KotB 1.0.1 Bug List

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

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    If you haven't actually killed him, he shouldn't be gone. Can't think of any reason for it, really... Have you checked both the marketplace and his house? As mentioned above somewhere, they are separate mobs.
     
  2. sonofliberty

    sonofliberty Established Member

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    Yes, I checked both. Since I was stuck, I deleted those saves and started over. I did the poison quest early and decided not to pursue the raiding the trading quest since I can't get the dialog options with the priest. Since there are no rolls listed, I don't know which skill I was weak in.
     
  3. Deanonious

    Deanonious Member

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    Greetings, I am new here. Thank you all so much for all the incredible hard work and time you all put into (both the ToEE New Content as well as the KotB). While ToEE had great potential at release, due to Atari's short sightedness in forcing a early release it did not quite so much live up to that potential. You all have done amazing things to the game, that really pushed it to it's best potential. I just wish Atari would release the source code so you all could really fix the game, as I realize certain "Bugs" are not fixable otherwise. As a software engineer myself, I personally, would adore getting my hands on the source code...

    Anyway, while I can not verify for sure what SonOfLiberty is speaking of, I can confirm that the Apothecary Ricario disappears at some point in the game. I am fairly far into the module, really only have to tie up some loose ends and defeat Heguman at this point; however, when I return to the Keep, Ricario is oddly not at his merchant location. Going back through my old saved games it seems he disappears after you begin the Merchant Quest "Who's Raiding the Trading", I was actually a bit shocked, not so much by him disappearing at that point; but by the fact he didn't disappear when I turned him, Nobby, and the Priest in MUCH earlier for Poison (though the NPC's not being in jail after I killed the Priest turned out to be quite useful). Father Leamas showing up in the Tavern during the day after I killed him is also a bit odd, but I am not complaining; also when I complete "Who's Raiding the Trading" and realize the culprit is the Priest, and report to the Bailiff the dialogue does not take into account his previous demise (in the Poison quest), the previous dialogue with the Assistant Cleric does take that into account. I am not sure if that is at all helpful ShiningTed, but maybe it can point you in the right direction??? I have only checked his daytime "merchant" location, so it is possible he may still be hiding is home somewhere.

    While I do not believe this is a bug atm (I realize this is a WIP), the Curate of the Church of Heironious, Bonaventure, allows you to report to him that Lord Axer is running a temple to Hextor, and in response he asks you to go out (at great risk to yourself) and confirm the rumors and report back to him, I do not seem to be able to follow up with the Curate, even after defeating Lord Axer's temple and gaining the "Enemy of Hextor" reputation, I am assuming that quest is a WIP.

    This is not a bug at all (I don't think), and I hope I don't get in trouble for posting OT, can someone give me some guidance on the "Caravan of Courage" quest, I can't seem to figure that one out... I know ShiningTed has verified that all the quests showing up in the quest dialogue are in fact Completable, this particular one I am at a loss to figure out. It is really my last loose end to complete before I beat KotB 1.0.1. Well I saved the Merchant and his Wife from the Hobgoblin Cave but did not have room in my party for them, so I merely set them free, I suppose that makes the Blacksmiths MW quest impossible? Also really early into the game, I had to drop Two Swords in order to Save the Merchant Angryn from the Insect Mound at the Southern Pine Forest, and afterwards she was no where to be found, I was extremely disappointed; however, I ended up picking up Korrac and he may well have worked out better in my party makeup. He fit in quite well with my Dwarf Paladin of Moradin. My main problem (not so much with the mods but with the game in general) is not being able to easily trade out characters, especially when so many quests require the NPC's to join the party in order to complete them. It's really annoying, I wish Atari would have worked out a better mechanism for trading out party members. After all in a real PnP game, some days not every Player can show up, some days a guest might show up, such rigid party limitations is not really realistic.

    Thank you all again for all your incredible and impressive hard work.
     
    Last edited: Jan 13, 2015
  4. sonofliberty

    sonofliberty Established Member

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    Hello Deanonious. What do you have your party size set to on the front end? I keep mine at 6 which leaves me 2 open spaces for NPC rescue missions/quest completions. You can generally have a maximum of 8 in your party(PC and NPC) not counting summoned or charmed creatures. However, if you set the party size at 8 in the front end you have 0 room for NPCs even if you only have 2 or 3 in your party at the time. Obviously setting at 7 leaves room for 1 etc....
     
