Official KotB Demo Bug List

Discussion in 'The Keep on the Borderlands' started by Shiningted, Feb 3, 2008.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hmmm... this is an unconfirmed bug from the Atari buglist also (# 425). Not my fault ;) But i will check the latest Co8 5 files to see if there is some sort of fix.
     
  2. matmaisan

    matmaisan Kobold lurker

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    Makes a lot f sense. I missed the Billy encounter because I never found it odd that there were so many guardsmen lined up against the south wall, and never came near, or asked.

    Neither did I. Worked perfectly the first time. And as for you, didn't on the second, which makes perfect sense, given he can only memorize one. On the other hand I returned multiple days later, with two swords dead, and I still couldn't get a raise dead. In my case rest didn't seem to be the issue...

    We could simply assume that he has only a single scroll of raise dead, and can only raise one character. OTOH, if we do so, this should somehow be conveyed via dialogue... And we shouldn't have the money deducted...

    We should have somethig to the effect that "The Invincible One does not grant his bounty so easily upon the faithful... Alas, for your fallen comrade, there is little I can do at this point".

    Or, we could simply assume that he has only a single scroll of raise dead, and can only raise one character. OTOH, if we do so, this should somehow be conveyed via dialogue...

    Great. The cure disease, though, doesn't work (not even the first time) and deducts money from your party. I know you don't have limitless time, Ted, and you're doing an incredible job just keeping up with these bugs... just wanted to point out that the cure disease is still an issue.
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Just had an encounter with Aereon, his (has met) dialogue could use a little work, the first PC line is blank, and the second spells his name incorrectly.
     
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Has met? He either joins or runs off, doesn't he? Either way, I'll look into it.

    Matmaisan: I will set up one of the other clerics to Cure Disease, the curate shouldn't be doing that one (though the dialogue says he does - something else to fix). He SHOULD be able to Raise Dead again after a while. I'll check it all out.
     
  5. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Shiningted, "when I said re-initiated dialog with him" I didn't give him a chance to run off, the conversation ended, but I clicked on him right away in hopes of testing various dialog choices. I'm going to run through that part yet again, and see if he runs off if given the opportunity. ;) He takes 3-4 steps and vanishes.

    Another note...on the map with the crazy hermit; When I enter the part of the map where he is, I suffer a tremendous slowdown, maybe 1 frame every 3 seconds is as fast as it goes. I've tested this three times. I'm going to start a new game and see if it persists.

    The lag I was experiencing was just for that game, newly started KotB did not lag.
     
    Last edited: Feb 10, 2008
  6. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Missing Billy

    If I level up outside the keep and click into the market area, the quest will not yet be underway. It can then be initiated by entering and exiting a nearby building. Depending on which door you use, one of the following will be in progress:

    1. Nothing

    2. Quest on, no ranger, guardsmen, etc. underway

    3. Quest on, ranger on the wall, guardsmen, etc. (ranger can be seen from ground)
    (provisioner's place seemed to do the trick )

    You must reload from a save from prior to entering/exiting a building between each attempt to find a "working" door. I did not keep track of which door did what, nor did I retry same door with reload to see if it would work again. This was done with new game started on a fresh KotB build and played to appropriate level. I have now started a new game on the same build but have gotten to that level yet. The sewer entrance is unfindable again (new or old concentrated search).
     
  7. matmaisan

    matmaisan Kobold lurker

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    On the Ruined Tower

    This is a masterful little encounter, and I was really thrilled to run through it.

    The good stuff:

    - I greatly enjoyed the second 'riddle', the poem itself, and the fact that yu have to go assembling items in order to get the key (although with the Cape of the Mountebank, you can pass one of your characters [the toughest melee fighter, buffed, preferably] and take out the wizard);

    - I was amazed to see bardic knowledge being used to inform plaers that their characters might do well to get enchanted weapons before they initiate combat with the gargoyle, great idea;

    - The creepy kids upstairs: I killed one of them when he provoked an AoO by walking through the threat zone of my spiked chain wielding lead fighter; I reverted to subdual damage and handled the others. I later tried charm person and suggestion on them, because I hoped to initiate dialog, but the child was considered not a target for charm, and under suggestion the kid would intitiate and exit combat repeatedly;

    A couple of issues:

    - When I first ran through the encounter and faced the wizard before I had solved the second riddle, I was surprised to discover the mad wizard standing there and not reacting to conversation; is this a bug, or was no dialog scripted for this encounter? At first I thought it was becauseI had 'cheated' by using the cape... but when I went back to an older savegame, got the key, and confronted the wizard, he still didn't talk. Bug?

