fnordcircle
Liturgist
Thanks Steve. But I have just one complaint-
There is no 'e' in opportunity. You're driving me crazy with that!
There is no 'e' in opportunity. You're driving me crazy with that!
Marry me?smoret said:The random number generator IS changed
Your old savegames should load just fine in the newly patched system.Petey_the_Skid said:Pardon me if this is an ignorant question, but will saved games work with patch 2?
Elwro said:Great work, Steve :!:
Ausir, will there be a Co8 patch for my uber-cool Polish ToEE Collector's Edition? :D
(I don't believe CD Projekt will do it themselves).
DarkUnderlord said:A bunch of bugs found in ToEE after Patch v2
Save / Load progress indicators.
Loading a game and having the game "hang" until it loads makes me think it's, well... hung. In future, make sure you pop up a progress indicator so that I at least know something's happening. Admittedly, load times aren't long, but it's noticeable. This goes for saving a game as well.
Highlighting dead monsters to loot.
Monsters that have died and have loot on them have a hard time highlighting like they're supposed to when you move the mouse over them. I *think* it's because my men are standing on top of the dead carcass. The game can't quite seem to work out what I want. Also, items / monsters underwater may highlight, but you can't see it because of the water colour..
Moving men in combat.
Close quarters combat gets confusing / annoying when you try to click an enemy, but because your men have it completely surrounded, you end up clicking on the ground instead and your man goes galavanting off around the long way to reach that point. As with the issue above, the game has a real issue working out what you're trying to click on when other PC's are nearby.
Stacks of items on the ground.
Okay, so you kill a bugbear, run back to town, rest at the inn and return only to find a small pile of tiny little things left on the ground (money / armour etc..). You know, Arcanum had these nice "junk piles" that you could open and click "take all"...
Inventory items don't stack up.
Nothing stacks and then somethings do stack. Gems and the like stack but boots, chain mail and well, just about everything else doesn't stack. This pissed me off in Arcanum (ever had an inventory full of cocoa leaves?), and it's pissing me off in ToEE. STACK SIMILAR ITEMS NEXT TIME!! Jesus, Fallout could do this and that was what, 7 years ago now? Also, "unknown" magic potions should stack too... I can see a debate against this though. While I'm here, 24 slots in inventory? Whack a scroll bar on that thing and give me a whole bunch more slots. Especially if you're not going to stack things...
Scrolling just seems messed up.
I like how you "fixed" scroll speed 5 by removing it (though admittedly I guess it was never supposed to be there in the first place considering it goes from 0 - 4 and not 1 - 5). However, there is a marked difference between scrolling with the mouse and scrolling with the keyboard. Keyboard goes a bit faster and that can make it annoying, especially as I use both methods interchangeably. If I boost scroll speed so it scrolls nicely with the mouse, it goes too fast with the keyboard and vice versa. Also, instead of just "scrolling" there seems to be an acceleration time before it hits full scroll speed and a deceleration time before it stops once you let go. Bad idea. Once again, fire up Fallout and check how smooth scrolling is, both with the keyboard and the mouse.
"Full Attack" loses turn?
If you choose "Full Attack" as your attack and then click on a monster only to find out you're not close enough, instead of doing nothing, (well, your man does do nothing) you lose all your action points for that turn. So you can't even run up to them and take a single attack (like I could do on every occasion when I re-loaded testing this). There are some other instances where I seemed to lose my action points but performed no ation a well, but that weren't noticeable enough for me to write down.
Item Descriptions just plain suck.
"Ettin's Empty Chest A - Contents: Empty - Chest Locked", "Ettin's Empty Chest B - Contents: Empty - Chest Locked". Right. So which school of "game design for retards" did you attend? Not only is the chest CALLED "Empty chest" but it then even SAYS the chest is empty EVEN when the chest is locked! But maybe this is because I picked the "Psychic Locked Chest Content Reader" feat?
]Martial Weapon Profeciency when I already have it?
Being Paladins, my men automatically have "Martial Weapon Proficiency (All)" by default yet there in the list (leveleling up to level 9) was "Martial Weapon Proficiency" and taking it then brought up the sreen that let me select a weapon. Ultimately, the feat should (if I understand this correctly) be greyed out as I already have it.
In all honesty though, I am having fun with ToEE, it's just that there are a lot of god-damned of issues with it. *Please* make sure you fix them all before even attempting to start another D&D project (lest that game also be brought down by a long list of bugs).
Hmm, nope. Not at all. Most of the more powerful weapon feats (e.g. "greater weapon...") only require Weapon Specialization, which you can get immediately at level 1 if your class has Martial Weapon Proficiency (All)I think this has to do with how later weapon feats are handled. You have to have a Martial Weapon Prof. for a specific weapon to get the later feats specifically for that weapon.
Exitium said:... only require Weapon Specialization, which you can get immediately at level 1 if your class has Martial Weapon Proficiency (All)
Saint_Proverbius said:Perhaps you should post this on the Atari forum. The people there don't know the difference between what a bug is versus a feature request either.
Except there were times when the cursor itself became bugged and wouldn't show the correct function! :D (Hell, for one combat round I had it turn into the talk speech bubble icon - which was kind of funny. "Hey! I'm trying to communicate with you here!" *SLASH*) - Not sure if this still happens post patch 2.Saint_Proverbius said:Which would be why the cursor changes depending on what it's above.
Actually, every bug I encountered in ToEE I'd classify as "minor". Even the enlarge person potion is something I normally wouldn't use, except it sounded neat, so I just had to try it. The problem I found in ToEE though, is just the sheer number of "little things" that all added up. In every encounter there was always "something else" to add to the list of frustrations (Grr.. why's that not working? Dammit, [reload]. What the!? AARGH! [reload]). In the end, ToEE "works" as a game but needs a damn good polish and a big extra helping of story.Saint_Proverbius said:So, in your list of 18 "bugs", only 7 of them were actually bugs - most of them minor like losing the footstep sound when walking and shop keepers repeating audio clips. In fact, you only mention two serious bugs, one involving Full Attack losing a turn and the other involving the game hanging on Enlarge Person.
Okay, so I threw in a few more things that just plain pissed me off. So sue me.Saint_Proverbius said:Perhaps you should post this on the Atari forum. The people there don't know the difference between what a bug is versus a feature request either.