Aubrielle Feb 21, 2014 @ 8:38pm
Bug Thread - 1.33 (21 Feb 2014)
Great patch! The game gets more atmospheric all the time!

Bug #1: Changing Faces. I'm not sure if this is a new bug or an old one (I never noticed it before) but I've noticed that faces of vendors change every time you go into a building. I've noticed it at Grollo, Son of Gumblad and at Efferd's Drink, where beards and facial features on NPC's change from one visit to the next.

Bug #2: At "a simple house in Thorwal", near the tower, a voiceover plays, saying something like "do not fear, a voice says soothingly..." and goes on, while the home's resident tells you to leave via text. (this one you probably knew)

I just thought you might want to know (if you didn't already)...great work so far! :)
Last edited by Aubrielle; Feb 21, 2014 @ 8:42pm
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schmusekater78 Feb 23, 2014 @ 1:00pm 
Linux testing

CPU = AMD Phenom2x6 1090T
GFX = nvidia 560TI
RAM = 8GB

1.) performance = unplayable -> 1920x1080 auto detect (suggestion was fantastic).
2.) Once your open the settings menu inside of the game the performance even get worse
3.) 1280x720 (next smaller resolution) = unplayable cause windows are located outside of the screen
4.) Mouselook is still bugged on linux

sorry i'm much to sad to test any further.




Philippe_at_bay Feb 23, 2014 @ 3:21pm 
I haven't gone back to look at the original, but I'm pretty sure that in the original the announcement of the Hetman's Call to Arms (or whatever you call the main quest) didn't happen immediately after you entered your first tavern. I vaguely recall playing a game where my party took of towards the south after they arrived in Thorwal, and were actually somewhere near Salsa when they heard about it.

Thinking about the text of the announcement, wouldn't it make more sense if you encountered the announcement after being in Thorwal for a week ? That would help make the Old Ugdalf quest a warm-up mission (which it actually is) without distraction.
Philippe_at_bay Feb 24, 2014 @ 1:42pm 
The Windmill in Thorwal does not look like a windmill, even remotely. The texture needs to be redone -- it doesn't have to be a fancy windmill, but it should look like something with arms and sails (or whatever those things that turn in the wind are called).

I think the Tower of Hjaldingard is in the wrong place. I'm not a hundred per cent certain because you end up learning something about the geography of that particular part of town towards the end of the game (and it's been a while since I played this game through so I don't remember exactly what it is, though you find out after your second visit to the Old Bailey), but I think the Tower is probably that tall thin round tower at the end of a bridge just to the northeast and at the foot of the Old Bailey. If I'm right, this would be a lot easier to fix than the windmill, because it wouldn't involve creating any new textures.
Philippe_at_bay Feb 24, 2014 @ 2:30pm 
I just caught a glimpse of the old Realms of Arkania map of Thorwal, and the armory was indeed located on the far side of town from the Hetman. The reason for this, I suspect, was to make you wander around town a bit before you headed out on the main quest. I think this is a good design feature, and should probably be restored.
crulty Feb 25, 2014 @ 12:26am 
please make textures in combat 100-200% original size
Karol13 Feb 25, 2014 @ 3:52am 
@ crulty : when you zoom in combat to the max, isn't it good enough? Or with "textures" you meant something specific what is not impacted with zoom?
Chris Firefox  [developer] Feb 25, 2014 @ 4:41am 
@Aubrielle, thank you for the reports, it doesn't matter if we know about the stuff or not, just keep the reports coming, thanks a lot! :)

@Schmusekater, have you tried upgrading your graphics card driver? Only having the choice between 1920x1080 and 1280x720 seems rather limited (these come from your graphics card driver, we only display what it tells us it supports), and the bad performance is nothing we could reproduce on any of our testers machines, they say performance isn't great, but it is okay. The only way to get the results you describe was with a software renderer and consequently no hardware acceleration at all. Regarding "Mouselook is still bugged", maybe you could be a little more specific, "bugged" is a description really hard to reproduce and fix.

@Philippe, the Call to Arms was on first entry of a tavern in the original as well. Only difference is that the original started at 8 a.m., where no tavern was even open, when we start at about 1 p.m. And the announcement is a "very long term assignment" (being the main quest), so giving the player a greater purpose as soon as possible is in fact something we do want.

Windmill and Tower are known shortcomings as of now, but nothing gamebreaking to be honest.

