Iron Tower Studio Forums

RPG => The Age of Decadence => Topic started by: Vahha on October 15, 2015, 12:13:33 pm



Title: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on October 15, 2015, 12:13:33 pm
Please report any bugs and improvement suggestions regarding Teron and its sublocations here. It's more convenient to have one thread dedicated to bug reports than starting dozens of threads.

Teron's sublocations are:
(click to show/hide)

Bug reporting guidelines:
- Please provide detailed bug reproduction steps, what and where exactly did you do and how the bug occurred.
- If applicable winrar or 7zip a savegame with which the bug can be reproduced and attach it to your post. The game's saves are stored here: <Documents>\My Games\Age Of Decadence\
- Sometimes (in case of combat bugs especially) it's useful to extract the corresponding recent segment from the game's console log (<Documents>\My Games\Age Of Decadence\console.log) in which the problem was registered


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: dolmakalem on October 16, 2015, 07:16:15 am
I completed the area quest by killing guards as a mercenary, i didn't completed the quest for talking Antidas, after finishing second city quests, because of the main quest i returned and tried to talk with Antidas, they still need me to complete two quests but i can't complete them because when i arrive the area, it says "they are gone, nothing you can do here". And when i get the quest, i just get teleported to some forest outside the city which i can't move at all. When i try to talk again quest giver, game crashes with error like this:
Quote
CGameMap::checkRange - wrong parameters: x = 182, y = 209. mWidth: 175, mHeight: 270.

Basically i'm stuck.

Can i get a console command or something like that to change my quest state?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on October 16, 2015, 09:11:58 am
I completed the area quest by killing guards as a mercenary, i didn't completed the quest for talking Antidas, after finishing second city quests, because of the main quest i returned and tried to talk with Antidas, they still need me to complete two quests but i can't complete them because when i arrive the area, it says "they are gone, nothing you can do here". And when i get the quest, i just get teleported to some forest outside the city which i can't move at all. When i try to talk again quest giver, game crashes with error like this:
Quote
CGameMap::checkRange - wrong parameters: x = 182, y = 209. mWidth: 175, mHeight: 270.

Basically i'm stuck.

Can i get a console command or something like that to change my quest state?

Post a savegame and I'll fix it for you. But these quests should not be available after you reach Maadoran.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: dolmakalem on October 16, 2015, 09:35:44 am
It seems i can complete the quest when i go third city so no worries. You can just check the bug, thanks.

I completed the area quest by killing guards as a mercenary, i didn't completed the quest for talking Antidas, after finishing second city quests, because of the main quest i returned and tried to talk with Antidas, they still need me to complete two quests but i can't complete them because when i arrive the area, it says "they are gone, nothing you can do here". And when i get the quest, i just get teleported to some forest outside the city which i can't move at all. When i try to talk again quest giver, game crashes with error like this:
Quote
CGameMap::checkRange - wrong parameters: x = 182, y = 209. mWidth: 175, mHeight: 270.

Basically i'm stuck.

Can i get a console command or something like that to change my quest state?

Post a savegame and I'll fix it for you. But these quests should not be available after you reach Maadoran.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on October 16, 2015, 10:48:18 am
Yep, already added to our bugtracking database. Thank you very much! :D


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Ragnall on October 16, 2015, 04:32:22 pm
Daratan Preator. Conviced Esbenus to attack Aurelians. Next conversation with Dellar gives message about 100 imperials rewad twice but you only get 100 not 200. Probably duplicated msg.

For some reason when you go to Aurelians outpost with Dellar to pay or kill Esbenus your hands are unequipted.

Try attached save for the whole secvence.

[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Pladio on October 16, 2015, 04:39:04 pm
This bug is probably universal, but minor.

When attacking torso, it says it reduced armor to 0.75% but you probably mean 75%. Or instead it could just be by 25%.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Morbus on October 16, 2015, 05:48:55 pm
I found 3 things that confused me:
a) bought a Loremaster cap and couldn't equip it, as a Loremaster
(click to show/hide)
(click to show/hide)

If you guys need savefiles or footage, I have that.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Wrath of Dagon on October 16, 2015, 06:17:27 pm
Improvement: This isn't unique to Teron, but the shield icon on the main screen needs a damage indicator. Otherwise you constantly have to check inventory, and new players might miss it altogether. Edit: Btw, character creation is also confusing. When you increase block, the defense rating doesn't change, although it does if you increase dodge, and attack rating increases if you increase any weapon.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: mkbonde on October 17, 2015, 07:34:58 am
Minor bug: Forty Thieves reputation stays at 3 after completing TG1 with low level forgery or bribing the guards, despite text saying reputation has increased. Flavius solution increases reputation by 1.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: SoaringEagle on October 17, 2015, 08:35:11 am
After completing the Imperial Guard questline in Teron with the Kingslayer route, I still have a quest telling me that Feng said to to show the map to Antidas.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on October 17, 2015, 09:19:33 am
After completing the Imperial Guard questline in Teron with the Kingslayer route, I still have a quest telling me that Feng said to to show the map to Antidas.

Will be fixed.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Scott on October 17, 2015, 10:28:45 am
Aemolas' Gold isn't removed from journal if you bring raiders to meet him and everyone gets killed, therefore Aemolas isn't there to close things out through dialogue.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Morbus on October 17, 2015, 12:51:28 pm
Another problem. I can't seem to get gold from selling my stuff. Not sure that's how it's supposed to work, but I'm pretty sure it's not. I can sell the stuff, but it won't give me money,


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: axedice on October 17, 2015, 02:36:15 pm
After finishing "Power to the People" quest in Ganezzar, the quest log tells me to go back to hector, but no additional conversation appears with him and the quests stays incomplete.

I solved the quest by
(click to show/hide)



Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Wrath of Dagon on October 17, 2015, 08:15:32 pm
Game hangs after I fail the checks at the entrance to the inner mine. Save attached.

[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Pladio on October 17, 2015, 08:43:52 pm
Minor bug: The house opposite Thessalos says Thessalos when you knock on the door


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Pladio on October 17, 2015, 09:09:47 pm
Dead screen when fighting Esbenus at mine shows the Aurelian guard dead screen


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: donbaloo on October 17, 2015, 10:47:15 pm
Not certain if its a bug or intentional but its kind of weird. As loremaster if I go to the roof of Fengs via the ladder in my room I can't return through the hatch unless I pick the lock.

Of course, its not like I've never locked myself out of my own house before so maybe I'm an absentminded loremaster too.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Stealth on October 18, 2015, 08:58:58 am
So a lot of people end up going spear+block, only to get their asses kicked because the Hasta's interrupt damage is really low. Why not offer a purchasable Steel Hasta that has extra damage (more than a normal steel Hasta) for like 600 gold? Same thing with a good shield. Maybe Shorty could sell them so that would make it an Imperial exclusive bonus.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sarl on October 18, 2015, 09:08:47 am
So a lot of people end up going spear+block, only to get their asses kicked because the Hasta's interrupt damage is really low. Why not offer a purchasable Steel Hasta that has extra damage (more than a normal steel Hasta) for like 600 gold? Same thing with a good shield. Maybe Shorty could sell them so that would make it an Imperial exclusive bonus.

I went with spear+dodge as the Imperial Guardsman and I kick ass; interrupt is not meant to deal damage, but to keep enemy away from you. Also, it inflicts poison on enemies. I've discovered that Lorica Segmentata offers great protection and don't slow you so much, so if you get hit, you don't get so much damage. Daggers and other low-damage weapons are useless against this combination, and Hasta's small damage is enough to bring down lightly armored enemies
Lack of shield provides you with versatility - if you're fighting against heavy armor, you can switch to two-handed spear and run around not being afraid (regularly leveled dodge is effective even wearing armor).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erik on October 18, 2015, 02:07:18 pm
Bug:

As a mercenary, I can tell that the ring Feng tries to sell me is a fake with alchemy 2, but not with alchemy 4.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Unawares on October 19, 2015, 06:19:39 am
Great to see this get to release, congratulations!  Been a long while since I've poked at it, looking forward to giving the final product a try.

One bug I found fairly quickly - in the quest where you can help the armor smith and his party through the gate.  If you just pay their way immediately it works fine, but if you choose to talk to them first it breaks.  There's no option to then talk to the guards again to make the payment for the party.

Cheers!


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on October 19, 2015, 08:31:00 am
Great to see this get to release, congratulations!  Been a long while since I've poked at it, looking forward to giving the final product a try.

One bug I found fairly quickly - in the quest where you can help the armor smith and his party through the gate.  If you just pay their way immediately it works fine, but if you choose to talk to them first it breaks.  There's no option to then talk to the guards again to make the payment for the party.

Cheers!

You need to talk to Aemolas for the payment :)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erik on October 19, 2015, 01:39:16 pm
Bug:

As a mercenary, I can tell that the ring Feng tries to sell me is a fake with alchemy 2, but not with alchemy 4.
Didn't see this in the Update 1 changelog. Did you guys pick it up?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on October 19, 2015, 05:55:12 pm
Bug:

As a mercenary, I can tell that the ring Feng tries to sell me is a fake with alchemy 2, but not with alchemy 4.
Didn't see this in the Update 1 changelog. Did you guys pick it up?

No, just saw it this morning.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Stealth on October 19, 2015, 06:56:28 pm
Am I the only one who just runs straight at the Trader in IG1 before the battle can even start? I can start the battle right next to him and kill him before his friends get close.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: silvera on October 21, 2015, 09:03:18 am
Task when I leave Teron, thieves guild, build version 1.0.0.0025 ... is repeated constantly one and the same options, and can not get out of the city.
This is a video clip of the problem: https://youtu.be/JzkyhlwC41o (https://youtu.be/JzkyhlwC41o)


save game is in attachment.
THX

[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Voyeur on October 21, 2015, 09:47:46 am
As an assassin, after killing Neleos for the IG mission, i walking through the door during the fight with the remaining assassins and it bugged to the fight successful text with Carrinas congratulating me on killing them all. When the text was done all the assassins were still alive and i could talk to them. After talking with Coltan the alchemist it updated the building to the burnt down version leaving me trapped inside with no way out.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Unawares on October 21, 2015, 09:16:25 pm
Great to see this get to release, congratulations!  Been a long while since I've poked at it, looking forward to giving the final product a try.

One bug I found fairly quickly - in the quest where you can help the armor smith and his party through the gate.  If you just pay their way immediately it works fine, but if you choose to talk to them first it breaks.  There's no option to then talk to the guards again to make the payment for the party.

Cheers!

You need to talk to Aemolas for the payment :)

Nope it's not so simple as that, I am familiar with how the quest is supposed to work.  And it's a bit tricky because I've had it work with a different character background.

Starting with a loremaster, heading to the gate as soon as the intro quest is completed, choosing to talk to Aemolas before paying anything makes it impossible to complete the quest. You exit dialogue and can't talk to the guards again.  Talking to Aemolas just brings up a repeated comment and no other options but to exit conversation.  Also the "you will owe me 10 times" conversation path didn't show.  I had trade 3, sw 3, pers 2.

