Bugs I've found so far

Have trouble running Grimrock 1 or you're wondering if your graphics card is supported? Look for help here.
Ouray
Posts: 1
Joined: Thu May 10, 2012 6:17 am

Can't Continue

Post by Ouray »

I don't know what the problem is, as far as I can tell I've done everything right however,

Level 9 after hall of pillars to continue you must pick up the book of wisdom which lifts the walls on either side of you to let you into new area. I've picked up the book and the walls haven't opened, making it impossible for me to continue. Did I miss something or did the game glitch?
Kirinyale
Posts: 28
Joined: Sun Apr 22, 2012 1:04 pm
Location: Kiev, Ukraine

Re: Bugs I've found so far

Post by Kirinyale »

Ouray, I've read about the same issue elsewhere recently. Seems that there are a lot of obscure conditions to open these walls, although I didn't have this problem myself (perhaps I've just accidentally made everything correct). Try the following:
SpoilerShow
1) Make sure there are no items in any of the alcoves where you've found the book.
2) Check if there is anything on the floor panel in the room with pits, poison-spitting faces and "blinking" teleporters (the one above the 10th level room with torches puzzle).
3) Remove the scroll of lightning bolt (if I remember correctly) which is hidden in a small chamber (adjacent to the book room on the map) behind a closed door inside the ice lizards' pen (opened with a lever somewhere in the same pen).

I can't be 100% sure, but seems like at least some of these conditions are necessary to trigger opening of the walls.
User avatar
Thels
Posts: 481
Joined: Wed Apr 25, 2012 8:42 am
Location: The Netherlands
Contact:

Re: Can't Continue

Post by Thels »

Ouray wrote:I don't know what the problem is, as far as I can tell I've done everything right however,

Level 9 after hall of pillars to continue you must pick up the book of wisdom which lifts the walls on either side of you to let you into new area. I've picked up the book and the walls haven't opened, making it impossible for me to continue. Did I miss something or did the game glitch?
SpoilerShow
There are three hidden chambers.
The one in the north is in the lizard area.
The one in the east is in the area with the portals.
The one in the south is behind the pillared hallway.

The north and south ones are just 2 squares above each other on the map. The east one is in between those and one to the right. You need to empty all three alcoves.
0int
Posts: 2
Joined: Tue May 22, 2012 7:41 am

Re: Bugs I've found so far

Post by 0int »

Have an issue with LoG auto-detecting multichannel audio when it is supposed to be stereo.
SpoilerShow
So, I have speakers and headphones plugged to the computer at the same time, that for the optional usage of either the speakers (when watching a movie altogether for example) or the headphones (when everyone around the room are asleep for example) without having to reaching computer's backside to replug the wires every time I need to switch between speakers and headphones. I have a Creative Audigy 2 soundcard, it is a multi-output one and supposed to yield surround audio. So, as I don't need surround, I tuned the Windows audio settings to have two equal stereo outputs instead (one for the speakers, one for the headphones). It works fine always, in all the games I played. But it seems like LoG is the first one to think I am using the multichannel surround audio anyway and to act accordingly. For example when I use headphones I don't hear a torch fire crackling if the torch is in the front of me, but I can hear it clearly as I turn and the torch is aside. Same things for all the sounds.

Well I don't mean you should rush to add a manual toggle option for the surround sound just to make me happy - not much people will encounter this issue I think, and I have already beaten the game anyway.
But just thought you may want to know.
User avatar
takis76
Posts: 78
Joined: Wed Apr 04, 2012 4:01 pm
Location: Athens - Greece

Re: Bugs I've found so far

Post by takis76 »

Not Bug , but useful.

When you run the game or the editor in window mode and you press the [X] button to close the application window, the application closes and you lose everything.

Before closes put some dialog box to confirm you are about to exit application and you will lose your work or the game progress.

Many times I have lost all my data creating my dungeon and many times I need to reload the game back and play whole dungeon again, because suddenly I pressed the close [X] button at the up right corner of application and I lost everything. :shock:
badhabit
Posts: 467
Joined: Sat May 05, 2012 2:24 pm

Re: Bugs I've found so far

Post by badhabit »

As version 1.3.1 was released:

Fixed from Psy's Thread with 1.2.12 & 1.3.1
  • exp indicator don't take the level of the monster into into account
  • no exp if dead strike came by non-physical damage like from Dismantler elemental damage or poison over time
  • exp is awarded according to the position in the party, so if there is reordering potentially the wrong prisoner got the exp
not fixed in 1.3.1 (despite mentioned in changelog 1.2.12)
  • party of 4 unnamed prisoners bug
Fixed with 1.3.1 (without being named in changelog)
  • map descriptions&map text in resolutions for res. < 1024x768!
  • text scaling fixed for res. < 1024x768 (beside bold head lines)
User avatar
Komag
Posts: 3656
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Bugs I've found so far

Post by Komag »

badhabit wrote:As version 1.3.1 was released:

not fixed in 1.3.1 (despite mentioned in changelog 1.2.12)
  • party of 4 unnamed prisoners bug
it works for me. If you start a new game and create custom party an anyone still has the name "New Prisoner" then it will ask if you are sure before you leave the screen. If you purposefully backspace all their names then yes you can start with blank names but then that's just your own fault
Finished Dungeons - complete mods to play
badhabit
Posts: 467
Joined: Sat May 05, 2012 2:24 pm

Re: Bugs I've found so far

Post by badhabit »

Komag wrote:
badhabit wrote:As version 1.3.1 was released:

not fixed in 1.3.1 (despite mentioned in changelog 1.2.12)
  • party of 4 unnamed prisoners bug
it works for me. If you start a new game and create custom party an anyone still has the name "New Prisoner" then it will ask if you are sure before you leave the screen. If you purposefully backspace all their names then yes you can start with blank names but then that's just your own fault
hmm, I tried it with additional unselected traits. I was asked for the traits but not for the names. Overall, I think a more robust solution would be a general auto generation of names with the option of manually changing them.

[Edit] some more testing revealed, that several conditions (unused skill points, traits, no name) are checked but only the first one of them is reported on the start of the game -> bug.
User avatar
Komag
Posts: 3656
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Bugs I've found so far

Post by Komag »

I see no need to consider it a bug. If you forgot to do the skills/traits/stats and also didn't name your characters, you get the "ability points" warning. If you then do your skills/traits/stats but still didn't pick names, then you get the "unnamed characters" warning, which you can then fix. One thing at a time, no problem. It's to help people who are easily distracted or forgetful (like me sometimes!). The generate option is there if I want to, but wouldn't want that as a default
Finished Dungeons - complete mods to play
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Bugs I've found so far

Post by petri »

Too much handholding is not good either...
Post Reply