? In any way I manage to block an exit a couple of times which was very very annoying. It seems that the final kill does not have to happen with abyssal freeze btw. But it does not seem to occur with other spells (but I did not test that extensively as my mage has only a few offensive spells atm).


Both glitches found on linux 1.04 version. It'd be good if someone were to confirm them on other platforms.
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Re: Fixes and Requests for 1.05

Post by Randomizer »

obiwan wrote:Second annoying bug:
It seems monsters that when monsters which were blasted with abyssal freeze die, they leave a kind of invisible corpse which acts as an obstruction for my player character. Perhaps it has something to do with the smoke that comes of them? In any way I manage to block an exit a couple of times which was very very annoying. It seems that the final kill does not have to happen with abyssal freeze btw. But it does not seem to occur with other spells (but I did not test that extensively as my mage has only a few offensive spells atm).

Both glitches found on linux 1.04 version. It'd be good if someone were to confirm them on other platforms.
This was seen in beta testing with other attacks and spells. The dying monster leaves behind a reservation tile that you can't see, but acts as an invisible block. Save and reload the game will remove it or leaving the zone and returning.

The only place I saw it was the lava fields near Picaroon Island when I was going after the brimstone spider nest.
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Re: Fixes and Requests for 1.05

Post by IJBall »

obiwan wrote:OK, this is a pretty serious issue I found with my mage. In fact, I cannot believe nobody noticed it (I was too lazy to read all this thread, but it is not in IJBall's summary at least). Perhaps it is because this issue is such a big uber super exploity thing that nobody wants it fixed?

OK, here it is:

It is possible to make the player turns go quicker compared to monster turns. Most easy way to see this is with pressing space bar.

This has all sorts of useful applications: The boreheads for example, are supposed to stun you 4 turns, but quickly tapping four times on space makes you lose just one turn (from the viewpoint of the boreheads at least). Interesting, if you press space slower, it makes you lose more turns.

Also, as a mage, I found it very useful to outrun a couple of monsters, jam space for 20 times to regain some mana and flame the monsters.
Strangely, this trick seems not to work when the enemy is using a ranged attack btw.

...[Glitch] found on linux 1.04 version. It'd be good if someone were to confirm them on other platforms.
OK, I tried to replicate this, on a Mac, with a Fighter character - no evidence that hitting the space bar multiple times quickly was doing anything.

However, I then tried it on a Mac with my new Mage character, and there I was maybe seeing evidence that it was working, at least to regenerate my Mana quicker than my Mage otherwise should have.

So, it maybe doesn't work with Fighters and ranged-attackers like Rangers. But this does seem to be an issue with Mages at least (and maybe Healers?...).

I'll add this to my 'bug fixes for v1.05' list at my next update of the list.
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Re: Fixes and Requests for 1.05

Post by xolotl »

obiwan wrote:It is possible to make the player turns go quicker compared to monster turns. Most easy way to see this is with pressing space bar.
Isn't that how BW implemented the in-game effects of your Speed stat? I'm pretty sure that as your Speed goes up, the enemies in the game will appear to move more slowly.
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Re: Fixes and Requests for 1.05

Post by IJBall »

xolotl wrote:
obiwan wrote:It is possible to make the player turns go quicker compared to monster turns. Most easy way to see this is with pressing space bar.
Isn't that how BW implemented the in-game effects of your Speed stat? I'm pretty sure that as your Speed goes up, the enemies in the game will appear to move more slowly.
That wouldn't account for a 4-turns-over-1-creature-turn in some cases, becoming a 1-turn-to-1-turn-ratio in other cases.

Also, the characters this seems to be happening with are Mages, and if there's one Attribute I'm going to 'short' with Mages it's Speed! So I'm guessing neither obiwan's Mage, nor mine, are 'Speed'-Demons... ;)

It sounds like this is some kind of 'engine bug' involved with the timing of pressing the space bar.
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Re: Fixes and Requests for 1.05

Post by Rowanas »

It basically renders those Borehead beetles useless.
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Re: Fixes and Requests for 1.05

Post by IJBall »

IJBall wrote:
  • The bigger issue was my 'Feat': I was Level 32 in Swords by then, so I can 'Riposte' which should have "reactivated" about every 5 turns after use. However, 'Riposte' was definitely not reactivating after 5 turns when fighting zombies and such, in Westwillow - I was running around way more than 5 turns and 'Riposte' still wasn't coming back on. Eventually, it would reactivate if I went back to actual striking combat; but running around wasn't getting me my Feat reactivated.

    The weird this is, I've only seen this issue in Westwillow (maybe because I was doing more running around?...). But I haven't seen it in Hammerlorne, for example.
Interesting follow-up:

When I (one-hit!) killed Captain Morgan in Port K. with my same sword-wielding Fighter character, once again my 'Riposte' Feat (which you are forced to use when attacking 'friendly' NPCs) would not reactivate/refresh.
(So if BW needs a Save Game for this 'bug', it should be easy for me to produce now...)

However, when I killed Captain Morgan with my other bow-wielding Ranger character's 'Focus' Feat, there was no problem with the 'Focus' Feat refreshing.

So it would seem that the 'countdown refresh' problem might be specific to the 'Riposte' Feat (and possibly Thrown Weapons' 'Overwhelming Volley' Feat, re: Farwalker's previous points?...).
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Re: Fixes and Requests for 1.05

Post by Rowanas »

I've noticed that problem as well. If you get into a fight and then there's no fighting immediately afterwards, you don't regenerate feats.
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Re: Fixes and Requests for 1.05

Post by IJBall »

OK, I'm loving the Reveal Map spell at Level 6! :) Check this out!
RevealMap-Everdale.jpg
RevealMap-Everdale.jpg (32.92 KiB) Viewed 9353 times
Torches, chests, doors, and people! all showing up! Even wells show up as light blue dots!! :D
(Still - the one place where I like Book I's Cartography better? In Book I, I'm pretty sure barrels showed up with a completely unique color, whereas they don't seem to in Book II...)

Anyway, my one suggestion (I'll add this to my other thread as well...) - I'd like it if the Reveal Map spell's duration was increased to 100 or 160 turns. I can't think of any reason why this change shouldn't be made...

But, one strange thing:
RevealMap-Farrock.jpg
RevealMap-Farrock.jpg (30.41 KiB) Viewed 9353 times
Why is it that with Cartography at Level 18 the (dark brown) borders of the Farrock caves isn't showing up (when it does with Cartography at Levels 1-5)?...
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Re: Fixes and Requests for 1.05

Post by Rowanas »

Because the wall and floor colours are exactly the same, so you are still revealing the walls, you just can't tell that because they appear to be floors.
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Re: Fixes and Requests for 1.05

Post by Farwalker »

Rowanas wrote:Because the wall and floor colours are exactly the same, so you are still revealing the walls, you just can't tell that because they appear to be floors.
Ah, so it's not a bug, it's a feature? :wink:
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