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Feature Suggestions, Bug Reports, and so on


Celtic Minstrel

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  • 2 weeks later...
  • 3 weeks later...

Already did this, except instead of putting them in a folder they're stored right inside the saved game.

 

The first two are easy, though can you give me an example of why you'd want the second? For the third, how is that different from just reducing the item's value?

For the second, let's say I'm having the party choose between good mundane weapons versus mediocre and common 1-handed weapons specially designed to do damage to unprincipled blobs: an easy way to do that would be to throw Giant Slaying on it and make all unprincipled blobs Giants (and nothing else the party encounters a Giant). Throwing a "special removed on scenario end" flag on that would ensure I didn't just ruin some other designer's day. Alternative possibilities: a platinum ring of fire resistance whose power can't survive the light of the sun, etc. I guess I mostly was thinking about it because the specific ways specials were removed or not removed between scenarios imposed design considerations on authors.

 

For the third, there's a lot of other things you could do with it than that. "Traders pay 200% of normal, charge 100% of normal" would mean, for example, that buyer NPCs pay an item's listed cost - think of this as something like being presented with the opportunity to buy exotic reagents at a magic bazaar, or being offered ore by a miner at less than cost to save her the danger of hauling it downriver, or a junk merchant not understanding the value of everything they're selling. The opposite situation - "traders pay 100% of normal, charge 200% of normal" - might describe an item like an heirloom sword, a cursed stone of greed, something like that.

 

We could even envision combining the two - "traders pay 10% of normal, charge 50% of normal; special removed on leaving scenario" for, say, orichalcum dust and ingots for a scenario in the area of an orichalcum strike.

 

In other words, this would allow you to engineer situations where the party can buy things for much less than they're worth anywhere but where they're currently buying them. Selling for 200% of normal would also make the player's expected return for a received item the same as the listed price, instead of half as much. (That's a little annoying, I think.)

 

This is all stuff it's feasible to do (or kludge like you've done) with specials right now, but it'd basically add flexibility and portability to those mechanics.

 

If that were to be added, what would you say is a good default icon? Mainly for importing old scenarios where there's no icon specified, though it could also be used for new special items in the editor.

 

Maybe the default "special encounter" dot, or an exclamation point, or a question mark?

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  • 3 months later...

Well, after trying to play BoE for the first time since upgrading to Linux Mint 17.1, all three BoE applications seem to run fine in Wine. I don't know what happened or why it won't run on my mother's Vista laptop though. Maybe it had to do with the 32bit vs. 64bit stuff. I was running 32bit because I had a 32bit OS on my desktop, but the desktop and (I think) the laptop both have 64bit hardware.

 

Only two very minor issues I noticed: 1. The BoE splash screen doesn't work right. It will display the Spiderweb Software splash for most of the duration of the music, flash the splash screen of the leather-clad man for a split second, then go to the menu. This doesn't particularly bother me because the music is rather clipped and terribly grating and I just turned it off. (Interestingly I found the same music along with other similar bits on the B. Kliban cats official website.) 2. When selecting the Preferences option to not run the program full-screen, it shrinks the window to fit the play area just fine, but the Main Menu is clipped off the right side by several pixels.

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Interesting. It's not cut off for me on the Mac. I suppose it could be a Windows thing somehow. In any case, it's good to hear that you managed to get it working; maybe that'll motivate me to work on it more. (Especially if you find specific gameplay bugs.)

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  • 1 month later...

Necroing, I know, but it is a sticky and seems better than a new thread:

 

1. Should Martyr's Shield on monsters be dealing the monster's remaining health, because that's the current behavior and seems overpowered.

 

2. Using the linked-to CBoE on Windows 7, the scenario editor crashes with a memory error if you try to open a non-existent BoE Scenario File.

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1. Should Martyr's Shield on monsters be dealing the monster's remaining health, because that's the current behavior and seems overpowered.

I'm not quite sure, but that does sound like it might be wrong.

 

2. Using the linked-to CBoE on Windows 7, the scenario editor crashes with a memory error if you try to open a non-existent BoE Scenario File.

How do you open a non-existent BoE scenario file? Launching from the command-line or something?
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I'm not quite sure, but that does sound like it might be wrong.