    - During combat you have the mad wizard, his winged allies, an outsider, and the stitched up goblin from the entrance level. The latter does not take part in combat, and after combat, if you speak to him, you get the same dialog you had at the entrance (and when you solve the first riddle, you get xp again...). Bug?

    - The creepy children? Are they supposed to be butchered? Or is there supposed to be an IC way to initiate communication with them, at least after the wizard has been dealt with?

    All in all a very cool episode of this amazing game, with incredibly creepy music that adds a lot to the environment and the believability of the experience. Amazing, really.
     
  8. screeg

    screeg Nukekubi

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    Well, it's fantastic, what can I say? I think the dialogue is actually better than TOEE. Too many little touches to go into, but invading a merchant's house in the middle of the night and getting service by threatening his family: Priceless.

    I had to drag myself away so I wouldn't play it all in just 2 or 3 days. From little snippets I've avoided reading, however, it looks like there's a lot more content to come.

    Some details I found:
    > gate tower on north side: patrolling watchman walks right over the crenellations on top and over the deck.
    > Smith's Assistant has nothing to say.
    > Gem book text in Jeweler's house: "vermillion emerald" / It's spelled "vermilion" and it's red not green.
    > Ricario is supposed to reveal something when intimidated, but says [random truth] instead.
    > Green Gryphon, daytime: priest doesn't respond
    > market: hammering sound continues at night after everyone's gone home
    > Thorp interior: should be two flames atop tiki torches in front of the throne.
    > Main Gate mini-map is the upper floor of the Welcome Wench.

    Backdrops: what's going on with my backdrops looking kind of smudgy and not very clear? Is there some kind of in-game compression algorithm? When I get discouraged at some of my inferior efforts *cough, Main Keep*, I look at the mini-map version instead and sigh in satisfaction.

    A few of the backgrounds are too big in relation to the players --the pub cellar is a particularly egregious example-- and need to be scaled down. The almost-universal standard is wall height, which is typically 3 meters.
     
    Last edited: Feb 10, 2008
  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Smudgy? Seriously? I copied your versions over existing maps, and in every case your map was far, far bigger, so I had to scale them down, not stretch them out... can you give me some specific examples? (And I am happy to remake the Pub cellar, since I can do it with Liv's secret door fix thing and no more secret door bug.)
    Yeah, thats the one.
    Don't go near the mausoleum then ;) Stick to the pub (if it doesn't crash) and the houses on the south wall. And the Mad Wizard's lab :) These are about the only maps that are fully lit properly. As I said in the developers forum, I would love every one of those maps to really shine, but with no-one else offering to help out on that part of the sectoring, it had to take a back seat to the quests. (Which appear to be pleasantly bug-free, no matter what else is crashing around them :))
    O dear... having to tell a developer to read the manual... :no:

    The rest are bugs :) (Except the Smith's assistant - he just doesn't have anything to say atm).

    GuardianAngel82: Damn good testing :clap: You are spot on: the quest is intiated when the party average hits level 2 and is controlled by the cat outside the pub. So, where you come from will effect what happens, depending on whether the heartbeats of the guards / billy fire before or after the cat. I have seen it effect whether or not all the guards show up, but I have never seen it prevent Billy from being there. I'll fix it somehow.

    Sirchet: Thanks for testing that, I'll have to add a mute flag once he is meant to run off so he can't be interrupted.

    Matmaisan: The latest patch has a thing to make the mad wizard go kill-on-site once you have found the proper way in. I forgot about the Cape of the Mountebank (I only put that on Axer because it sounded appropriate) so I will come up with something to fix it all. No, he doesn't have any dialogue (I was going to have him run around the place raving about cumquats and firing spell particles around, like a Mad Wizard should, but if you clicked on him through the door, the party would just run straight through the magic-locked door to speak to him. Same problem I had with the gaol cell. So I didn't do it). And yes his off-sider should join in the combat.

    As for the kids: the 'can't be charmed' is a tell that they are not really human. There's a few others. They can probably be dismissed, come to think of it.

    Glad to hear everyone seems to be having fun :)
     
    Last edited: Feb 10, 2008
  10. screeg

    screeg Nukekubi

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    The problem with the maps must be at my end. I guess I should jack up the game resolution.

    Regarding the manual: in my own defense, after waiting for many months to play because of my little C++ problem, I did look it over, but only skimmed it before diving right in.

    You have done a fantastic job, bugwise, although maybe that random CTD that's triggered entering random areas should be addressed as a "known issue" in the download thread or somewhere people will see it.