Now starting with a drifter and doing pretty much the same thing worked just fine.

Also found some issues with the infliltration quest:

1) Taking out the guard by the stone gate, you get the described coins but not the described helmet and sword.  That's a bug that's been around for a long time.
2) After taking out Flavius (if I'm remembering his name right) the options railroad you into heading straight for the throne room.  I didn't want to do that.  It would be nice to have the option to continue exploring around a bit after that fight.
3) After entering the narrow hall (West door from bottom floor guard area) it would be nice to have the option to not continue to throne room after taking out the guard.  I wanted to go back and explore more first.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Unawares on October 22, 2015, 11:35:51 am
Two more:

1)  Moving nets and bolas from hand to hand sometimes costs an action point.

2)  When attempting to sneak into Lady Camilla's house, you have to climb a wall.  If you try to climb AFTER a failed attempt with a grappling hook it is slightly easier than if you try a straight climb immediately.  Might be intended... perhaps in the process of working with the grappling hook you have time to notice an easier way up?   :D



Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Unawares on October 22, 2015, 12:17:51 pm
This is more a suggestion than a bug, but rescuing Aemolas in the Aemolas Village quest - isn't that worth a Word of Honor point?  Especially after all the emphasis on giving my word at the start of the quest?

Yes I was forced to bring some unwelcome company back, but I could have just abandoned him at that point too.  Thoughts?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Pladio on October 22, 2015, 04:14:28 pm
After agreeing to negotiate with Esbenus and not persuading Dellar to pay him, I want to just use Critical strike against Esbenus, but the only option is Not yet, Leave.

Is this on purpose ?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: jbp26 on October 23, 2015, 10:48:00 am
This is more a suggestion than a bug, but rescuing Aemolas in the Aemolas Village quest - isn't that worth a Word of Honor point?  Especially after all the emphasis on giving my word at the start of the quest?

Yes I was forced to bring some unwelcome company back, but I could have just abandoned him at that point too.  Thoughts?

Similarly, I brought the raiders back to Aemolas house and killed them. Aemolas died in the process. The quest was never triggered as completed.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: donbaloo on October 23, 2015, 08:46:28 pm
Playing as mercenary, after the battle with the assassin in the inn, if I loot the bodies, click to leave, but then decide to stay and look around I get a blackout for the game frame (and sometimes text box). Cursor still moves but its not registering the door (or I'm just not finding it).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: jbp26 on October 24, 2015, 09:08:05 am
i felt like teron could use a little more 'low hanging fruit' quests. skill points are so scarce in the initial stages of the game, i felt like i had to explore all the quest options and then approach them in a very specific order just to get by. this took it from 'challenging' to 'meta-gaming', which wasn't as fun for me.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Astrofaes on October 24, 2015, 03:46:14 pm
When returning to Teron late game for a talk with Crassus the loremaster you gain the "A grain of truth" quest in your log once again, telling you to visit Gaelius library.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Esquilax on October 24, 2015, 09:37:11 pm
Suggestion: As a Daratan Praetor, you should have a [praetor] dialogue option to disperse the preacher at the square by Antidas' palace. You can persuade him to doubt himself in dialogue, but a [praetor] dialogue would fit here because he's afraid one of Antidas' people (i.e. you) are going to come by and shut him down.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Unawares on October 25, 2015, 08:12:04 am
I noticed that the journal entry under quests completed for The Raiders said I killed them, when I actually paid them with rate negotiated down.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on October 26, 2015, 03:02:49 am
Another one from a Russian-speaking board:
When you betray the assassins (on AG2) and use the neurostim+CS in TA mode to kill the boss and then win the fight the combat just doesn't end and there is no way to leave the room. Happens in both English and Russian versions.

UPD: Savegames for reproduction attached


[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Ragnall on October 26, 2015, 05:13:06 pm
Convince Esbenus to attack Aurelian outpost. Later on when you visit outpost with Dellar you have few choices what to do with wounded Esbenus. If you choose to figth with him and die, the death screen is about that Aurelians have killed you and you are nailed to the palisade (but there are no more Aurelians because of Esbenus and his thugs).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on October 27, 2015, 05:22:53 am
This problem described by another player starts in Teron, so I'm posting it here.
It's basically a stub quest from Esbenus. The steps:
- Convince Esbenus & thugs to attack the outpost, pay what you promised and learn about his past (Charisma check)
- He tells you about his fellows who disappeared at the Hell Gate
- Then come to Hellgate and learn how they died
- When you come to the Arch to speak with him he doesn't react in any way to the fact that you've been there

Unfortunately, for now he cannot provide a savegame.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Ragnall on October 27, 2015, 10:45:20 am
Thieves jerks.

No way to go down because of two thieves who tried to kill last crossbowman durning escape from Teron. They hae followed my character upstairs and effectily blocked him.

Save attached.

[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Ragnall on October 27, 2015, 10:51:09 am
Some items, like arrows cant be sold. Need to be droped from inventory.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on October 27, 2015, 10:52:31 am
They are so cheap so they can only be sold when you collect 10 of them.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: jbp26 on October 28, 2015, 12:46:24 pm
this is really minor, but there could be more clues (visual, text, dialogue, or perception) about finding the grappling hook in the graveyard. i searched that area a few times in my first play through and didn't find anything. i only knew the hook was there from reading forums, and was only able to find it through careful pixel hunting. i would never have stumbled on it without a priori knowledge.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: jbp26 on October 29, 2015, 09:20:08 am
im not sure if this intentional or not; when infiltrating the daraatan compound, the only way to get to the bedroom is by killing the guard on the roof. i tested this pretty exhaustively and couldn't find a peaceful way in.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on October 29, 2015, 09:22:25 am
And how about sneak and lockpick?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Ergil on October 29, 2015, 09:48:49 am
Nope. And the "dialogue" makes it clear it's intentional.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: jbp26 on October 29, 2015, 10:13:36 am
And how about sneak and lockpick?

sneak and lockpick drops you into the display room (no choice). you can't access the bedroom from there.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Ragnall on October 31, 2015, 04:57:42 pm
Gem robbery event at noble house near Palace is somehow bugged.

When you try to sneak at nigth there are two option: using rope with throwing and climb with str and dex check. Checks for 4/8/6/8/7/7 character.
First bug - use the rope (1 Throwing) and fail and then use climb option to success to get inside. Bugged part is that in this scenario player should have failed to get inside.
Second bug - use rope (3 Throwing) and succed then use climbing option and you will fail. Problem is that climbing check for this villa with successfull grapling hook throw is higher than climbing roofs at palace infiltration. Character does have climbing hook and grapling hook in backpack.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Wrath of Dagon on November 01, 2015, 09:09:38 am
This is a general improvement, not just Teron : In the tool-tip for the aimed attacks, it should probably say base CSC (critical strike chance) instead of CS. Also that term should be used and explained in the help, how CS works is very confusing right now.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: jbp26 on November 05, 2015, 12:25:29 pm
i finally managed to finish amoleos' quest while still in teron. brought the 3 raiders back to his place and killed them, amoleos died in the process. the quest does not resolve in your journal.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erebus on November 05, 2015, 03:07:47 pm
Maybe it's intensional but when you come back to Teron after Maadoran, you don't have the option anymore to climb the vine at Feng's home.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: frparris on November 07, 2015, 01:43:35 pm
Ok in the demo game, I would go up the stairs with the squatters in the wall and I would get a text saying a found a door to the basement, would I like to proceed. Once in the basement, I could look at the wall or drain. With crafting I could drain the drain and find the Jellyfish artefact.  In the beta game, I go up the stairs and find the door to the basement, but when I try to go down, screen goes black and then I end up at the top of the stairs with squatters. No chance to find the jellyfish.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Scott on November 08, 2015, 09:55:39 am
Well, this isn't the beta anymore, it's the final release. Sounds like some kind of glitch. For me, it works the same as it always has.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Lord Chambers on November 08, 2015, 09:25:51 pm
I'm switching from Merchant's Guild to Imperial Guards. When I start combat after storming the tower combat hangs when I have 0 AP and I cannot end the turn.



[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Lord Chambers on November 08, 2015, 09:33:05 pm
I'm switching from Merchant's Guild to Imperial Guards. When I start combat after storming the tower combat hangs when I have 0 AP and I cannot end the turn.
Upon further review, this occurs if I enter any combat available to this save file, whether Militades-related, IG2, or failing a persuasion check against Carrinas.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: axedice on November 09, 2015, 07:36:29 am
If you have 3 throwing, you fail at climbing the walls of Lady Camilla's house (with or without the grappling hook).

If you have 1 throwing though, you can climb it after failing to throw the hook accurately.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: jbp26 on November 09, 2015, 10:10:12 am
I'm switching from Merchant's Guild to Imperial Guards. When I start combat after storming the tower combat hangs when I have 0 AP and I cannot end the turn.



how did you do this? i couldn't figure out how to switch factions in teron, seems like i could only join the Imperial Guards if I went to them first.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: axedice on November 09, 2015, 10:27:58 am
You can switch sides during specific quest points. IE during the misson to get the signed document that implies the IG for caravan assaults, rather than forging the document you can go to Carrinas and tell him everything, where he immediately recruits you and sends you on to the tower assault mission.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: jbp26 on November 09, 2015, 10:45:37 am
You can switch sides during specific quest points. IE during the misson to get the signed document that implies the IG for caravan assaults, rather than forging the document you can go to Carrinas and tell him everything, where he immediately recruits you and sends you on to the tower assault mission.

thanks- i tried to do this but never saw the option. i'll give it another shot.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: SniperHF on November 11, 2015, 10:16:28 pm
If you go back to Teron and talk to the Inn Keeper you can ask him about Antidas and he still talks of him as if he's alive even when he's dead.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Kit_EA on November 14, 2015, 05:07:24 am
In The Fort location there are 3 trainers called centurions who can improve your various combat skills. The problem is that they can do it endlessly so I think this need to be reported as a bug.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Wrath of Dagon on November 19, 2015, 08:36:14 pm
If you kill Rhaskos and click on his stash, you get an option to buy poison when you talk to a merchant in the merchant plaza. However if instead you ask Rhaskos how much, then walk away without paying, then come back and use "streetwise" to scare him away, you're told to get poison, but you no longer get the option to buy poison when you talk to the merchant. Save attached.

Edit: Btw, it doesn't really make sense you don't have an option to sneak into the mine once you delivered the poison.

[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sinsharishkun on November 24, 2015, 11:04:59 am
Minor issue: If you get Aemolas's gold by having sneak 5 and use CS 5 to take out the single guard that investigates, he is not added to your bodycount or to your CS training.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on November 28, 2015, 05:12:28 am
Bugs:
 - If you give Sohrab your word, that no harm will come to him, and let him to be tortured, you'll receive Word of honor +1 (must be -1)
 - After you talk to refugees at the gate, you can't negotiate the price for their entrance anymore (praetor option is still available)
 - In "Escape from Teron" quest, if you bribe the mob leader and leave Teron through the secret passage, he shouln't be able to find you and ask for promised crate of gold.

