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List of Known Issues (READ THIS FIRST)

DeeDee Member Posts: 10,437
edited January 2016 in BG:EE Bugs (v1.3)
This thread contains an updated list of the approved bug reports that have been posted for the current version of the game. Do not start a new thread for a bug if it is already listed here.

[1454] Laerta should acknowledge Gervisse's death if the player kills him quickly
[6666] Entering the east side of a map should position camera against the eastern edge of the new map
[7073] Magma Bulwark armour should show an armour class modifier of -3 vs slashing on the character record screen when equipped
[7613] Branwen should not re-petrify whenever the carnival map is re-visited
[8044] The text on the "Continue" button should not be missing
[8897] Sorcerers should not see green tinted overlay for scrolls on inventory screen, or in store
[8919] Drasus should not say the same line twice at the same time
[9318] Combat Music Does Not End
[9391] Characters under the effect of Dire Charm should not have their attack icon flicker on/off if there is no target for them to attack
[9393] The description for the Wizard Slayer class should not say miscast magic chance is only applied by melee hits
[9395] Characters should respond to attack commands after drinking from a potion contained in their inventory
[9396] Double-clicking an inventory stack in-store should allow part of that stack to be sold
[9397] Coran should not try to conclude his wyvern hunt at the cave of Peter of the North
[9398] Mouse scroll wheel should activate scrolling through store item descriptions
[9399] Biography text window should allow scrolling during character generation
[9584] [Tablet] Tap and Hold should open the Spell Description window from the gameplay screen
[9617] Journal entries should be visible and be dragged as required
[10529] [iPad] You can't buy more item of the same type at once in any shop
[10538] [Tutorial][Tablet] Belt should continue the tutorial after a monk equips their weapon
[10727] Noble and Royal rooms should not have their images transposed
Floating text for commoners should not fluctuate in size as they move
Ulcaster Dungeon spawned creatures should remain for longer than 4 hours
Firewine Dungeon should respawn kobolds
Custom characters removed from a party should always have a rejoin dialogue option
[10728] Bounty Hunter Special Snare should not create an Otiluke sphere at levels 1 to 7
[10729] Miner Kylee information should not be a journal quest
[10730] Characters with Thief Ranged script should not act as though something hostile is in the centre of Centeols lair
[10732] Kissiq should give a journal entry about a talking chicken rather than a journal quest
[10733] Quayle should not have Necromancy Spells in his spellbook
Flaming Fists should have a description on the record screen
[10736] "Prism the Sculptor" journal quest should close when returning the emeralds to Oublek
Duplicate quest items should not be taken from equipment slots if they are also present in inventory
[10737] Quick Loot bar should not overlay a red tint for usable items
[10738] The Dryad of Cloud Peaks quest should be closed if she is killed
Polymorph Self spider form should be permanently hasted
[10739] Teven should not remain neutral if the bandit camp is attacked
Kobold Commando arrows of fire should not require a save vs breath
Clock and Feedback window should show consistent dates
Removed party members should be able to rejoin a Black Pits game
[10740] Demon Knight should defend himself after being silenced
[Black Pits] Jester song should not see dead party members regarded as hostile
[Black Pits] Jester song should not revive dead party members
[10741] Tutorial weapon supplied should be usable by character
[10742] The Stupefier should behave like other items when picked up
[11066] Export of character should be successful when overwriting an existing character file
[11067] Minsc should not be healed for 15HP on rest
[11103] Pre-generated Monks should not be described as Sorcerers in the Character Generation screen
[11104] Korax sounds should not be different volumes
[11105] TBP ending chapter text should not scroll too fast to be read
[11108] [Linux] The game should not hang when casting a spell sequencer
[11109] Wild surge polymorph should not result in a blank paper doll
[11111] Force-talk of Safana should not cause Dorn-Safana banter to repeat
[11112] The Captive Audience behavior should match description
[11114] Changing a map not should not reposition it
[11132] Weapons created for shapeshift forms should not wear off before returning to natural form