    I found the fix (leaving the Keep, saving, trying again) in the forum here, but if I wasn't an active member I would've assumed the game was unplayable thereafter.

    You'll recall when I contacted you many moons ago, right after you put out the call for help with this project, my only question was whether you were going to follow it through to a playable demo. I asked because so many (like 99.7%) of truly ambitious mods never make it past concept art and a handful of 3D renders.

    Well, you've buried whatever concerns I may have had way back then under a mountain of grisly corpses. Bravo!

    ****
    Mercenaries and the Cleric of Hextor: how do I get rid of them once they're in the party?
     
  11. matmaisan

    matmaisan Kobold lurker

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    Some random things:

    > Never mind getting them out... I wonder why the 'blessing' involves having the priest of Hextor join you at all... Is this a bug, or the way things are supposed to be? (I also had quite a few CTDs after he joined, particularly when I tried to enter buildings in the keep, or save there...)

    [On a related note, one cool thing that could be done at a later time, perhaps for the final release, is to add dialog to the priest of Hextor in case one of the party members is a believer, or a cleric of the Scourge of Battle... there should be some dialog options with Axer as well... but in any case, dialog there is really great so far, just a little suggestion for the final product...]​

    > Brought a certain piece of entertainment to Axer, and he accepted the gift, but the quest doesn't complete... bug?

    > No matter what dialog options I've tried with the lizardmen (and the bailiff after the Lizard men) I can't get the ruined tower indicated on my map by either one of them. Is my 'face' character failing some gather information checks? Is this supposed to be triggered by something else? Last time I had this problem, I cheated by consoling a certain map. Didn't want to do this again this time, but can't see how to get there otherwise...

    > Managed to get contacted with the thieves guild, very cool. I did pay 100 gp to join, and considerably later got invited to join them (again?...) by carrying out a certain mission. Not sure if this is how its supposed to be. In any case, once a certain shady character is free, and the party reaches the sewers, he appears to say something (his picture appears, along with an empty speech box), which I assume are the instructions he is supposed to give us ('let's take the first turn to the right! And quickly!'), and then doesn't react to dialog/queries. Well, first time this played out like this, we went out in the Green Gryphon, and I botched the quest. Went back to a saved game and did it the right way, delivering the fellow to the guild via a certain (now usable) sewer door...

    > I don't know if this might have to do with the priest of Hextor joining my party, but I am now unable to use the vial given me by Maeri in the grove. Tried to use it with all characters: not only did it never appear in the radial menu, but it also failed to be used via inventory... weird, or perhaps this is the wy its supposed to be? I thought alignment might be the issue (only someone with a pure heart can do it, hence Maeri asking the party to do it, rather than do it herself...), but my LG party member also failed to use it...

    Those are the latest points I noticed. Can I just patch the demo with 1.02 without having to start over? Or do I need to start a new party (or even worse, do a fresh install?)
     
  12. The Royal Canadian

    The Royal Canadian Established Member

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    Hi Folks
    One interesting note about the Mad Hermit. I just played the "One Big Harpy Family" and I noticed something odd ( don't know if it's a bug or not ) in the hermit's behavior. Here is what happened.

    I walk up to the hermit and talk with him until the bandits show up. During the fight, one bandit is knocked out ( the Party Druid's Wolf companion only did non - lethal damage ), and the rest are killed. My fighter loots all the bodies, and the party rests ( 1st level party got banged up a bit ) right there ( previous testing showed it to be relatively safe : for a wilderness location ). At any rate, during the night, the KO'ed bandit wakes up in his skivvies but doesn't do anything, so I leave him alone and rest some more. During the second rest, another group of bandits show up, and the Hermit kills the BVD bandit. He then proceeds to attack ME !! I have also noticed that if you knock out one or more of the first group of bandits and then kill them with the "Coup de Grace" the hermit acts strange in a hostile way ( I'm sorry, I didn't take notes of how exactly he acted, I just remember it as strange: even for him ).

    By the way, how do you get to the Dragon's lair ??

    TRC
     
  13. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Both the Lizardmen and Lord Axer will point you to the lair under the right cicumstances.
    OMG... he STAYS in the party!??!?! He is only meant to 'join' long enough that when he casts Bless, his 'fellow party members' get the effects... that'll learn me to write bizarre new scripts at work at 4am and forget to test them :blush:
     
  14. matmaisan

    matmaisan Kobold lurker

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    I found it.

    Oh man... It was sooooooo obvious!!! And brilliant. People had already left hints but I was too obtuse to get it. Wonderful work, KotB-team, wonderful work!

    :thumbsup:
     
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Thank Vampiric Puppy for that one :)
     
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