KotB 1.0.1 Bug List

Discussion in 'The Keep on the Borderlands' started by Shiningted, Aug 16, 2014.

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  1. ConjurerDragon

    ConjurerDragon Established Member Supporter

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    Flay will buy the Bakluni book of the dead several times if it´s sold to him and then stolen back. He does not notice that he already bought it and hands out his "last" alkaline balm again.


    Bonaventure (Curate) dialogue, file "00413curate.dlg", the text in line 55:
    Shouldn´t it be "His" clerics and "His" honour if a cleric of Heironeous speaks?
     
    Last edited: Jul 28, 2015
  2. ConjurerDragon

    ConjurerDragon Established Member Supporter

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    Benemina dialogue, the part about bulk buying and then monks robes, option 1 text (...grammarian...) overlaps option 2
     
  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Got it. Will update the bug list at some point, btw.

    Note to self - the Critter in the Raider Camp has to have it's Spot / Listen raised to 50 or so, otherwise people can sneak in and get the boots on poles without triggering him.

    Note to self - Florian1 reported a bug whereby if you put a skin in a container, you have to make another survival check to get it out. Also, a wolf left unskinned will disappear but the skin will remain. Try to fix both of these (possibly with same fix :) )

    Note to self - see https://co8.org/community/threads/community-feedback.5236/page-9#post-149751 re Sitra's pickup of tab-related glitches.

    Note to self - line 311 of 478 (train your pet) has a bug FIXED

    Note to Self - Arius' problem with Durrak HERE.

    Note to Self - earlier push for tithing to church to add a 'Philanthropist' rep (and get rid of excess GP).

    Note to Self - taking the Corporal out of the game (Saddlebags quest) makes the Merchant's Guild quest unfinishable - probably have one of the men in the Corporal's Tower say something about moving on to the scribe (and advance var[66])

    Note to Self - py00468 heartbeat is a mess! The second section (is_safe_to_talk) seems to interpret the first as has_met rather than has_los, and tries to go to line 300 (non-existant) rather than (presumably) 100, has_met. ALSO - line 50 has 2 male resposnes not m / f.

    Note to Self - thrown bottles issue HERE

    Note to self - duplicate mob GUIDs - what are the chances?

    Note to self - the Ricario poison thing in the Watch Captain's dlg needs tinkering, as you can apparently get poison from Ricario (presumably by having the good sense to ask him) even if Nobby doesn't tell you about him: the trigger should be from Ricario's var [2] not Nobby's var [3].
     
    Last edited: Mar 29, 2024
  4. ConjurerDragon

    ConjurerDragon Established Member Supporter

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    In my current game I had my Bard successfully use her bardic music to "Fascinate" Kepler.

    Then she tried to pickpocket him and got success messages in the rolls window but failed messages in the floating text above her. And when checking the dice rolls Keplers spot check was not lowered by -4 (if someone is fascinated he should have a -4 to his listen/spot checks for as many rounds as the bard has levels, so here for 2 rounds):

    [​IMG]


    I tried to equip one of the alchemical reagents looted from skeletal kobolds on my gnomish Wizard - but when I rightclicked the flask the equipped Scalpell (from swamp) vanished and the flask broke. Is that intended behaviour similar to the "eyeglasses break when merchant´s scales are present" or a bug?
    [​IMG]
    After reloading tried to first empty the hands of the wizard and equip the spark flask - no problem. With scalpell in hand right-clicked on flask - no problem, scalpell goes to inventory, flask is equipped. Does that perhaps only happen during combat?
     

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  5. marc1967

    marc1967 Established Member

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    This is a known issue with the game engine itself, not necessarily with KOTB. The Sleight of Hand usually works properly the first time, but then can give a failure message even when the roll succeeded. It can also give you no items when it says Success.