Gem robbery event at noble house near Palace is somehow bugged.

When you try to sneak at nigth there are two option: using rope with throwing and climb with str and dex check. Checks for 4/8/6/8/7/7 character.
First bug - use the rope (1 Throwing) and fail and then use climb option to success to get inside. Bugged part is that in this scenario player should have failed to get inside.
Second bug - use rope (3 Throwing) and succed then use climbing option and you will fail. Problem is that climbing check for this villa with successfull grapling hook throw is higher than climbing roofs at palace infiltration. Character does have climbing hook and grapling hook in backpack.

Yep, it's bugged. If you fail [Throwing 3] check, you'll need only [Dexterity 7] to climb. Otherwise [Strength + Dexterity = 12] + [Strength 5] + [Dexterity 5].

And some minor thoughts for improvement (just doesn't seem right):
 - Teron Innkeeper is one of the few characters who's questions never disappear.
 - Can't ask Feng about grooved sphere.
 - [Intelligence 10] check for some mention of gravity wells??? (Conversation  with Feng about orrery) Regarding intelligence it's probably the only hard 10 check in the game. And there must be some [Lore] check as well.
 - Miltiades doesn't leave Teron immediatly after his con with nobleman. You can't expect from him to wait for angry party to show up and cut his throat. It's clearly, that whoever survives will be very upset with him.
 - Can't acсess to Antidas' bedroom without killing the guard on the roof. Why?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sinsharishkun on November 30, 2015, 06:11:34 am
General, not Teron-specific: the tooltips for bolas are switched, where the head attack lists immobilization while the leg attack supposedly chokes the victim. Also, barbed arrows are supposed to give extra critical damage, based on their description, but are listed in the tooltip with a crit multiplier of 0.0.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 01, 2015, 09:40:58 am
Bug:
If you asked Rhaskos to poison a wine, but didn't pay him yet, you can make him do it for free with alchemy skill.

(http://i6.imageban.ru/thumbs/2015.12.01/497fb4e189ea7be282588768f543f4bc.jpg) (http://imageban.net/show/2015/12/01/497fb4e189ea7be282588768f543f4bc/jpg)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Scott on December 01, 2015, 03:59:05 pm
And that poison is potentially *a lot* more effective. Rhaskos's "poison" only makes them slightly dyspeptic, as if they should've skipped coffee after a large dinner.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 01, 2015, 07:49:37 pm
And that poison is potentially *a lot* more effective. Rhaskos's "poison" only makes them slightly dyspeptic, as if they should've skipped coffee after a large dinner.

Funny.
Maybe, that poison even kills them instantly?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on December 02, 2015, 01:22:10 am
Bug:
If you asked Rhaskos to poison a wine, but didn't pay him yet, you can make him do it for free with alchemy skill.

(http://i6.imageban.ru/thumbs/2015.12.01/497fb4e189ea7be282588768f543f4bc.jpg) (http://imageban.net/show/2015/12/01/497fb4e189ea7be282588768f543f4bc/jpg)
Why bug? A long time requested option.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 02, 2015, 02:15:27 am
Bug:
If you asked Rhaskos to poison a wine, but didn't pay him yet, you can make him do it for free with alchemy skill.

(http://i6.imageban.ru/thumbs/2015.12.01/497fb4e189ea7be282588768f543f4bc.jpg) (http://imageban.net/show/2015/12/01/497fb4e189ea7be282588768f543f4bc/jpg)
Why bug? A long time requested option.
Because I didn't pay him. He asked 100 imperials. I should give him money first, then he'll tell me that he doesn't have poison.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on December 02, 2015, 02:54:45 am
You use neither [praetor], no [body count] option, just "Leave." option, right?
Seems like some scripts are missing here:
(click to show/hide)
It must be something like that:
(click to show/hide)
Other poison options haven't it too:
(click to show/hide)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 02, 2015, 05:24:30 am
You use neither [praetor], no [body count] option, just "Leave." option, right?
Yep.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 02, 2015, 11:06:30 am
And another one, also related to the wine poisoning.

If you distill your own poison and deliver supplies yourself, the game will think that you spiked wine not with medium or strong, but weak poison.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on December 02, 2015, 12:55:19 pm
I think I got it - file Teron_Mine_01.xml:
(click to show/hide)
Must be:
(click to show/hide)

UPD. Please, modify that file as I suggest and tell me the outcome.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sarl on December 03, 2015, 06:46:04 pm
I've used search option, but nobody else seem to have this problem.
I am a drifter, I've decided to hook up with Boatmen. I got their first mission, taking out the spies, and I succeeded. Then I betray them, when they're trying to kill Carrinas. He gives me his potion, I use it and my critical strike skill to make rampage inside the guild. Then, after hard fight, where I kill both survivors, I can't force the game to end combat and proceed with the situation. The whole guild is dead, there's no interaction options inside - randomly clicking space or "end combat" in UI just passes the turn. I've tried that two times.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on December 03, 2015, 08:59:06 pm
Try this:
(click to show/hide)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sarl on December 04, 2015, 07:39:36 pm
Tried several times - nothing happens.

Edit: I think I found the source of the problem - Dias is alive, somehow! He is in a building on the opposite side. I've managed to take a screenshot.
(click to show/hide)
(click to show/hide)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on December 05, 2015, 04:09:19 am
Save needed.
Btw, I've just found 2 untranslated strings in that file (Quest_AG2.xml), so ty.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sarl on December 05, 2015, 07:13:06 am
Here.
This save is just before starting the quest. Talk to Neelos, accept the job, then choose dialogue option to kill Dias, get along with Carrinas and use critical skill in dialogue option before the guild. Then move the camera into the building on the opposite side, when you'll zoom through the roof, you'll see Dias with crossbow standing in the middle of empty room.

[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on December 05, 2015, 09:27:40 am
Do this:
(click to show/hide)
I've checked - all works just fine.
Devs should add that script somewhere to the Quest_AG2.xml


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 05, 2015, 01:21:12 pm
In the script Quest_AemolasVillage_01.xml, there are no checks on piercing or barbed missiles, only on regular.
(click to show/hide)
Anyway, with piercing arrows it didn't work.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sarl on December 06, 2015, 07:26:49 am
Thank you very much, Sunfire, it worked.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on December 06, 2015, 10:23:14 am
Yw, Sarl.

Storyteller, the file Quest_AemolasVillage_01.xml should be modified that way before the fight:
(click to show/hide)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 09, 2015, 10:44:48 am
Bugs:
 - In "Escape from Teron" quest, if you bribe the mob leader and leave Teron through the secret passage, he shouln't be able to find you and ask for promised crate of gold.
As I mentioned before, it's odd that he's able to find you.
Anyway, if (from "..._quick2.sav" point) you talk your way through Bracchus' robbers and choose to fight with the mob leader, you'll find yourself in "..._auto_combat.sav" situation.

[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 09, 2015, 10:57:12 am
It gets even more bizarre, if you choose to kill the robbers. The mob leader will be fighting on your side (not always, sometimes he'll just stand there). Afterwards you will leave to Maadoran without speaking with him.
And! You'll receive "Killer of Men" trait.

[old attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 09, 2015, 03:58:25 pm
If you betray Cado and tell Linos about the robbery, there is no penalty to Loyalty or The Forty Thieves reputation.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sarl on December 09, 2015, 04:12:45 pm
(click to show/hide)

I'm the praetor of Gaelius, after finishing Maadoran storyline I came back to Teron. I did the quests for Dellar, but he says he doesn't know me when I talk to him. I helped Carrinas, so Teron is IG-style.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 11, 2015, 06:11:39 am
When you are working for MG, you can sign the document Cado gives you. In the end of "The Loose Ends" quest Linos will expell you from the guild.
Nonetheless, you will have "Agent" rank and the quest to meet with Strabos in Maadoran.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 11, 2015, 07:54:43 am
Also, if you are MG member (not merchant background), you can ask Linos about Gracius' map. This option shouldn't be available, or at least, needs some rewriting.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 11, 2015, 09:55:22 am
Betray Linos and join the Imperial Guards.
If in "Serving a Notice" quest you make a deal between Antidas and Carrinas, you'll receive training from Linos.
Carrinas: "...I have arranged for you to get special training. Now that the town is mine, every guildmaster is dying to do me favors. Linos was kind enough to agree to train you in his art."

But, if you make Antidas the Emperor, everything works fine and you'll receive only military training, as you should.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Purple Eyestabber on December 11, 2015, 10:17:12 am
Don't know wether this was reported our not, but I found a bug in the Praetor questline.

Killing Carrinas yourself yields no SPs, as opposed to luring him to the Inn (20 IIRC).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 11, 2015, 01:08:02 pm
"A Matter of Proof" quest.
There is the moment, when you can bribe the guard for 1000 imperials. If you don't have spare 1000, you can sent him to Linos. There will be [Commercium 7] reputation check, whether Linos will pay the guard or not. I think this reputation check is too high. It is not possible to gain that much reputation on that moment, even with [Charisma 10]. Correct me, if I'm wrong.

Also, in "Teron_Innkeeper.xml" script I saw some rumors about blasted Aurelian outpost or Carrinas' death, but in the game I can't make the innkeeper tell them to me. Is it a bug, or did you decide to cut this strings?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Storyteller on December 13, 2015, 06:29:48 am
"A Matter of Proof" quest.
There is the moment, when you can bribe the guard for 1000 imperials. If you don't have spare 1000, you can sent him to Linos. There will be [Commercium 7] reputation check, whether Linos will pay the guard or not. I think this reputation check is too high. It is not possible to gain that much reputation on that moment, even with [Charisma 10]. Correct me, if I'm wrong.
Actually, I am wrong. I didn't think about different backgrounds. Some of them have initial reputation bonus, so it is possible to have [Commercium 7] reputation on that moment.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on December 15, 2015, 06:18:31 am
There is a missing string in the file Aemolas Village.mis which results in nameless NPC:
(click to show/hide)

File Quest_AemolasVillage_01.xml inconsistencies:

1) You count a dozen men aimlessly wandering around the village, blissfully unaware of your earlier intrusion.
...
You count a dozen men aimlessly wandering around the village.
It should be eight.

2) After some shouting, the raiders start running toward your hiding spot, leaving three men behind to watch the flanks. (2 times)
It should be:
After some shouting, the raiders start running toward your hiding spot.

3) Two down, ten to go.
It should be six.

4) Three down, six still in the game, plus three spectators.
It should be:
Three down, five still in the game.

