Hi there,
Thanks! Sorry bout the duplicate message. I sent it to you because I was only able to post it here on the group now. I just went ahead and created a new id so problem solved.
[]�s Louis
Bug Report 6
15-4-4
Louis Lipp
[email][email protected][/email]
3305k free
Legacy v.4
Bug ?: sound gives out when I enter help screen? (Is this normal?)
Improper naming(?): Father Asmodeus. Hm.. This does not bother me, but the name might touch a delicate note with some. Asmodeus being the overlord of all the dukes of hell and all.
Bug 1: (hiring character bug) When hiring you get the message �press �h� again to know more..� but nothing happens.
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Annoying feature / Bug 😞Auto save) I really like the idea that autosave does not save in the same position as the last save. It�s nice to have it as a safety backup instead of having it force overwrite on my real save. Especially since sometimes I just want to fool around without saving.
Problems:
1) I would like to have the option to quit without saving.
2) It defeats the purpose of autoload (great feature by the way) on the startup screen since it loads from the autosave and not from your last save position, which may be different.
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Observation: In �Help� menu you can see "Return" on the bottom right. It looks like the "return" corresponds to the button on the side of the screen. It took me a little time to notice that the different color of the �R� in return corresponds to the keyboard and not the command button it stands next to. You might want to think about moving or changing this to make navigation more intuitive. I�m not the only silly person around J
Bug 2: characters still duplicate in the hire screen.
Bug 3: (combat) when we press �E� to skip a turn in combat, both characters in the row pass their turn. Is there a way to change this so that only the selected (or active) character passes? Btw. When a character passes, does he get a �Guarding� bonus for defense or does he just pass? If he does get a bonus, how about putting a �Guard� option on the combat screen? Instead of the hidden �E�.
Bug 4: (combat) this is the bug I was telling you about in the gnome house. It has happened twice so far, but not every time I tried it. When you walk in, kill the first gnome, the second gnome (keeper) behind him engages you in combat. He is a step or two in away but you can�t move forward or run away. You seem kind of paralyzed in this screen for a while. One of the times I was able to move forward after a while the other I wasn�t.
!Bug 5: (crash) I did this several times in the same playing session before I got an error.. After I slept at the inn, I "played cards" and got the "out of memory" warning followed by a lockup followed by a crash. Message:
Kern-EXEC
3
!Bug 6: (sound crash) This only happened once all night, and once the next day (with a fresh boot). Playing cards, I got a (Kern-exec, 3) message. Game still worked fine, but without sound.
!Bug 7: (random crashes)
1) while just walking around, I got a crash: Kern-EXEC, 1. This happened twice.
2) while trying to enter the inn, out of memory msg. Crash. cmda-controller, 7. (I had 3221k free)
Odd Game Characteristics:
(combat) How come the guys in the back row can�t fight with melee weapons but they can get hit by monsters wielding the same? Plus, when both guys in the front get killed the guys in the back don�t get automatically pushed forward (neither are they allowed to attack), you have to go in and manually �replace� them. Can you allow the guys in the back to attack with melee weapons automatically if both the guys in front are down?
The other way to solve this could be:
To automatically push forward the guy in the 4th position but only after both 1 and 2 get killed. I know you don�t want to push both magic users forward at the same time and the stronger one traditionally brings up the rear (4th). Just a thought.
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Speaking of which: Is there any chance we could get the �Replace� put in the �Main Character Screen� instead of in the �Status� screen? It�s too many button presses away and might be more intuitive that way. J
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Obs.: I noticed that in combat I can go into my inventory, drink potions, do whatever , trade stuff, and still have time to attack. Don�t know if this is worth changing really, seems to fit the game pretty well. Just wanted to let you know about.
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(Inventory spell book) You cannot cast spells from the inventory spell book while in combat.
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In stores around the city I noticed you can only sell stuff that is related to what the store is selling. What do you think about not showing the items in the inventory that you can�t sell to that store (value 0)?
On other notes:
Stewe: I think that mapping the �X� key from the Adventure Screen would be a great idea, but it does not substitute a hotkey for saving. We still have to press 8 keys to save the game and more to get back to the adventure screen. How bout a <Ctrl> +1 or something?
Actually, here are my thoughts on the matter. The only thing that I think is really necessary from the list below is a hotkey from the adventure screen to the save screen, but if you want to make the game really have some nice features, how about this:
<Ctrl>+1 QuickSave - will save game in last position saved but without changing screens
<Ctrl>+4 Shortcut to save � will send you to save screen
<Ctrl>+6 Shortcut to load � will send you to load screen
I really liked the volume/gama /battery indicators, thanks! I�m glad you left them on the title screen, anywhere else might have taken some of the fantasy feel from the game. Especially since we don�t need to keep a constant eye on them.
Since you are taking suggestions J
On loading: it would be really nice if when you got into the loading or save screen, the cursor automatically would highlight the most recent save. (this isn�t necessarily the same as the one with the greatest time frame, but it would be really special if you could manage that.)
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One thing that is not really necessary, but would really be useful: (DragonFire really, really needed this feature). Some X:00, Y:00 coordenates near the map. They could be map dependant so one would not start counting where the other map left off, each map (city or east forest, etc.) would just have their own. This would make it soooo much easier to find those hard to get to places in the middle of nowhere, or "where was that quest guy again?"
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TheSpecialboy has a point on the training. I think that it would be a neat idea but not essential. Maybe one of us could get the editor and make a little training adventure with lot�s of signs to read and people to talk to on the way. A pop up message here or there maybe. I think that would solve it. As for the cards� I really don�t think it is that hard to figure out. A little help screen with the pictures of the cards and some basic explanations might be nice, but some things are fun to figure out for yourself as well. I can go either way. Not necessary for an alpha release.
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The Bless spell description: the original text is:
"Improves the damage taken by enemies in combat"
What you said is correct, but it might be more clear if we changed it to:
"Increases the damage you cause to your enemies in combat."
or
"Allows your party to cause more damage in combat."
Question: is it only physical damage or does it also improve magical damage. In addition to that, does the spell improve your chances to hit? If so we may need to change the description. Also, is there any information you want to mention about time of effect? Such as, will the spell last for a single combat no matter how long or will it last an hour per level of caster, etc. etc.