THREAD NAVIGATION:  
    Where am I?   Original message   Top of thread   Current page 
Displays all thread messages Displays thread map That to which this responds This thread's lead message Your most recent Tavern page

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.





Reply to this message   Back to the Tavern