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PostPosted: Sat Aug 14, 2010 12:49 am 
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Dead character == module not finished.

However you are correct that there should be some kind of feedback to the user that lets them know that something is not going to work as expected.

PS Thanks for all of your input. We need lots of new people to comment on the game toget an idea of how "outsiders" view the game.


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PostPosted: Sat Aug 14, 2010 1:20 am 
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I tried the Zombi module (should I put spoilers on this?)
1: I saw one instance where an adventurer was on the left side of the next room.
2: There was one time where the [s]cleric[/s] necromancer tried to "resurrect" an adventurer and the dead adventurer disappeared.
3: Zombis (zombies?) were getting over the walls a lot. Probably related to the same physics problem mentioned earlier.
4: I don't like the running animations the [s]cleric[/s] necromancer and the zombi have. Is it okay if they're slowed down?
5: The adventurer will fire lightening madly and nonsensically without anybody fighting her/him.
6: A crash often occurs in the third room (probably already known).

Also, just curious: what is the starting room supposed to be? It looks like an indoor graveyard...

bgbirdsey wrote:
Dead character == module not finished.

However you are correct that there should be some kind of feedback to the user that lets them know that something is not going to work as expected.
Yes, dying after completing the objective(s) ought to cancel out the story text and should not bring you to the loading screen if you continue.

bgbirdsey wrote:
PS Thanks for all of your input.
You are welcome. Admittedly, I am not a very fluent communicator so I cannot be sure if everything I post makes sense. I also get concerned if I say something that was unintentionally rude, so I will often feel nervous waiting for replies. If I say something crude, please let me know.

bgbirdsey wrote:
We need lots of new people to comment on the game to get an idea of how "outsiders" view the game.
Perhaps I could start a thread reviewing each of the modules...?


Last edited by Seth on Sat Aug 14, 2010 11:07 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sat Aug 14, 2010 9:54 am 
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Squirrel Knight (Administrator)
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Seth wrote:
I tried the Zombi module (should I put spoilers on this?)
1: I saw one instance where an adventurer was on the left side of the next room.
2: There was one time where the cleric tried to "resurrect" an adventurer and the dead adventurer disappeared.
3: Zombis (zombies?) were getting over the walls a lot. Probably related to the same physics problem mentioned earlier.
4: I don't like the running animations the cleric and the zombi have. Is it okay if they're slowed down?
5: The adventurer will fire lightening madly and nonsensically without anybody fighting her/him.
6: A crash often occurs in the third room (probably already known).

1. There seems a physics bug where AI can suddenly walk over walls even if they aren't allowed to.
2. The cleric resurrect? I don't remember adding that :P
3. See 1.
4. This is a problem many objects have in the game and can easily be fixed, but we need to know every object that have this issue!
5. Sounds like a AI script bug.
6. I'll check it out.

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PostPosted: Sat Aug 14, 2010 9:44 pm 
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Zefz wrote:
2. The cleric resurrect? I don't remember adding that :P
"Resurrect" was not the most accurate term. I meant that it is his spell that animates corpses into zombies.
When the necromancer was attempting to animate the corpse, he ran out of mana/magic half-way and then the corpse vanished.
Zefz wrote:
4. This is a problem many objects have in the game and can easily be fixed, but we need to know every object that have this issue!
I am afraid there is not a lot that I could do to help. As I said in an e-mail, Egoboo crashes when characters are loaded, so I am isolated to character-modules.

I am grateful for your response!


Last edited by Seth on Sun Aug 15, 2010 2:38 am, edited 1 time in total.

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PostPosted: Sat Aug 14, 2010 10:04 pm 
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Seth wrote:
Zefz wrote:
2. The cleric resurrect? I don't remember adding that :P
"Resurrect" was not the most accurate term. I meant that it is his spell that animates corpses into zombies.

Whaat??
The cleric shouldn't be able to uncroak. He is a defender of good and light and a fighter against the undead and everything...

Did you possibly mean the necromancer?


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PostPosted: Sat Aug 14, 2010 10:48 pm 
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octagon wrote:
Whaat?
The cleric shouldn't be able to uncroak. He is a defender of good and light and a fighter against the undead and everything...
Did you possibly mean the necromancer?

