Official KotB Demo Bug List

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

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  1. aalaardb

    aalaardb Member

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    Yes, I did save during combat, it's too bad that that causes savegame corruptions. I tried not saving during combat and saved afterwards and everything was fine.

    In the course of retesting this Florrin became hostile again, but this time in midcombat, that is, combat did not halt because I didn't use CS
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Well I'll certainly try and fix all that up. Unfortunately the game is just not designed for co-operative combat - as much as we would all love to see the party join in on one side or the other of an Emridy-Meadows-style war, for instance - so attempts like this are always workarounds that are bound to have some holes in them. So keep the bug-reports coming! :thumbsup:
     
  3. nyarlathotep

    nyarlathotep Merry Murder Maniac

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    Found some irritating bugs:

    Whenever I load a game, melee weapons in hand have gone in the backpack... slings have the same problem, although the pouch of bullets is still in place. Crossbows on the other hand are nice & stable.

    Whenever my Dwarven Fighter prepares himself to receive a charge, as soon as he has done the hitting part, he always flees to the west of the screen for roughly 20 to 30 ft.
    That wouldn't be so bad if he would do that without provoking AoO's, but like always, the computer wins, the playercharacters loose...

    When protecting the Hermit, I dealt out some nonlethal damage, so when the fight was over there was one bandit still alive, technically speaking. So I did the normal thing and "coup-de-grace"'d him...but suddenly the game stayed in combat mode. I had a charmed black bear with me , my PC's and 'Hawk', my Druids Wolf Animal Compagnon.


    Far less irritating bugs:

    Animals tend to do lots of nonlethal damage, with a 90% probability on the first hit. Was that intended?

    I installed your latest patch before ever playing, did it all by the rules, and in the FE it says it has the 1.03 version, but when you really fire up the game it sticks with saying it's version 1...

    I hope I'm not repeating things, since I didn't had the heart do read all those 15 pages...

    Anyhow, thanks and good luck!
     
    Last edited: Jul 31, 2008
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Okey dokey...

    The Dwarf thing is very weird - I shall check it.

    The Hermit thing was mentioned about 2 posts ago ;) I'll try to finesse that.

    The non-lethal damage issue is caused by charging. More critters charge in KotB, because we figured they should, but it turns out all charges by NPCs do non-lethal damage. Its a bug but not one we can easily fix. It was always there, there was just no-one much using charge in ToEE to notice it.

    We don't change the graphic on the front page to reflect every variant version number. The final patch for the Demo - due any day now :) - will say 1.1.

    Thanks for playing :wave:
     
  5. aalaardb

    aalaardb Member

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    That was one of the bugs I was collecting: giant lizards that charge deal non lethal damage. Trip attacks also cause non lethal damage, Mountain Wolves do that.

    Also you probably already know this, but some on some maps the day and night are offset from one another. For the outside keep map for instance. Just pass time to see.

    Here's one I think hasn't been reported, very minor though:
    if strength attribute-drain wears off from resting your encumbrance is not updated until you move an item around in your inv

    Edit: just found, cat's at the start of maps, like swamp and northern oak woods, don't count as animals for cleric's charm animal. And when they attack they bark!

    So I'll keep looking for bugs, and PS Shiningted could you read your PM from me? I forgot to ask for a read receipt.
     
    Last edited: Jul 31, 2008
  6. maggit

    maggit Zombie RipTorn Wonka

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    Well, unfortunately this is the engine's bug, and hasn't been resolved yet.
    No idea if it ever will.
     
  7. GuardianAngel82

    GuardianAngel82 Senior Member

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    I'm sure this is NOT the thread I should use to report this, except for the wierd dwarf thing.

    In ToEE 5.05, w/Traders2, I summoned my Lamia (Lemur, Heh-heh!) before combat with the other fifth level adventurer party. During combat, she cast Charm Monster on the other party's Dwarven Fighter:

    1. He stayed charmed long after I'd left the map.
    a. He's included in the lineup as if summoned, operating independently.
    b. If killed, body can't be gotten rid of or looted.

    2. After combat is over, he suddenly picks a spot on the map and glides over there. He joins the party when we move, then returns to that spot after the party stops. It certainly is wierd.

