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Prince of Kitties

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Posts posted by Prince of Kitties

  1. 'Nother bug: you can look inside a container and retrieve objects from it even if looking in it is blocked by a special node. I discovered this when replaying Falling Stars - I could grab Heartseeker from its chest even when the pixies had prohibited me from doing so, and would only be teleported away after I had grabbed it. I'd say this is potentially game-breaking.

     

    FWIW I have a backup of the relevant save file, feel free to message me for it.

  2. As far as I know, AM clouds don't (and can't) affect the Runesword gaining levels. I'm not sure, but I believe the leveling is handled by global specials called on Rokka and Seraphim dying, which shouldn't be affected by the antimagic clouds.

     

    Regarding the lack of Rokka, you can hang around the forests west of Xancrest in the early game, or in the north of the UNL territory towards the end. There are lots and lots of wilderness encounters with Godan and Boemen, and they're usually led by one or more Rokka. This gets boring fast though, I think it takes more than a dozen Rokka to get from level 4 to level 5.

  3. Okay, I have completely redone the utility, such that it can now actually be called a utility. It's called "Firing Range."

     

    It contains:

     

    - Powerful slings with various abilities, and the mandatory weapon of endless firestorms

     

    - Powerful, returning arrows, bolts, and razordisks

     

    - Bows and crossbows with the Accuracy ability

     

    Furthermore, it now contains a combat section for testing the ranged weapons against high-level monsters. The monsters are:

     

    - Slime Colony (300 HP): acid touch and summons some very nasty slimes

     

    - Giant Quickghast (400 HP): 9 AP and three stunning attacks

     

    - Electric Slug (800 HP): no melee attacks, but casts L7 mage and priest spells, emits shock fields, breaths lightning, and has permanent Martyr's Shield

     

    I'll see if I can upload it to the Blades Forge.

     

    Edit: err, Blades Forge doesn't seem to allow upload right now... What gives?

  4. I just noticed that the current CBoE editor doesn't seem to have an option for specifying that an item has no ability. (It used to be under "General Abilities" IIRC.)

     

    Will items with ability strength 0 be recognized as not having an ability, or is this a bug?

  5. Originally Posted By: Karoka
    Does it count if the power went out while I was playing?


    Probably. Some journaling filesysems (most notably JFS) are really bad at dealing with power outages, and will do things like wiping all the data from files that are being read at the time. I'm not sure where NTFS lies, but it sounds like it may have similar issues.
  6. Hardly worth calling a utility really; it's just a collection of items that bridge the gap between "whatever" and "OMG god items." It has:

     

    - Six slings that shoot endless firestorms

    - Six swords, which are 1-50 + 60 + 10 flaming

    - Six hammers, 1-50 + 60 + 10 draining

    - Six axes, 1-50 + 60 + 10 frightening

     

    And that's it. All the items also offer +20 protection.

     

    These are really just items I cobbled up to save time for myself; I'm hoping that they can also save time for someone else (insofar as anything involving a computer game can "save time"). I'm thinking that, as not-quite-god-items, they might be good for stuff like

     

    - Playing high-level scenarios with low-level parties

    - Helping high-level parties through Doom Moon II type scenarios

    - Debugging high-level scenarios without completely ruining the experience

     

    ... Anyway, I'm wondering where to send this thing so other people can download it. Assuming anyone's interested, of course.

  7. Okay, legit bug this time: the bonus item field appears to do nothing at all for missile launchers. A +50 bow, as far as I can tell, functions exactly the same as a +2 one, i.e. you still can barely hit anything with it. I'm betting this is not intended behavior, since the bonus field is the only difference between the various kinds of bows and crossbows in BladBase.exs; and the way things are now, a magic bow is no different from a cavewood bow.

  8. I have a bug to report for Classic BoE 20110205... The "Fewer sounds" and "No targeting line" preference options aren't being saved with the party's save file, nor with the global game preferences. The options thus have to be set again every time a save file is loaded.

     

    (These options are useful for preventing crashes in Wine, so I really think they should be kept in future versions, BTW.)

     

    Edit: err, I take that back. The "Fewer sounds" preference is saved, I must have deselected it by accident. And it doesn't do a very good job preventing crashes either. D'oh.

  9. FWIW, I've found a workaround: enable the "Fewer sounds" option (which is already indicated for crashiness). This seems to prevent the crashes, and as a bonus makes gameplay faster, because unnecessary sounds (like footsteps) aren't played.

     

    Only problem is the option doesn't seem to be saved properly, so it has to be set again every time the party is loaded.

     

    Edit: Wait, it is being saved, N/M. But it doesn't prevent all crashes. Better to just play with the sound off I guess.

  10. With sound enabled I've always had crashes and freezes, but with recent versions of Wine and/or Classic BoE they've been getting more frequent.

     

    When running Classic BoE from a terminal (using 'wine start /unix "Blades of Exile.exe"') I get a lot of

     

    Code:
    err:alsa:wine_snd_pcm_recover underrun occurred

     

    Apparently every time a sound is played. This is apparently not fatal though. What I get in the event of an actual crash is something like this:

     

    Code:
    err:ntdll:RtlpWaitForCriticalSection section 0x7e677a90 "winmm.c: WINMM_cs" wait timed out in thread 04be, blocked by 001a, retrying (60 sec)

     

    Is this a Wine bug, or a bug in Classic BoE? Has anyone seen something like this on Windows, with the game freezing when a sound should be played?

  11. Yesterday I decided to replay Redemption, starting with a slightly souped up level 1 singleton. Worked out surprisingly well, and I'm now in the dream sequence. However, I've been wandering around the family house ("A homecoming (of sorts)") for a few hundred turns now, and I think it's about time for Andrus to pull me out and start trying to kill me again... Only he hasn't. It looks like the requisite special node never triggered.

     

    (Also, the Eyebeast by the window, which should IIRC have disappeared after one turn, is still hanging around.)

     

    This is the final version of Redemption, from the archived Lyceum. Am I looking at another special node bug in Classic BoE (playing the 5/2/2011 release right now, the latest one)? Or is this a known issue in the scenario?

  12. 'nother apparent bug: if you set up a town with a bunch of "lever" special nodes, the levers will display their messages improperly. The first lever will show the messages for *all* the levers; the second will show all the messages except for what ought to be the first lever's; the third; all except for the first and the second messages; etc.

     

    For instance, say you have three levers for summoning three different types of golems. The first will read:

     

    Quote:

    Pull to summon Type 1 Golems.

     

    Pull to summon Type 2 Golems.

     

    Pull to summon Type 3 Golems.

     

    The second will read:

     

    Quote:

    Pull to summon Type 2 Golems.

     

    Pull to summon Type 3 Golems.

     

    Etcetera.

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