5) Four down, five almost on you.
It should be four.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on January 07, 2016, 05:28:21 am
Shorty (IG barracks) still have the bows and x-bows of 2 different wood type:
http://www.irontowerstudio.com/forum/index.php/topic,3619.msg110727.html#msg110727 (http://www.irontowerstudio.com/forum/index.php/topic,3619.msg110727.html#msg110727)
http://www.irontowerstudio.com/forum/index.php/topic,4369.msg121991.html#msg121991 (http://www.irontowerstudio.com/forum/index.php/topic,4369.msg121991.html#msg121991)
http://www.irontowerstudio.com/forum/index.php/topic,6183.msg138869.html#msg138869 (http://www.irontowerstudio.com/forum/index.php/topic,6183.msg138869.html#msg138869)

File Shorty_01.xml - 1st phrase doesn't make sense for opportunist players (MG, AG, HD) - they don't get any armor from Shorty (except MG before IG2 quest):
(click to show/hide)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on January 10, 2016, 12:41:45 pm
File pcDeath.english.cs:
(click to show/hide)
Actually, you TAKE OUT Carrinas (i.e. Imperial Guards Commander) before this fight (AG2).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on January 14, 2016, 05:53:39 am
1) I can't target (and hit) prone House Aurelian Guard in the Outpost:
(click to show/hide)
2) Workers don't use spiked clubs - just their mining tools (shovels and picks), though HA guards armed them with it before.
Save attached.

[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: NewAgeOfPower on January 14, 2016, 01:03:39 pm
Another problem. I can't seem to get gold from selling my stuff. Not sure that's how it's supposed to work, but I'm pretty sure it's not. I can sell the stuff, but it won't give me money,

Have you tried a different shopkeeper? Shops can run out of money.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Niektory on January 17, 2016, 08:49:00 am
One of the Commercium merchants teleports you to the other side of town after trading with him after returning to Teron. Save attached.

Typos:

Antidas when telling him about the IG's plot as a merchant:
"What news do you brings me, master <charname> ?"
Should be "bring me". Also an extra space before the question mark.

Mercato after returning to Teron:
"(...) The finest assortment of cutthroats and murderess money can buy."
Should be "murderers"

Linos after returning to Teron:
"These gods... This Creed that people are talking about... Are you sure it's not going a problem?"
Should be "not going to be a problem"

[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on January 31, 2016, 06:06:50 am
Camilla burglary bug - Kleitos name appeared:
(click to show/hide)
The file TSQ_Camilla.xml should be modified that way:
(click to show/hide)
instead of:
(click to show/hide)
Save is here:
https://drive.google.com/open?id=0B_7LLaL2_sHuc29BTFlLVGxjVzA (https://drive.google.com/open?id=0B_7LLaL2_sHuc29BTFlLVGxjVzA)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on January 31, 2016, 10:13:31 am
Rhaskos stash bug:
(click to show/hide)
Stash is available along with Rhaskos. I think that one of it must be hidden.
Save is here:
https://drive.google.com/open?id=0B_7LLaL2_sHuXzFvR3NyMi1BQVU (https://drive.google.com/open?id=0B_7LLaL2_sHuXzFvR3NyMi1BQVU)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on January 31, 2016, 10:40:59 am
A logical inconsistency in the file Teron_Mine_01.xml:
(click to show/hide)
There is only one crossbowman there, so it should be:
(click to show/hide)

UPD. Fixed.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sufyan on February 10, 2016, 08:42:42 am
Tiny improvement suggestion:

The "personality reputations" (Peacemaker, Loyalty, Word of Honor) in general don't seem to matter and be affected as much as I would have hoped, but I was surprised in particular that you do not receive a Loyalty penalty if you take Carrinas' letter for Antidas to Gaelius instead (Kingmaker route). It felt like a considerable betrayal, deserving the penalty.

Also, if you find Aemolas' gold and keep it, you never lose a point of Word of Honor. This is particularly weird, as it was your reputation that got him to tell you about the gold in the first place. Also, the quest never resolves.
(You might say that nobody ever learns that you found and kept the gold, so your reputation could not change, but by that reasoning you should not lose loyalty as a Loremaster saving Cassius either, because Feng certainly won't spread the news that he tried to have Antidas' new pet scholar murdered).


And as this is my first post here: Wonderful game by the way. I love it.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on February 11, 2016, 01:00:44 am
Quote from: Philippe_at_bay
I just started a female Grifter.

Didn't have enough impersonate for the first encounter, but Petras got a hold of the map and gave it to me.

I was admiring the costumes in my inventory when I suddenly realized that I couldn't see the map.

Just to be sure I ran over to Feng's, and sure enough, I had it (and it was invisible).

I haven't played past that point to see if it suddenly reappears, but owning an invisible object could lead to problems.
The map isn't invisible, it just hasn't been added to the inventory.
Only variable has changed.
I've just checked the file vignette_grifter.xml.
There is the script in it when you succeed in conning:
(click to show/hide)
But failure script:
(click to show/hide)
seems to miss one string:
(click to show/hide)
It could be added it via console.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on February 11, 2016, 07:05:15 pm
The map isn't invisible, it just hasn't been added to the inventory.
Only variable has changed.
I've just checked the file vignette_grifter.xml.
There is the script in it when you succeed in coning:
(click to show/hide)
But failure script:
(click to show/hide)
seems to miss one string:
(click to show/hide)
It could be added it via console.

You are awesome, you make my life much easier when dealing with bugs :)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on February 11, 2016, 07:06:41 pm
Tiny improvement suggestion:

The "personality reputations" (Peacemaker, Loyalty, Word of Honor) in general don't seem to matter and be affected as much as I would have hoped, but I was surprised in particular that you do not receive a Loyalty penalty if you take Carrinas' letter for Antidas to Gaelius instead (Kingmaker route). It felt like a considerable betrayal, deserving the penalty.

Also, if you find Aemolas' gold and keep it, you never lose a point of Word of Honor. This is particularly weird, as it was your reputation that got him to tell you about the gold in the first place. Also, the quest never resolves.
(You might say that nobody ever learns that you found and kept the gold, so your reputation could not change, but by that reasoning you should not lose loyalty as a Loremaster saving Cassius either, because Feng certainly won't spread the news that he tried to have Antidas' new pet scholar murdered).


And as this is my first post here: Wonderful game by the way. I love it.

Will fix, thanks for the report and the praise!


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on February 12, 2016, 12:33:42 am
You are awesome, you make my life much easier when dealing with bugs :)
:salute:


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on February 14, 2016, 12:16:01 pm
Quote from: Jawgo
Assassins Guild Payment Bug
Hi All,

It's been a while since I've played AoD; played it for 300+ hours while it was still under development, but then didn't play it when it finally fully released (go figure). I always knew I'd come back to it though (I lumpin' love this game). Anyway, I just started up the game again today and made an assassin. I went to the inn to kill Gracius and his bodyguard, looted their bodies, looted the chest, then made my escape back to the guild to report to Neleos. Neleos asks how it went and I said "it went swell, payment please," and Neleos says "great job," and I receive skill points, but do not receive the 40 gold he owes me. At the start of that first quest he says the job pays 50, 10 now and the rest when the job is done. I receive the first ten, but not the rest.

I've restarted several assassin playthroughs since, to try and test if doing a few different things changes whether or not I get payed in full at the end, but nothing changed it. I tried:

    Going to the market first to do some last minute shopping beforehand
    Not going to the market first to do some last minute shopping
    Looting the bodies and Gracius's chest
    Not looting the bodies and Gracius's chest
    Asking "Only 50?" before leaving to do the quest
    Not asking "Only 50?" and leaving immediately to do the quest
    Exiting the game and logging out of Steam, and starting it all up again

Nothing changed not receiving the full payment for this quest. Just thought I should point this out as a bug.

There is missing line in the file vignette_assassin.xml after the next one:
(click to show/hide)
It should be:
(click to show/hide)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Niektory on February 14, 2016, 05:27:41 pm
The wine amphora is not visible (http://i.imgur.com/sshzmca.jpg) during palace infiltration after buying it from the servants. Also missing a space after [impersonate].

Typo when trying to get the wine amphora from the servants in the Daratan palace infiltration:
[impersonate] 'cause I was sent here to make sure the wine gets to the palace today, not next week, you old oaf."
Missing the opening quotation mark.

If you visit the noble lady's house right after talking to someone else, the dialogue screen will display that last person's name above her description (http://i.imgur.com/R0jBO7T.jpg). Also a typo:
[streetwise success] "Lady Anthea, I presume? I'm happy to inform you that Lord Gaelius has agreed. You're expected to arrive to Maadoran within a fortnight."
Should be "arrive in Maadoran".

One of the screens when sniping with a scoped crossbow in Aemolas' village shows a blank scene (http://i.imgur.com/qYihpTh.png).


[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on February 17, 2016, 03:40:44 am
Mushrooms to the right of the Imperial Fort in New Teron can be discovered (via perception) and the graphic is there, but object does not exist, and cannot be harvested. No success or failure, just object is not actually placed. This is only in New Teron, I believe it's still OK in original Teron.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on February 17, 2016, 09:56:32 pm
In Teron_IG, if you buy a room the "stash" does not exist.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on February 18, 2016, 06:57:25 pm
Savegame to reproduce above two issues attached.

[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on February 18, 2016, 07:19:01 pm
Fixed both for next update, along with new thieving opportunities in Teron.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on February 20, 2016, 11:07:54 pm
In Teron_IG, if you interact with the Weapon's Merchant in the Plaza, afterward you will be teleported to a random alley in Teron. Savegame attached.

[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on February 21, 2016, 09:31:54 am
In Teron_IG, if you interact with the Weapon's Merchant in the Plaza, afterward you will be teleported to a random alley in Teron. Savegame attached.

Yep, already fixed for the next update.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on February 23, 2016, 06:54:25 am
A misdescription in the file Quest_AemolasVillage_01.xml:
(click to show/hide)
But there are eight of them, so it should be:
(click to show/hide)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on February 25, 2016, 06:08:27 pm
As Assassin, I used the Perception check option with the Bandit Camp quest in Teron, and Dellar and company ostensibly wiped them out. However, he seems to have been resurrected at the Arch. Unless he somehow escaped and is now perfectly willing to chat with me. Savegame attached. I am using the 32-bit AOD.EXE because of issues I have with the 64-bit, just in case it's relevant. Please fix :)



[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on February 26, 2016, 04:32:07 am
In Teron_MG (and perhaps some other flavors of late-game Teron), the Imperial Guard Barracks front gate indicates it can be lockpicked. It cannot. I leveled my lockpick to 10 to try it, no dice.

[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on March 05, 2016, 03:17:45 pm
I notice that sometimes I cannot get a lockpick skillup from the boxes at Feng's place, using a character with zero or low lockpick skill ofc. Is it now required that you sneak in to get it maybe? This most recent time it was because Feng left that I had access to the back.

[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on March 06, 2016, 09:47:35 pm
Starting as Loremaster, I do not get a Word of Honor point for killing Cassius. Now, I may recall that you just don't get one if you are actually working for Feng? Not sure. Savegame in case.