[11154] Quick Loot bar should not jump to the last items when earlier items are selected
[11156] There should be some visible indication of Marek's poisoning
[11519] Ranger Charm Animal ability does not match its description
[11521] Inquisitor's Dispel Magic should have level appropriate effects at character level 1-5
[11738] [Linux] dialogF.tlk should be dialogf.tlk
[11797] Dark Moon Monk's Detect Illusion bonus should be 10%
[11798] Minsc's Berserk ability should protect against stun and the related cosmetic effects
[11799] Safana's Kiss should not use the description of the Charm Person spell
[11801] Reopening the spell list should not allow you to create infinite Enchanted Weapons
[11802] Rasaad_Plot Global should be set to 1 even if Rasaad initiates his first dialog
[11802] Rasaad quest should start when he is first encountered
[11803] Auto-pause should not prevent Shapeshift Natural Form from equipping the correct weapon
[14283] UNDEDDAM.eff effect is bugged.
[15959] Incorrect voice-over should not play for Dynaheir line
[15962] Kivan should not have a 1st-level spell slot at level 4 and level 6
[15973] Ground Icon for Robe of Cold Resistance should not appear detached after killing Arkion
[15975] Kivan should interject the correct line in dialogue with Dorn and not leave the party
[15976] Info text should appear above sign-stone and not far to the left of it
[15977] Safana should not keep stopping if she loots the pirate treasure on her own
[15978] Gamaz should deliver a final speech before dying
[15979] Font Size option should provide a detailed description when the option label is clicked
[15981] Tutorial: kobolds' short swords should not break
[15983] Tutorial: Imoen should have a weapon she is proficient with
[15984] Watching a movie should not cause background music to revert to main menu music
[15985] You should not be able to acquire two copies of Gorion's scroll
[15986] "Xvart Raids" journal entry should not be a quest
[15987] Hulrik should not ask for help if the xvarts have already been killed
[15988] "A Farmer's Tales" journal entry should not be a quest
[15989] Rescuing Branwen but refusing her service should not result in an open journal quest
[15990] Dorn should respond to the death of Simmeon after being silenced
[15996] Beast Master's Animal Summoning I should last 3 turns
[16024] Branwen's Spiritual Hammer should not be +2 at level 6
[16025] Druids in Cloakwood Forest (AR1600 and AR2200) should only cast spells accessible to druids
[16033] Yeslick's Dispel Magic ability should use the icons of the priest spell
[16034] Yeslick's Dispel Magic ability should have the intended casting time
[16035] Yeslick's Dispel Magic ability should dispel based on caster level
[16048] Text describing entering tomb (AR5001) should use DisplayStringNoName
[16050] [All] journal entry regarding Oublek should not be added to the journal inappropriately
[16051] The Title of the dual class weapon proficiency window shouldn't appear out of alignment
[16052] Party members should not make random selection sounds upon failed banters
[16056] Aldeth should not betray the protagonist after exposing Sarevok
[16058] [All] Tooltip text should scale on Retina displays when font size is changed
[16060] Gnomes should not use dwarven or halfling paperdolls
[16088] Magically created weapons should not disappear after reload.
[16098] Aec'Letec should have proper immunities.
[16099] Aec'Letec's physical attack should not cause unconsciousness
[16133] [Linux] - Wild Mage should have correct class strings.
[16408] Faldorn's Summon Dread Wolf ability and description should match
[16409] Tiax' Summon Ghast ability and description should match
[17103] [Mac] Crash to desktop after upgrading to OSX El Capitan 10.11.1
[17263] Characters with inactive thief levels should not be able to steal
[18184] Commoners should not mention guards' inability to find Brage after the PC has turned him in
[18268] Simmeon should not respawn after he is killed
[18338] Equipping a cursed item should not prevent a character from detecting hidden doors

Post edited by elminster on
CrevsDaakrede9darrenkuoFandraxxlolienhook71Aedansunset00
«134

Comments

  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [9399] Biography text window should allow scrolling during character generation

    Link

    Biography text window should allow scrolling during character generation

    1. Unzip the attached character Biog to the BG:EE Characters folder.
    2. Start a new BG:EE game and import character Biog.
    3. Click through character appearance and sound.
    4. Click on Biography.
    5. With the mouse cursor over the biography text, scroll the mouse wheel down.