  5. Deanonious

    Deanonious Member

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    I have mine set to 7, and run a Barbarian, a Dwarf Paladin, a Ranger, two Wizards, a Cleric of Pelor, and a Halfling Rogue. In ToEE, I took Meleny as my NPC companion, she had the added benefit that I could drop her off in Hommlett if I needed to escort a single NPC, and then go pick her up again in her Father's house. Though I was sadly still unable to complete the Kidnapped Children quest even though I knew exactly where they were.

    Perhaps when I play again I will do 6 PC's as you suggest and drop one of my Wizards. Then I will just need to find other NPC's like Meleny that don't disappear if you have to drop them from your party temporarily for an escort quest.

    If I remember correctly the only quest that required 3 NPC slots was the 3 Fugitives quest and that one had other means of completion anyway.
     
  6. Sitra Achara

    Sitra Achara Senior Member

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    Re. the merchant prisoners, they join you as uncontrolled NPCs, thus you should have been able to get them to join you even with a 8 member party... are you positive you didn't have that option, or did you just assume that?
     
  7. Deanonious

    Deanonious Member

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    Oh Sitra, I reloaded from an Old Save and you are correct they do join you as Followers rather than party members! Oh happy day, that totally makes my day. Now I can totally outfit my party with +1 weapons :eek: I am really enjoying the Follower features in KotB, especially when that means I don't have to drop people to complete Escort quests!!! Woohoo! Thanks!

    For future reference can Angryn (Merchant) be rescued as well without adding him to the Party? He was the reason I had to drop Two Swords in the first place...
     
  8. sonofliberty

    sonofliberty Established Member

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    Angryn joins as an NPC, you need a slot for him.
     
  9. Sitra Achara

    Sitra Achara Senior Member

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    Angryn joins as an NPC, but altering the script to join as a follower seems like a good idea. He's not much help in combat, after all (even worse, he reduces your XP gain, heh). Also, his combat strategy would be altered to "go Total Defense and stay put" so he doesn't get himself killed, like the prisoners.
     
  10. sonofliberty

    sonofliberty Established Member

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    I don't know Sitra. I give him a long spear. He hits occasionally and rarely, if ever closes to a range where he could get hurt. I generally keep that spear around for joinable npcs to carry. I just do not take him down a particular tunnel branch in those caves where he could easily get killed. OTOH, it would be nice to get the extra xp instead of wasting it on him or any other joinable npcs for that matter.
     
  11. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Doing him as an ai follower rather than a party member makes a lot of sense, yes.

    @ Deanonius: the Curate sending you to the Thorp is part of the LG alignment quest that is accidentally accessible from other alignments. Will be fixed in the next release. The NPCs all need a major overhaul to act more sensibly, rejoin, follow alignments / agendas etc: that's something I've been delaying because I don't want to do it piecemeal. Thanks for confirming the Ricario problem.
     
  12. BenWH

    BenWH BGPHughes

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    I did a bit of a search and didn't get a match on this, but is there a known bug that you get a black screen crash when you sleep until healed in a common room at the inn? Apologies if there's a fix sitting somewhere for this, but I get it every time.
     
  13. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Not at all Ben, we did a lot of testing of the Inn before the first 'full' release and it was bug-free. Can you give me a bit more info?
     
  14. swanman999

    swanman999 Member

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    Oh Shining One and Other Super Moders,

    A few more buggish items to explore:

    1. I finally crafted a jar of Cerulean's Alkaline Balm, but unlike the item received from Flay, I cannot use it. I receive an, "item transfer error", with the text, "Failed to use that Item".

    2. I am still getting random aggro from the Merchants. It appears to be linked to heading to town after certain random encounters involving either wolves or hobgoblins. It is also regardless of whether I joined, turned down or "removed" the Thieves Guild.

    3. I upgraded a MW Heavy Crossbow to one of accuracy. No 10% to-hit bonus appears. In fact, the only magical bonus is from the Sonic Weapon Option.

    4. In the Players Guide, there is a reference to a Paladin's holy symbol. No such item appears in my Paladin's inventory. But the good news is the detect evil ability does work.

    5. After turning in Flay for asking me to steal the book/tome from the Tower Magic-User, I get to talk to the Castellan. He admonishes me for the report. I then get to relive this experience every time I go into the main tower. I therefore cannot complete talking to Billy the Tracker or receiving the MW weapon from the Armorer.

    Be happy to attempt to upload my saves, if needed.

    Thanks again for the fun!
     
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    I'll test these and get back to you. Good pickup on #4 though, Ithink iI forgot to actually alter the start script to give that item to paladins (the same script that gives you the secret door fimding tool).
     
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