Some more bugs (?) for fixing.
Posted: Fri Dec 19, 2003 3:06 pm
ToEE Bugs(?)
Manual problems:
The columns for AC and max Dexterity bonus, for the various types of armor are swapped over in the manual (also in the .pdf version).
There is no mention of the XP penalty for death/resurrection in the manual.
The manual mentions bonus spells for high INT wizards and high WIS clerics - these do not appear to actually happen.
Game problems:
The game is prone to 'lock up' when scrolling the camera view on the later dungeon levels, especially after big fights. Even when it
doesn't lock up, it gets ridiculously slow (1 frame a fortnight). This is on an XP2700+, with 512MB RAM and a Radeon 9600. (the game does not appear to know how to use >256MB RAM anyway, judging from the Task Manager 'max commit charge' numbers).
If you change the resolution in the game (1024*768 ->1280*1024, and then back), the character portraits (at the bottom .. the top too, if you are in combat) are shifted left, with a couple being off the screen.
If you summon Hezrou with the Orb, they do not appear to go away again, ever. I wound up with several by then endgame. They are a major problem in the Inn, since they block access by a PC to the stairs down (apparently having an NPC click on stairs, or click on a chest, or click on someone to talk to, won't hack it - it has to be a PC).
Summoned/charmed creatures (including Mord's faithful hound) show up on the party formation display =under= exisitng characters (you have to move people around to discover them). The hound sticks around forever too - is that right??
Various people said they were giving me things (the wheelwright - spiked wooden shields, the elven maiden, a suit of armor for rescuing the princess) but they didn't show up in =anyone's= inventory. Nor on the ground. Swindle.
NPCs do not sell things. This is ridiculous - you wind up with someone like Meleny weighed down with 15 light maces, which she won't give up and won't sell. You wind up with some gnome walking around with a suit of plate armor+1 that they can't even wear .. but since they don't sell it, no-one else gets the chance to wear it either.
Meleny turns hostile and attacks if you drop her from the party (although her dialogue doesn't give any clue that this is going to
happen).
My L8 rogue never managed to open a single door - could do all the locked chests, but none of the doors. Is that a feature or a bug?
The 'repeating light XBow' belonging to the gnome, who's name I've forgotten, is seriously glitchy - sometimes my hobbit could equip it, sometimes it was 'too big'. No obvious rhyme or reason to it. And, fwiw, the gnome it belongs to is even smaller than the hobbit (they ran a comparison test).
Characters get 'stuck' .. had one PC stuck next to a pillar in the Harpy room .. would not move 1 step in any direction, even though there was no-one and nothing else in the whole room, not even when you selected him individually. Luckily sending the rest of the party upstairs fixed it.
Annoyances:
The 'focus character' (the one who'll talk, open doors, whatever) seems to revert to the last character in the party (or just one at
random?) whenever you change maps, exit combat, etc. Would be nice it if would default to the FIRST character instead (since that's almost guaranteed to be a PC, rather than an NPC), or just =stay where I left it=.
The radial menu is a PITA. Several times I assigned hotkeys to things but the hotkeys (W for a wand of cure critical wounds, for
instance) never would work. It's a particular PITA because every character has the same commands in a different place. It's also a PITA that it often opens partly offscreen.
The 'wait while I deal with your companion / previous customer' nonsense every time you talk to a merchant gets pretty wearing after a while. Just cut to the chase already.
There is a distinct lack of XBow ammo, unless you waylay wandering monsters (but that'll just be vanilla stuff which won't touch many of the really evil baddies). Even worse for sling freaks - just 20 sling stones in the whole game, afaict.
Paladins appear to fall at the drop of a hat .. i.e. the drinking contest in the Inn, or even admitting to the priest on ToEE level1
that you already accidentally killed the snake he wants killed. Excuse me - I though Paladins fell for committing evil deeds, not for quaffing to excess, or killing snakes.
Pathfinding still sucks ..