    *Observed*
    Biography text window in character generation only shows text that fits in the original text window size.

    *Expected*
    Biography text window in character generation should allow scrolling all the way to the bottom of the text.

    Character for import

    Post edited by Dee on
    CrevsDaakHaHaCharadelolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [8897] Sorcerers should not see green tinted overlay for scrolls on inventory screen, or in store

    Link

    1. Load attached save.
    2. View the character inventory (I).

    *Observed*
    Identify scroll has a green tinted overlay.

    *Expected*
    Identify scroll should not have a green-tinted overlay.

    Save file

    Post edited by Dee on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [9398] Mouse scroll wheel should activate scrolling through store item descriptions

    Link

    1. Load attached save.
    2. Talk to Thalantyr and enter his store (1 > 1).
    3. Right-click the dart of fire.
    4. With the mouse over the item description, scroll the mouse wheel down.

    *Observed*
    The item description does not scroll.

    *Expected*
    The item description should scroll up and down in response to the mouse wheel.

    *Note*
    The scroll wheel works once a drag/move or scrollbar action is initiated.

    Save file

    Post edited by Dee on
    CrevsDaakgrdeleololienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [9397] Coran should not try to conclude his wyvern hunt at the cave of Peter of the North

    Link

    1. Load attached save.
    2. Enter the cave.
    3. Speak to Peter of the North (1 > 1 > 2).
    4. Kill a baby wyvern (CTRL/Y).

    *Observed*
    Coran initiates dialogue and asks to take the wyvern head to the temple of Beregost.

    *Expected*
    Coran should not initiate dialogue.

    *Note*
    This dialogue should be reserved for a later cave in Cloakwood (AR4501 within AR1700) where two adult wyverns can be found and killed for their skulls. The dialogue only happens at that stage if it has not happened at the incorrect location.

    Save file
    Screenshot

    Post edited by Dee on
    CrevsDaakAnduinlolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [6666] Entering the east side of a map should position camera against the eastern edge of the new map

    Link

    1. Load attached save.
    2. Click on the map edge
    3. On the world map click on the area to the west and slightly north (screenshot attached).
    4. After travel completes, move the camera to the right.

    *Observed*
    The camera scrolls slightly to the right before reaching the map edge.

    *Expected*
    The camera should be positioned against the edge of the new map.

    Save file
    Screenshot

    Post edited by Dee on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [9396] Double-clicking an inventory stack in-store should allow part of that stack to be sold

    Link

    1. Load attached save.
    2. Speak to Thalantyr to enter his store (1 > 1).
    3. Double click on the 3 potions of frost giant strength in the lead characters inventory.

    *Observed*
    The entire stack of items is selected to sell.

    *Expected*
    The "Choose Amount" window should pop up so a quantity of potions can be selected.
    Save file

    Post edited by Dee on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [7073] Magma Bulwark armour should show an armour class modifier of -3 vs slashing on the character record screen when equipped

    Link

    1. Start a new game with the Abdel pregen
    2. C: CreateItem("Plat24")
    5. Go to Abdel's inventory (I) and equip the armour.
    6. On Record (R), scroll down in the statistics pane to "Armor Class Modifiers"

    Observed
    "Slashing: -1" is listed

    Expected
    "Slashing: -3" should be listed

    Post edited by Gate70 on
    CrevsDaakAnduinlolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [9393] The description for the Wizard Slayer class should not say miscast magic chance is only applied by melee hits

    Link

    1. Create a new character (Human > Male > Fighter > Wizard Slayer)
    2. View the Wizard Slayer kit description in the right hand side text box.