 

How do you open a non-existent BoE scenario file? Launching from the command-line or something?

 

With the scenario editor by typing in a name of a file that doesn't exist.

 

And, the stable, linked to CBoE version of Martyr's shield is glitched -- I had a monster with 2500 hp do 2499 dmg when hit.

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Why don't we have an ai improvement that considers ALL stats and abilities.

 

Currently, the ai can be represented by these instructions:

 

1a. If enemy has mage spell >= 3 goto 2.

1b. If enemy has mage or priest spell >= 1 && < 3 goto 3.

1c. Else gito 4

 

2a. If turn #1: Caste hasting spell

2b. Else cast summoning spell or slow group/slow or poison spell

 

3a. If mage spell > 1: goto 5

3b. If priest spell > 1 and mage spell == 0 cast minor bless

 

4a. If ranged ability goto 6

4b. If breath ability goto 7

4c. Else get in range and melee target

 

5a. If turn one cast haste spell

5b. Else cast slow, minor poison, or flame

 

6a. If outside melee range, use ranged ability

6b. Else use melee attack

 

7a. If outside melee range, use breath weapon

7b. Else use melee attack

 

Okay, maybe not exactly, but I think you get the point. The thing is, the ai should behave in a less repetitive, more effective way. Spellcasters especially --- They love to spam summoning spells and will do so 8/10 times.

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134

Bugs for version BoE-Win-79d8668:

 

Conversation Go Back doesn't work from dialogue nodes, only from basic Personality profiles (name, job, etc.)

 

 

Loading a save on death still results in not returning to the menu, leaving me with just a gray stone background. Quit and Restart work. Loading and cancelling returns an "error loading save file"ish error. Loading during play works fine.

 

When my party was killed in dialogue by the Daredevil, I lost my items.

 

When praying to the demon, even if you're in combat mode immediately after the Special Encounter dot is stepped on, results in, "You let your guard down" etc. and dumps you in the game over screen.

 

First time, I didn't hear the death sound when frozen by the Frost Giant. I don't know if I wasn't killed or if it just doesn't make the noise because I already left my items in the entry cave.

Second time I heart the death grunt but I still have my items during the outdoor frost giant death. I'm not sure that's supposed to happen.

 

[spoileralt=This Wine crash occurs just prior to the brain eating text, both mundane and extended versions.]

