Dwerve
Nex Owl Jan 13, 2023 @ 2:13pm
A Few Bugs I've Noticed
Hi all,

This is probably more for the devs awareness, but I noticed a couple of bugs during my playthroughs of Dwerve and thought they would be worth sharing. These include:


Disabling Corpses Removes Certain Story Corpses
Presumably this was intended only to apply to the corpses of monsters you fight and not those from the environment/story-telling. I noticed a couple that were missing where they shouldn't be.

Encountering the dead scouting party in Snagtooth Pass with corpses DISABLED:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522373
Encountering the dead scouting party in Snagtooth Pass with corpses ENABLED:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522390
Steps to reproduce:
  1. Turn off corpses under 'Options > Graphics > Corpses'.
  2. Start the 'Snagtooth Pass' level.
  3. Follow the path until you get the trigger for finding the dead scouting party. None of the three intended corpses will show.

Another example of this is the corpse in the north-west side of the Imperial Prison level. There is an interaction trigger, but no corpse, however Dwerve's dialogue will suggest there's one there.

Encountering the Imperial Prison corpse with corpses DISABLED:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522431
Encountering the Imperial Prison corpse with corpses ENABLED:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522414
Steps to reproduce:
  1. Turn off corpses under 'Options > Graphics > Corpses'.
  2. Start the 'Imperial Prison' level.
  3. Fight your way to the north-west side.
  4. Look for the interaction trigger just below the room with the potion in. You should see the trigger with no corpse.
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Dwerve says Enemy Dialogues if the Enemy is Killed Prior to the Dialogue Triggering
If you kill certain enemies who have a dialogue bubble before they are able to speak (e.g. via mortar turret and by not moving within range of them) and then walk towards where they died, Dwerve will say the line instead.

Killing a troll with dialogue before it speaks then getting in range:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522446
Walking in range of a troll and triggering its dialogue:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522455
Steps to reproduce:
  1. Start the 'Citadel of Hordal' level.
  2. Receive the Mortar turret from Sla and clear the first room of enemies using it.
  3. Skip the dialogue and run west. Kill the two trolls you encounter.
  4. Once at the end of the hallway, place down your Mortar turrets to kill the two trolls in the kitchen area. DO NOT ENTER THE ROOM UNTIL THEY ARE BOTH DEAD.
  5. Once both are dead, enter the room and see Dwerve erroneously say the dialogue prompt.

Interestingly, the first troll you damage to the west (after the Blab cutscene) will say its line when damaged rather than the dialogue bubble being tied to Dwerve moving to an area; perhaps this is the intended logic?
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Ginnar's Dialogue asks for Four Nithing Poles to be Destroyed Rather than Five
During the 'Blackstone Crypt' part of the 'Muckmire Bog' level, Ginnar mentions that there are four nithing poles that will need to be destroyed to set him free. During the 'The Deadwoods' level, you receive a quest to destroy FIVE nithing poles however (four to open the gate to the boss fight and one after the boss fight). Presumably Ginnar's dialogue should say there are five nithing poles to destroy? Note that the quest ends once 4/5 poles are destroyed and you try to enter the area with the fifth pole.

Ginnar mentioning the four nithing poles:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522477
The quest pane showing that there are five nithing poles to be destroyed:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522496
Steps to reproduce:
  1. Start the 'Muckmire Bog' level.
  2. Play through the level until you find Ginnar at the end.
  3. Observe his dialogues for mention of four nithing poles.
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The Gate to the Armour in Blackstone Crypt is Open by Default
There is a nearby switch that is supposed to open the gate, but since it is open by default, it seems pointless. Should the gate be closed by default?

Room with armour that is accessible by default:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522508
Room with switch that is intended to open the gate:
https://steamcommunity.com/sharedfiles/filedetails/?id=2917522527
Steps to reproduce:
  1. Start the 'Muckmire Bog' level.
  2. Play through the level until you get into Blackstone Crypt.
  3. Head east and then south to find the armour. There is also a switch to the north-east of the armour that, presumably, is intended to open the door.
Last edited by Nex Owl; Jan 13, 2023 @ 2:23pm
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Showing 1-3 of 3 comments
snarlynarwhal  [developer] Jan 13, 2023 @ 2:19pm 
Oh wow! Thank you sooo much for these detailed bug reports <3

I will try to address these in the next patch — along with the achievement ones!
Nex Owl Jan 13, 2023 @ 2:26pm 
Originally posted by snarlynarwhal:
Oh wow! Thank you sooo much for these detailed bug reports <3

I will try to address these in the next patch — along with the achievement ones!
No worries at all! Thanks for your hard work and I'll make sure to post any others I encounter. :tgrin:
scribaniwannabe Mar 15, 2024 @ 5:47am 
Since we're talking about bugs :) I also noticed a bug preventing me from getting the Skald achievement. Not sure how to reproduce it other than simply going to this spot in Muckmire Bog.

https://steamcommunity.com/sharedfiles/filedetails/?id=3184688988

Would love a patch! Thank you <3
Last edited by scribaniwannabe; Mar 15, 2024 @ 5:49am
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Showing 1-3 of 3 comments
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