    *Observed*
    "Each successful melee hit bestows a 10% cumulative chance of spell failure on the target".

    *Expected*
    "Each successful hit bestows a 10% cumulative chance of spell failure on the target".

    Post edited by Dee on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [9395] Characters should respond to attack commands after drinking from a potion contained in their inventory

    Link

    1. Load attached save (Stop fighting after Inventory).
    2. Check to hit rolls feedback is enabled (O > Gameplay > Feedback > To-Hit Rolls).
    2. Enter the bunkhouse.
    3. Respond to Carbos (2) and attack him.
    4. Wait until Abdel's first attack hits or misses.
    5. Reload and try again if Carbos is killed.
    6. Switch to Abdel's inventory (I).
    7. Drink the potion of healing (Right-click > Drink)
    8. Return to the game screen (G) and click on Carbos to attack him once the potion is consumed.

    *Observed*
    Abdel stands idle.

    *Expected*
    Abdel should attack Carbos.

    *Note*
    Repro only works if G key or Return to Game is used is step 8. Do not right click portrait to return to game.
    Only seems to happen if character is within combat distance of target
    Confirmed issue does not exist on Android
    Original quicksave file renamed

    Save file

    Post edited by Dee on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    [9391] Characters under the effect of Dire Charm should not have their attack icon flicker on/off if there is no target for them to attack

    Link

    1. Load the attached save (Dire charm no target to attack).
    2. Select Abdel and move him slightly north-east to trigger a dire charm trap.
    3. Reload and try again if Abdel saves against the charm.
    4. Observe the result of Abdel being Dire charmed with no targets in sight.

    *Observed*
    Abdel has a weapon icon overlaid on his portrait which flickers on & off several times a second.

    *Expected*
    Abdel should not have a weapon icon overlaid on his portrait unless he attacks a target.


    Save file

    Post edited by Dee on
    CrevsDaaklolienhook71
  • DeeDee Member Posts: 10,437
    edited September 2014

    [1454] Laerta should acknowledge Gervisse's death if the player kills him quickly

    Link

    1. Start a new game with the Abdel pregen
    2. C: CreateItem("Godbow")
    3. Open Inventory and equip the godbow
    4. C: MoveToArea("AR0162")
    5. Speak to Laerta
    6. Speak to Gervisse
    7. Speak to Voltine
    8. Attack Gervisse with the godbow
    9. Speak to Laerta

    Observed
    Laerta does not acknowledge that Gervisse is dead. The quest is not completed and the journal is not updated.

    Expected
    Laerta should acknowledge that Gervisse is dead. The quest should be completed and the journal should be updated.

    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited November 2014

    [10727] Noble and Royal rooms should not have their images transposed

    Link

    1. Start a new game with Abdel pregen.
    2. Enter Candlekeep Inn and speak to Winthrop (2 > 2).
    3. Observe the Rooms screen.

    *Observed*
    The images for Noble and Royal rooms are incorrect.

    *Expected*
    The image for Noble rooms should be the one which is shown for Royal rooms, and vice-versa, to match those of the original (vanilla) games.

    *Note*
    This issue affects both BG:EE and BGII:EE
    Screenshot - Enhanced Edition
    Screenshot - Original game

    Post edited by Gate70 on
    CrevsDaaklolienhook71Sertorius
  • Gate70Gate70 Member, Developer Posts: 3,533

    Floating text for commoners should not fluctuate in size as they move

    Link

    1. Load attached save.
    2. Check graphics setup: Fullscreen, largest text setting, scale UI off.
    3. Press Tab key and locate Nessie.
    4. CTRL/Q her into the party.
    5. Walk her around the tables while holding the TAB key down.

    *Observed*
    The floating text above Nessie fluctuates between two font sizes.

