Contents
- Format
- Note: Wizard Mode and Engine related map transition issues
- Fixed as of V091
- Fixed in Development Version (DV) pending next release
- Brand new bugs with V090
- Known, unfixed, pending
- Unable to reproduce
- Engine bugs/limitations
- Not a bug, it's just not implemented yet
- Quests that cannot be completed, because they're not implemented
- V0.8.7 to V0.8.8 Discussion
- V0.8.9 Discussion
- V0.9.0 Discussion
- V0.9.1 Discussion
Format
BucketMan: This is a casual format. Chat, discuss and add bugs as you please. No need to follow format or create subpages. I will generally categorize things and remove old discussion related to bugs that have completely fixed. Note that to keep this page current, discussion on this page will generally not be archived once the related bugs have been fixed.
Note: Wizard Mode and Engine related map transition issues
- There are some engine bugs relating to map transitions. But, DBT handles these transitions via code, not via the standard system. So, you usually won't encounter these bugs in DBT...unless you use wizard mode. Dungeon or town teleports don't use the custom DBT map transition code, and will consequently tend to break the game. Be careful about wizard mode teleports.
Fixed as of V091
- Trunks training updated to the enrollment system
- Kinto Un now leaves when removed (Gah! Hours!!!)
- Random items may now receive pluses again
- Items should auto-id again
- There should be no more double egos, though I've never seen one so it's difficult for me to check
- Inventory letters for ego items should now always highlight in blue
- I belive I have fixed issues relating to ego and artifact generation
- It is once again possible to enroll in ninjutsu
- Fixed some screen corruptions relating to Oolong's marriage
- Disarming traps no longer causes your strength skill to increase
- Corrected Sakura's misleading challenge dialogue
Applied NerdanelVampire's add_flag fix, thus fixing fur-lined, studded and designer egos. Ego bonuses now add instead of replace item bonuses
- Updated some quest descriptions that were still using the alpha14 convention
- Fixed an error relating to Trunks' enrollment
Applied EtMarc's solution for FS#108. It seems to work! Yay!
- Fixed a LUA error in Yamcha's AI
- Fixed: Can eat from corpses again
- Fixed: can no longer eat from a corpse infinitely many times
- Fixed: The 'z' LUA error bug
- Fixed: Imelda now properly gives desinger shoes, when appropriate
- It is now possible to train/speak/challenge the Ninja instructor
- Entering stores should no longer occassionally generate LUA errors now
- Ahhhaaa!!!! Fixed the LUA error in the Foot Lair
- Fixed Tenshinhan and Chaozu's AI's
- Fixed a screen corruption in Videl's dialogue
- ...and I quote from the change log... "Fixed a bunch of stuff that was broken."
Fixed in Development Version (DV) pending next release
- Fixed Toxic Sludge quest LUA error on money turn-down
- Abbot no longer generates before quest completion
TaoPaiPai, Hasuki and Murasaki are UNIQUE again
- Firearms work again
Lunch should no longer spawn everywhere
- Rosshi's house will no longer appear on all maps
- Dead players may now pick up artifacts from houses and stores
Brand new bugs with V090
- Krillan doesn't actually follow you until you leave the Temple. I have no idea why.
- Inspecting ammunition really should indicate whether it is armor piercing. (AP clips and lead slugs may peirce armor)
Known, unfixed, pending
Party members don't teleport properly during duels
Certain dragonball wishes are expressly implied as possible by dialogue, but aren't actually possible
It is possible to encapsulate integrated capsule items while equipped. This shouldn't be meaningfully abusable, since speed is unaffected by weight while riding/piloting, but it is incorrect
It is possible to permanently lose 100,000zeni capsule flyers by going through the incorrect encapsulation sequence
It shouldn't be possible to enter stores while flying at high altitude
Chi Bursts need a "you hit it" message. Monsters who fail to reflect or deflect blasts should generate failure messages.
Attack messages for party members seems to be invisible, though it appears in scrollback
- Disbanding party members in non SAVE_LEVEL's causes them to permanently vanish
- It is possible to summon multiple Kinto Un. There appears to be no way to abuse this, but it is incorrect.
- There is a dialogue sequence that allows you to kill all the Nameks, but still have the Namekian Elders willingly give you the dragonballs.
- Battle Jackets do not properly distinguish melee vs. powered combat fighting modes
Dragonballs do not always all disappear when used
It is possible to cross between maps even when there is a tree on the outer edge
Using Nyoibo or Chi Bursts to attacks monsters does not cause neutrals to become hostile, nor does killing monsters this way cause alignment to be changed. This is extremely abusable.
A strange crash situation sometimes occurs when entering Mr Satan's Estate (Odd. I'm unsure what's causing this, but it seems to auto-save before crashing, so if you restart the game, you'll be in Mr Satan's lair)
Muscle Stimulators/Sushi not removed from inventory after marrying Videl
"Aura" effects from spiked/bladed armor types should be more effective for barehanded fighters with AB_BLOCKING
There should probably be a display indicator for planets that have high gravity
Heaven not behaving as intended
The alternate stairway out of Mr Satan's training room behaves very strangely
WT 'fatal' matches (such as against the Androids) aren't actually fatal
It shouldn't be possible to jump over monsters
Demon King Piccolo handling is remarkably incorrect in several places
Trunks dialogue is not properly handled if trunks is aggressive
Androids 17 and 18 don't kill Dr Gero when they should
Wizard mode cureall no longer restores chi (This may be a permanent condition)
Not possible to have missile ball effects of variable radius
"Beam" weapons don't actually "beam"
Scopes need to be implemented
It is not possible for ammo to specify the ball/bolt/beam type
Chi constant effects turn off when chi pool < 1, not <= 0, which is not quite the same
Being thrown into a monster should hurt the monster too
Disintegration does not destroy walls?
