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Bug Fixes

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  • Pranzor
    Group Command

    We have recently fixed a bug in the GROUP command. In certain situations, especially concerning skinned items, the group command would produce errors. As you use this command, please keep an eye out for any side effects, good or bad. If you encounter additional errors, side effects, or bugs, please put in a detailed @report of the issue.

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  • Pranzor
    Empty Command

    Fixed a bug where a character was unable to empty a like-numbered container into another.

    empty 1 <item> into 1 <item>

    If you see any oddities due to this change, please put in a detailed @report.

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  • Pranzor
    Stuck Items:
    • There has been a longstanding bug where items would get stuck in the void inside a character.
    • This bug appeared closely related to how objects are stowed in items like sheaths, scabbards, and baldrics.
    • This issue has historically been fixed manually by available staff members.
    • A fix has been put in place that will check for stuck items through the use of the inventory command.
    When you type 'inventory' and an item is discovered in the void on a character's person, they will get the following message:

    An inaccessible item was found in your inventory.
    <lost item> has been moved to your character's hands.

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  • Siddhe
    Here are a few fixes that have been completed over the last few weeks:

    • Seld healer bags were had a few issues (having tailor needles instead of healing needles, things weighing 84 lbs etc.). This has been corrected.
    • Phesius will now buy things correctly.
    • The Blue Breakwater Inn now evicts people correctly.
    • Cestii will now display properly in stores as sold items and when the clerk is asked to "show me" it.

    • Crowd NPC Mining Picks (aka the old 'standard' mining pick) can now properly be used as a 2-Handed Axe, and are the default 'tin' option of that weapon variation.
    • Using a two-handed pick axe for Basic Attack (attack <target>) now properly grants 2-Handed Axe skill SP.
    • The 2H Axes skill 'Wide Grip Stance' now properly tells you that "You space YOUR hands wide apart..." instead of "You space THEIR hands wide apart..." when performed.
    • Unarmed blocks now use appropriate math when using your ranks in the appropriate blocks to increase their effectiveness.
    • Knapping arrowheads from stone now correctly 'uses up' a stone per success.
    • Fixed bugs with hole digging. It now will take stat buffs/debuffs into account when calculating roundtimes, and will not give a roundtime if it fails to dig a hole.

    • Fixed long-standing bug where outdoor climbing would not give any echo upon success, just the success/roll.
    • Now, you can inspect a an item that is climbable for whatever reason and get a fairly accurate assessment of how hard it is to climb, PLUS, if you walk in a direction and it's too steep to walk and you need to climb, it'll give you a fairly accurate assessment of how hard it is to climb.
    • You will no longer be able to attempt to unjam a container with itself (especially if the container had "lock" in its name).
    • People with the Metal Affinity trait now properly receive a bonus to quality when making lockpicks/keys.
    • The 'END' command no longer has a typo eluding that being granted a VC from such an action might be possible. It is not.
    • Cullaiden Island inhabitants can use the THINK channel. However, the island is too far away for thoughts from the island to reach the mainland, and vice versa. The ships ability to think/hear depends on where the ship currently IS in it's journey. As it approaches the island, it enters the island sphere of thoughts and leaves that of the mainland.

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  • Pranzor
    Just a few issues that have been addressed so far this month.

    • Fixed a longstanding bug where self-training did not round properly, resulting in a lower cost.
    • Values should now be consistent when training multiple or single rank(s).
    Handoff Pickpocketing
    • This skill now gives SP once again.
    Sand and Gravel Sacks
    • These will now properly pluralize when grouped.
    • Weight issues were also addressed.
    Cliff Crabs
    • These creatures would occasionally have an attack that was not colorized. This has been fixed.
    • You may see that this fix applies to other creatures too.
    Locksmith Shops
    • Added more echoes to these shops so that the poor urchin can go play like urchins should do.
    • Shops affected: Rock Valley, Iridine and Blackvine.
    • Fixed a longstanding issue with cupboards falling off the walls.
    • This could occur when someone would try to 'get' the cupboard by mistake.
    Galbria's Shop
    • Galbria will no longer throw your purchase on the ground.
    Dragging Wagons
    • Wagons should no longer be allowed to be pulled or dragged to places they should not be.