    *Expected*
    Floating text above characters should remain a constant size.

    *Note*
    Not sure one text size and scale UI setting produces this issue for everyone as initial reported settings worked fine for me. It might also depend on what person or creature is being viewed.

    Save file

    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533

    Ulcaster Dungeon spawned creatures should remain for longer than 4 hours

    Link

    1. Load attached save.
    2. Go down the nearby stairs.
    3. Hide in shadows and pass a couple of spawn points (diagram attached) to confirm creatures are spawned.
    4. Move out of sight of these spawns then advance time (4x CTRL/T).
    5. Return to the spawn point.

    *Observed*
    The summoned creatures have gone.

    *Expected*
    Creatures spawned in should remain present regardless of time passed.

    *Note*
    2 spiders, 2 dire wolves and 4 dread wolves are spawned in.
    Area code is AR3901
    It is quite possible that players rest inside this area, or leave to raise dead party members. In this circumstance they may not encounter the summons.
    It is possible to stand next to these summons and advance 4 hours. They will continue to attack until they lose sight of party members and will then despawn so a thief hiding round a corner for a backstab will return to find them gone.

    Save file
    Screenshot

    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    Firewine Dungeon should respawn kobolds

    Link

    1. Load attached save.
    2. Enter Firewine dungeon AR5201 through the nearby door.
    3. Travel to the two closest spawn points (refer to attached picture).
    4. Kill any kobolds.
    5. Return outside.

    *Observed*
    Repeating steps 2-5 several times will result in no further kobolds spawning.

    *Expected*
    Repeating steps 2-5 several times should result in more kobolds spawning.

    *Note*
    Have tested on the original game and can confirm respawning is quite aggressive in this area, with kobolds turning up every 2-5 visits or once per circuit if you explore the entire dungeon. Enhanced Edition spawns nothing in a comparable time.
    There are more spawn points in this area, evidence is they have the same discrepancy to the original game.
    & there are other high spawn areas that might have similar issues.
    - AR3200 (High Hedge, exterior)
    - AR5100 (Gnoll Stronghold)

    Save file
    Screenshot of sample spawn points

    Post edited by Gate70 on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited November 2014

    [10730] Characters with Thief Ranged script should not act as though something hostile is in the centre of Centeols lair

    Link

    1. Load the attached save.
    2. Enter Centeols lair and conclude dialogue with her (3 >4).
    3. Kill all the enemies (CTRL/Y).
    4. Select Imoen and move her to the centre of the lair.
    5. Switch AI on (A) if not already enabled.

    *Observed*
    Imoen will move away from the centre of the room and her weapon (arrows) will appear on her portrait.

    *Expected*
    Imoen should not act as if further enemies are present.

    *Note*
    Afterthought: This might be linked to the Cursed Berserking sword issue in this area, AR2101
    & changing her animation from Static_Spider_Woman see the script behave, so something to do with that.

    Save file

    Post edited by Gate70 on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533

    Custom characters removed from a party should always have a rejoin dialogue option

    Link

    1. Load attached save.
    2. Kick Abdel out of the party (R > Reform Party > Click his portrait > Remove > Remove > Done > 2).
    3. Recruit Abdel (talk to him).

    *Observed*
    Abdel responds with "Your wish" and cannot be recruited.

    *Expected*
    Abdel should respond with "So, do you want me back in the party?"

    *Note*
    Petrified characters are given an effect: Script Store Local Variable 187 Kicked Out. Steps 4-6 can be used to show how this enables the correct rejoin dialogue in that regard.
    4. Petrify Halen (2 > F11 > 2).
    5. Cast Stone to Flesh on Halen (1 > F11 > Click on Halen).
    6. Recruit Halen (talk to him > 1).

    Save file

    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited July 2015

    [15979] Font Size option should provide a detailed description when the option label is clicked

    Link

    1. From the Options menu (O) go to the Graphics menu (Graphics).
    2. Click on the Font Size text title (see screenshot).