Bear thief takes a long time to run...shows up very often in muscle tower
Foot ninja not ID checking drops?
full inventory --> briefs blueprint ---> disintegrated blueprint
Briefs: said compass: expected and accepted a battery?
Briefs issues chainsaw request. Nice, but needs lathe???
Throw --? "Smack into a wall" check
EAT_DRAGONBALL attack text does not check monster gender
player.on_died_show_info LUA error when generating a post-death character dump
Items disintegrate when thrown
Special attack types don't register in monster memory
Armor display is weird
Knowledge menu has not been DBT'ified
Speed doesn't always recalculate immediately after you stop being gorged. (Hmm. Pending.)
Unable to reproduce
Unequipping flashlights with zero fuel from the right hand causes errors (Sorry, Sirrocco...I can't reproduce this. I've tried unequipping flashlights from either hand with or without something in the other. I don't get any errors. What am I not doing correctly?)
Killing Jaque causes the game to crash (Never seen it happen. Reported in V087. May have fixed itself somehow.)
Engine bugs/limitations
Resting is disturbed when friendlies enter or leave view. (Not sure this is a bug. I presume this will be toggleable from the options screen.)
Items have stacking issues relating to the ID system (ToME module does this as well with potions)
Dropping things in your house lets you know what they are
No stat recalculation after stepping on a trap
The 'badly-made' ego causes items to be more valuable than their ordinary equivalents
Not a bug, it's just not implemented yet
- All weirdness related to the ninja quests, Shredder, Splinter, and their respective special levels
- Can't wish to be transported to dungeons
- Character dumps don't work
Quests that cannot be completed, because they're not implemented
- Yamcha quest
- Hungry Swordsman
- Dinner meeting with the Oxking
- 4/7 of the Namek quests
V0.8.7 to V0.8.8 Discussion
SkizzaltixZaxali: I just downloaded DBT 0.86, and when I try to start it up, I can create my character just fine, but then it crashes. I tried deleting all the .logs, .cfgs, and .inis in my ToME Support directory, but nothing works... If I recall correctly, I got the same error with 0.85 after changing something minor in the module data, but not before, and even after I'd changed it back the game still crashed.
BucketMan: I can't reproduce this. Just a guess, though: try deleting and reinstalling alpha16,
SkizzaltixZaxali: I think that's what I'll do. I also found that if I removed the DBT cache from the cache directory and set all but the first setting in audio.cfg to 0, I could start up a game of DBT, but couldn't load it if I quit. Maybe the old win.cfg bug had to do with the audio..?
SkizzaltixZaxali: I tried, and it still does the same thing. Maybe it's because I use the Mac binary instead of the source.
LordEstraven: Haven't tried the non-SDL version. The crash occured immediately after character creation; at any rate, deleting and reinserting the module seemed to fix it, so I think it might be some sort of corruption issue.
- Another bug is with Haste... If you pump it up to really high amounts (+100 or so) you seem to get quite a couple of extra turns out of it. Eventually it recovers though. What happens is, if you boost it so high that the "deduction" would be more than your current chi pool, you can stay hasted +200 for quite some time, and not lose any chi on it.
- With Rosshi somewhat harder to get you to train him, I've gone to Crane. But he tells me that his style prefers a weapon. Yet he offers blocking, not one of the weapon special abilities? Shouldn't it be parrying?
Sirrocco:
- Note that binding the 'L'ook command to binoculars (and thus to technomancy) makes larger screen sizes even more powerful/important.
BucketMan: True.
- There is a poorly timed and unmessaged inventory realignment call in the drop code that causes the inventory list you are shown in response to the drop command to be different than the list that your selection is called from - mostly from stacks of like objects being grouped together.
V0.8.9 Discussion
Sirrocco: Just ran into Lunch, character level 15, in the screen with the WT building and all the dojos.
BucketMan: Lunch...confuses me. I've double checked, and it shouldn't be possible for her to spawn there. I may have to forbid her from random generation completely, and exclusively generate her myself.
Sirrocco: Rope dart damage still listed as (20d4), rather than (20 to 80).
BucketMan: Low priority.
TheMimic: I've observed, in Wizard mode, what I believe to be four bugs. I followed the rules of Wizard mode in DBT as well as I could; no level teleporting for instance. Warning, SPOILERS!
2) Uranai-Baba and the Nyoi-bo: Wizard mode enabled, Level 50, destroyed 3 dojos, trained Bare-hand and Martial arts up. Went to Uranai-Baba's house, started her quest. Here, the screen seems to "stick" after you recieve it; the text is over the backround even after the dialog ends, but it is solved by leaving the area, if you can find an exit. Secondly, with Uranai-Baba! She claims the Nyoi-bo was on the tentacle demon, however, it didn't appear to drop anything both times I completed the quest and she didn't give it to me when I told her I was done. This was tried twice with two different wizard files.
BucketMan: Ahh...I'm guessing that's a result of the Nyoibo changes. The Nyoibo quest is no longer gaurunteed. Uranai Baba's dialogue should respond differently depending on who you've trained with. I'll look into that. Sadly, she, like Rosshi, have been plagued by bugs from the beginning. They just don't seem to like to work properly.