Unhandled exception: page fault on read access to 0x00000003 in 32-bit code (0x0043907f).
Register dump:
CS:0023 SS:002b DS:002b ES:002b FS:0063 GS:006b
EIP:0043907f ESP:0033daa4 EBP:0033dab0 EFLAGS:00210202(  R- --  I   - - - )
EAX:0033dbf0 EBX:02b3efa4 ECX:0033dbf0 EDX:00000000
ESI:ffffffff EDI:ffffffff
Stack dump:
0x0033daa4:  02b3ef38 02b3efa4 0033e09c 0033e090
0x0033dab4:  0042a8e6 0033dbf0 a980ca19 00000005
0x0033dac4:  00000002 7ccea12b 7ce54000 00000000
0x0033dad4:  6a32f910 6a32f910 7ccebf3b 6a27fc30
0x0033dae4:  0033dcb0 00000520 0249c0b0 6a32fb40
0x0033daf4:  6a32fb44 00000000 00000001 00000001
000c: sel=0067 base=00000000 limit=00000000 32-bit r-x
Backtrace:
=>0 0x0043907f std::map<enum eMonstAbil,uAbility,std::less<enum eMonstAbil>,std::allocator<std::pair<enum eMonstAbil const ,uAbility> > >::operator[]+0xf(_Keyval=0x33dbf0) in blades of exile (0x0033dab0)
 1 0x0042a8e6 do_monster_turn+0xee5() in blades of exile (0x0033e090)
 2 0x00428d49 combat_run_monst+0x38() in blades of exile (0x0033e10c)
 3 0x00428963 combat_next_step+0x52() in blades of exile (0x0033e1dc)
 4 0x004153f1 handle_monster_actions+0x110() in blades of exile (0x0033e1fc)
 5 0x00415055 handle_action+0x1984(event={type=MouseButtonPressed, size={width=0, height=0xa4}, key={code=A, alt=true, control=false, shift=false, system=false}, text={unicode=0}, mouseMove={x=0, y=0xa4}, mouseButton={button=Left, x=0xa4, y=0xbb}, mouseWheel={delta=0, x=0xa4, y=0xbb}, joystickMove={joystickId=0, axis=164, position=0.000000}, joystickButton={joystickId=0, button=0xa4}, joystickConnect={joystickId=0}, touch={finger=0, x=0xa4, y=0xbb}, sensor={type=Accelerometer, x=0.000000, y=0.000000, z=0.000000}}) in blades of exile (0x0033e5d8)
 6 0x004161bd handle_keystroke+0x64c() in blades of exile (0x0033f224)
 7 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 8 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 9 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 10 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 12 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 13 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 14 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 15 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 17 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 18 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 20 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 22 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 23 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 24 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 25 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 27 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 37 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 38 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 39 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 40 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 41 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 42 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 43 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 44 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 45 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 46 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 47 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 48 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 49 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 50 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 51 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 52 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 53 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 54 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 55 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 56 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 58 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 59 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 60 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 61 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 62 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 63 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 67 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 68 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 69 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 72 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 82 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 83 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 84 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 85 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 86 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 87 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 88 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 89 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 90 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 91 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 92 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 93 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 94 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 95 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 