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  • Lorica Squamatas should now absorb damage properly. Apparently a system no longer in use still needs information for the item to function. My apologies.

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    • Invisible NPCs

      The bug that was causing multiple NPCs in a room to be "invisible" has been corrected. The underlying problem was if multiple NPCs with the same name were in the same combat stance, it would merge them into one within the room description. This has been fixed and should not happen again. As always, please @report if you notice any issues.
      Game Master Sceadu

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      • Glowing necklaces will now only give off light if they are on the ground, in hand, or worn, but not covered by something.

        This means putting it in a container, cabinet, or etc will remove its effects while in that location.

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        • Skinned pelts that would have sold for a negative amount should now be ruined/destroyed when skinned to prevent that sort of merchant shenanigans.
          Game Master Tale
          Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Creativity is putting tomatoes in a fruit salad to make mango salsa. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

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          • Listing messages on the WA forums (such as @mail on *constables), should now no longer display a cover if being worn as opposed to the character/account name.

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            • Thanks to help from Victavian, the bug in which you couldn't always use wrist slash after a slashing block, has been fixed. Despite the thought this was a brawling issue, it was actually an aiming issue. Regardless, it shall plague those dirty Cineran fighters no more!

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              • Beware, sneaky people:

                You can now no longer immediately hide when using 'walk to' to automagically walk to your destination while hidden. Attempting to do so will reveal you before moving.

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                  • Bandits should no longer idle in the spot where they KO you. Now they should act like bandits. Every bandit in the room should try to grab a piece of your gear (one of them will relieve you of your loose coin), and they should all attempt to make off with their spoils.
                  • They should stick around in the gameworld for a good while afterwards (wandering about), in case you or anyone else wants to try to retrieve your gear/coin from them. But won't go looking for a fight, trying to escape with their spoils. Once engaged in a fight, however, they'll defend themselves and their spoils.
                  • All other "criminal" creatures, like thugs/brutes, etc should just snatch your loose coin and make off with it.

                  Please @report any problems with this new AI, and or any creatures you feel should be doing the same but do not. (And thanks to Taci for continuously @reporting the original bug with Bandit creatures so I could finally track down the problem)
                  Last edited by Tale; 10-28-2014, 08:10 AM.
                  Game Master Tale
                  Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Creativity is putting tomatoes in a fruit salad to make mango salsa. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

                  Comment


                    • Clothing damaged during the flogging process from now on can now be mended by a tailor with the Mend skill. (This is not retroactive.)
                    • You can now flog someone even if they are wearing most non-armor clothing items that cover the back (robe, shirt, tunic, etc).
                    • Eating a bear's liver now has severe consequences, just as it would in real life (without the swelling & spontaneous fracture of bones and having your skin peel/slough off - couldn't bring myself to code that. Skeeved me out).
                    • Franlius knife-wielding cinerans no longer "spam" pushaside.
                    • There was a bug that prevented diabolus ardentis acid attacks from damaging clothing. That bug is fixed (fair warning), but it should only damage clothing that can be repaired by a tailor via the Mend skill, and the damage in most cases is minor. However, the value of their skinned parts were raised slightly to compensate. Pro Tip: Don't hunt them while wearing your Sunday best.
                    • The weird bug that allowed you to use piles of ribs or an already crafted bone knife to make a new bone knife (resulting in super strange knife names) has been fixed.
                    Last edited by Tale; 10-28-2014, 06:28 PM.
                    Game Master Tale
                    Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Creativity is putting tomatoes in a fruit salad to make mango salsa. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

                    Comment


                    • The issue with apparently all liquids randomly appearing as being sick has been fixed.

                      Note that they merely had the SMELL of being sick, they weren't infecting people.
                      GM Scolve

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                      • A longstanding bug with Thermima's offered room numbers has been fixed.
                        Her room numbers skipped room number 9, so from 9 onward, she would state the number above it. (Room 9 was room 10, etc).
                        GM Scolve

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                        • The code that weights the chance to spawn certain tear types was wonky, preventing certain tears from spawning the majority of the time. Code repaired, tear types restored. All is again well with the illegal, magical item world. Long-standing bug - thanks to those who reported it. If no one had, river and shadow tears would have been a super rarity forever and ever.
                          Game Master Tale
                          Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Creativity is putting tomatoes in a fruit salad to make mango salsa. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

                          Comment


                            • Hand Shot for Archery can now be properly used on the archery targets.
                            • Franlius soldiers at restriction points now respawn properly if they're ever pulled away from duty.
                            • The flame hound sarcophagus has been temporarily removed until it can be repurposed in a way people won't abuse it to screw over the next person/group.
                            Game Master Tale
                            Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Creativity is putting tomatoes in a fruit salad to make mango salsa. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

                            Comment


                            • The lottery clerk is now significantly better at understanding your intentions when using full sentences.

                              Please @report any further issues with his dialogue.
                              GM Scolve

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                              • In looking into a bug report about an "iron phylax" that appeared to be bronze in the long description, we discovered that the bug was rather more involved that it initially seemed.

                                There currently is no "iron phylax" item properly coded for the game, and it appears that some creatures were spawning with bronze ones that were improperly renamed to "an iron phylax". These items were NOT changed in any way mechanically, but upon digging, we did find several "iron" ones that had been altered by previous GMs.

                                The problem: We had may "iron phylax" that were really were merely renamed bronze phylax. In all but a few cases, mechanics were the same. A few altered by previous GMs offered more protection and varied in weight They ranged in weight from 1.9 lbs to 6.5 lbs where a bronze one weighs 5 lbs. Protection values also ranged widely.

                                The solution: All "iron phylax" were changed to the proper substance (iron) and given the same weight / protection values (slightly higher than bronze).
                                Game Master Sceadu

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