[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on March 08, 2016, 01:06:13 pm
The boxes for the lockpick increase have a perception check. If you are Feng's apprentice loyalty is modified.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: velkito on March 15, 2016, 06:39:03 pm
As a mercenary, I took the second boatmen quest in teron, to kill Crassius. I decided to side with Crassius and kill Dias. Then, after the conversation, I was sent back to the guild to kill the remaining assassins. I first went left in the combat grid view to the old man in a robe, whose name I'm not sure of, and killed him, but then got killed by Agatai. After I reloaded, I went right to agatai, but as I did that, the screen went black, and the game acted as if I've already killed them, giving me Crassius' conversation and stat modifiers and so on. Agatai and the old man still had their regular conversation options. After I tried talking to both of them, the screen went black for a moment again, I think, and the boatmen building seemed ruined, with my character trapped inside it.

It's no biggie for me, I was curious, but now that I tried this option, it seems like the worse option, so I'll just reload and try the regular option of completing the quest as intended by the quest giver. Still, completing the quest should definitely not trap one's character.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on March 15, 2016, 09:39:16 pm
Fixed for the next version, there was an issue when reloading the fight in which they were not your enemies. You could have clicked on the door to continue, not talking to them.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on March 22, 2016, 02:56:50 pm
Not sure if this is specific to Antidas vs IG fight, but this is the first time I've seen it. Targeting for the fire vials is bugged. The flames do not land where you place them. I am playing around with it, but it seems that it lands one square further than where it should be. It happens everywhere I try to use one in this fight. Some screenshots showing two successive throws, both landing incorrectly. EDIT: I'll try to shrink the size a bit, these are unmodified uploads. Also adding a savegame, please fix if possible...my strategy for this fight kinda depends on them.

(http://images.akamai.steamusercontent.com/ugc/476626350639632391/B147F3FED37F673BCFF800120A404A37B561DFF6/) (http://images.akamai.steamusercontent.com/ugc/476626350639632744/B056716BB8F18AFC5356986C1EDB02EF400F5B32/)


(http://images.akamai.steamusercontent.com/ugc/476626350639632997/ED49F6FB73D589B6904FC1BA587BFFDD0C653092/) (http://images.akamai.steamusercontent.com/ugc/476626350639633221/5A5794D68A3163EC97E300129535447F82AE18C8/)

[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on March 22, 2016, 03:52:03 pm
The starting weapons seem wonky too. If you spec bow, you start with a hammer. If you spec hammer, you start with a bow. And so forth.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on March 22, 2016, 05:47:52 pm
Not sure if this is specific to Antidas vs IG fight, but this is the first time I've seen it. Targeting for the fire vials is bugged. The flames do not land where you place them. I am playing around with it, but it seems that it lands one square further than where it should be. It happens everywhere I try to use one in this fight. Some screenshots showing two successive throws, both landing incorrectly. EDIT: I'll try to shrink the size a bit, these are unmodified uploads. Also adding a savegame, please fix if possible...my strategy for this fight kinda depends on them.

Can't fix since it's an issue with the model, had an old collision system. The issue is that it's calculated with the ground below the palace, so it goes through the floor and hits the ground one tile to the left. Try throwing it one tile to the right from you position, if it doesn't work, move one tile to the right before throwing. Will be fixed for the next update.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on March 23, 2016, 12:23:57 am
Ah, ok. By any chance is there a similar issue in Bass' office at the Pass? It's a slight different issue, in that areas where I should clearly be able to throw a fire vial do not allow me to. I have a clear line of sight to a square directly diagonal to me, with nobody occupying that square or the between me and the square, but it shows as not a valid target square. Getting frustrated, I have now put two games in a row on hold due to not being able to progress past a fight without my trusty vials.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Hal900x on March 24, 2016, 08:27:54 pm
Here's an interesting one. I betrayed the boatmen and Carrinas sent me in to kill the Boatmen alone. I saved the Eagle Eye Neurostimulant until combat began, was able to kill Neleos in the initial dialog with a straight Crit Strike check, and then drank it on my first turn, giving me enough AP (16) to move into the square shown in the screenshot (uploaded). This immediately triggered the "success" dialog as if I had killed all the boatmen...although all remaining 3 of them were untouched. You then find yourself standing inside an intact Boatmen HQ with the 3 of them in a neutral disposition. You can speak with Dias or Agatai as if you never joined the guild, they will just say "Talk to Neleos..." as per a non-member. At that point, you can interact with the door and continue the script as normal. But, if you first talk to Coltan, and only Coltan, you will find yourself trapped inside the burned out hulk of the HQ as if the IG had razed it. You can still speak with the Boatmen and move around inside the wreck, but the roof is not transparent and the door is gone. It seems to be a very specific set of actions to replicate, but you can replicate it. I am also uploading the combat autosave and a save afterwards where you can replicate the above. 64 bit .exe, in case it's relevant.

[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Oscar on March 25, 2016, 03:31:18 am
There was an issue there when reloading a combat autosave, fixed for the next version.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on April 07, 2016, 04:37:10 pm
Minor bug (exploit):
Start as Mercenary, come to the trader to buy better gear for the assassin fight. You should be limited to the area around the trader, but there is a way to get out of it by clicking on a merchant outside of this area (one wearing a blue robe). You talk with him and automatically get outside of the restricted spot.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on April 17, 2016, 09:58:49 am
Minor issue (not sure if intended):
- In TG1 get the paper for Flavius
- He offers to let the smugglers pass, plus asks for 15% of the value of any extra items smuggled
- Unlike the other solution directly via the guards in this case your reputation with the Commercium isn't affected (if you just bribe the guards it drops by -1)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Trashos on April 24, 2016, 05:50:28 am
[1.2.0.0125] Body Count Bug in Aemolas Village

Issue: Used the Sneak way of digging Aemolas' gold, one bandit heard something and approached, I criticalled him but my body count did not raise.

Steps to reproduce:
1) Go to Aemolas village. I had Sneak 5 and Critical Strike 5.
2) Sneak in.
3) Sneak to the well.
4) Try to dig up the gold. I get a Sneak failure and a bandit approaches.
5) I use Critical Strike and kill him.
6) Dig up the gold. Either take gold to Aemolas or disregard Aemolas, makes no difference (tried both).
7) BUG: My Body Count (50) is exactly the same as before I murdered the bandit.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Trashos on April 25, 2016, 03:52:24 pm
[1.2.0.0125] Body Count Bug in Aemolas Village

Issue: Used the Sneak way of digging Aemolas' gold, one bandit heard something and approached, I criticalled him but my body count did not raise.

Steps to reproduce:
1) Go to Aemolas village. I had Sneak 5 and Critical Strike 5.
2) Sneak in.
3) Sneak to the well.
4) Try to dig up the gold. I get a Sneak failure and a bandit approaches.
5) I use Critical Strike and kill him.
6) Dig up the gold. Either take gold to Aemolas or disregard Aemolas, makes no difference (tried both).
7) BUG: My Body Count (50) is exactly the same as before I murdered the bandit.

Critical Strikes through CYOA in TG6 ("Payback") don't register in Body Count either. Is this intended behavior?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on May 28, 2016, 04:33:20 am
Minor exploit: if you return to the renewed Teron from Ganezzar you can pick all the locks at the Inn, sneak, and steal from the sleeping, getting the extra SP again.

Also, another minor one: if you fail a sneak check at Teron's and Maadoran's inns you still can manage to lockpick the chests and get their contents or steal from the sleeping, by doubleclicking on them quickly.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on June 20, 2016, 11:01:58 am
Minor issue: no +1% CS is given for killing two Aurelian guards in TA mode when sneaking into the Outpost at night.

Another minor issue about the outpost: no SP is given for lockpicking the chest inside the mine after you sneak there.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on June 27, 2016, 01:24:54 am
Another funny bug (or exploit) - free Teron movement in some vignettes (assassin and mercenary).
1) While in vignette, select "last minute shopping" before visiting the inn. ...test1.sav
2) Click on the store behind the PC, select "Not yet." ...test2.sav
3) Storekeeper appears behind the store, click on him, select "Not yet." ...test3.sav
4) The PC is outside the scripting zone now and can move freely across Teron. You can repeat step 3, when approaching the scripting zone. ...test4.sav

The hot-fix is here:
http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989 (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989)

[attachment deleted by admin to save space]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Goral on July 03, 2016, 02:23:39 am
When playing as a Praetor I've convinced Sohrab to reveal all he knows and told Dellar about it, i.e. that he was going to fix a blue steel smelter. But when I choose the praetor option to get rid of the Gaelius tropps from the outpost and stay true to my word I tell Dellar there is nothing there. I would think that Dellar would double check and not just believe me, especially since a while earlier I told him that it's an ore smelter (and blue steel at that).

Edit:
And here's a bug that doesn't let you continue the game: http://www.mediafire.com/download/5sqc77c5wscc30z/Juno1467528329_Cant_talk_to_Carrinas.sav (http://www.mediafire.com/download/5sqc77c5wscc30z/Juno1467528329_Cant_talk_to_Carrinas.sav)
At the end of my Teron run as a Praetor I have the task to lure Carrinas into the inn. Which I can't do because they won't let me into the barracks, the only option available is "I want to join IG". If I reload this save this option changes to proper response "I'm from house Daratan and want to see Carrinas" but it's not obvious. So load the save I've provided, choose "LEave" option and approach guards again and you won't be able to enter. Reload that save and it magically swaps the option to the proper one.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Jedi_Learner on July 23, 2016, 02:23:47 pm
Cutting the throat of Miltiades does not add to your body count. This is after you are ambushed by his two thugs and wait for him to return.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Luckmann on November 02, 2016, 06:05:55 am
Oh, so there is a proper place to post bugs. :D

Ran into an annoying one, relating to the bandit camp.

(click to show/hide)

The version is 1.2.0.0154, from GOG.

I've attached a save.

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on November 02, 2016, 06:10:31 am
The plan to get the bandits siege the outpost needs to be confirmed by Dellar and then accepted by Esbenus (pers 3, swise 4).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Luckmann on November 02, 2016, 07:58:14 am
Not sure if this is a bug or just an inconsistency.

Saving the relative from the Raiders is supposed to award +2-3 Daratan Reputation.

Going to the outpost and stealing the power tube/module is supposed to award +1 Reputation. If you kill everyone, you get +2 Reputation. And if you kill everyone and fix the machine, you get +4 Reputation (and -3 Aurelian). If you just blow it up, you get +2 Daratan Reputation.

So if you solve those two quests independently, in an ideal scenario, you get +4-7 Daratan Reputation (and -0-3 Aurelian).

But if you pit the Raiders against the Outpost, kill Esbenus, and then start up the machine, you get a total of +3 after reporting to Dellar/Antidas.

That's honestly quite absurd, given that it's practically the best-case scenario, and should really award at least +6, but without the -3 Aurelian (because of the way Dellar spins it; raiders attacked, House Daratan tried to save them, no witnesses, etc.).


Ignore this. I completely missed that Charisma worked like that. I have a very low Charisma, and it skews the numbers.