[s]Hmm. The game refers to him as a cleric, but "necromancer" would, indeed, be a more correct term. New problem discovered?[/s]

(see my next post)


Last edited by Seth on Sat Aug 14, 2010 11:03 pm, edited 1 time in total.

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 Post subject:
PostPosted: Sat Aug 14, 2010 10:51 pm 
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Is the black-cloaked caster who runs around and turns corpses into Zombis and kills everything with his lightning wand called cleric?

That's a problem indeed. That one is supposed to be known as Necromancer, and he gets a randomly generated name.

The "Elder Cleric" is the golden-armored guy in the boss room you got to kill - the guy with the epic Holy Bolts, who is guarded by two paladins.


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PostPosted: Sat Aug 14, 2010 10:59 pm 
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OK, I tried the Zombi module again and I just realized I misread the description! Pardon me!

No, the necromancer is not called a "cleric". I just did not remember the introduction very clearly.

...

I tried the Thief module once more. It seems enemies that get stuck in the bear traps can be pushed out of place when their allies bump into them. Trapped enemies will start moving independently after a few seconds.


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PostPosted: Sun Aug 15, 2010 10:30 am 
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Seth wrote:
I am afraid there is not a lot that I could do to help. As I said in an e-mail, Egoboo crashes when characters are loaded, so I am isolated to character-modules.

I am grateful for your response!


I think I will release a Version 2.8.0b soon then, hopefully fixing a number of problems people seem to have.

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 Post subject:
PostPosted: Sun Aug 15, 2010 4:04 pm 
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This reminds me of that other version where there had to be a b version.

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 Post subject: some buhs
PostPosted: Sun Aug 15, 2010 8:05 pm 
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Hi there,

I'm not sure where to post this bugs 'cause there's more than one Bug Report Thread for Egoboo 2.8.0 Stable so I just posted them here. If it was wrong I apologise.

WARNING! POSSIBLY CONTAINS SPOILERS!

This are some bugs I found in Egoboo 2.8.0 with the Revision 1166.
I tried to read through the bug.txt/changelog.txt in the SVN repository to prevent posting bugs which are already fixed. I used a clean install of Egoboo 2.8.0 stable and installed the revision 1166 over it.

General:
There appear to be some random crash bugs occuring making it difficult to play through the modules.
Trident is called spear.
Stiletto is named knife.
The fireball spell isn't working properly. The fireball flies directly upwards. Enemies can use the spell normally.
After being poisoned the green life bar won't turn red again.
Healing potions don't heal poisoning. (Is this intended?)
Gnome Mine doesn't work. It explodes right after being set with the message: "A trap stepped on a mine."
After killing guards or monsters with bombs a false message is displayed. (eg. "A guard killed a guard." "A sheep butchered a sheep"). Also the guards don't attack the player who set up the bomb. They attack the shepherd or the healer/alchemist.
After beating the Valkyrie module it won't be flagged as beaten. Similar to water palace.
The idle message/sound of characters is played too fast. That means even in fights the idle thingy is triggered and my character stops moving while the idle thingy is played.
My Wizard lvl 14 has a higher dexterity skill than my rogue lvl 14. Is this normal?
With the magic carpet I'm able to fly through doors or even walls. I think the velocity of the carpet is too high. It kinda "drills" through the walls. I also notices npcs walking though walls eg. Mim and Brom in the Adventurer Starter. Sometimes they get stuck in corners of walls and after some time they just walk over the map to follow me.

K'nife's Heist:
The room east of the starting position (the one with the bear traps in front) can't be entered. An invisible wall is blocking the movement.
K'nife isn't standing on the button and follows the player resulting in the guards getting alarmed.

Shadow Palace:
Darkshine Knights are swinging swords randomly without enemy. I think this happens, 'cause they can't see in the dark.

Ice Palace:
The green potions found in some chests can't be picked up.
The ice spheres/balls on the ice aren't moving.

Ash Palace:
Hot Dogs breath attack damages the rider.