Sirrocco: I just hit a point where I went from gorged to hungry over a very short period of time. I suspect that it did not turn off the superfast satiation burn from the gorged.
BucketMan: Pending. I understand why it's doing this, but fixing it will be tedious. Low priority. In theory, if you get stuck in 'super fast digestion' mode, viewing the 'G' screen, restarting ToME, or just eating something should fix it.
Also, the two theives from Aru village have a couple of interesting aspects. First, they can steal you up from large negative zenny to 0 (which you probably don't actually care about).
BucketMan: Hmm. Yes, that's ok.
V0.9.0 Discussion
NerdanelVampire: I'm currently back to start as I got surprised by Lunch AGAIN and got killed by her AGAIN.
BucketMan: How? Why? Lunch has been plaguing you, and I really don't get it. I've not been killed by Lunch since she was first introduced ages ago. I never even see her most games, and when I do it's not a problem. Like I've said before, she announces herself even if she's out of line of sight. She could be off the screen hiding behind a dozen wide group of mountains with the lights out...but every time she sneezes you get told about it anyway. Why is she a problem for you? Where are you seeing her? How is she killing you? Why don't you just leave when she shows up?
NerdanelVampire: The critical issue is how long I have had the time to walk from the edge of the map before I notice her. In the worst case scenario, there are no messages until I get hit by a grenade from somewhere. (Lunch doesn't carry a light, right?) It only takes a few grenade hits to kill me early on, and I put points to Con on startup. Then there's the fact that when I enter the World Tournament square I'm probably not being cautious enough. It takes a lot of keypresses to get from home to adventure, so I tend to lean on arrow keys a lot. It's never a problem except with Lunch.
Shoob: Well a few more I have found, some just annoying.
- Like Nerdanel, it appears that the Boss Rabbit is on a random level
- Player alignment can be modified by monsters killing monsters
BucketMan: At the moment I don't see any easy way to fix this.
- ummm, Lunch was generated in the World Tournament (not match) I guess she really wanted to see me fight, too bad I left right away so my alignment only dropped 2 points (above bug #3 in this list)
(in particular, it would ignore battle aura bonuses, ignore strength bonuses, and let you attack with both hands whether you had double attack or not. I believe it also ignored the AC gain from the blocking ability, and it may have ignored a few other AC/+hit effects as well.)
BucketMan: I think Kinto Un issues have been fixed, but I'm leaving this here for now.
Neon/dark on ninja gear is left
BucketMan: Pending.
Being thrown into monsters should damage the monsters
BucketMan: ...I think this works.
Slaughter all the Nameks and still get the Namekkian dragonballs" bug.
BucketMan: Pending. This will likely remain unfixed until all of the Namekian dragonball quests are completeable. At the moment you can't get all seven Namek dragonballs, so it's not really a big deal.
I think I remember reading that you'd fixed Heaven
BucketMan: Nope. Heaven is still not implemented.
"Cross between maps even when there is a tree on the outer edge" bug) is a feature rather than a bug, due to the way it kept people from being trapped and doomed to starvation from minor clipping/mapbuilding errors.
BucketMan: No, but this problem will go away once the wilderness code is removed.
LordEstraven: We've still got the bug that causes the module to exit on start, either immediately after quaracter creation or while the data is loading. Only solution is to delete ~/.tome/3.0, and that doesn't work all the time. No error messages are produced in the window or on the command line.
BucketMan: Try the SDL version.
LordEstraven: SDL version? I've got T3 compiled against SDL, that's the default - is there something I'm missing?
BucketMan: Compiled? Are you running linux? I've yet to try DBT on linux. But, included in the pre-compiled windows version of alpha17 on the tome site, there are two executables: tome3.exe and tome3-sdl.exe. The problem you're describing occurs with tome3.exe, but not with tome3-sdl.exe. I believe the problem first appeared when DBT started using the ascii 127 character for walls. The engine's SDL implementation is not complete, so I haven't worried about it much. Which alpha and which operating system are you using?
LordEstraven: Alpha 17, Linux. GCC 4.2.2, glibc 2.7, sdl 1.2.12, xorg-server 1.4.0.90.
BucketMan: ...I've been working on this, but I'm not seeing where the problem is. Apparently it doesn't relate to high ascii terrain characters after all. I can eliminate the errors under windows SDL If I eliminate all DBT hooks and empty out calc. Either of the two won't fix it. It needs to be both. So presumably some hook is interacting poorly with something, and I'll need to cut them out one by one to find out which one.
SkizzaltixZaxali: I have to say, I like the whole criminal quest thing. I assume you shut down the dance school by not accepting/failing the Rat King quest? Makes you think a little before you go around challenging people. Speaking of ninja, I was thinking last night that you should be able to equip glasses/goggles as well as a hat. I mean, I wear a scarf around my face, a headband, and shades every time I leave the house from the months of December to February. And it would make being a Ninja a lot easier -- That infra-vision would come in handy (Although you'd need to split points between ninjing and teching).
