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Re: Bugs I've found so far

Posted: Mon Apr 30, 2012 1:44 am
by Kostas
hapro wrote:Casting an offensive spell while moving backwards will trigger it in the tile you're standing in, causing damage
Seems as though your positions updates to the square behind you instantly, which means the spell is cast on the square you're currently on... but the character's hitbox doesn't change instantly, so you take the damage.
This is the most annoying bug by far.
Oleem wrote:I just found an exploit for unlimited ice arrows... anyway this seems like a decent place to post this bug since i can't find a more appropriate page. Anyway, I found it when running from some
SpoilerShow
skeletons on floor 5 in the pit below the Chamber of Pits. I ran to the stairs and went to go up but i saw an arrow fall behind me as i left the pit. I re-entered the room and stood on the stairs as an archer was just shooting away at me with his arrows collection in a pile on the ground at my feet. I would bet that you stand just above the path of the arrows because 1 in 30 would hit me.
SpoilerShow
I'm noticing some weird behavior with these ice arrows. They seem to disappear on hit, mob doesn't drop them when slain. I'm gonna try re-enchanting them to something else. I guess you fixed this exploit in the patch so no biggie

Re: Bugs I've found so far

Posted: Sat May 05, 2012 3:59 pm
by badhabit
Hello, first I enourmously enjoyed LoG and I'm also very excitated about the revival of the dungeon crawler genre, triggered by you! Thank you devs, best release for me since years. :)

As this seems to be the most appropriate thread (I found) for bugreports, here are some glitches and bugs I noticed in LoG, which could be ironed out in a next patch, to make LoG even a little bit better. While I tried here to distinguish between really unintended glitches and bugs vs design decisions of the devs (which are out of debate), there are border cases. So, please pardon me if I stepped to far or even misenterpretted the system and possibilities. My setup is: winxp, LoG1.1.4 (gog version), graphic card radeon Hd 3600, quality on maximum (shadow one down), Monitor 24" BenQ G2420HDB DVI ET-0027-B (contrast 20%, brightness 11%, just checked), no special settings in the graphic card driver

First problem, approx. every 10th load the wall textures seems to be messed up, a reload or a switch to another application fixes this usually (HW problem on my side? someone else with this problem? -> JackArchers problem looks similar: viewtopic.php?f=12&t=2531 , also this: viewtopic.php?f=12&t=2237):
Image
http://i45.tinypic.com/zlvozb.png

Another graphical glitch, maybe related to caching/dynamically loading of textures on demand, sometimes the "backside" of walls seems to be missing so one can look through, most obvious if the other side has a light source. Here, the wall to the light source is 2 tiles thick so even if we assume an existing crack, it's unlikly that the prisoners would be able to see the torch (glitch is in middle of picture, "red flame through crack").
Image
http://i47.tinypic.com/2yyt6hz.png
Maybe this is also related to the reported problem ( not fixed in 1.1.4 was able to reproduce it see picture below) that sometimes secret walls can be identified by some shine through of light on the floor or ceiling. (CaspianRoach viewtopic.php?f=12&t=778&p=8809&hilit=secrets+bug#p8769)
Image

A glitch where the light crawls around corners can be seen in next picture.
Image

A graphical glitch which also touches the game mechanic a little bit is the handling of attacking of enemy through an open/closing door. As you can see in the linked example picture (http://i49.tinypic.com/i3fm2w.png) enemies which are attacking through a closing door, overlapping in a "glitchy", unrealistic way with the door. Also, no collision is to see. I'm aware that this might be hard to fix. Maybe an approach would be implement an additional check on "close door" functionality, if an attack is going on in this moment, the door should close only to 5-10% and than reopen, maybe even hurting the enemy. (The most consequent (but I presume, way to demanding) fix would be an DM door-mechanic system, doors are a tile instead of being between 2 tiles.)
Image