    The inconsistencies and frustration with this has been discussed in many threads:

    http://www.co8.org/forum/showthread.php?t=2317
    http://www.co8.org/forum/showthread.php?t=1788
    http://www.co8.org/forum/showthread.php?t=11367

    As for the Spot roll not being at -4, well... welcome to TOEE. ;)
     
  6. ConjurerDragon

    ConjurerDragon Established Member Supporter

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    After rescuing the merchant from the cave, being offered a reward by the Guild Master and choosing to intervene for the provisioners wife the Guild Master has a text that explains that the party is on friendly terms with the guild (gaining the friend of the guild reputation) and may use the guild house when they want to stay for the night. However the REST button is still a watch so it´s only possible to loiter but not to rest in the Guild House, regardless if cellar, ground or 1st floor.


    The gypsy woman at the marketplace gives info about the new skills Climbing, Rope Use, Handle Animal and Disguise - however not about Alchemy and Knowledge (Nature) that can´t be seen during play ingame too.


    The darkwood buckler that can be bought from the foreign merchant in the Guild House seems wrong: Normally a buckler has an armourcheck penalty of -1.
    Being darkwood which includes being assumed masteworkquality lowers the penalty by 2, so a darkwood buckler should have no penalty.
    http://www.d20srd.org/srd/magicItems/magicArmor.htm#darkwoodBuckler
    However the darkwood buckler ingame has an armourpenalty of 0 AND gives a +1 bonus for being masterwork to hide, move silently and sleight of hand so it´s easier to steal with that buckler in hand which makes no sense.
     
    Last edited: Aug 1, 2015
  7. marc1967

    marc1967 Established Member

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    The game automatically adds a +1 to any armor check penalty skills if an armor or shield is Masterwork, as per the rules. This works just fine until you stumble upon one that already has an armor check penalty of 0, then like you said you get a situation like this where you get actually get a +1 bonus.

    Masterwork 1.jpg

    They put a change in the Co8 modpack that reduces the four affected skill checks by -1 to offset this. Apparently the change never made it to KOTB.

    Masterwork 3.jpg

    Once this change takes effect, you can see that the bonus given by the game and the penalty from the proto even each other out, and all is as it should be:

    Masterwork 2.jpg

    The four skills in question are Hide, Move Silently, Sleight of Hand, and Tumble. Even though the fourth skill in the proto says "skill_use_magic_device", it actually affects Tumble and works right... some kind of internal mismatch.

    Ted, the items that would need to be fixed off the top of my head would be:

    - Anything Darkwood.
    - Most Mithril items.
    - Wooden Elvish Shield
    - Masterwork Leather
    - Masterwork Padded
     
  8. ConjurerDragon

    ConjurerDragon Established Member Supporter

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    In the Summoner fight my wizard greased the floor, some of the starting creatures were tripped - and when the Yabbie tried to get on it´s feet again it was vulnerable to Attacks of Opportunity.

    Strangely not only by my party, but by the Summoners summoned snake too:

    [​IMG]



    When levelling up the text is too long and goes outside the box for the feats
    Whirlwhind attack, Snatch Arrows and Slippery Mind, using 1024X768 resolution
    [​IMG]


    When leaving the inn I had the "You faintly hear some shouting in the distance" (Billy). I already knew where the event takes place but for someone who gets that event the first time it´s very unspecific. If you intend that to be a Listen check then hearing a battle (DC -10) at a distance of say 30 metres (+10 DC) could perhaps be something similar to "You faintly hear several people shouting from the direction of the western wall"?

    NOT A BUG

    Using the Journal/Ink&Quill in the part:
    "These entries pertain to things you have learned about the Thieves' Guild..."
    option 1 overlaps option 2


    This time I could return to the Bailiff using the door of the tower from the wall - so redownloading did give me the updated version of KotB.
    However there still is the problem of his reward: When talking to him before Billy there is the option to ask for a reward and he promises that the party can keep his magic arrows IF Billy is kept alive.
    The Journal states that the Bailiff promised the party his magic arrows AND the jar of ointment:
    [​IMG]
    But after returning to him (having dealt only non-lethal damage to Billy, so he is still alive) it does not work out that way. When I use the option to return bow+arrow he is happy and I get the ointment and the medal - but he keeps the arrows instead of adding them to the reward.
    When I return only the bow (keeping the arrows as reward as promised before) then the Bailiff does not hand out the ointment, only the medal.
    Using "my pleasure" I keep BOTH the bow and arrow and the Bailiff doesn´t even ask where his bow went that he demanded me to bring to him in his quest and I still get the medal but no ointment...
    Am I just completely stupid in selecting dialogue options or is there really no way to get the arrows AND the ointment as promised while returning the bow?