BucketMan: At present, yes, failing the rat king quest shuts down the dance school. That is being reconsidered now that the ninjutsu challege quest is against ballet. I might let it stand as it is. As to the criminal quest, it's inconvenient for weapons fighters that its gone, as it led to the best shields availabnle in the game. I'm planning on ressurecting it and giving Videl a complete re-write to make her more in theme. I knew nothing about Videl when I wrote her dialogue, and it's totally out of character for her. As to glasses and hats...maybe. It would obviously make a lot of sense, but it would pretty much make blindness attacks completely irrelevant. Maybe if it were front of face and top of head...things like hockey masks, glasses, gas masks in one slot, and motorcycle helmets in the other...but I think wed need to add more items to make the choice not completely a no-brainer.
* SkizzaltixZaxali: Yes. Also, if you're wearing mirrored shades, it kind of ruins the effect if you're also wearing an infantry helmet
- I was just going through Mr Satan's estate, when I found some reinforced cloth bracers. They were +5, making them better than my light leather bracers, so I tried to equip them. The game froze for a few seconds, and then crashed. I reloaded, and the cloth bracers had vanished from my inventory, I had nothing equipped in that slot, and my leather bracers had been returned to my inventory. I'm not sure, but I think this may be an engine bug.
Sirrocco: I run into that bug myself, from time to time. Two questions - First, had you saved recently? second, do you use a Mac? Also, in reference to the headgear issue - I'm personally in favor of keeping it to one piece of headgear per person. From a balance point of view, having another slot to fit armor bonuses (an additional reliable +5ac if you take some time in the rabbit cave, more than that as the game continues) both throws off the balance a bit and makes it that much less likely that people will be interested in wearing single-piece bits of headgear. From a coding side, splitting headgear pieces into "top of the head", "face" and "neck" (or however far you go with this) and then figuring out which pieces actually take more than one and so forth... well, that sounds like an annoying amount of work. From a thematic standpoint, most of the people in dragonball (and in dragonball-type universes) only ever wore one kind of headgear. If you implement something allowing people to wear more than that, and get bonuses, most people will. From a realism standpoint... well, I'll just quote the Grenade Launcher card out of the Shadowfist CCG. "Grenade launchers are a lot more effective in the movies than they are in real life. This ain't real life."
SkizzaltixZaxali: Yes, I use a Mac. I think I might have saved fairly recently, but I can't remember. Mai wore a cowboy hat and shades some of the time, but I think she was the only one.
Sirrocco: Sounds like it's a Mac thing, then.
V0.9.1 Discussion
BucketMan: Ok, people. Tear it to pieces.
BucketMan: ...erm...firearms don't work at all. Not sure why. They worked fine last I did any work on them two months ago. Bit rot, I suppose. Anyway, I'm working on it. If anyone else finds anything very obviously wrong, let me know. Thanks.
BucketMan: Fixed in DV.
Ikaruga: I noticed a bug in the Buddhist temple : I went into the dungeon after Krillin gave me the quest, it was too dark so I went to town to buy a flashlight, when I got back to the temple, the Abbot was here and Krillin told me the quest was completed.
BucketMan: Fixed in DV.
NerdanelVampire: This version of Dragonball T is very very buggy, at least on 64-bit Linux. There is a strange problem with a segmentation fault that results in broken panic saves that cause the game to freeze while using 100% CPU when you start the game after a crash. You need to delete the panic save manually.
BucketMan: This will continue to be the case until the engine implements itself for 64 bit machines. I don't know that it's any more fair to say the 'DBT is broken on 64 bit Linux' than it is to say that my car is broken for spaceflight.
Even worse, the unique fix code appears to be broken. I have a savefile with both Buruma and Lunch on the map. If I try to leave the map for another wilderness square, the game crashes. If I go talk to Dr. Briefs (so that I could get the Buruma quest and make her vanish) the game crashes the moment I exit his house.
BucketMan: If you can email me a copy of the savefile, I'll take a look. But if I load it up on my machine and it works fine, there won't really be anything I can do about it.
I have filed bugs about these in the tracker, with backtraces.
SkanderFord: Some uniques are not unique. By this I mean they can be generated several times (even in the same map), they can appear after you have killed them, they don't increase your "goodness" when they are killed, messages related to them use "a + NAME" etc. Examples of this are Tao Pai Pai and Sergeant Murasaki.
BucketMan: Fixed in DV. Hasuki as well. Out of curiosity, were you adventuring in Muscle Tower or playing around in wizard mode?
Sirrocco: Deciding to turn in the widget factory (and telling them so, and turning down the money, and leaving) causes a crash-and-die-with-no-save lua error.
BucketMan: Fixed in DV.
Sirrocco: Also, Splinter, at least, is reasonably well-implemented. He's got all of the conversation bits that I know of that he's supposed to have, with the turtles chiming in as appropriate. That level might not need the "you feel that this level isn't implemented yet" warning at the beginning. Caveat to the last - the fact that I had talked to splinter about the other thing didn't show up in the appropriate place in my quest info. I didn't actually have a chance to check if it showed up as a conversation option at turn-in.
BucketMan: Splinter has quite a few holes still. They might not be immediately obvious, though, because the entire ninja tree is extremely convoluted. You will get different dialogue and quests from all three ninja trainers depending on the order you speak to each of them in, who and whether you train with, etc.
Shoob: well, decided to see if the add flag really worked, and at least for me it doesnt. I got both a studded shaolin monk robe and a designer crocodile skin boots, and neither of then were added.
BucketMan: Confirmed...but I don't know why yet. This was working fine once I started using Nerdanel's code for handling ego flag math. Just a guess, the fix was applied Jan 16. I updated to alpha 18 in February. Something may have changed.
