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Finished the game
01/24/2011, 14:18:17

    Ken Arromdee writes:

    I used the 1.3a patch, but I noticed that some issues supposedly fixed in the patch weren't fixed for me:

    • Bathhouse quest will be removed reliably from the log after completion.
    • Prevents Frosgard banker from taking Orbs required elsewhere.

    The patch does show up as "1.3" or "TELP" in the game and I do see other fixes as fixed.

    The arrow on the map in Thronheim (showing the player's current position) was always pointed in the wrong direction.

    I also got the problem reported by someone else here where the collodial warrior in the bathhouse (the one behind Ebora) was unkillable. I got to it from behind by using the water passage, so I was trying to kill it before the Ebora scene. When I went back around, triggered Ebora, and killed Ebora, I was then able to go in and kill the collodial warrior. I don't know if this was actually triggered by Ebora or by saving and restoring. (And by the way, what do the heater and fan that you can turn on do? The heater just seemed to make the steam hurt you, the fan just turned on and then died down.)

    I also got the bug where a group of monsters in the lich lab revived and just stood around.

    Lloyd's Beacon supposedly had a time limit, but I never had problems with beacons running out. And I'm sure that when the time limit was a week I used it more than a week later.

    Trying to Lloyd's Beacon from one location in the monastery to another crashed the game. I did get occasional crashes aside from that, but not very often.

    Several times, particularly in the Lich Lab, I ran into a bug where the hourglass cursor in turn-based mode would go on forever. The only cure was to save, then restore. This was particularly annoying because if the bug turned up, you're probably in a battle so you can't save without running away.





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Oh...
01/24/2011, 14:19:28

    Ken Arromdee writes:

    and even after I figured out how to do Identify Monster, it didn't work properly. Most monsters only displayed the name; the only exception I found was the dragon in the dragon cave.




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IIRC (I haven't played MM9 for a while) these are bugs that my game also suffers from.
01/25/2011, 04:00:56

    Peter2 writes:

    Certainly ID Monster is broken. There is one skill (and I cannot remember which one) where the abilities for expert and master have been swapped. Maybe that's the one.




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ID Monster
01/26/2011, 15:23:04

    Ken Arromdee writes:

    I've seen it mentioned elsewhere on the net that ID Monster had expert and master swapped. But that can't explain it. My character with Expert was still showing just the name. If it had been swapped with Master, then I should have been getting Master-level information, instead I get the name just like the characters who have no skill at all. Also, it wouldn't explain why the dragon was the one exception.




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Yes, Ken, you are correct....
01/25/2011, 10:15:30

    Bones writes:

    ...some of the bugs we thought fixed could still be triggered in the English version. A few of these were corrected in the Italian and Russian versions.

    I was working on the 'endless hourglass' problem when I gave up. That bug is a problem in the monster AI's targeting routines. The problem code is in the compiled game engine -- not in the various data files to which we have access.

    The more I learn about this kind of game development the more I appreciate the challenges that NWC was facing with a relatively small staff and little support from their publisher. Don't judge them too badly.





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I agree with you, Bones.
01/26/2011, 05:46:27

    Peter2 writes:

    From all I've read, here and elsewhere, 3DO had a damned good development team. It was the management that made some decisions that turned out to be - suboptimal, shall we say. I started to worry about 3DO when I first heard that JvC had been in effect sidelined.

    Generally speaking, I think it's a bad idea to put single-minded bean-counters in charge of a company which depends on innovation, especially when that innovation relies on scientific research. Their advice is critical, but that's all it should be, advice.





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Some more bugs
01/26/2011, 16:44:24

    Ken Arromdee writes:

    Someone here reported that an assassin with dual daggers gets 10-15 hits with daggers. If so, the text describing how the blade ability works needs to be changed (and the manual's pretty inaccurate).

    I found one place where two characters near each other had the same name (I think it was in the carnival). And one quest described a guy as being in Sturmford when he wasn't (noticeable since he gives more than one quest at once).

    In Guberland you were supposed to wait an hour for the apothecary to make a cure for madness. He did not do so after an hour and I had to come back after a day.

    Completing the assassin quest removed the quest from your quest list, but did not remove the option to tell the quest-giver that you completed the tasks. (Incidentally, this is the most ridiculously easy promotion quest. Go into the mansion, up the stairs, jump onto the bookcase, and kill everything with arrows since the guards have no ranged attacks.)

    The training hall for the ranger quest contained several unreasonably difficult jumping puzzles. Only using Lloyd's Beacon made it at all tolerable. In a game you can't see or feel where your feet are. And whose bright idea was it to name this place "Training Hall"? We already have things called training halls.

    And some things that showed the programmers were obviously in a rush:
    -- No automapping. Having full maps is better than nothing, but there shouldn't actually be full maps except for things like cities and the monastery. And on the other hand, a high level Wizard Eye spell really ought to be able to detect more than monsters and treasure.
    -- No fly spell.
    -- Inventory has neither weight nor size. Granted, grid inventories as in previous versions aren't really realistic, but still.
    -- Shops "closed" at night, but never locked their doors.
    -- Few character portraits and only one generic "ill" portrait--no separate ones for poison, diseased, or other conditions.
    -- Graphics engine did not include shadows for many things.





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