    After solving the Billy quest a random encounter on the way to the Swamp:
    [​IMG]
     

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  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    That's probably an error in the IQ&P.
     
  10. ConjurerDragon

    ConjurerDragon Established Member Supporter

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    It would however make sense to adhere to that journal text and change the rewards in the way of:

    1) Keep Bow and Arrows and kill Billy (evil) --> Only ointment as reward for stopping Billy - but why give a party a medal to walk around with weapons drawn that can´t deal with Billy without killing him? Better have the guard have an eye on such guys...

    2) Return Bailiffs bow and keep arrows as promised reward, keep Billy alive (lawful neutral)--> ointment+arrows already kept+medal

    3) Return Bow+arrows, Billy alive (good)--> ointment, arrows given back by the Bailif who is happy that Billy livesf+medal
     
    Last edited: Aug 2, 2015
  11. ConjurerDragon

    ConjurerDragon Established Member Supporter

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    When the Lizards in the swamp attack the party, not all Lizards turn hostile immediately. Some of them simply stay around watching the battle in their clear line of sight and turn hostile only when approached closer, e.g. the guard on the right is still neutral/green while those closer are red/hostile:

    [​IMG]

    If the intention is to have the Lizards attack on sight if the party has crossed the river then IMO all of them should be alerted to the battle in their vicinity instead of them joining the fight piecemeal.


    Lizard Chief dialogue: When the party spokesman has social skills so that all possible options are shown the options overlap
    [​IMG]


    Depending on dialogue choices the Lizard Chief demands a wergeld for the slain lizardmen - "10 gold for everyone even counting the eggs". I was a bit confused when I entered the cave with
    29 Platinum, 27 gold, 286 silver, 165 copper and left with
    27 Platinum, 7 gold, 2 silver, 5 copper.
    until I calculated the amount in gold and came to 70 gold paid for the 1 Shaman, 2 Lizard Man Warriors and 4 Lizard Men. However considering his "even for the eggs" and there are no lizardmaneggs to kill before talking to the Lizardmenchief I thought he would charge for the 2 Giant Lizards too that are part of the guard outside the cave and expected to pay 90 gold...?

    OBVIOUSLY this worked exactly as intended. OBVIOUSLY. NOT A BUG

    That there is an option to sense that it´s useless to pay gold to a starving tribe in a swamp is nice - but having that option BEHIND the choice to pay or not to pay is some kind of "DUH we just forked over the money for you to hire heros" moment - especially considering that if asking for the reason about the dragon attack and directly accepting to slay the dragon means not paying any weregeld.

    NOT A BUG

    If the Lizards take their demand for weregeld seriously they should demand that gold in any case - after all the party might just lie when they accept to slay the dragon and never come back. OR if they are so trusting they might waive their demand for weregeld everytime a party accepts the slay the dragon quest OR take the money everytime but return it as reward when the party actually returns alive with the dragons head. But taking the weregeld only sometimes depending on the order of questions without apparent reason why they would act different makes no sense.

    And yet is NOT A BUG

    The same is true for the fight that ensues when the party claims to have no money to pay weregeld. The party has the options to pay, fight, claim they have no money - but claiming to have no money means having to fight anyway. If the wergeld is so important for the Lizardmen that they fight a party with not enough gold then they should always demand the money. If they are just desperate for cash to hire their "glorious 7" then claiming to have no money (and being either honest or sucessfully bluffing) could lead to the Lizards offering the Dragonquest in lieu of gold (so that an option other than fight actually can mean not fighting).