Ikaruga: I noticed another bug : I went to Master Rosshi's house with Buruma, so he agreed to talk to me and to give me some training. I bought one of all the Chi abilities, and they all went to 1000 immediately. I left, and when I wanted some training again, I couldn't talk to him. Moreover, the Only Chi ability I had was the aura of light.
BucketMan: Hmm. Still working on this one. Looks like Rosshi has some dialogue overflows that I missed.
When I talk to Buruma about "carry an item for me" I get a LUA error, hopefully, the game doesn't crash.
BucketMan: I don't know how to fix this yet.
Another very minor bug : Jacque says "bon jour" instead of "bonjour"
BucketMan: Fixed.
Sirrocco: A few more random bugs, though some of them are close enough to other bugs that you may well know about them already.
- Lunch is showing up on the screen with the World Tournament buildign again.
BucketMan: Aha! Finally found it. The culprit was a confused if then block hidden near the code that places the house you get if you marry Rosshi. Which, incidentally, would place the house on every single map square in the entire universe. Both these problems have been fixed.
- Even when I choose to accept the hush-money payoff from the widget factory, it still goes to the ringing declarations that I'm going to turn them in and associated LUA errors.
BucketMan: Fixed. Also fixed several screen corruptions at that same point.
- I talked to lunch, she sneezed as part of the discussion. She remained nuetral, but made emotes as if evil.
BucketMan: Might need clarification on this one. Was she married? Was she partied? Was she good or evil when you started the conversation? You say she made 'emotes as if evil' by which I assume you mean the random 'Lunch shrieks 'Bwahahaha!!!' messages. But, if she sneezed during the conversation, that would mean she switched. So, if she were good Lunch when you started the conversation, and then she sneezed, so would then be evil so it would make sense that she be evilly emoting. But if she were evil to begin with, how were you able to engage in dialogue? If she's evil, she should only be giving one-liners unless she's married.
The closest I see to what you're describing is a possible response in which she almost snzeezes, but doesn't:
Lunch: Oh, thank you. No. I feel fine. Not like sneezing at ah...ahhh.... Player: ...uh oh... Lunch: ...at all. Thank you so much for being so concerned about me.
...which is supposed to be humor. She's not actually sneezing. Was this the response you meant, or is it something else I'm not seeing?
- She then normal-sneezed back over to good, and then back to the standard evil again.
BucketMan: Normal-sneezed, as in...everything like it's supposed to be, or am I misunderstanding? She can sneeze at any time. When she does, she changes. So for her to normal sneeze from evil to good, and then back to evil again, doesn't seem incorrect to me.
- Okay, well, it went one further for me. We started out, she was unmarried and friendly. I'd never talked with her before. I approached her and managed to talk to her without getting shot at. I heard about her sad plight. I had a charisma of something like 12 or 13, and saw no persuade options. At the end of the conversation tree (and forgive me if it's Just Not There, but this is *clearly* how I remember it) she actually said "ACHOOO" (or words to the effect) and the conversation terminated. At that point, she was still listed as nuetral, but she was giving off evil emotes, including "shoots at you with Uzi" - which appeared to do no damage. She sneezed normally, and reverted to kind form, then sneezed again, and reverted to normal hostile.
BucketMan: There is a random path that can end up that way. This is what the player would see:
Lunch: I'm sorry. I don't doubt it. Yes. I often wake up with whiskey, automatic weapons and large bundles of cash. Oh...I feel so awful! I really don't want to be this way. But whenever I...ahh....ahh.... Player: Yes? Lunch: ...ahhh....CHOOO!
So...if she went evil, then evil emotes would be appropriate. Her emotes do not damage you. (Screams, reload, throws whisky bottles at you...) So it sounds like the actual problem is that when you look at her with the l command, she displays as neutral regardless of her sneeze state. I think you'll find this to be true regardless of dialogue. Even if you never talk to her at all, and sit there and and inspect her before and after she sneezes, she'll always appear as neutral. I can change that if you'd like. But what would you propose happen instead? Neutral when she's friendly and enemy when she's aggresive? We can do that. But...what then should it say when she's partied with and turns aggressive? She can attack you even if she's partied with you. Maybe she deserves some sort of state title unique to her? Again, I'm open to suggestions. Lunch is special case all around. As a player, what would you prefer the interface to tell you? I'll see if it's an option.
Sirrocco: actually, she does list as enemy when she sneezes normally, at least from what I saw. I checked that.... and it wasn't just the throwing a whiskey bottle that did no damage in this bizarre half-state - I got a number of renditions of her firing an uzi at me to no apparent effect. Now, maybe it was just a really unimpressive Uzi or something, but I was only level 10, with rabbit gear, so I don't *think* that was it....
Shoob: um, is Tao Pai Pai supposed to do >840 damage with chi burst? cause I had a promising lvl 29 character who just got "killed" but since he was a friend of kami is still alive, but lost all equipped. oh and regarding uniques again, are the turtles supposed to be unique because I dont think they are right now, at least that is what it appears to be...
BucketMan: Hmm. That is a bit high, yes. Changed in DV. Tao Pai Pai's Chi Burst should now max at 400. Toned down his grenades a bit too. The Turtles do appear to have the UNIQUE flag. What happened that made it seem otherwise?
Shoob: well, I looked under the seen uniques section for my character, and it is suprisingly small even though I am almost at the end of the tournament... which leads and I dont remember seeing Raphael I think on that list even though I "killed" him once. maybe do a run tghough of all the uniques that appear in the WT?