96 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 97 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 98 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 99 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 100 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 101 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 102 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 103 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 104 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 105 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 106 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 107 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 108 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 109 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 110 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 111 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 112 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 113 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 114 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 117 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 119 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
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 173 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 174 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 175 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 176 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 177 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 178 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 179 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 180 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 181 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 182 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 183 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 184 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 185 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 186 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 187 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 188 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 189 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 190 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 191 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 192 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 193 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 194 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 195 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 196 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 197 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 198 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 199 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
 200 0x0046e7fd Handle_One_Event+0x27c() in blades of exile (0x0033fb38)
0x0043907f std::map<enum eMonstAbil,uAbility,std::less<enum eMonstAbil>,std::allocator<std::pair<enum eMonstAbil const ,uAbility> > >::operator[]+0xf in blades of exile: movl 0x4(%edi),%eax
Modules:
Module Address   Debug info Name (138 modules)
PE   340000-  357000 Deferred	    sfml-window-2
PE   360000-  370000 Deferred	    sfml-audio-2
PE   400000-  691000 CodeView	    blades of exile
PE   6a0000-  75d000 Deferred	    sfml-graphics-2
PE 10000000-1000d000 Deferred	    sfml-system-2
PE 61b80000-61b98000 Deferred	    zlib1
ELF 69075000-690b9000 Deferred	    usp10<elf>
 \-PE 69080000-690b9000 \			   usp10
ELF 69fd4000-69fea000 Deferred	    winejoystick<elf>
 \-PE 69fe0000-69fea000 \			   winejoystick
PE 70440000-70678000 Deferred	    libsndfile-1
ELF 78e46000-7a800000 Deferred	    libllvm-3.4.so.1
ELF 7a800000-7a91f000 Deferred	    opengl32<elf>
 \-PE 7a820000-7a91f000 \			   opengl32
ELF 7b800000-7ba65000 Deferred	    kernel32<elf>
 \-PE 7b810000-7ba65000 \			   kernel32
ELF 7bc00000-7bce8000 Deferred	    ntdll<elf>
 \-PE 7bc10000-7bce8000 \			   ntdll
ELF 7bf00000-7bf04000 Deferred	    <wine-loader>
ELF 7c597000-7c5a0000 Deferred	    libogg.so.0
ELF 7c5a0000-7c5cc000 Deferred	    libvorbis.so.0
ELF 7c5cc000-7c744000 Deferred	    libvorbisenc.so.2
ELF 7c744000-7c778000 Deferred	    libflac.so.8
ELF 7c778000-7c77f000 Deferred	    libasyncns.so.0
ELF 7c77f000-7c7f1000 Deferred	    libsndfile.so.1
ELF 7c7f1000-7c7fb000 Deferred	    libwrap.so.0
ELF 7c7fb000-7c86a000 Deferred	    libpulsecommon-4.0.so
ELF 7c86a000-7c875000 Deferred	    libjson-c.so.2
ELF 7c875000-7c8c4000 Deferred	    libpulse.so.0
ELF 7caf4000-7cb16000 Deferred	    libtinfo.so.5
ELF 7cb16000-7cb33000 Deferred	    libgcc_s.so.1
ELF 7cc1b000-7cc29000 Deferred	    libdrm_radeon.so.1
ELF 7cc29000-7cc41000 Deferred	    libelf.so.1
ELF 7cc41000-7d01c000 Deferred	    libgallium.so.0
ELF 7d01c000-7d406000 Deferred	    r600_dri.so
ELF 7d406000-7d410000 Deferred	    libnih-dbus.so.1
ELF 7d410000-7d429000 Deferred	    libnih.so.1
ELF 7d429000-7d447000 Deferred	    libcgmanager.so.0
ELF 7d447000-7d45a000 Deferred	    libudev.so.1
ELF 7d45a000-7d468000 Deferred	    libdrm.so.2
ELF 7d468000-7d46b000 Deferred	    libxshmfence.so.1
ELF 7d46b000-7d472000 Deferred	    libxcb-sync.so.1