    Still NOT A BUG. The fact that it is not written the way you would have is NOT A BUG.

    Random Encounter with a band of skleletons. Using TAB to highlight those that have something to loot I noticed that skeletal halflings who have a rusty shortsword in their inventory are not highlighted as having something to loot. Skeletal Kobold with their alchemical arsenal or normal skeletons highlight as they should if they got something.
     

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  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    The Liuzardman you highlighted pretty clearly has his back turned and the party are NOT in his line of sight.

    Those sort of decisions are handled by the engine, which we can't change. But even if we could, we probably shouldn't. I'd like that Lizardman, for instance, to throw his javelins at every party he sees across the river - that's his job - but the engine usually won't make him attack a party across the river, even at close range - probably because it has calculated there is no easy route for him to get there, so he can't charge over and get at the party (out of javelins or not). That's a GOOD thing - if we took it out, you'd have monsters initiating combat through walls or other sub-optinal outcomes.

    So for this guy, I guess he is just hard of hearing. Swamp water in the inner ear, perhaps.
    Will fix.
    Every RE mob and every Summonings mob have been overhauled for the next release to minimise these issues, and I have some other ideas up my sleeve (based on stuff done by Sitra elsewhere, credit where its due) to bullet-proof it.
    Working as intended.
     
  13. ConjurerDragon

    ConjurerDragon Established Member Supporter

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    Sold a lot of javelins and spears to Nobby and now he claims to be full. The screenshot has 220 KB so is too large to upload as a jpg so I zipped it.

    The problem occurs when dragging items with the mouse to the shops inventory and dropping them on the shops inventory to sell them.

    It´s still possible to sell - I just have to scrool FAR down in the shops inventory until after a lot of Javelins and Spears some empty inventory spaces are left to drag item there.

    NOT A BUG. See below.

    Leaky Cauldron quest: After speaking with the Apothecary about his need for a cauldron to brew poison the party visited the Cpt. of the Watch to unveil the poison plot. The only diaglog option I could mention was that I had bought poison from Ricardo - which was not true as the mystcial poison my Bard had was pickpocketed by my Bard from the priest in the inn. I could not mention the empty bottle from the Billy quest, but the poison alone was enough to call in Ricardo and challenge the priest. Now Ricardo is in jail, the priest is dead - yet the Leaky Cauldron quest is still blue. Shouldn´t bringing Ricardo to prison botch the quest as it has become impossible?

    After Ricardo went to prison I visited Nobby on the Marketplace and despite being warned by the Cpt. of the Watch he still has the dialog option "About that poison business..." and offers to poison weapons (as I had the other mystical posion in the Bards pockets from the dead priests loot).
     

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  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    If Nobby is full, wait for his inventory to refresh. Obviously that's a game mechanic and not some we can fiddle with (the vendors on the main map are not subject to the 'never refreshes / needs scripted refresh/ problem) so come back when he is not full.
    He said he's full, and you're continuing to try to sell to him anyway, and saying you found a workaround but it's tedious and annoying. I just don't know how to respond to that.

    The others are bugs, I will fix.
     
  15. ConjurerDragon

    ConjurerDragon Established Member Supporter

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    After Ricardo is in jail and the priest dead I returned to the Cpt. of the Watch to see if he has anything else to say after leaving the party in the dead priests room to loot, expecting perhaps something like: "Well done. You were a service to the Keep", "We have petitioned the Merchants Guild to send a replacement for Ricardo to fill the vacant place on the market" or such.

    However despite that the Cpt. let Nobby go in the first poison investigation and only chose to imprison Ricardo the option to tell the Cpt. about the poison business is still there:

    [​IMG]

    And when I chose to tell the Cpt. about Nobby the dialogue goes to the point where the Cpt. sends out a guard to get Nobby to "face his accusor" - just like the first time the party had to face Ricard, but this time nothing happens.
     

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