My apologies. :-[

The plan to get the bandits siege the outpost needs to be confirmed by Dellar and then accepted by Esbenus (pers 3, swise 4).
Yes, but while I think that's annoying (I should be able to pitch this independently, if I intend to betray them anyway; worst case I'd just go "Woops, guess I don't have the money, I should probably have talked to Dellar first", the fact that you cannot attack the Raiders must be considered a bug.

If I don't attack them the first time I meet them, attacking them is no longer an option, and the only way to resolve it appears to be to pay the ransom - which Dellar has expressly forbidden (yet I can still do anyway).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: CappenVarra on November 02, 2016, 10:56:51 am
Can't you manually initiate combat (stand behind Esbenus, start combat using the space key or the combat icon, Aimed:Head...) once you return to the raiders?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on November 02, 2016, 11:09:28 am
I guess initiating combat this was was removed many months ago, unless it's a bug.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on November 02, 2016, 12:05:11 pm
Combat was removed only in the towns. You can manually start the combat at Raiders Camp.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Vahha on November 02, 2016, 12:46:18 pm
Oh no, how could I have missed this opportunity, there are some preachers to kill  >:(


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: CappenVarra on November 02, 2016, 02:36:21 pm
The bloody preacher in front of Zamedi can't be killed this way unfortunately... I'm not sure why :(


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Luckmann on November 02, 2016, 04:49:02 pm
Combat was removed only in the towns. You can manually start the combat at Raiders Camp.

I had no idea that was possible - probably because it's not possible in towns, and I never tried it outside of towns (and there's very rarely a reason to do so).

Still, though, there totally should still be the options to stab 'em in the face in dialogue. :P


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Pladio on November 22, 2016, 10:18:17 am
Found a new bug/exploit...

With lockpicking in the inns. I do not have enough sneak, but what I can do is click on the chest after opening the door and it kicks me out but still opens the chest. Doing it a second time opens up the contents of the chest  :panic: :panic:


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Goral on February 22, 2017, 01:14:58 am
As a Loremaster working for MG I can't talk with Carrinas, the only option is to "join IG" which is impossible. If I reload a save at that moment it starts working properly but it is game breaking in a way.

http://www.mediafire.com/file/tirxn2ud0bt98kn/Gaius1487741497_I_cant_talk_with_Carrinas_MG.sav (http://www.mediafire.com/file/tirxn2ud0bt98kn/Gaius1487741497_I_cant_talk_with_Carrinas_MG.sav)

I've encountered this bug before (http://www.irontowerstudio.com/forum/index.php/topic,6898.msg146001.html#msg146001), not sure if it wasn't fixed or if the test DR branch broke it again (I suspect it's the former though).

Edit:
Also, first task for Linos is rewarded for 1 SP only, I don't think it was always this low.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Silvanosh on March 02, 2017, 05:26:24 pm
I have a problem with a black screen with red figures when starting the game, I just bought it but have not been able to play the game yet as I am not able to see any terrain and am only able to see red dots on the screen. Is there anything I can do? Image- http://steamcommunity.com/sharedfiles/filedetails/?id=875614010 (http://steamcommunity.com/sharedfiles/filedetails/?id=875614010)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Nick on March 02, 2017, 06:24:58 pm
I have a problem with a black screen with red figures when starting the game, I just bought it but have not been able to play the game yet as I am not able to see any terrain and am only able to see red dots on the screen. Is there anything I can do? Image- http://steamcommunity.com/sharedfiles/filedetails/?id=875614010 (http://steamcommunity.com/sharedfiles/filedetails/?id=875614010)

That's strange, what are your PC specs?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Goral on March 03, 2017, 01:30:46 am
Most likely a Radeon/AMD card with outdated drivers.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Markus on March 07, 2017, 04:47:15 am
Unfinished business ?

I play merchant, at Teron, a tradder near the inn have a license signed by Zenon.

PC dialog : Zenon is a traitor (?!?), the license is not valid, pay once again 1.000 coins.

Nevertheless, there is no dialog with Zenon or Linos about this license.

Edit : Another anomaly; the quest "Camilla/nephew/Gaelius" is available before to visit Maadoran.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Silvanosh on March 08, 2017, 01:38:16 am
I have a problem with a black screen with red figures when starting the game, I just bought it but have not been able to play the game yet as I am not able to see any terrain and am only able to see red dots on the screen. Is there anything I can do? Image- http://steamcommunity.com/sharedfiles/filedetails/?id=875614010 (http://steamcommunity.com/sharedfiles/filedetails/?id=875614010)

That's strange, what are your PC specs?
I actually figured it out, for some reason the gamma was all the way down and that makes everything all wonky.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Heimdall on March 11, 2017, 01:56:16 am
Bug occurrence during the quest "The Outpost Supplies" part "Talk to Rhaskos" or w.a.i.?

- Please provide detailed bug reproduction steps, what and where exactly did you do and how the bug occurred:

If I do bribe Rhaskos to spike the wine the game lets me brew my own poison with "alchemy"

If I do intimidate Rhaskos with "body count" to spike the wine I am forced to buy the poison, the line "Distill your own poison" won't show up, the only option is "Leave" (to buy the quest specific poison, standard flask won't do)

- If applicable winrar or 7zip a savegame with which the bug can be reproduced and attach it to your post:

done

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: simn on December 19, 2017, 11:29:18 am
Something is wrong with the merchant questline in Teron when trying to enter the barracks in order to talk to Carrinas. The only option I'm getting is "I want to join the Imperial Guards", with the "Matter of Proof" quest telling me (3 times) to enter the barracks.

The option becomes available after completing Dellar's quests. However, it disappears again when using "Leave" on the choice. Furthermore, and I know this sounds crazy, it seems to be affected by saving & loading the game.

I'll try to list the exact steps to reproduce this later, as I still cannot attach savegames.

Note that this might be a regression.

Edit: Never mind, I found the problem: With fast animation speed I seem to skip one trigger and enter the one behind it. Approaching the gates a bit slower always gives me the right choice.

That looked scary for a second. :D


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on February 04, 2018, 03:16:08 pm
There is a flying graffiti in Teron_IG.

The hot-fix is here:
http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989 (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Pladio on February 26, 2018, 02:21:20 pm
I am playing as a Thief in Teron. I got the map and went to Feng, but said I did not want the eye and it remained as an option to buy later.
I then killed Cassius and I had the option to buy both the eye and the ring. I said later.

And now both options are gone.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on March 01, 2018, 03:13:06 am
I am playing as a Thief in Teron. I got the map and went to Feng, but said I did not want the eye and it remained as an option to buy later.
I then killed Cassius and I had the option to buy both the eye and the ring. I said later.

And now both options are gone.
Can you make a screenshot(s) where by your opinion these options should present?

I've just re-played TG3 mission as combat-heavy thief (thx to Pladio for the savegames) and managed to win all 3 battles without making any attacks. 3 thieves (2 xbowmen and 1 Ordu bowman) did the job (+ Aziz/Lucius in the last battle) by themselves. Here are their current stats/skills:
(click to show/hide)

I propose to reduce their combat skills by 1:
(click to show/hide)
or add 2-3 more mob members, or increase the combat skills of 3 HD gate guards by 1:
(click to show/hide)

Also, there is a strange function in the files Quest_TG3 Events.*.cs that nowhere has been called:
(click to show/hide)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Pladio on March 04, 2018, 01:35:04 pm
Sorry, I thought I replied. It's because I didn't the 100gold I needed to buy the things...


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Technomancer on March 14, 2018, 08:54:38 am
Stumbled on a silly bug: you can install eye implant after refusing the operation for the first time and coming back without the actual eye in the inventory.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on March 15, 2018, 06:31:19 am
Stumbled on a silly bug: you can install eye implant after refusing the operation for the first time and coming back without the actual eye in the inventory.
The hot-fix is here:
http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989 (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg151989.html#msg151989)
Also, fixed the bug when Clemens heals for lower cost than he said - 10, 20, 25 instead of 40, 60, 100 imperials if PC hasn't that much.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Technomancer on March 15, 2018, 08:36:28 am
Багфиксы поставлены. Ты имеешь ввиду, этот фикс только что был добавлен или уже был решен и я просто криво поставил мод?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on March 15, 2018, 09:40:05 am
Только что, перекачай заново и проверь, плз - всё должно работать.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on March 31, 2018, 12:39:16 pm
Loading an auto-combat savegame during killing 3rd spy in AG1 de-activates the door VCO, thus stopping the game progress.

Temporary solution is CC:
Code:
VCO_AG1_01.setActive(true)

UPD. Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899).

UPD. There is similar bug that also stopping the game progress in assassin (https://steamcommunity.com/app/230070/discussions/1/2828702373009781265/), mercenary and thief vignettes. But I've just checked - if you save after these fights and then load a game - all works just fine. I've tried to make a fix for it, but you may just miss looting the bodies and the chest in the result. So, I've decided that such a fix will not make a game any better.

Temporary solution is CC:
Code:
VCO_vignette_01.setActive(true)
VCO_vignette_02.setActive(true)

Also set visible interactive objects (door and chest).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on June 10, 2018, 05:02:16 am
Carnage has found a bug in Teron Palace infiltration TA recently:
When you infiltrate to the Daratan compound, find the Captain armor set (Praetorian armor & Centurion helmet), and choose "take it and go back", then you put it on in any case, even if you buy a workers robes and the amphora. You can also obtain it after the fight with Flavius despite the fact that he hasn't any helmet.

UPD. Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on June 10, 2018, 08:46:31 am
I've just found some visual glitches in Teron Palace infiltration TA:
When you infiltrate to the Daratan compound using the impersonate option you talks to Dellar while wearing weapons and helmet, that looks weird. Also you doesn't obtain any noble clothes on the 2nd floor of the palace and talks to the guards while sneaking.

UPD. Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on June 21, 2018, 12:28:07 pm
Invisible sign.


[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on June 21, 2018, 12:53:33 pm
Can you provide a savegame?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on June 21, 2018, 01:08:26 pm
Strange, sign appeared after i reentered Teron. Saves attached.

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on June 23, 2018, 03:34:12 am
I've checked - this is the issue of CE mod, not of the vanilla game, so it's beter to discuss it there (http://www.irontowerstudio.com/forum/index.php/topic,7451.0.html).
Sadly, I couldn't reproduce THIS bug - the sign is loading just fine ... except for it's Feng's sign, not Cassius' one. They are switching correct by manually entering next console commands:
(click to show/hide)
or
(click to show/hide)

Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.0.html) (need to re-install CE mod).

I've found another bug in the process (vanilla):
The Mining Outpost has night time after ending Chapter 1, while it shouldn't.

Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on June 24, 2018, 12:24:49 pm
В виньетке ассасина если пройти обе проверки на убеждение охранника, дается в сумме 5 ОН (rwd_civil(vignetteAssassin_01) и rwd_civil(vignetteAssassin_02)). Это очевидно слишком много, вероятно эти две награды должны быть взаимоисключающими - меньшая, если только убедить его не нападать и провалить попытку поделить вещи торговца, а большая - если пройти обе проверки. Можно их уменьшить до 1 и 2 или 1 и 1.