Sand Palace:
With my Rogue character I was able to cut off the claws of the scorpion with my fists.
After killing the sand troll the doors aren't opening.

Sandweg:
Scrolls of enchant weapon can be picked up without paying.

Archmage Trials:
While walking along the room the three wizards repeat "Welcome" over and over again till they vanish.
The memory riddle can't be solved. After hitting the balls with magic missiles or weapons only the "immune" message is displayed. No sound is played.
Edit:
The disenchant spell only works on the character performing the spell. Thus the last trial can't be solved.

Zippy Village:
After encountering chest mimics the guards attack them. After the chest mimics are dead the game cannot be saved. (No "Save & Exit" only "Quit Module". Thus progress isn't saved)

Bishopia:
After walking around in Bishopia for some time I noticed the guards and the guards of the nonsuspicious mansion are following my character. They don't attack ... just run behind me. Also the game can't be saved (same as above in Zippy Village)
The Wand of Iceball isn't working properly. There are no projectiles created.

The Abyss I:
The ice ray spell isn't working. There is no projectile created.

The Abyss II:
The chest at the beginning pushes my character through the hole level.

The Imprisoned One II:
Staffs are called staves. Was this intended?
The mushrooms in the jungel room can't be picked up.
After defeating the sand troll there appears no staff.
The elemental demon can sometimes escape his prison without the locks being opened. This makes him also invincible. He's still attacking the player.

If screenshots are wanted, please let me know.
You guys are doing a great job on this game and I appreciate the time and effort you put into this project to make it better.
Keep up the good work.


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 Post subject:
PostPosted: Sun Aug 15, 2010 10:00 pm 
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Squirrel Knight (Administrator)
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Thank you for another great bug report Khaos89! Your detailed report really explained a lot of the bugs people have been complaining about and I couldn't figure out :D

I have already fixed about half of them, the rest are a bit more tricky I think and require more time.

About the staff/staffs/staves:
Quote:
^ Note 2: For staff (/stæf/ or /stɑːf/) in the sense of "a body of employees", the plural is always staff; otherwise, both staffs and staves (/steɪvz/) are acceptable, except in compounds; such as flagstaffs. Staves is rare in North America except in the sense of "magic rod", or the musical notation tool.



Quote:
My Wizard lvl 14 has a higher dexterity skill than my rogue lvl 14. Is this normal?

A couple of questions about this Wizard. Has he an amulet of Dexterity? Haste Spell? Speed potion? Is he a version 2.8.0 character or imported from an older version?

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 Post subject:
PostPosted: Mon Aug 16, 2010 7:02 am 
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Quote:
Quote:

^ Note 2: For staff (/stæf/ or /stɑːf/) in the sense of "a body of employees", the plural is always staff; otherwise, both staffs and staves (/steɪvz/) are acceptable, except in compounds; such as flagstaffs. Staves is rare in North America except in the sense of "magic rod", or the musical notation tool.

Thanks. I didn't know that.

The wizard was imported from an older Version of Egoboo. In the newest revision I couldn't play through the module because of the freezeups.
Do speed potions grant some kind of permanent dexterity bonus? My wizard quaffed quite a big amount of them. No amulet or haste self though.

After figuring out how to compile the latest revision from the SVN repository I should be able to do more bug testing.


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 Post subject:
PostPosted: Mon Aug 16, 2010 10:58 am 
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Squirrel Knight (Administrator)
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Older versions of Egoboo (pre-2.7.4 or something like that) had vastly different level up bonuses since the max level was 6 then.

I'm guessing that your Rogue was a balanced lvl 14 character while your wizard was an old unbalanced one.

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 Post subject: Re: some buhs
PostPosted: Mon Aug 16, 2010 1:21 pm 
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Khaos89 wrote:
Hi there,

I'm not sure where to post this bugs 'cause there's more than one Bug Report Thread for Egoboo 2.8.0 Stable so I just posted them here. If it was wrong I apologize.


I created this thread for my personal use, but you're welcomed to use it.

Due to crashes during levels and during loading, there isn't much I can do at this point. I am pretty much done with this thread. I won't be reporting much until the next version is released (which I plan on making a separate thread for).

Take care.


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