ELF 7d472000-7d476000 Deferred	    libxcb-present.so.0
ELF 7d476000-7d47a000 Deferred	    libxcb-dri3.so.0
ELF 7d47a000-7d480000 Deferred	    libxcb-dri2.so.0
ELF 7d480000-7d498000 Deferred	    libxcb-glx.so.0
ELF 7d498000-7d49b000 Deferred	    libx11-xcb.so.1
ELF 7d49b000-7d49f000 Deferred	    libxdamage.so.1
ELF 7d49f000-7d4b7000 Deferred	    libglapi.so.0
ELF 7d4b7000-7d517000 Deferred	    libgl.so.1
ELF 7d617000-7d61e000 Deferred	    libffi.so.6
ELF 7d61e000-7d636000 Deferred	    libresolv.so.2
ELF 7d636000-7d681000 Deferred	    libdbus-1.so.3
ELF 7d681000-7d6bd000 Deferred	    libp11-kit.so.0
ELF 7d6bd000-7d6d1000 Deferred	    libtasn1.so.6
ELF 7d6d1000-7d757000 Deferred	    libgcrypt.so.11
ELF 7d757000-7d763000 Deferred	    libkrb5support.so.0
ELF 7d763000-7d793000 Deferred	    libk5crypto.so.3
ELF 7d793000-7d851000 Deferred	    libkrb5.so.3
ELF 7d851000-7d863000 Deferred	    libavahi-client.so.3
ELF 7d863000-7d929000 Deferred	    libgnutls.so.26
ELF 7d929000-7d96e000 Deferred	    libgssapi_krb5.so.2
ELF 7d96e000-7d9db000 Deferred	    libcups.so.2
ELF 7d9fb000-7da33000 Deferred	    uxtheme<elf>
 \-PE 7da00000-7da33000 \			   uxtheme
ELF 7da33000-7da39000 Deferred	    libxfixes.so.3
ELF 7da39000-7da44000 Deferred	    libxcursor.so.1
ELF 7db44000-7db54000 Deferred	    libxi.so.6
ELF 7db54000-7db58000 Deferred	    libxcomposite.so.1
ELF 7db58000-7db63000 Deferred	    libxrandr.so.2
ELF 7db63000-7db6e000 Deferred	    libxrender.so.1
ELF 7db6e000-7db74000 Deferred	    libxxf86vm.so.1
ELF 7db74000-7db78000 Deferred	    libxinerama.so.1
ELF 7db78000-7db7f000 Deferred	    libxdmcp.so.6
ELF 7db7f000-7db83000 Deferred	    libxau.so.6
ELF 7db83000-7dba5000 Deferred	    libxcb.so.1
ELF 7dba5000-7dcd9000 Deferred	    libx11.so.6
ELF 7dcdb000-7dce0000 Deferred	    libgpg-error.so.0
ELF 7dce0000-7dce4000 Deferred	    libkeyutils.so.1
ELF 7dce4000-7dce9000 Deferred	    libcom_err.so.2
ELF 7dce9000-7dcf7000 Deferred	    libavahi-common.so.3
ELF 7dd39000-7dd4c000 Deferred	    libxext.so.6
ELF 7dd4c000-7dde0000 Deferred	    winex11<elf>
 \-PE 7dd60000-7dde0000 \			   winex11
ELF 7dde0000-7de05000 Deferred	    imm32<elf>
 \-PE 7ddf0000-7de05000 \			   imm32
ELF 7de5a000-7de83000 Deferred	    libexpat.so.1
ELF 7de83000-7debe000 Deferred	    libfontconfig.so.1
ELF 7debe000-7dee6000 Deferred	    libpng12.so.0
ELF 7dee6000-7df00000 Deferred	    libz.so.1
ELF 7df00000-7dfa0000 Deferred	    libfreetype.so.6
ELF 7dfa0000-7dfe3000 Deferred	    winspool<elf>
 \-PE 7dfb0000-7dfe3000 \			   winspool
ELF 7dfe3000-7e0ef000 Deferred	    comctl32<elf>
 \-PE 7dff0000-7e0ef000 \			   comctl32
ELF 7e0ef000-7e169000 Deferred	    shlwapi<elf>
 \-PE 7e100000-7e169000 \			   shlwapi
ELF 7e169000-7e3b3000 Deferred	    shell32<elf>
 \-PE 7e180000-7e3b3000 \			   shell32
ELF 7e3b3000-7e4a0000 Deferred	    comdlg32<elf>
 \-PE 7e3c0000-7e4a0000 \			   comdlg32
ELF 7e4a0000-7e551000 Deferred	    msvcrt<elf>
 \-PE 7e4c0000-7e551000 \			   msvcrt
ELF 7e551000-7e55a000 Deferred	    librt.so.1
ELF 7e55a000-7e5af000 Deferred	    libopenal.so.1
ELF 7e5cf000-7e5ec000 Deferred	    openal32<elf>
 \-PE 7e5e0000-7e5ec000 \			   openal32
ELF 7e5ec000-7e6f6000 Deferred	    msvcp120<elf>
 \-PE 7e620000-7e6f6000 \			   msvcp120
ELF 7e6f6000-7e7c7000 Deferred	    msvcr120<elf>
 \-PE 7e710000-7e7c7000 \			   msvcr120
ELF 7e7c7000-7e7f2000 Deferred	    msacm32<elf>
 \-PE 7e7d0000-7e7f2000 \			   msacm32
ELF 7e7f2000-7e876000 Deferred	    rpcrt4<elf>
 \-PE 7e800000-7e876000 \			   rpcrt4
ELF 7e876000-7e9b8000 Deferred	    ole32<elf>
 \-PE 7e890000-7e9b8000 \			   ole32
ELF 7e9b8000-7eb14000 Deferred	    user32<elf>
 \-PE 7e9d0000-7eb14000 \			   user32
ELF 7eb14000-7ebcd000 Deferred	    winmm<elf>
 \-PE 7eb20000-7ebcd000 \			   winmm
ELF 7ebcd000-7ec49000 Deferred	    advapi32<elf>
 \-PE 7ebe0000-7ec49000 \			   advapi32
ELF 7ec49000-7ed68000 Deferred	    gdi32<elf>
 \-PE 7ec60000-7ed68000 \			   gdi32
ELF 7ef68000-7ef75000 Deferred	    libnss_files.so.2
ELF 7ef75000-7ef81000 Deferred	    libnss_nis.so.2
ELF 7ef81000-7ef9a000 Deferred	    libnsl.so.1
ELF 7ef9a000-7efe0000 Deferred	    libm.so.6
ELF 7efe6000-7f000000 Deferred	    version<elf>
 \-PE 7eff0000-7f000000 \			   version
ELF f7421000-f75cf000 Deferred	    libc.so.6
ELF f75cf000-f75d4000 Deferred	    libdl.so.2
ELF f75d5000-f75f1000 Deferred	    libpthread.so.0
ELF f75f7000-f7600000 Deferred	    libnss_compat.so.2
ELF f7611000-f77c7000 Dwarf		   libwine.so.1
ELF f77c9000-f77eb000 Deferred	    ld-linux.so.2
ELF f77eb000-f77ec000 Deferred	    [vdso].so
Threads:
process  tid	  prio (all id:s are in hex)
00000008 (D) C:\Program Files (x86)\Spiderweb Software\Blades of Exile\Blades of Exile.exe
0000002a    0
00000029    0
00000028    0
00000027    0
00000025    0
00000009    0 <==
0000000e services.exe
0000001d    0
0000001c    0
00000014    0
00000010    0
0000000f    0
00000012 winedevice.exe
0000001b    0
00000018    0
00000017    0
00000013    0
00000019 plugplay.exe
0000001f    0
0000001e    0
0000001a    0
00000020 explorer.exe
00000024    0
00000023    0
00000022    0
00000021    0
System information:
   Wine build: wine-1.7.44
   Platform: i386 (WOW64)
   Host system: Linux
   Host version: 3.13.0-37-generic