Плюс, если охранника убить то при обыске сундука не дается драгоценных камней, а если с охранником договориться, то камни в инвентаре будут. Вероятно, они должны быть в сундуке или на теле торговца и при убийстве охранника.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on June 24, 2018, 01:50:11 pm
В виньетке ассасина если пройти обе проверки на убеждение охранника, дается в сумме 5 ОН (rwd_civil(vignetteAssassin_01) и rwd_civil(vignetteAssassin_02)). Это очевидно слишком много, вероятно эти две награды должны быть взаимоисключающими - меньшая, если только убедить его не нападать и провалить попытку поделить вещи торговца, а большая - если пройти обе проверки. Можно их уменьшить до 1 и 2 или 1 и 1.
Пусть будет 1 и 2. Первая проверка гораздо проще.

Плюс, если охранника убить то при обыске сундука не дается драгоценных камней, а если с охранником договориться, то камни в инвентаре будут. Вероятно, они должны быть в сундуке или на теле торговца и при убийстве охранника.
При договоре исполняется скрипт dlgAddItemlist(vignette_chest); - он даёт 10 железных болванок, робу торговца, 40 монет, сапфир и топаз. А при обыске - dlgAddItemlist(vignette_chest_complete); - 20 железных болванок, бронзовый гладий и 85 монет. Роба подразумевается надета на торговце. Если прочитать внимательно файл виньетки вора, то камни торговец спрятал под подушкой - ассасин туда просто не заглядывает - плюс у него на пальце надето золотое кольцо. Так что всё в порядке


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on June 29, 2018, 12:28:00 pm
1) There is no SP reward for successfull Aurelian outpost poisoning. Its separate quest, btw. 2 SP should be enough.

2) There is no quest SP reward "TRN_Cellar_01" for medusa artifact quest, if player chose to kill the bums, only combat SP reward, although the comment in the file rewards_events.cs is "Completing the side-quest." - not for some specific non-combat solution. Don't sure is this bug or feature, but judging by the commentary and some other quests, the bug is more likely.
For example, there is "TRN_Miltiades_01": addSP(3); // Convincing the nobleman not to fight. quest reward commented for certain solution.
Also, succesfull streetwise check in this quest will be good place for 1 civil SP - now there is the same reward for paying them and for a successful lie.

3) "TRN_Pickpocket_01": addSP(2); // Completing the side-quest. and "TRN_Shanty_01": addSP(2); // Completing the side-quest. - similar to the previous.

4) teron_palace_TA.xml: "The only items of interests are several golden goblets and a well crafted steel dagger used for carving meat. You pocket them while considering what to do next." - but you get just regular steel dagger without upgrades. Maybe it should have a couple of masterwork levels?

5) There is no thieving SP for successfull sneaking in Aemolas village.

6) There is possibility to gain thieving SP for sneaking to the mine more than once. Save attached.

7) There is Civil SP reward for good oath to Gaelius, but not for Antidas, although checks and words are the same.
"Gaelius_01": addCivilSP(2); // Gaelius liked your oath.

8) Suggestion: add some alchemy herbs to Aemlas village, so it wouldn't be so empty.


[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on June 30, 2018, 03:18:22 am
1) There is no SP reward for successfull Aurelian outpost poisoning. Its separate quest, btw. 2 SP should be enough.
There are no calling of the script addQuest(MineWine) in the game, so I doubt that quest could be completed properly. Could you check it in the game, plz?
I propose 1-2-3 SP reward for low-med-high level of the mine poisoning.

2) There is no quest SP reward "TRN_Cellar_01" for medusa artifact quest, if player chose to kill the bums, only combat SP reward, although the comment in the file rewards_events.cs is "Completing the side-quest." - not for some specific non-combat solution. Don't sure is this bug or feature, but judging by the commentary and some other quests, the bug is more likely.
For example, there is "TRN_Miltiades_01": addSP(3); // Convincing the nobleman not to fight. quest reward commented for certain solution.
I think it's a bug. Fixing.

Also, succesfull streetwise check in this quest will be good place for 1 civil SP - now there is the same reward for paying them and for a successful lie.
Adding the reward of 1 civilSP for not paying them for the artefact (also for HD members - they have pretty low SP gain).

3) "TRN_Pickpocket_01": addSP(2); // Completing the side-quest.
This reward applies in 4 cases now:
(click to show/hide)
I think I could add it right after the fight. Fixing.

and "TRN_Shanty_01": addSP(2); // Completing the side-quest. - similar to the previous.
I think I could add it right after the fight. Fixing.

4) teron_palace_TA.xml: "The only items of interests are several golden goblets and a well crafted steel dagger used for carving meat. You pocket them while considering what to do next." - but you get just regular steel dagger without upgrades. Maybe it should have a couple of masterwork levels?
I believe that 1 masterwork for steel pugio is enough here.

5) There is no thieving SP for successfull sneaking in Aemolas village.
I'll add 3 different 1 civilSP rewards for 3 different sneaking checks.

6) There is possibility to gain thieving SP for sneaking to the mine more than once. Save attached.
It's strange, 'cause I've fixed it in the last bug-fix.

7) There is Civil SP reward for good oath to Gaelius, but not for Antidas, although checks and words are the same.
"Gaelius_01": addCivilSP(2); // Gaelius liked your oath.
Adding case "Antidas_01": addCivilIntSP(2); // Antidas liked your oath.

8) Suggestion: add some alchemy herbs to Aemlas village, so it wouldn't be so empty.
Adding.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on June 30, 2018, 07:06:42 am
1) There is no SP reward for successfull Aurelian outpost poisoning. Its separate quest, btw. 2 SP should be enough.
There are no calling of the script addQuest(MineWine) in the game, so I doubt that quest could be complete properly. Got to check it.
I propose 1-2-3 SP reward for low-med-high level of the mine poisoning.
Maybe 2 general SP for quest completion and 1 civil SP for self-making highquality poison?

Updatetd previous post.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on June 30, 2018, 12:37:40 pm
Maybe 2 general SP for quest completion and 1 civil SP for self-making highquality poison?
Umm... Nope. You can obtain a high quality poison from Coltan too. Why it should be rewarded less then brew it by yourself? And obtaining+poisoning by low/medium quality poisons should differ also.

Updatetd previous post.
Seen, answered.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 01, 2018, 01:39:41 am
I think I could add it right after the fight.
Additional scripting may be needed. Zamedi script example from The Tower Interior Events.english.cs:
(click to show/hide)
Adding quest reward right before the fight in dialogue could be easier, like in Aemolas quest, when you bring him raiders and then agree to help him.

6) There is possibility to gain thieving SP for sneaking to the mine more than once. Save attached.
It's strange, 'cause I've fixed it in the last bug-fix (see attached screenshots).
Yes, I was surprised myself. Will check it in another walkthrough, btw. Will be good, if you add fixed/chenged scripts sources to bugfix archive like in CE.

Could you check it in the game, plz?
What to check exactly? Quest shows in journal, but not in complited quests.

Good work, thanks! :approve:


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 01, 2018, 02:19:10 am
Adding quest reward right before the fight in dialogue could be easier, like in Aemolas quest, when you bring him raiders and then agree to help him.
I've added it in similar way (on the example of Zamedy).

Yes, I was surprised myself. Will check it in another walkthrough, btw. Will be good, if you add fixed/chenged scripts sources to bugfix archive like in CE.
Sure, will do.

What to check exactly? Quest shows in journal, but not in complited quests.
I need a savegames before this quest activation.

Good work, thanks! :approve:
I'm glad to help.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 01, 2018, 02:44:52 am
I need a savegames before this quest activation.
Save before the talk with Dellar attached. The quest itself appears in journal when you gain information about Raskos from one of market traders.

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 01, 2018, 11:09:50 am
Save before the talk with Dellar attached. The quest itself appears in journal when you gain information about Raskos from one of market traders.
Ty, checked. The script is addQuest("MineWine").


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 02, 2018, 01:59:51 am
1) There should be possibility to change the merchants clothes to the armor between AG2 and AG3 (after guild defence) if escaped the inn by impersonate. Not really serious bug, but annoying.
2) There is no quest SP reward for noncombat solution (TG member) in TSQ_Gang.xml (like in MDN_GateSlums_01.xml for example).
3) Suggeston: add 5 units of iron to blacksmit, so new characters with high crafting skill could make themselves an iron weapon. Now, you need to either buy expensive iron items for decomposing, or collect trophies in difficult fights.
4) There is no ordu leather helmets in "Helmets" crafting list. Also, numeri helmet that available by default should be in appropriate recipe list from exotic trader im Maadoran.
5) Suggestion: add "word of honor" reputation loss for leaving vardanis in mercenary and drifter vignettes. Also, +1 WoH for actually defending him may be suitable.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 02, 2018, 02:47:38 am
1) There should be possibility to change the merchants clothes to the armor between AG2 and AG3 (after guild defence) if escaped the inn by impersonate. Not really serious bug, but annoying.
A savegame would be helpful here.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 02, 2018, 11:53:31 am
1) There should be possibility to change the merchants clothes to the armor between AG2 and AG3 (after guild defence) if escaped the inn by impersonate. Not really serious bug, but annoying.
A savegame would be helpful here.
Attached. Previous post updated.

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 06, 2018, 04:51:18 am
1) There should be possibility to change the merchants clothes to the armor between AG2 and AG3 (after guild defence) if escaped the inn by impersonate. Not really serious bug, but annoying.
Turned out, it's a very complicated task - I could do only a dialogue options for equipping an armor, but I'm unsure if it worth the effort.

2) There is no quest SP reward for noncombat solution (TG member) in TSQ_Gang.xml (like in MDN_GateSlums_01.xml for example).
There is no any 'noncombat solution' in the file MDN_GateSlums_01.xml - only easy fight with the bums or harder fight with Leon's mercs. You must have confused it with the file MDN_SlumsAmbush_01.xml.
I believe that 1 SP is enough, 'cause there are no any skills or stats checks there.

3) Suggeston: add 5 units of iron to blacksmit, so new characters with high crafting skill could make themselves an iron weapon. Now, you need to either buy expensive iron items for decomposing, or collect trophies in difficult fights.
No, Teron is the 1st Chapter of the game, so you should start with the basics (including the crafting system), so melting/looting of iron items is the key there for high crafting PC.

4) There is no ordu leather helmets in "Helmets" crafting list. Also, numeri helmet that available by default should be in appropriate recipe list from exotic trader im Maadoran.
Well, I think I could add leather Ordu helmets to exotic armor list. Numeri are irregular peasant troops recruited en masse during the War (i.e. they were rather common in the Old Empire), so Numeri helmet is a good candidate for the basic leather helmet. Point is that Numeri helmets are in exotic armor list already (1105 & 1106), along with Barbari helmets (1101 & 1102).