    *Observed*
    Nothing happens. The text box below continues to show "This panel controls the appearance of the graphics in the game."

    *Expected*
    The text box should state "This slider controls the font size for all the text in the game." (strref 17204)

    *Notes*
    The correct message only appears when you drag the slider. It should appear when you click the label as well, as is standard for all sliders.

    Screenshot

    Post edited by Hurricane on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited August 2015

    [15990] Dorn should respond to the death of Simmeon after being silenced

    Link

    1. Load attached save.
    2. Move slightly north-east.
    3. After Simmeon completes dialogue kill him and his party (CTRL/Y).
    4. Rest, or use CTRL/T to advance time so the silence wears off.

    *Observed*
    Dorn remains silent.

    *Expected*
    Dorn should start dialogue "At last, Simmeon is dead..."

    *Note*
    The enemy priest will cast silence 15' if the closest party member is a "long bow" (arcane caster?
    The dialogue can be initiated by speaking to Dorn afterwards but this is not intuitive
    DornJ.dlg Trigger 8 looks as though it needs to consider silence (could this happen elsewhere?)

    Save file

    Post edited by hook71 on
    CrevsDaakAnduinlolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited November 2014

    [10728] Bounty Hunter Special Snare should not create an Otiluke sphere at levels 1 to 7

    Link

    1. Load attached save.
    2. Lay a Special Snare (F12 > F1).
    3. C:CreateCreature("Ogre")
    4. If the ogre makes his save, kill him (CTRL/Y) and rest then repeat from step 2.

    *Observed*
    The ogre is held in an Otilukes Resilient Sphere and cannot be targeted.

    *Expected*
    Targets should be slowed if they fail their saving throw.

    *Note*
    ORS is a later effect
    Save file

    Post edited by Gate70 on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited November 2014

    [10729] Miner Kylee information should not be a journal quest

    Link

    1. Start a new game with Abdel.
    2. C:CreateItem("Dagg07")
    3. C:CreateCreature("Kylee")
    4. Speak to Kylee (1).
    5. Open the journal (J).

    *Observed*
    Investigating the Nashkel Mines is added as a quest entry.

    *Expected*
    Investigating the Nashkel Mines should be a journal entry.

    *Note*
    Kylee.dlg (StrRef: 27224)
    If the dagger is returned after the mine is restored, there is no way to close the quest

    Post edited by Gate70 on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited November 2014

    [10732] Kissiq should give a journal entry about a talking chicken rather than a journal quest

    Link

    1. Start a new game with the Abdel pregen.
    2. C:CreateCreature("Kissiq")
    3. Speak to Kissiq (1).
    4. Open the journal (J).

    *Observed*
    Madness Most Fowl journal entry is an open quest.

    *Expected*
    Madness Most Fowl journal entry should not be given if Melicamp quest has completed.

    *Note*
    Attached save is at the state where Melicamp was restored to human form.
    Madness Most Fowl quest cannot be completed if Melicamp has been restored or has died
    Forum feedback that this should be a journal entry rather than a quest.
    (repro case updated to ensure a new instance of Kissiq is used)

    Save file

    Post edited by Gate70 on
    CrevsDaakAnduinlolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited November 2014

    [10733] Quayle should not have Necromancy Spells in his spellbook

    Link

    1. Load attached save file.
    2. Speak with Quayle and add him to the team (1 > 1)
    3. Check Quayle's spellbook (W)

    *Observed*
    Quayle joins the team with Larloch's minor drain and Horror spells in his spellbook

    *Expected*
    Quayle should not be able to use Necromancy spells

    Save file

    Post edited by Gate70 on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited September 2014

    Flaming Fists should have a description on the record screen

    Link

    1. Start a new game with Abdel.
    2. C:CreateCreature("Rasaad")
    3. CTRL/Q Rasaad into the party before he leaves.
    4. Select Rasaad (2).
    5. C:SetCurrentXP(13000)
    6. Level Rasaad up.
    7. Activate Flaming Fists (F12 then F2).
    8. Open his record (R)