And you are right, the armory is really placed across town in the original game. Our line of thought was that it wouldn't make the slightest sense to have the Old Bailey (responsible for defense and as a retreat) and the Hetmans House (equivalent to the mayor and therefore commander of the troops in case of an attack) on one end of the town, and the storage for all the weapons required for such an emergency stored on the other end of town. It is just stupid and was considered a lot more immersion-breaking than "being forced to a sightseeing tour". There is so much going on in Thorwal that we assume that you automatically explore the town anyways, and we thought such crude helpers wouldn't be necessary.

@crulty, I have no idea what you mean. Zooming in further wouldn't make any sense, and we already tried improving the texture resolution of the battle avatars, it was no real improvement.
Last edited by Chris Firefox; Feb 25, 2014 @ 4:45am
Nacho Feb 25, 2014 @ 8:29am 
After starting a new game and loading the save game 1 day later
combat bugs:
- No tooltipps if missed or not after reloading saved game
- skeleton enemy rotation instead of attacking
- Autocombat does not work. It hangs after activation at the first character

schmusekater78 Feb 25, 2014 @ 12:22pm 
Originally posted by Chris Firefox:
@Schmusekater, have you tried upgrading your graphics card driver? Only having the choice between 1920x1080 and 1280x720 seems rather limited (these come from your graphics card driver, we only display what it tells us it supports), and the bad performance is nothing we could reproduce on any of our testers machines, they say performance isn't great, but it is okay. The only way to get the results you describe was with a software renderer and consequently no hardware acceleration at all. Regarding "Mouselook is still bugged", maybe you could be a little more specific, "bugged" is a description really hard to reproduce and fix.

Of cause i have more resolutions but why should i try to play a game 4:3 on a 16:3 monitor in fullscreen?

Second believe my system is configured the right way here are the prooves:
a) glxinfo -> http://sprunge.us/EEST (64 Bit)
b) glxinfo32 (basically glxinfo in 32bit chroot) -> http://sprunge.us/aIhX (32 Bit)

Third if i play windowed mode 1280x720 it works out kinda... even i'm never allowed to open the settings inside of the game. That reduces the framerate and it useally never get back to normal.

Fullscreen isn't by any chance playable in 1920x1080 and i'm sure a 560Ti with 1090T should be able to handle this game. Also the in game auto detect graphics option puts me always back to fantastic ... even i'm already at like 4 frames.

This all is tested with KDE.

Towards the mouse. Basically i can try to adjust how much i want the sensitivity on the mouse ... once i start looking towards the corner edges it feels like the frame drops down to < 10 fps and the view becomes uncontrollable. Also once you move the mouse to fast it starts jumping like crazy ... Sidenote do you do screensmoothing / mouseacceleration ? This is broken in linux on unity and should be disabled.

I will try to make some videos of it. But today i'm kinda busy.



Philippe_at_bay Feb 25, 2014 @ 7:41pm 
This is a partial bug that existed pre-patch and could use some touching up.

Whenever you visit a smithy, go about your business, and try to leave, it seems like half the time you are bounced back in, and have to deal with the annoyed and annoying message of the work's not done, give me time to finish.

I frequently (but not always) escape without having to deal with this message by rotating to the left before leaving. Rotating to the right sometimes works, but not as frequently. What I haven't had much luck with is simply backing out of the smithy.

Please take a look at this and see if there is anyway to reduce the number of unintended returns (without making it impossible to enter a smithy in the first place).

The reason it's such a big deal for me, by the way, is that I have a fair amount of difficulty closing dialog messages. Please review this, and make the target area for clicking on them to make them go away a bit larger. You don't need to change the graphics any.

Not sure if this is a bug, but are you aware that in Thorwal the Inn 'Efferd's Drink' has the background scene of a tavern glimsed through a door behind the innkeeper, exactly as if the Inn were a combination Inn and Tavern. (That suggests that you might want to make 'Efferd's Drink" a combination Inn and Tavern, or eliminate that doorway view altoghether).

You did a nice job changing the temples in Thorwal. What would be really extaordinary would be if you could include a dialog option inside each temple where you talked to the Deont, and what he would explain when you clicked on it would be a short spiel about who each deity was (e.g. Travia is the goddess of hospitality, Peraine is the goddess of healing, Swafnir is the patron god/guiding whale of the Thorwalians, Boron is the god of Death, etc). Wouldn't have to be long, and the text is probably already in the manual. I keep thinking of the temple of Praios in Ferdok (in Drakensang), where if you wander around the temple long enough you end up getting an abtruse education in theological pre-history. Nothing that elaboborate is needed, just a touch more local color.
Last edited by Philippe_at_bay; Feb 25, 2014 @ 8:02pm
urartu Feb 26, 2014 @ 1:06am 
@Philippe_at_bay : That is due to grabbing distance of smithy. Probably, the game does not leave you far enough from a smithy so slight movement activates the touch-triggers as if you geniunely wanted to enter the smithy.