Another "graphical glitch" which I consider an "immersion" bug, the dungeon is plainly to bright without any lightsource (see picture below). While there are indications that this was intended, there are also indications that it should not be like that. First, I'm not suffering from this color-banding bug (viewtopic.php?f=12&t=2031&p=21537&hilit=banding#p21537) and therefore considering my monitor brightness level as at least normal if not darker than commonly usal (I'm a fan of really, really black borders on movies, as indication). Therefore, I consider this (see picture below) brigthness level without torch or lightspell or minotaurean or insectoid "cat-eyes" as to high. Indications that this is intended, is the brightness adaption effect after burning out of torches. What is for me an indication that this is not intended, is the amount of detail which was game-mechanical wise was invested in possiblities for providing light for the prisoners: torches, which have an life time, light and darkness spells, orbs with blue shimmering... etc. Therefore I consider this a bug, as there was no need in increasing the light level any further by torches or spell. I was able to see the same distance and other advantages in having more light seems not to exist (hit-chance etc., perception). In the below shown picture I selected only humans to exclude potential hidden "cat eye abilities" of the other races, also selceted old-school and hard mode. Conclusion, the same brightness as in normal mode with the predefined prisoner group. How to fix that? Here an idea: At least in the hard mode, if there is no light source nearby, make the dungeon really frightening pitch-black, zero brightness. In normal mode reduce the line of sight to 1 tile and half the brigthness... and maybe apply some malus on the hit-accuracy in dependency of the light level would be also an intuitive addition (or reduce the accuracy of enemies exposed to much light, many of the them should be pretty adapted to darkness).
Image

Related to above, as an eye adaption effect on the darkness is modeled in the game, it's surprising that the opposite situation is not: adaption from full darkness to the brightness of a full burning torch should blend the prisoners somewhat.

Game mechanic wise, I found it surprising counterintuitive that the grating doors allow to put manually something through (e.g. for puzzles, putting a stone on floor trigger) but the chances for an arrow to fly through (or also poison cloud spell or an dagger stab) is 0%. I'm not sure, if having a hit through chance of approx. 20-40% would dis-balance the game mechanics, but at least it would feel more intuitive. If implemented, the chance should also depend on dex, this would also enstrengthen the importance of dex. Another more demanding solution would be the significant reducation of space between the bars of the grating doors but such significant content addaption might be out of scope. Overall, I'm not sure what here is the right solution, the actual situation feels just not "round"and correct.

Another small one, maybe also an exploit reducation, the damage of directly thrown items seems at least for some items unreasonable. I was surprised that I was able to apply damage overall by throwing notes (a piece of paper, not the scroll version!) at enemies. Maybe some strong proportional relationship between weight and damage should be modeled, e.g. floor(item_weight_ in_kg/2)= max_potentially_damage or similiar, you know surly a better approach. Also, the character which throws (which gets a cooldown on direct throwing), don't seems to suffer the weight . For example, if one character is overload until immobility- taking something heavy it in the "mouse-hand" magically removes this part of burden (viewtopic.php?f=3&t=2007&p=23324&hilit=bug#p23277), the group is able to move again even if the carrying character is overburdend one. This should be modeled like the cooldown on throwing with mouse cursor, always one of the prisoners has to suffer the burden.

Another throwing related bug, reported some time ago by yavorovich viewtopic.php?f=12&t=778&p=8809&hilit=secrets+bug#p8809: throwing of things on walls can be exploited for identifying secrets doors (still in 1.1.4, just checked).

On the overheating topic and this developer hint (viewtopic.php?f=12&t=2324#p25528)
  • HInt 1 & 2 ,vsync and frameratelimiter, are ineffective for slower GPUs/integrated chipsets as these approaches kicks only in cooling GPUs beyond 60/120fps (also, 120fps is to high even for some newer GPUs)
  • Hint 3, reducing resolution and quality settings, are only effective to a too limited degree as the available quality settings offering only a small FPS dynamic . Also, the minimum offical setable resolution is limited to 1024x768.
Overall, to achieve a solution for the overheating problems for most setups and configurations (laptops, legacy systems,etc) a manyfold approach might be required: reducing the frame-rate-limiter preset from 120 to 40 on installation. Offer more setable quality settings (limiting light sources?) to achieve a wider FPS dynamic, to give the user more control over the GPU burden. And maybe the most effective approach, support lower resolutions beyond 1024x768 by fixing the minor font size glitches (should be overall required for making LoG ready for mobile devices ;) ).