Also would it be possible to make dbt more vista friendly? because it is messed up a lot, and I am just getting used to it all (eg, tunnels are shifted either up or to the left (it might be right), items/people/characters in general if placed by a all to the left are shown to the leftmost section of the wall see below for example
@#######a# p#b..##.|# ##...##.|# (#c......# ##########
so (a) would be the location that I spawn at even though it shows that I am at @. b is where a belt person is, and c is a nice armor, also | is where the true pathway is. this is just a sample, believe me it looks worse in the real game. I could take a screenshot I guess and send it to you if you wish. Also note that a lot of the tiles you choose dont work for me, so there is generally a lot of blackness (esp in dungeons like satans lair, and all the town shops)
BucketMan: There are two different executables included in the windows distribution. tome.exe and tome-SDL.exe. Whichever one your'e using, try using the other one. Let me know if you continue to have problems.
Sirrocco: Didn't want Lord Bucket to feel unloved, so I dusted the game off and butchered about six more hapless characters. Along the way I did learn some things, though...
- Finally got a bit more detail on the freeze/crash/die (Mac?) bug from equipping. It's actually from unequipping. I removed a piece of gear (intending to equip another) and the game froze and died in an identical way. When I reloaded, the old piece of gear was in my inventory, and the I happily equipped the new (unreferenced and thus undestroyed) piece. This may well be the flashlight bug as well.
BucketMan: Hmm. This could be helpful. Thank you. I'll take a look.
- every time I try to load saved games from a dead DBall T character, it crashes and dies. Sometimes it crashes and dies even when I make a new character (usually just after character creation, before loading into the fist village screen. Sometiems before I even get to making a character.) I'm not certain, but waiting until the music is over might limit the early crashing. Memory perhaps?
BucketMan: Is a stderr.log file generated?
Sirrocco: Not that I noticed? Where should I look for one?
- found the boss rabit on level 2 of the rabbit hole this time.
BucketMan: A few others have reported this, but I haven't seen it myself for some reason. I suspect the engine, but I haven't tracked it down yet.
ElCuGo: You might want to add the SPECIAL_GENE flag to the boss rabbit or remove ALLOW_IN_RABBIT_HOLE from his flags, otherwise he is elegible for generation on all levels of the rabbit hole.
- Headbanging: Message for wall: "there is a wall blocking your way". Message for undiscovered secret door: "you see nothing to open."
- side note: was on first floor of the Mansion. I was playing a pretty solid build, had some decent gear, had cleared the first floor of the mansion a number of times. I'd managed to kill two brown belts along the way - the first by the skin of my teeth, and the second with a bit to spare, and I'd gained a level and about 10ac since then. I decided that I was still feeling a bit paranoid, and I'd like a few more levels, a bit more strength from the gym, and maybe some better gear before I take the stairs any further, so I'm setting out to clear the first floor again. I set out a bit quick, and hit a confusion trap on the entry corridor, stepping one past it before I catch up with myself. A brown belt comes around the corner, and I die, completely unable to make it back the five steps to the stairs. I'm not saying that this is unfair, but I'd like to know what lesson I'm supposed to learn here. Is there some policy I should adopt, or is it just a case of "until you get flight, a trap and a bit of bad luck can be lethal. Sucks to be you."? (Mind, I acknowledge that I was not carrying zheng or mountain dew, but I do not think either could have saved me in that case, unless zheng severely reduces the duration of the confusion effect.)
BucketMan: 'Nothing you can do' isn't a fun game dynamic. But...you were fully healed and one brown belt was able to kill you before the effect wore off? Were you maybe diving a little early?
Sirrocco: well, I was level 14, with 14 sta, a bo staff, and decent AC. I wasn't using all of my skill points, but that was because I was intending the character as a barehander, and hadn't quite gotten to the point where it was worth putting the stick down. I could consistently clear the floor that I was on. I could take green belts one at a time without breaking a sweat, and brown belts if I was careful. The problem was, basically, that confusion as designed is basically as bad as paralysis if you don't have significant consumables. Once it kicked in, I was effectively done as a meaningful combatant until it ran out. In this case it was even somewhat worse, as it let me overshoot the trap, and thus run into it twice, slowing me further. (Although, now that I think of it, it may have burned some turns trying to disarm and failing.)
- Shameless plea: any chance we could get a quick update just with whatever bugfixes you've got already? I know you haven't implemented anything huge and sweeping yet, but you've mentioned a number of quick fixes you've put in, and it would be nice to have them in the playable version. *bats eyelashes*.
BucketMan: ...this is a good idea, yes. Perhaps a V091b would be in order.
SkizzaltixZaxali: After getting killed by a defiler monk as I walked across the room (This is what the "run" feature is for...), I turned into a spirit, and told Emma that I'd rather wander around on my own. After getting about half way to the end of the Path, I pressed "8" instead of "7", and fell off. The two demons had their little conversation about how long I'd last, and then... I died. I didn't even move, so I don't think it was lava damage. Is there some thing where if you fall off the Serpent Path when you're a spirit with fairly low will (13) and no Chi skills, you die? Or is it related to where you are when you fall off?
Then, an aesthetic issue: I think that the "monkly vows" in the defiler monk's description should be just plain "vows". I mean, there won't be much confusion as to what sort, right?
Sirrocco: Last I checked, dead folks no longer had HP, and instead took damage to their current chi. If you have no chi skills (and thus no chi) this means that taking any damage at all would kill you. Also, 13 is by no means low, especially if you're not going chi.