[/spoileralt]

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  • 3 years later...

Necroing - I've not played with Open BoE for a while, but the old UI, if it's not been messed with since making BoE "open," really could use a facelift. A few suggestions:

 

1. Control UI settings through the preferences menu. Have checkboxes for standard "retail" window sizes, or custom sizes. Then add linked boxes for those custom options - it's ideally an easy way to let the user make the game suit their needs. Just make sure that switching between retail and custom does not change the custom settings!

 

2. Retail window sizes are what they say they are... custom sizes would allow you to adjust how many tiles (or resolution in general) are displayed on the game screen. With the small resolution of the original graphics and the really good resolution of modern monitors, having a larger game screen would be really important for BoE... because it's still a wonderful game.

 

3. Game zoom/graphics smoothing would be a really cool feature to add. Zoom would allow you to make the tiles larger or smaller, obviously. Smoothing - which could be an optional feature - would automatically blend highly pixelated graphics into smoother ones. Some programs I use actually do this based on the zoom level.

 

4. A feature that could tie into zoom/smoothing might be no limits for the sprite resolution... only sprite ratio! Thus, if you want high-res sprites, you can upload very high res graphics into your campaign/mod, just as long as they are the correct ratio.

 

...I hope this suggestion finds the Open BoE folks well - community projects like this keep wonderful games like this alive. :)

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  • 11 months later...

The Look Function

 

I just started playing BOE a month or 2 ago with an old version, so this might be moot.  I've sometimes found myself in the situation where I need to know how far away something is, but the only way to find out is to count squares.  For example, I'm fighting a large group, my mage is tired, and I want to know if a Slow Group spell will reach the enemy mage off screen in the back.  Would it be difficult to display a number after whatever patch of dirt is right clicked on to indicate how far away it is?

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Oh. No, there's no other way to count currently. There is actually supposed to be a highlight/frame showing you how far your missile/spell will reach visually, and it will disappear when you hover your mouse outside the range, so counting is hypothetically unnecessary. It can be glitchy though.

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Those spells don't pause like Fireball.  After selecting Fireball, it shows you the battle screen, it won't finish casting until you tell it where to go, and it lets you cancel the spell.  After selecting a spell like Slow Group, it finishes casting immediately without letting you tell it where to go (it already knows where to go) and without letting you cancel the spell.  There's no chance to show you the highlight so you can decide if you want to cast it.   If you can also make it pause to ask  whether or not to finish casting while the player looks at the highlight, your idea will be even better than what I was suggesting :)

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Using the targeting system for "all within radius" spells is an interesting idea, but I'm not sure how much work it would be to implement. Perhaps I could do it without too much effort by telling the targeting system to use a range of 1 or 0 or something like that… though that would mean you have to click right on the caster in order to cast it, which might be pretty weird.

 

Adding a count to the look function, on the other hand, would probably be pretty easy.

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  • 2 months later...

I just tried the latest build of OBoE and with the Valley of Dying Things scenario

 

I went westward until I found the cave in which I was supposed to use to escape the school's dungeon

and went through the stairways

 

After that, I went to Sweetgrove and the scenario ended as me winning the game; is this a scenario bug or a game related one?