You can probably disable that trigger option from Settings and test whether smith keeps grabbing still (though disabling that would mean that you have to click to enter everywhere). But in my opinion leaving smithy should leave you at a better distance to alleviate this issue. Must not be a very hard fix.

At original forums there was a discussion about adding deont dialogues:

http://forum.schicksalsklinge.com/index.php?page=Thread&threadID=8705

Karol13 Feb 26, 2014 @ 2:47am 
Originally posted by Nacho:
After starting a new game and loading the save game 1 day later
combat bugs:
- No tooltipps if missed or not after reloading saved game
- skeleton enemy rotation instead of attacking
- Autocombat does not work. It hangs after activation at the first character

if the rotating skeleton and "auto-combat lockup" occurred in one combat, it may give sense... the skeleton probably was rendered few squares away from it's true position... in manual combat it is important to find the true position, stand next to it, but when attacking, click on the rendered skeleton (which may be let's say 3 squares away) ... by this way you will be able to kill that skeleton.
In Auto-combat you will need to skip the turn of the skeleton as it can't properly move (button at bottom left?... or right? I used it in like 5 combats, but totally forgot where it was :) )
Philippe_at_bay Feb 28, 2014 @ 12:17pm 
Just paid a visit to 'The Old Keep' in Thorwal.

First problem: 'The Old Keep' looks like an ordinary house. What it should look like is some kind of simple fortified structure, like a crenelated tower.

Second problem: if you enter 'The Old Keep' you're dumped into the same screen that you get when you enter a simple house in Thorwal. This part, at least, needs to be fixed.

To continue to beat a dead horse, the Armory should be located near a concentration of Otta sheds *and* the Old Keep. I think that was the rationale behind locating it in that part of town. Of course, you can always just say that that is where The Old Armory was, and that they built the new one to go with the Hetman's house.

If I understand how Thorwal works, the Old Bailey might pre-date the arrival of the Thorwalians. Or maybe not. I'd prefer to think it predated the Hjaldingor crowd because that would explain why it was built out of stone, while the current crop of Thorwalians seem to have a thing for wooden architecture.


Just paid a visit to 'The Shipyard' in Thorwal.

Problem there is related to the problem with 'The Old Keep'.

First issue: the Shipyard doesn't look much like a Shipyard, though in Thorwal who knows what anything is supposed to look like.

Second issue: if you enter 'The Shipyard' you're dumped into the same screen that you get when you enter a simple house in Thorwal. This part, at least, needs to be fixed.

(And yes, it's the same thing that happens when you try to enter the old keep).
Last edited by Philippe_at_bay; Feb 28, 2014 @ 12:35pm
Marybelle Feb 28, 2014 @ 12:42pm 
Auto combat did strangely work fine, and even those pointlessly rotating-in-place enemies actually DO seem to attack (without animation) eventually, sometimes enemies or player characters attack twice in a row (or fail or fumble), causing the combat to be interrupted for a few seconds or so while the game frantically tries to determine who moves next. :)

The only real glaring thing I've had so far (Mind you, I'm still far from done) was that the fight against evil super-druid "Gorah" always locks up at some point, with some tiger or other stupid animal refusing to ever finish its turn. Wasn't that a bug that appeared in the original game from '92 as well? Was there really a demand to keep that in? ;)

Other than that I notice, thought it's just nitpicking; a lot of German idioms seem to have been translated word-for-word instead of using the actual phrase used in English, such as "We will beat you black and blue" (Better: 'We'll give you a whalloping' or similar) or "Everything good comes form above" [sic] (All good things come from above).
Again sorry, just a pet peeve of mine, and frustration that I never was hired as a translator for anything .. :)
urartu Feb 28, 2014 @ 12:49pm 
Evil druid Gorah lock up is due to double-hit bug. Such as when a sabretooth tiger kills one of your characters at first attack, it leads to a hang. Probably it is a messed up issue with the animal attempting to go towards next target but remaining Action Points are not enough for a meaningful action.

I first noticed it during a fight in Rukian (For the Gods) against Spoiler, Spoiler and 4 Spoilers. One of those 4 Spoilers (animal as you can guess :D) killed my warrior at first attack and jumped to the tile of my character before the battle hanged.
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