SkizzaltixZaxali: ...And, I took some damage from falling off the Serpent Path. Makes sense, but I think that maybe it should be checked when you fall off, and give you some message like "You lose consciousness as you fall", and then kill you before you land in Hell. I mean, it's a little bit confusing to have the dialogue, and then you die.
BucketMan: ...there's an extensive dialogue between two demons making bets over how quickly you're going to die...and then you die. How is this confusing? Why does dying for no reason mid-fall make more sense? In any case, I think it's not the fall that's killing you, it's the lava. The fall does no damage. The lava does damage every turn you're in it, including the turn you land in it. Having zero hp does make the level 25 spirit allowance fairly pointless though. I'll add in some sort of minimum.
SkizzaltixZaxali: It's confusing because it doesn't feel like it fit. I think the lava shouldn't do damage to you when you fall on it, because that way, you have a turn to look around and think "Oh crap, I'm dead". It's a roguelike, so while playing it, I get used to always having a turn to look around before anything happens. So really, it's not a bug so much as a gameplay issue. Also, is there some sort of time limit on party members, or something? I got Buruma to join me, but then when I was running around in Mr Satan's gauntlet, I went up the stairs to the receptionist's, then down again, and she was gone. At the time, I had her set to "Stay Here", and I'd been asking her about dragonballs every time we changed level, but other than that I hadn't done anything to her.
Sirrocco: Well, I just killed another character. A few things I noticed along the way....
- Honda is a beast. Listing his dojo quest as level 15 is pure cruelty. Also, he tends to get a bit more serious on those "friendly matches" than might be considered entirely appropriate. He certainly killed me thoroughly enough.
BucketMan: Hmm. That's a bug, then. That duel is supposed to be non-fatal.
- Side note - is westling oil actually worthwhile against Honda, as compared to the value of wearing solid armor in those two slots? If it's not useful there, then it really isn't going to be useful anywhere.
BucketMan: EDIT: The grappling formula has been changed in DV. The new chance to avoid a grapple is: Dex + (Dodge * 3) - (MonsterLevel * 3). With Body Oil, each empty cloak and body armor slot adds an additional (25 + Dex + Dodge). So, with 10 Dex and 20 Dodge, you would have a 10 percent chance to evade grapple attempts from Honda. With Body Oil, that increases to 100 percent. With 20 Dex and zero dodge, you would have zero chance of avoiding a grapple. But Body Oil in both slots would increase it to 90 percent. Body Oil is not intended to be something that you run around wearing all the time, but rather use situationally for certain boss fights, though it will only be likely to continue to be useful into the middle and late game for players heavy invested in Dodge skill.
- I met lunch, invited her back to meet Oolong, dropped her off and got my payoff (and that really should have one conversation option to come clean and another to lose morality), and then ran into her again in the outside world. For amusement value, I convinced her to come with me, walked her back over to Oolongs, and wound up in the devastated castle with no Oolong, and no lunch.
BucketMan: There's actually supposed to be a followup quest if you do exactly what you did...but I haven't made the quest yet. We can't leave poor Oolong's fate unknown, can we?
- I still have an occasional crash on startup, though it is less common. It seems to be more common when I press spacebar as the music is playing, but that could just be in my head. I have now been able to load dead characters as normal. I'm not sure what the change is.
BucketMan: I've spent countless hours investigating this problem over the past year. A bunch of people have reported it. The same problem has appeared sporadically in other modules. It manifests differently under different operating systems and different machines. In the windows version there are two executables, and on my machine, one crashes sporadically and the other works fine. I have spent countless hours trying to track it down to the point of removing all monsters, dungeons, towns, items, spells and still one of the executables randomly crashes. I don't know what the problem is, but I'm certain it's an engine problem.
Sirrocco: Also, forgot: egos that are supposed to add plusses do not appear to be functioning. For the most obvious examples, "Reinforced" and "metal" gear is showing up most frequently as +0 and +0/+0.
BucketMan: It appears that ON_MAKE functions aren't being executed for ego items. Bug 107 After looking at it some more, I'm not sure the problem is with the engine. Certainly everything worked fine under alpha 17, but this problem doesn't exist in the ToME module. I'm not sure what the problem is though. Items generated via wizard mode apply egos normally.
ElCuGo: (Uhh the error I reported is already fixed.)
- Also found Lunch in the central area and my aligment droped again.
TheremHarth: When leaving Honda's dojo: "A gruesome Software Bug leaps out at you! Panic save..." Followed by the game freezing and my savefile being rendered unusable.
Sirrocco: Usually, that's a result of doing things like force-quitting out of the game. (usually.) In any case, it can be cleared up by finding the file named "panic" and deleting same.
Sirroco: The following was moved down from an out-of-date discussion:
EricDerKonig: I've been having the same problem with the Mac version as well. My first game went ok, but I suicided the character after reading the Help texts and exploring the game a bit; the crashes occurred with all subsequent character attempts. I reinstalled the mod, and again the first character worked, and after that one died all attempts to create a new one resulted in a crash after character creation.
Sirrocco: This is the same engine problem Lord Bucket's talking about a few lines up. Personally, I find that it comes and goes. It also happens a lot more frequently when restarting old dead characters then when starting from new characters. Perhaps that could help?
Grant: with 0.91
- Stun 1: knockout of player apparently has no effect. (I can happily slaughter monsters while knocked out from sound trap in muscle tower)
BucketMan: Hmm. Leftover from the ToME module. 'knockout' text has been changed to 'Heavy stun' in DV.