    Since it's in ToEE, not KotB, and it's a charmed NPC after combat rather than a PC in combat, it probably isn't connected. EXCEPT, no other non-dwarven NPC acquired this way engages in this behavior. I usually go back to a previous save if this happens, so I might not have had the others long enough. I'm going to keep this game long enough to learn Suggestion, to see what happens.
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Thanks for the confirm :)

    Aalaardb, got your PM, will reply at length when I have a chance :)
     
  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ok, good news on a bug!

    I recently got a laptop (as you should all know) and it has massively increased the amount of time I can work on KotB (and decreased the amount of time I spend at work, doing work - but that's their problem ;)) I recently went on up to the Hermit Map will playing on the laptop and I got the massive performance problems reported here. now, the install was the same as on my desktop PC (the main KotB modding PC) - and when I say "the same" I mean identical, because I can't find my ToEE disk 1 CD so I 'installed' it to the laptop by just copying the files over a network cable (not that I approve of doing that. But ToEE otherwise runs fine, except for this one issue. Runs better, actually, since its newer hardware).

    So - no performance problems on my ancient P4 1.6Ghz desktop with a TNT2 card running Win98, but performance problems with identical install on a brand new Compaq Presario? This tells me immediately this rare problem is confined to specific hardware.

    How to fix it? Well, I simply reduced the 'particle fidelity' slider to 0. This didn't fix saves on the map but going to the map fresh (from a reload or new game) had no issues at all. Also, I didn't see any particular performance drop from getting rid of the particle fidelity thing, but I dare say there is something somewhere. but its only one map :)
     
  10. grinner666

    grinner666 Member

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    I've had two bugs that have been making me more than just a little nuts.

    First, and this may not be a bug but just random chance, or me doing something wrong, or not doing something right: Flay. I've seen him once, the very first time I tried the game. Never again. I don't even remember where I originally saw him. Was it in the marketplace at night?

    Second: Every, and I mean EVERY time I take on Billy the deranged archer, all door icons stop working almost immediately after I've taken him out, whether it's by nonlethal damage, killing him outright or Hold Person spell. I usually end up trapped in the top floor of the tower on my way back down to the Bailiff, sometimes out on the wall itself; I've never made it down to the tower's second level, much less the ground floor. This despite two complete reinstalls of the game.
     
  11. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Flay: in time he will be in the Inner Bailey by day, at work, and in his house at night, but nowadays he is in his house all the time. Last house on the end.

    Billy: Hmmm... never had this issue reported before. I do know the stairs in that room can be a persnickety if you don'ty approach them from the right angle. I'll check it, of course, but I doubt I'll be able to replicate it. Billy's been overhauled for the next patch anyway :)
     
  12. The Royal Canadian

    The Royal Canadian Established Member

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    Hi Grinner
    Actually neither are bugs. Let me help you out.

    Yeah, I guess you could call this one a Slight bug, because there is a workaround. If you move your "Pointman" (not your spokesman, just whichever PC is in front to the south of the stairs, and then have him or her "go downstairs" you should be able to get out of the tower. I hope this helps

    The Royal Canadian
     
  13. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ehhh? Rearrranged the party before heading out on the wall? The party leader (left-most character in the line-up) should always be a PC or all sorts of nasties happen. (You probably know that). But if the party is big enough, then some of those small maps don't have the room to auto-move the party around to get at doors, and you have to shuffle them around manually. The trader's shop also comes to mind: I've gone in there to check map things and wanted to go back out again, and my PCs couldn't get to the door becauser the NPCs were in the way, so I had top manually shuffle them around. Annoying, I know. I think there is a setting to allow NPCs to use doors, but I don't fully understand all its ramifications (it also controls whether they flee in combat and everything else you could want an NPC to do) so I haven't been game to idlely fiddle with it. Which is new for me :)
     
  14. The Royal Canadian

    The Royal Canadian Established Member

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    Hi Ted
    I usually have my spokesperson (usually a rogue or a bard) somewhere in the rear of
    the party, so that he (or she) doesn't get clobbered in an ambush. I usually arrange my party's marching order so that there are 2 fighter types up front, the wizard is in the middle, and the cleric and the Rogue/Bard are in the rear at all times. What I meant in my previous post, is that if you leave your party by the door after returning from the wall, and then move a PC to somewhere just south (towards the bottom of the screen) of the stairs, and then have that PC use the stairs, you will be able to get your party back down the stairs.
    The Royal Canadian
     
  15. Jadefang

    Jadefang Member

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    I usually got off the wall by using the world map and clicking back to the keep.
     
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