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  • Tale
    • The longstanding bug that wouldn't allow you to tip crude arrows with arrowheads even if you met the requirements should now be fixed. (Either the Hunter Tipping lore or 10+ ranks in basic archery, and 1 rank each in knapping and crafting arrows).
    • The longstanding bug that wouldn't allow you to tip clubs with spikes even if you met the requirements should now be fixed. (Either the Hunter Tipping lore or 20+ ranks in basic clubs, and 10+ ranks in craft club).
    • The longstanding bug that wouldn't allow you to tip spears with spearheads even if you met the requirements should now be fixed. (Either the Hunter Tipping lore or 20+ ranks in basic spears, and 10+ ranks in crafting spears).
    • How much a whole fish fills you up per bite has been standardized across all fish (some gave none, some gave a TON, etc). The larger species of course still offer more 'bites', however. Same for larger fish sizes of the same species (large trout opposed to a tiny trout).
    • Fish Fillets have been fixed to satiate your hunger properly (same amount as a bite of a whole fish would - each fillet has exactly half as many 'bites' as the whole fish, so you lose no 'bites' by filleting).

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  • Pranzor
    CKF Markad Slash
    • This skill will now properly execute both bruising and slashing damages, including critical hits.
    • This skill will also now properly give a bonus that is determined by the attacker's ranks in Brawling Punch.

    Avros Stab and Slash
    • This skill will now properly execute both piercing and slashing damages, including critical hits.

    *If you spot any issues with these two skills, please send in a detailed @report with your findings. This was a rather extensive change to those two skills, but it was necessary in order for them to function properly.

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  • Pranzor
    The paid Rock Valley wagon is now in full operation once again. Somehow his tickets were replaced with wrong ones. Once I discovered this, I fixed his stock and replace any of the existing bad tickets with good ones.

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  • Pranzor
    Here is a list of bug fixes so far in May 2019:
    • Fixed some issues where comatose people could see certain emotes or actions.
    • Fixed several typos and other very specific prose/description issues.
    • Questrius' Toss and Crush will now show proper echoes.
    • Fixed a bug where if a skill was in a specific slot you could not gain skill points from gleaning.
    • Fixed an issue where saplings were not able to be found in certain areas.
    • Fix some layering inconsistencies with cuirasses.
    • Barkeepers should not show that they are standing behind a bar and not simply defaulting to a counter.
    • A few shopkeepers have had a counter added to their shop.
    • Fixed an exploit where rolling a dice could interrupt an existing round time.
    • Fixed an issue where someone could get into the amphitheater but then was not able to get out.
    • For some reason Laphia was not issuing bank notes. This has been resolved.
    • Fixed an echo in Pankration Driving Knee. While some people might say the word as "attemps" it was actually "attempts".
      • "An old ugly slave slides his rear foot back then misses when he attemps to drive his knee up into you."
    • Fixed a couple of typo issues with critical hit echoes.
    • Limited the "The bandage around your <body part> restricts your movement." echoes to a maximum of one every 60 seconds.
    • In monitoring the spawning of animals in the Colosseum, the rate of spawn of animals seems to be from 0-4% of the total creature spawn. This seems to be in line with the rarity we hoped to achieve in adding a little random flavor to the area.

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  • Pranzor
    I do not use this enough, but here are a few bug fixes so far this month.
    • Several typos spanning multiple items (even tassles to tassels).
    • Those crazy glazed eyes should now clear properly from those consuming drugs.
    • Fixed a longstanding bug with shekels has been fixed. You can now ungroup and split them.
    • Some layering issues were present amongst several types of greaves. Those have now been standardized.
    • Fixed an extra space that was present when speaking Blackroot while also have a particular preference toggled.
    • Field Dressing was found to not have a round time and has since been given one.
    • Raw porks no longer cook themselves when grouped.
    • Fixed minor typos to action and critical hit echoes (Pardelian Slash and Sap, CKF Triple Cut, etc).
    • Those who are being carried will now appropriately be standing when placed on the ground.
    • Dreggo will no longer ask for money for training after giving him the items he desires.
    • Fixed an issue where only the boss bandit would activate upon spawn.
    • Fixed an issue where donation times were not resetting at steps checkpoints.
    • You can now enter the first boss room in the RV Undertown area with only two players (Thanks Tale).
    • Fishing poles should no longer mysteriously lose their bait immediately after baiting.
    • Fishing now requires the character to be standing.
    If you are still having any issues with these or any other items, please send in a detailed @report of the issue.

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  • Tale
    • Reliquum no longer accepts sacks as donations. She'll simply look at the contents of any sack given to her and take what she wants. Even if player-made, she will no longer accept sacks as a valid donation.
    • Reliquum now properly takes most player-skinned cookable chicken parts, edible spider legs, crab legs, frog legs, sheep tripe, as well as various player-skinned skinned meats (beef, mutton, pork, venison, etc) as well as just 'meat'.
    • Reliquum also now properly takes player field-dressed food items such as uncooked whole chickens, uncooked whole rabbits, etc.
    • Subterranean Serpents should no longer be able to 'punch' people (keyword being 'should').

    Please @report any issues.