- Stun 2: Stun of monsters apparently has no effect. I can stun orange belts with a stunning weapon and still have them attack me on their next turn when I move faster than they do.
BucketMan: That's not what stun does. Stun is not the same as paralysis. Whether it's you or the monnsters, being 'stunned' means that you're daz,ed disoriented, and generally perform less well. It doesn't mean that you sit there, helplessly unable to do anything while people kill you. This isn't WoW.
Grant: In my defense, I was basing this off ToME stun effects, not WoW.
- Wishing 1: It only takes 6 dragonballs to wish.
BucketMan: Fixed in DV.
- Wishing 2: Wishing for 'constitution' doesn't work. Possibly this is because the CON stat was apparently renamed from earlier versions.
BucketMan: This is deliberate. I'll consider it...but the intent for wishes has always been that they require real laguage, not game mechanics. Read the wish spoiler on the help menu. If you were personally going to have a wish granted in real life, would you "wish for constitution?" Probably not. Would you "wish for gold?" Again, probably not. But you might "wish to be really tough" or "wish to be rich" or "wish for a pot of gold." And all of these wishes work quite well. As does wishing "to be smart" "to be strong" etc. There are lots of cases where wishing for game-mechanic names for things doesn't work. For example, try wishing "for skill points." Not only does it not work, the dragons will specificly tell you that they have no clue what you're talking about, and suggest that you speak in clear language. Also, if you don't mind the spoiler...most of the more useful wishes are not wishes for simple game mechanic names for things. For example, try "I wish to know everything" or "I wish to have incredible mental power".
Grant: Well, I did try wishing for 'immortality', because that is the anime ultimate wish.
Edit: I looked through the lua and 'Immortality' is there. I must have spelled it wrong or wished to be 'immortal'.
BucketMan: Well, that was what Vegita always wanted to wish for. It was straight from the series so I couldn't very well leave it out, could I? :P
* Yesterday, I tried flying to space with my brand new character. On the space map, I took one step right, and not having a space suit, promptly died. Being good and all, I ended in heaven... but instead of the actual map, I was dropped in the middle of permanent walls, several squares right from the map edge. I have the character saved, so if you think it will help, tell me what file you need and I'll send it to you.
BucketMan: Tried it...couldn't reproduce it, but this probably relates to some of the engine map-edge problems Nerdanel and I have been submitting bug reports on for about the last ten alphas. To clarify:
- Had you ever died before?
- Once.
- Was it your first time in heaven?
- The second time.
- Were you placed in walls when transported to heaven, or when leaving heaven?
- When entering heaven.
- Had you ever died before?
In any case, you can access the debug commands via ctrl-a. ctrl-a and then b will allow you to teleport to any position.
* Another strange finding: after going to the underwater cavern with Kinto-un and leaving, I no longer can attack any enemies; I just "push past them". Turning off the "never attack friends" option has no effect whatsoever.
BucketMan: Ah! I see what's going on now...Kinto Un isn't handling altitude changes correctly. V0.9.0 added high vs low altitude flight. Any time you do something that allows you to fly, you can press < and > to change altitude. If you're flying at high altitude, then you'll be able to fly over earthbound monsters without them being able to attack you. For some reason Kinto Un is allowing the player to go up, but not down, and even unequipping Kinto Un isn't resetting the altitude tracker. So, even thogh you're not longer flying, the game still thinks you're at high altitude. I'm looking at the problem now, but in the meantime, you have a few options. To avoid the problem completely, never press < while riding Kinto Un. If you do you'll see the 'You rise to a higher altitude' message, and you'll start flying over monsters. If you do...to make it go away, the only workaround I see at the moment is to engage some other form of flight (chi flight, for example) and then press > to reduce altitude.
Alternately, this problem can be fixed by pressing ctrl-a to access the debug commands, then > to execute a LUA command, and then typing:
dball_data.flying_high=0
Sirrocco: I just found a bit more wierdness on the "startup crash and die" bug. I don't *know* that it's consistent, bt it sure is interesting. It's at least something worth loooking at. So - one of the things I've noticed is that it often happens while loading up dead saved games - and if any given dead saved game doesn't load the first time, it's likely to keep dying over and over and over again thereafter. I had such a saved game. I went into the global.svg file in the saved games directory and deleted the line that said that my character was dead. After having done that, the next time I tried it loaded the dead character and allowed me to recreate as normal.
Also, random buglet: I don't recall if this has been mentioned, but... I go into the shaolin temple, talk to Krilin, look around a bit on the upper level, and run into the abbot. I have a chat with him, it sounds as if I've already butchered the evil monks, and then he disappears to go look into it. hrmf?
another odd little buglet - tried to challenge the dance studio after saving them from King Mouse. did nothing. Semifroze the game, but I managed to get out of it by pressing escape a few times.
...and I'm now a bit confused as to how you're supposed to fly between planets as a chi character. I got enough chi regen and gung to sustain both flight and battle aura indefinately. I turned on flight and battle aura, leaving a net chi gain over time. I flew up into space. All good. I flew out away from the planet, and suffocated instantly. Is there some power I'm just totally missing that's supposed to protect me in the interstellar void?
NerdanelVampire: I just wanted to repeat this here too to make sure you see it. I solved the ON_MAKE issue quite a while ago. See my last post in the ON_MAKE bug report for an example how to fix things in your code.
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