Mod 4.0 Bug Thread

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ayergo
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Mod 4.0 Bug Thread

Post by ayergo »

Remember to include detailed information about the area and location of the bug.

Full area name please. Too hard to find things in the toolset by the grid number.
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Re: Mod 4.0 Bug Thread

Post by Senor T »

Image

Bugs are in 1I.

Moving through the indicated AT from west to east (1I -> 1J) takes you outside the city wall as indicated.

The AT at the north of 1I goes nowhere (or there simply isn't one, it's been awhile).
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Re: Mod 4.0 Bug Thread

Post by Senor T »

Image

Bug is in Sewers 0308.

Hidden trapdoor at indicated location that goes nowhere.
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Re: Mod 4.0 Bug Thread

Post by joshmad75 »

Dock Ward: The Warrens - Interior
The door to the Half Forge locks on the inside, trapping the character inside the building.

The Area Transition for the Temple Of Yondalla doesn’t work.
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Re: Mod 4.0 Bug Thread

Post by ayergo »

joshmad75 wrote:Dock Ward: The Warrens - Interior
The door to the Half Forge locks on the inside, trapping the character inside the building.

The Area Transition for the Temple Of Yondalla doesn’t work.
Whoops, bashed the door for now which should get you out. Yeah, Temple isn't built yet. :)
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Re: Mod 4.0 Bug Thread

Post by Gaia_Nostra »

Thugs and thieves, when equiped with them, double drop clothing and daggers.

Fixed
Last edited by Gaia_Nostra on Sun Mar 18, 2018 5:10 pm, edited 1 time in total.
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Re: Mod 4.0 Bug Thread

Post by Mick »

Not new to the update, but the book dealer buys thug clothes and....well...everything you can find as drops in the sewers. He probably shouldn't.
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Re: Mod 4.0 Bug Thread

Post by ayergo »

Mick wrote:Not new to the update, but the book dealer buys thug clothes and....well...everything you can find as drops in the sewers. He probably shouldn't.
Book dealer? Area?
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Re: Mod 4.0 Bug Thread

Post by Senor T »

Probably Serpentil in 3O. Shifty guy.

Also, in 2Z the alchemist (Phalantar) buys dead babies, which he then offers for sale. I’ve seen them in the shop. Haven’t tried brewing any dead baby potions yet though....
Last edited by Senor T on Thu Mar 15, 2018 3:00 pm, edited 1 time in total.
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Re: Mod 4.0 Bug Thread

Post by Wild Wombat »

Senor T wrote:Probably Serpentil in 3O. Shifty guy.

Also, in 2Z the alchemist buys dead babies, which he then offers for sale. I’ve seen them in the shop. Haven’t tried brewing any dead baby potions yet though....
Definitely Serpentil in 2Z.

I am guilty of selling things there, including garbage being carried around by various undead and goblins. One thing I try to do is follow a corollary of sorts to the backpackers creed of packing out what you pack in, you pack out. I do not like finding remains all over the place with things "garbage" or "50 foot ball of rope" in them. It takes away from the aesthetics, but also I always thought it adds to lag. So not only does Murgen carry out the stuff on whatever he kills, he cleans up after the lazy-ass adventurers that preceded him. The point of this is: if we get rid of the all of the folks that buy garbage can we please add more garbage cans?
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Re: Mod 4.0 Bug Thread

Post by Akivaria »

Wild Wombat wrote:
Senor T wrote:Probably Serpentil in 3O. Shifty guy.

Also, in 2Z the alchemist buys dead babies, which he then offers for sale. I’ve seen them in the shop. Haven’t tried brewing any dead baby potions yet though....
Definitely Serpentil in 2Z.

I am guilty of selling things there, including garbage being carried around by various undead and goblins. One thing I try to do is follow a corollary of sorts to the backpackers creed of packing out what you pack in, you pack out. I do not like finding remains all over the place with things "garbage" or "50 foot ball of rope" in them. It takes away from the aesthetics, but also I always thought it adds to lag. So not only does Murgen carry out the stuff on whatever he kills, he cleans up after the lazy-ass adventurers that preceded him. The point of this is: if we get rid of the all of the folks that buy garbage can we please add more garbage cans?
Just my two coppers here, but I'd think with a new update we should worry less about supposed RP bugs and more about technical bugs. Whether or not someone can sell a ball of rope at a book shop isn't really that big of a deal.
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Re: Mod 4.0 Bug Thread

Post by Senor T »

Akivaria wrote:worry less about supposed RP bugs and more about technical bugs.
Sure, tech bugs are a bigger deal. And I don't care about who buys apples, eggs, or rope, but dead babies seem a little over the top.

Idea instead of bug: give people a small xp ding for dropping them in the CoD instead.
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Re: Mod 4.0 Bug Thread

Post by ayergo »

cmk_gossip script is firing errors.
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Re: Mod 4.0 Bug Thread

Post by oldgrayrogue »

Dead Rats in the rat hills often do not drop tails or carcasses. This appears to be an intermittent problem. I have noted it multiple times. Dead rat container "opens" but nothing inside. I have noticed it happening more with the Dire Rats.
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Re: Mod 4.0 Bug Thread

Post by ayergo »

oldgrayrogue wrote:Dead Rats in the rat hills often do not drop tails or carcasses. This appears to be an intermittent problem. I have noted it multiple times. Dead rat container "opens" but nothing inside. I have noticed it happening more with the Dire Rats.
Seems like once the invisible "corpse" decays that the things show up. Will try to fix, in the meantime try to just wait a few minutes and you should get the loot you are due.
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