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  • Tale
    • Tailor Mending NPC Jobs should now have the table the garments are placed on show the garments in their short description when the NPC places the garment down on them.
    • A bug in the damage mod code of archery attacks that was causing a doubling of damage when taking an attack past 100 has been fixed so the transition stays within the outlined progression. A full word category leap in damage when taking the skills from 100 to 101 was never intended in the damage progression and the proper values are now being called.
    • The above being said, the last jump in progression is no longer 101. I've added another damage increase further up the rank scale for the truly dedicated archers. (Note, this is an addition, not a moving of the previous 'last' jump). This applies to all archery attacks.
    • Angry geese no longer use 'punch'. Nor do they have hands.
    • Badgers no longer have invisible armor plating.
    • Strong Seizures no longer KILL people outright. Now they just put you in a coma. (My sincere apologies to the player of the character I murdered wholly by accident with code introduced over a year ago).
    • Certain NPCs that were staring off into space a lot during combat shouldn't do so anymore (or if so, it should be considerably less noticeable).

    Last edited by Tale; 12-06-2017, 01:53 PM.

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  • Tale
    • You can no longer accidentally bait fishing poles with manually-grouped bait items. You can still use bait that auto-groups with itself, however; so 'some maggots' will have you pulling out a single maggot to use, while 'some grubs' consisting of maggots and mealworms will need to be ungrouped (into 'some maggots' and 'some mealworms' first before being used as bait. This should solve the bug resulting in missing bait and/or phantom bait as a result from grouped bait items.
    • Twine/cordage disappearing when shelter building isn't actually a bug (a few people have asked about it). Cordage/Twine can be used in shelter-building instead of or alongside rope, or you can use a mix of both, but either way it is based on total volume and not the number of pieces. Rope has the highest volume, grass rope a little less, cordage much less than rope, and twine much less than that of cordage, etc. So you can use 2 store purchased ropes, or 30+ pieces of twine. Or any combination of rope/cord-like materials in between that equates to the exact volume needed for a shelter. That exact number is, of course, undisclosed.
    • Rank Bonus benefits for crafting weapons have been recalculated to take difficulty into account properly. It now takes less ranks in an easy skill to craft superior weapons than ranks in an average skill, less ranks in an average skill than a difficult skill, and less ranks in a difficult skill than an impossible skill. Some weapons get a penalty/bonus depending on the availability of other improvements. For example:The same ranks in Craft Basic Stave will produce superior quality staves more often than the same ranks in Craft Basic Spear, because it is a single-step weapon. However, adding a spearhead to a spear will alter the quality of a spear further (better quality spearhead = better quality final spear, or lower qwuality spearhead = lower quality final spear). This holds true for weapons that have optional crafting materials as part of the main crafting skill as well to varying degrees.
    • You can no longer unlock/lock/jam/unjam/etc things that are being actively guarded by someone long as they're good enough at guarding. Like all other actions (moving, touching) involving guarded portals/objects, guarding success is directly connected to the guard's ranks in the relevant skill.

    As always, please @report any problems or issues that come up in regards to recent bug fixes.
    Last edited by Tale; 07-25-2017, 12:35 PM.

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  • Tale
    • Trident Rotation Black got a grammar/phrasing update.
    • Club Tipping should not be able to produce flawed and buggy-worded clubs (spiked with a pile of claws, etc).
    • Forester Dismantling now only says you "skillfully" take something apart if you managed to salvage something from it.
    • Knapping arrowheads from a pile of arrowhead stones should now properly use (and say it uses) only a single stone per use.
    • The Stoke Fire skill should work properly in regards to player-woven items (objects made of grass, twigs, reeds, etc).
    • You can now properly use liquid containers (cups, waterskins, vials, etc) when using the Administer skill to Feed a patient.
    • The variable fish-sizes mechanics have been tweaked and fixed. Some bonuses were not being taken into account before, so most decently ranked fisherman should see an improvement on their fish size averages now.
    • Fruits, veggies, and roots (potatoes, soap roots, etc) all have proper volumes set now. Meaning they no longer take virtually zero space in containers. They're accounted as size appropriate now when stored in a container.
    • The Nehal taxidermist should now pay more for larger pelts, and less for smaller pelts. This change should have effectively doubled the range of prices available, depending on pelt quality & (now) size.

    Last edited by Tale; 07-05-2016, 03:44 PM.

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  • Tale
    • You must now be standing to repair lean-tos.
    • You can no longer setup snares or make torches while hidden.
    • Consignment Board turn-in NPCs now give you change/banknotes instead of offering it.
    • Ghendrahda no longer accepts leather weapons, and pretends to treat them. (cosmetic changes were being applied, but not the mechanical changes, as leather weapons were never accounted for).

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