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  • 1 year later...

i have some sugestions:

 

- implement a ide style interface in this game, separating each part of the interface into different tabs, and making the gameplay window occupy the entire screen as a tab

 

- implement diretional buttons and controller suport for make actions and char movement

 

- and add a stable version os this game and installer

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13 hours ago, roney33 said:

- implement a ide style interface in this game, separating each part of the interface into different tabs, and making the gameplay window occupy the entire screen as a tab

Not gonna happen as described, tho I do have vague ideas of making the UI mutable so you can move the various components around. It's not a priority, though.

13 hours ago, roney33 said:

- implement diretional buttons and controller suport for make actions and char movement

 

- and add a stable version os this game and installer

I'm not sure what you mean by directional buttons and the second point. I don't think controller support is likely - the controller probably won't have enough buttons.

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  • 3 weeks later...

I was looking at how Sanctuary works in the legacy BoE source code and I noticed some inconsistency.

 

combat.c -- monster_attack_pc()

	// Check sanctuary
	if (adven[target].status[8] > 0) {
		r1 = get_ran(1,0,100);
		if (r1 > hit_chance[attacker->m_d.level / 2]) {
			add_string_to_buf("  Can't find target!                 ");		
			}
		return;  /* <-- Oops, return without attacking regardless of the roll */ 
		}

 

combat.c -- monster_fire_missile()

			// Check sanctuary
			if (adven[target].status[8] > 0) {
				r1 = get_ran(1,0,100);
				if (r1 > hit_chance[level]) {
					add_string_to_buf("  Can't find target!                 ");		
					}
				return; /* <-- Oops, missile attacks always fail too */
				}

 

When a PC has Sanctuary, the "Can't find target" message has a random chance of being printed or not based on the attacking creatures level. The higher the level, the less chance the message with be printed. But either way, the attack always fails. This is probably a bug and not the behavior that the designer intended. Both Exile 2 and Exile 3 also have this bug (Exile I did not have Sanctuary at all).

 

There are two ways to fix it:

1) Make Santcuary succeed based on a die roll as originally intended

2) Keep Sanctuary's 100% success rate, discard the randomness, and always print the "Can't find target" message


At low levels, I often use Sanctuary to cheat battles with much stronger enemies. I have come to rely on it being a guaranteed safety. If it were to become less sure, especially against high level creatures, I would need to rethink a lot of my strategies, but that could be fun too.

 

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  • 1 month later...
3 hours ago, Sokhbep said:

The dialog boxes for special encounters and casting spells and stuff is extremely miniscule compared to the rest of the display. It actually hurts to read the text.

 

Probably the dialogs are not scaled back in this version.

 

Note: I suspect this is something I fixed in my fork of cboe: https://github.com/fosnola/cboe;  if you play on linux and know how to compile cboe, you might be able to try it (just note that you have to rebuild the data repository by updating the strings, dialogs and graphs sub-repositories from source/rsrc as I also made some changes there)

Edited by osnola
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Found another issue where if it's a dialog box where there are menus nested within menus, such as in the Make Party screen with the options "Race Good/Bad Traits", it will minimise the main game window and force you to open it from your taskbar once again.

To replicate this, do the following:

 

- Open the game, click on Make New Party, click Create

- Click on 'Graphic' on any one of the characters

- Press Done

 

Now the main Blades of Exile window should minimise automatically and it must be brought up from the taskbar again. (It is most annoying when it happens during stealing items. The Steal Confirm dialog box minimises the Get Item dialog box.)

 

I suppose I should use this post to mention a few more errors I found:

 

1) It looks like every time a save file is loaded, Debug Mode seems to turn on automatically.

 

2) This is more like a suggestion, but there should be an on-screen overlay indicating that Debug Mode is turned on at a given moment, perhaps like a slight red tint over the entire screen or a little symbol in the corner.

 

3) If an NPC targets anything that's out of the screen with a missile or a projectile spell attack, the graphic of the projectile makes a glitchy, trailing overlay on top of the GUI to the right side of the screen along the path it took to travel toward the NPC's target.

 

4) The game seems to crash on me at rare times when I cast Summon Beast.

5) Another suggestion, but it would be better if in Combat mode you could scroll the screen at all times with each character and not needing to ready a missile or a spell beforehand to see what's ahead of you. (The scroll arrows are currently disabled otherwise)

 

6) Big enemies such as bears when hit by anything have the damage splat numbers display off-center and offset to the right of the actual graphic

 

7) I don't seem to be getting item rewards for winning special encounter battles??