Apart from that, it was a halfway decent game. I might even replay it, when it's been patched some more.
Manual problems:
The columns for AC and max Dexterity bonus, for the various types of armor are swapped over in the manual (also in the .pdf version).
There is no mention of the XP penalty for death/resurrection in the manual.
The manual mentions bonus spells for high INT wizards and high WIS clerics - these do not appear to actually happen.
Game problems:
The game is prone to 'lock up' when scrolling the camera view on the later dungeon levels, especially after big fights. Even when it
doesn't lock up, it gets ridiculously slow (1 frame a fortnight). This is on an XP2700+, with 512MB RAM and a Radeon 9600. (the game does not appear to know how to use >256MB RAM anyway, judging from the Task Manager 'max commit charge' numbers).
If you change the resolution in the game (1024*768 ->1280*1024, and then back), the character portraits (at the bottom .. the top too, if you are in combat) are shifted left, with a couple being off the screen.
If you summon Hezrou with the Orb, they do not appear to go away again, ever. I wound up with several by then endgame. They are a major problem in the Inn, since they block access by a PC to the stairs down (apparently having an NPC click on stairs, or click on a chest, or click on someone to talk to, won't hack it - it has to be a PC).
Summoned/charmed creatures (including Mord's faithful hound) show up on the party formation display =under= exisitng characters (you have to move people around to discover them). The hound sticks around forever too - is that right??
Various people said they were giving me things (the wheelwright - spiked wooden shields, the elven maiden, a suit of armor for rescuing the princess) but they didn't show up in =anyone's= inventory. Nor on the ground. Swindle.
NPCs do not sell things. This is ridiculous - you wind up with someone like Meleny weighed down with 15 light maces, which she won't give up and won't sell. You wind up with some gnome walking around with a suit of plate armor+1 that they can't even wear .. but since they don't sell it, no-one else gets the chance to wear it either.
Meleny turns hostile and attacks if you drop her from the party (although her dialogue doesn't give any clue that this is going to
happen).
My L8 rogue never managed to open a single door - could do all the locked chests, but none of the doors. Is that a feature or a bug?
The 'repeating light XBow' belonging to the gnome, who's name I've forgotten, is seriously glitchy - sometimes my hobbit could equip it, sometimes it was 'too big'. No obvious rhyme or reason to it. And, fwiw, the gnome it belongs to is even smaller than the hobbit (they ran a comparison test).
Characters get 'stuck' .. had one PC stuck next to a pillar in the Harpy room .. would not move 1 step in any direction, even though there was no-one and nothing else in the whole room, not even when you selected him individually. Luckily sending the rest of the party upstairs fixed it.
Annoyances:
The 'focus character' (the one who'll talk, open doors, whatever) seems to revert to the last character in the party (or just one at
random?) whenever you change maps, exit combat, etc. Would be nice it if would default to the FIRST character instead (since that's almost guaranteed to be a PC, rather than an NPC), or just =stay where I left it=.
The radial menu is a PITA. Several times I assigned hotkeys to things but the hotkeys (W for a wand of cure critical wounds, for
instance) never would work. It's a particular PITA because every character has the same commands in a different place. It's also a PITA that it often opens partly offscreen.
The 'wait while I deal with your companion / previous customer' nonsense every time you talk to a merchant gets pretty wearing after a while. Just cut to the chase already.
There is a distinct lack of XBow ammo, unless you waylay wandering monsters (but that'll just be vanilla stuff which won't touch many of the really evil baddies). Even worse for sling freaks - just 20 sling stones in the whole game, afaict.
Paladins appear to fall at the drop of a hat .. i.e. the drinking contest in the Inn, or even admitting to the priest on ToEE level1
that you already accidentally killed the snake he wants killed. Excuse me - I though Paladins fell for committing evil deeds, not for quaffing to excess, or killing snakes.
Pathfinding still sucks ..
Apart from that, it was a halfway decent game. I might even replay it, when it's been patched some more.