Other things were already mentioned by the posters before: Overall, thanks for reading, I'm looking forward for the next creation of Almost Human! :)

PS: not really a bug, but a easy to implement addition which would fix the counter-intuitivity of non-stackable notes: some "note" container, a note book, where the player can collect the notes compact together (reuse some artwork, take the existing book, change the color). This would overcome the problem of filling the backpack with a surprisingly small amount of paper. As the most obvious implementation, stacking like alchemy ingredients, is not possible as the notes are unique, a note-book container could be the solution.
(here some "paper-mockup", with color swapped tome of health image as container-book)Image

Re: Bugs I've found so far

Posted: Sun May 06, 2012 6:35 pm
by Cerno
I don't know if this is widely known yet, but I have these two issues.

1) When I stand on the same tile as a set of stairs, and I turn (e or q key) my party goes up/down the stairs. This is reproducible and seems to happen all the time.

2) Whenever I quit the game, my desktop is messed up completely. I have pixel garbage everywhere and when I move a window, it becomes filled with noise. I guess this is hard to track down since I this might be a hardware-dependent issue. So for what it's worth: I am running Windows XP on a Notebook (Dell Vostro 1500) with an Nvidia Geforce 8600M GT with DirectX 9.0.

Re: Bugs I've found so far

Posted: Sun May 06, 2012 11:31 pm
by Limba
Hi,

I played Hard + Old School mode and I assumed when Food bar gone to zero then that person should start losing healt. This isn't happening.
Is this bug or feature?

Re: Bugs I've found so far

Posted: Sun May 06, 2012 11:56 pm
by PSY
Limba wrote:Is this bug or feature?
Feature. You don't regenerate health and energy when the food bar is red.

PSY

Re: Bugs I've found so far

Posted: Mon May 07, 2012 12:28 am
by badhabit
Limba wrote:Hi,

I played Hard + Old School mode and I assumed when Food bar gone to zero then that person should start losing healt. This isn't happening.
Is this bug or feature?
bug...at least in hard & old school mode ;) ... really think this is against the "spirit" of a hard mode as it was intended by the devs (just not implemented...at the moment)

in the normal mode it's clearly intended.

Re: Bugs I've found so far

Posted: Mon May 07, 2012 10:28 pm
by Kouros
Not sure if this is a bug. On level 12 The Prison, there are no keys for the cell doors until the end fight with the cube. I found a key on the floor while I was running around trying not to get squished. I'm pretty sure it was in the same location where a Goromorg was killed when I first entered the prison.

Couldn't really see the point of having a key in the end fight as it doesn't last long :roll:

Re: Bugs I've found so far

Posted: Mon May 07, 2012 11:34 pm
by PSY
Kouros wrote:Not sure if this is a bug. On level 12 The Prison, there are no keys for the cell doors until the end fight with the cube. I found a key on the floor while I was running around trying not to get squished. I'm pretty sure it was in the same location where a Goromorg was killed when I first entered the prison.

Couldn't really see the point of having a key in the end fight as it doesn't last long :roll:
The monsters on level 12 drop those keys. They open the 3 doors which contain Lightning Bombs, Healing Potions and a Lightning Rod (which is very useful )


PSY

Re: Bugs I've found so far

Posted: Tue May 08, 2012 5:04 pm
by Kouros
PSY wrote:
The monsters on level 12 drop those keys. They open the 3 doors which contain Lightning Bombs, Healing Potions and a Lightning Rod (which is very useful )

PSY
The monsters before you release the cube or the ones after? I checked each time I killed one of the big Guardians and the Goromorgs, no keys dropped for me :?

I'm playing another group and nearly to the prison so will see if it happens again.

Re: Bugs I've found so far

Posted: Tue May 08, 2012 11:03 pm
by PSY
AFTER you've reassembled the cube :)