Edited by Sokhbep
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#1 is already fixed on master, if I recall correctly.

 

#2 is a good idea, actually. The easiest to implement is probably a symbol on the area description bar, would that do?

 

#3 is known, it's probably not too hard to fix but I haven't gotten around to it yet; the missiles system has other issues too.

 

#5 is unnecessary? Just use Look if you want to scroll the view.

 

#6 is known; it's putting the splat on a space instead of offsetting it for the larger monster. I doubt it's hard to fix but I haven't gotten around to it yet.

 

At some point when I find time I'll merge in some of osnola's fixes too. Unfortunately, it's not an easy task, since I need to comb through everything they've done and figure out whether it's still fine on my older machine.

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1 hour ago, Celtic Minstrel said:

#2 is a good idea, actually. The easiest to implement is probably a symbol on the area description bar, would that do?

Ye, sounds good.

 

Quote

#5 is unnecessary? Just use Look if you want to scroll the view.

Didn't know about that, thanks for the heads up. I'm very green to this whole BoE shebang and mostly learning things on my own as I struggle to adapt to the graphics. I'm surprised to see that BoE got about 300+ scenarios made for it as compared to BoA's 100~ ish count, and I do want to play all of them one by one.

 

Quote

#6 is known; it's putting the splat on a space instead of offsetting it for the larger monster. I doubt it's hard to fix but I haven't gotten around to it yet.

One more thing about this. I've gotten around to playing a good amount to notice the fact that the splat numbers are sometimes straight up incorrect. I noticed it when I shot a wolf with an arrow and it splat for when it showed in the log that the wolf actually took 11 damage.

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On 10/29/2021 at 8:54 PM, Sokhbep said:

I suppose I should use this post to mention a few more errors I found:

...

7) I don't seem to be getting item rewards for winning special encounter battles??

Regarding #7, while some special encounters can give you items directly, usually you have to talk to some people again to get the reward. 

 

Note: In my fork, I fixed #3 and probably #4 which can sometimes lead to game corruption: when a monster is killed (and its data deallocated), the game sometimes tried to access its data, ...

 

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5 hours ago, osnola said:

Regarding #7, while some special encounters can give you items directly, usually you have to talk to some people again to get the reward. 

 

Here I was referring to the outdoor special encounters such as the bear encounter in VoDT near the cave entrance where winning the battle gives you an armor supposedly, which I couldn't find in the inventories of any of my characters.

 

If it just so happened to be that neither of my characters got the item because they couldn't carry it, then the entire report may be false actually. (One thing of note is that I didn't get any popup message saying that the reward was too heavy for me to carry)

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18 hours ago, Sokhbep said:

If it just so happened to be that neither of my characters got the item because they couldn't carry it, then the entire report may be false actually. (One thing of note is that I didn't get any popup message saying that the reward was too heavy for me to carry)

If these bears are in the Southwestern Vale at position x=42, y=39..41, when you kill them, a "One Time Give Item" special is called (which called forced_give) and there is no special to call if forced_give fails (forced_give only seems to fail if it doesn't find any empty slots in a live pc). So if your inventories are full, it's normal, otherwise...

 

Note: forced_give seems to display a message if it finds an empty slot, but not if it fails.

Edited by osnola
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On 11/1/2021 at 6:35 PM, osnola said:

If these bears are in the Southwestern Vale at position x=42, y=39..41, when you kill them, a "One Time Give Item" special is called (which called forced_give) and there is no special to call if forced_give fails (forced_give only seems to fail if it doesn't find any empty slots in a live pc). So if your inventories are full, it's normal, otherwise...

Yup, that's the one. I feel like that is precisely what might have happened. the forced_give special failed due to insufficient carry weight and as a result I didn't get the item.

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20 minutes ago, Sokhbep said:

Yup, that's the one. I feel like that is precisely what might have happened. the forced_give special failed due to insufficient carry weight and as a result I didn't get the item.

Normally the weight is not taken into account in this case: the function only checks if there is a character living with less than 24 objects; this is a good method to end up with a character that has very few action points, because he carries too much weight...

 

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