    *Observed*
    The Flaming Fists icon is present with no text description

    *Expected*
    Flaming Fists should have a description on the record screen

    Screenshot

    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited November 2014

    [9617] Journal entries should be visible and be dragged as required

    Link

    1. Load attached save.
    2. Open the journal, then on Quests.
    3. Click to expand quests if not already expanded (Phyldia > Firebead > Important).
    4. Scroll so Important Events cannot be seen and Firebeads Scroll quest is at the top.
    5. Click on Done Quests.

    *Observed*
    No journal entries can be seen and using the mouse click/drag doesn't work.

    *Expected*
    Journal entries should be visible and be dragged as required.

    *Note*
    No way to scroll on Android and mouse drag doesn't work. Mouse scroll still works.
    Originally reproduced on Android but save produces same results on other platforms (PC tested).
    There are 2 Done quests (Important Events and Hull's Sword).
    Related to issue 9617.

    &
    6. Click on Quests.
    7. Scroll so Important Events is shown.
    8. Click on Done Quests.
    9. Observe how journal entries for Important Events and Hull's Sword now appear.

    Save file

    Post edited by Gate70 on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited August 2015

    [15989] Rescuing Branwen but refusing her service should not result in an open journal quest

    Link

    1. Load attached save.
    2. Travel north to the Carnival.
    3. Walk north-east past Zeke to Branwen.
    4. Use a stone to flesh scroll on her (F11).
    5. Speak to her and decline her assistance (2).
    6. Open the journal (J) and click on Quests if not already selected.

    *Observed*
    There is an open journal quest "Branwen Rescued"

    *Expected*
    The "Branwen Rescued" quest should be a journal note.

    *Note*
    There is no way to close this journal entry.
    Dialogue option 1 creates a journal note as expected, i.e. no active quest.

    Save file

    Post edited by hook71 on
    CrevsDaakMrSextonlolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited August 2015

    [7613] Branwen should not re-petrify whenever the carnival map is re-visited

    Link

    1. Load attached save.
    2. Travel north to the carnival.
    3. Walk north-east past Zeke and towards Branwen.
    4. Use a stone to flesh scroll on Branwen (F11).
    5. Talk to her and decline her assistance (2).
    6. Travel back to Nashkel Mine map.
    7. Travel back to the carnival and return to Branwen.

    *Observed*
    Branwen has been petrified again.

    *Expected*
    Branwen should remain de-petrified.
    Forum suggestion on possible solution

    Save file

    Post edited by hook71 on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited August 2015

    [15987] Hulrik should not ask for help if the xvarts have already been killed

    Link

    1. Load attached save.
    2. Walk up and kill the xvarts.
    3. Speak to Hulrik.

    *Observed*
    Hulrik asks for help in saving his cow.

    *Expected*
    Hulrik should say thank you if the xvarts are already dead.

    *Note*
    The expected dialogue is produced if you speak to Hulrik again.
    Forum recommendation, Mathsorcerer: Add GlobalLT("XvartsDead","GLOBAL",8) to state 1

    Save file

    Post edited by hook71 on
    CrevsDaaklolienhook71
  • Gate70Gate70 Member, Developer Posts: 3,533
    edited August 2015

    [15988] "A Farmer's Tales" journal entry should not be a quest

    Link

    1. Load attached save.
    2. Speak to the nearby farmer until he says "I've lost 10 head of cattle in the last month alone!"
    3. Open the journal, and click on Quests if not already active.

    *Observed*
    "A Farmer's Tales" quest has been added.

    *Expected*
    "A Farmer's Tales" journal entry should not be a quest.

    *Note*
    Once given, this quest cannot be closed and remains for the rest of the game.

    Save file

    Post edited by hook71 on
    CrevsDaaklolienhook71
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