5) Suggestion: add "word of honor" reputation loss for leaving vardanis in mercenary and drifter vignettes. Also, +1 WoH for actually defending him may be suitable.
No, you don't give him any word. Besides, it may restrict you from taking (and thus completing lately) Aemolas' quest. Maybe loyalty rep changing instead... And +1 combat SP reward for killing Vardanis by yourself after the thugs' fight.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 06, 2018, 08:02:40 am
3) Suggeston: add 5 units of iron to blacksmit, so new characters with high crafting skill could make themselves an iron weapon. Now, you need to either buy expensive iron items for decomposing, or collect trophies in difficult fights.
No, Teron is the 1st Chapter of the game, so you should start with the basics (including the crafting system), so melting/looting of iron items is the key there for high crafting PC.
it's definitely so for steel, but iron? Maadoran blacksmith sells steel ingots, btw.

4) There is no ordu leather helmets in "Helmets" crafting list. Also, numeri helmet that available by default should be in appropriate recipe list from exotic trader im Maadoran.
Well, I think I could add leather Ordu helmets to exotic armor list. Numeri are irregular peasant troops recruited en masse during the War (i.e. they were rather common in the Old Empire), so Numeri helmet is a good candidate for the basic leather helmet. Point is that Numeri helmets are in exotic armor list already (1105 & 1106), along with Barbari helmets (1101 & 1102).
Ordu leather and metal armor in regular armor list now (and metal ordu helmet in regular helmets list), so if you make leather helmets exotic, then the armor too. This is reasonable btw because the exotic armor set is simply useless now, and with ordu leather and metal armor it will be much more interesting for player.

Quote
5) Suggestion: add "word of honor" reputation loss for leaving vardanis in mercenary and drifter vignettes. Also, +1 WoH for actually defending him may be suitable.
No, you don't give him any word. Besides, it may restrict you from taking (and thus completing lately) Aemolas' quest. Maybe loyalty rep changing instead... And +1 combat SP reward for killing Vardanis by yourself after the thugs' fight.
You don't give any word directly to Feng to kill Cassius too, no? Just accepted the work offer in both cases.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 06, 2018, 10:18:22 am
it's definitely so for steel, but iron? Maadoran blacksmith sells steel ingots, btw.
You can obtain some iron ingots from Cassius and blacksmith's house. And what about other blacksmiths? Does Ganezzar or Caer-Tor blacksmiths have any blue steel ingots?

Ordu leather and metal armor in regular armor list now (and metal ordu helmet in regular helmets list), so if you make leather helmets exotic, then the armor too. This is reasonable btw because the exotic armor set is simply useless now, and with ordu leather and metal armor it will be much more interesting for player.
No, this will restrict PC-crafter from crafting ANY (leather and metal, even bronze) Ordu armor in Teron. But I could move Lamellar Ordu Helmet to exotic armor list to make it more useful. Moreover, moving Leather and Studded Ordu Armors to exotic armor list will shorten Leather Armor Schematics by 40% (from 5 to 3), moving Lamellar Ordu Armor to exotic armor list will shorten Heavy Metal Armor Schematics by 25% (from 4 to 3), while expandind Exotic Armor Schematics by 27% (from 11 to 14, now it's 8 points - plus 3 Ordu helmets).

You don't give any word directly to Feng to kill Cassius too, no? Just accepted the work offer in both cases.
I don't think it's the most elegant solution - mostly 'cause of the same Aemolas' quest restriction - and I don't want to repeat it.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 06, 2018, 11:38:10 am
it's definitely so for steel, but iron? Maadoran blacksmith sells steel ingots, btw.
You can obtain some iron ingots from Cassius and blacksmith's house. And what about other blacksmiths? Does Ganezzar or Caer-Tor blacksmiths have any blue steel ingots?
You definetly can buy BS ingots both in Ganezzar and Caer-Tor (one of the market traders and intendant, IIRC)

Ordu leather and metal armor in regular armor list now (and metal ordu helmet in regular helmets list), so if you make leather helmets exotic, then the armor too. This is reasonable btw because the exotic armor set is simply useless now, and with ordu leather and metal armor it will be much more interesting for player.
No, this will restrict PC-crafter from crafting ANY (leather and metal, even bronze) Ordu armor in Teron. But I could move Lamellar Ordu Helmet to exotic armor list to make it more useful.
It will be pretty strange ofr armor and appropriate helmet to be so separate. And it's pretty small restriction, isn't it?

You don't give any word directly to Feng to kill Cassius too, no? Just accepted the work offer in both cases.
I don't think it's the most elegant solution - mostly 'cause of the same Aemolas' quest restriction - and I don't want to repeat it.
I can't agree more. Then it's better to leave a reputation as is and add 1 combat SP for Vardanis, as you said.

1) There should be possibility to change the merchants clothes to the armor between AG2 and AG3 (after guild defence) if escaped the inn by impersonate. Not really serious bug, but annoying.
Turned out, it's a very complicated task - I could do only a dialogue options for equipping an armor, but I'm unsure if it worth the effort.
Probably not. Not that big issue, definetly.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 06, 2018, 11:51:51 am
You definetly can buy BS ingots both in Ganezzar and Caer-Tor (one of the market traders and intendant, IIRC)
Ok, I take your point, but what about Ganezzar blacksmith?

It will be pretty strange ofr armor and appropriate helmet to be so separate. And it's pretty small restriction, isn't it?
They are in the different Schematics lists now. The only restriction will be that PC could craft Lamellar Ordu Helmet in Maadoran (or later) only.

I can't agree more. Then it's better to leave a reputation as is and add 1 combat SP for Vardanis, as you said.
Ok, fixing.

Probably not. Not that big issue, definetly.
Well, I'll try to do it through dialogue - I'm just curious after spending 2 hours for this task.

UPD. Done.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 06, 2018, 12:01:32 pm
You definetly can buy BS ingots both in Ganezzar and Caer-Tor (one of the market traders and intendant, IIRC)
Ok, I take your point, but what about Ganezzar blacksmith?
He has steel ingots only. BS sells trader nearby.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 06, 2018, 12:43:21 pm
He has steel ingots only. BS sells trader nearby.
So maybe it's better to change Maadoran blacksmith's steel ingots to iron ones instead?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 06, 2018, 01:17:22 pm
He has steel ingots only. BS sells trader nearby.
So maybe it's better to change Maadoran blacksmith's steel ingots to iron ones instead?
Don't think so. You can gather pretty much steel in Teron, IIRC: two steel daggers in the palace and the inn, steel ingots from the smith house and Miltiades ambush house, steel swords and armors from Carrinas and IG officer in AG questline, steel sword from Aemolas village. So it doesn't look like steel should be even more rare in Maadoran. Also, iron ingots can be added to Teron mercant, like BS in Ganezzar. But in general, I do not insist, just the abundance of iron weapons from the Teron blacksmith in the absence of ingots seems strange, and makes a high crafting skill (4 or more) less useful at the very beginning of the game.

Possible error:
Quote
case "AemolasVillage_01": addCombatSP(3); // Killing the raiders at Aemolas Village.
case "AemolasVillage_02": addCombatSP(2); // Killing Mikko at Aemolas house.
3 SP looks a bit small for the whole village gang in comparision with AemolasVillage_02, and judging by comments:
(click to show/hide)
They definetly not weak ones for Teron and even early Maadoran (iron equipment, skill levels at 5, 6 for leader), so 4-5 SP could be more appropriate.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 06, 2018, 02:32:56 pm
Don't think so. You can gather pretty much steel in Teron, IIRC: two steel daggers in the palace and the inn, steel ingots from the smith house and Miltiades ambush house, steel swords and armors from Carrinas and IG officer in AG questline, steel sword from Aemolas village. So it doesn't look like steel should be even more rare in Maadoran. Also, iron ingots can be added to Teron mercant, like BS in Ganezzar. But in general, I do not insist, just the abundance of iron weapons from the Teron blacksmith in the absence of ingots seems strange, and makes a high crafting skill (4 or more) less useful at the very beginning of the game.
Ok, I'll add 5 iron ingots to Teron blacksmith.

Possible error:
Quote
case "AemolasVillage_01": addCombatSP(3); // Killing the raiders at Aemolas Village.
case "AemolasVillage_02": addCombatSP(2); // Killing Mikko at Aemolas house.
3 SP looks a bit small for the whole village gang in comparision with AemolasVillage_02, and judging by comments:
(click to show/hide)
They definetly not weak ones for Teron and even early Maadoran (iron equipment, skill levels at 5, 6 for leader), so 4-5 SP could be more appropriate.
Changing to 4 combt SP.
It must be
// 3 - Combat alone against 4 opponents, or 6-7 weak ones, 3 strong ones, or 6-7 strong ones with help.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 07, 2018, 12:54:15 am
(if not killing with scoped crossbow in TA - then 2-3 SP).
Why? Will you replace it with CS trning or something like that?

UPD. Done, see attached screenshots. Whaddaya say?
Well done! :)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 07, 2018, 02:01:33 am
(if not killing with scoped crossbow in TA - then 2-3 SP).
Why? Will you replace it with CS trning or something like that?
Because of that following fight becomes more easier.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 10, 2018, 02:39:28 pm
1) There is no PER check to find the grooved sphere in assassin vignette, if you persuaded the guard to share merchant's belongings. Maybe it is intended, maybe oversight. It not mentioned as part of the guard's share - why no check then?

2) "AG1_01": changeRep(assassins, 2); changeRep(aurelian, -2); // Completing AG1 - Got the 3 spies plus documents. and "AG1_02": changeRep(assassins, 2); changeRep(aurelian, -1); // Completing AG1 - Got the 2 spies plus documents. - maybe there should be daratan rep bonus? Judging by ending slide:
(click to show/hide)
it is pretty sensitive for HD. Say, +1 rep for docs and 2 spies and +2 rep for docs and 3 spies. Or +1 rep only for docs and 3 spies.

3) "TeronInnTrader_02": addCivilIntSP(1); // Stole from the inn trader. - should be thieving SP.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 12, 2018, 04:47:15 am
1) There is no PER check to find the grooved sphere in assassin vignette, if you persuaded the guard to share merchant's belongings. Maybe it is intended, maybe oversight. It not mentioned as part of the guard's share - why no check then?
Fixing. Btw, I've found a bugged check there - (aod.persuasion + aod.streetwise &gt;= 4) must be (aod.persuasion + aod.streetwise) &gt;= 4

2) "AG1_01": changeRep(assassins, 2); changeRep(aurelian, -2); // Completing AG1 - Got the 3 spies plus documents. and "AG1_02": changeRep(assassins, 2); changeRep(aurelian, -1); // Completing AG1 - Got the 2 spies plus documents. - maybe there should be daratan rep bonus? Judging by ending slide:
(click to show/hide)
it is pretty sensitive for HD. Say, +1 rep for docs and 2 spies and +2 rep for docs and 3 spies. Or +1 rep only for docs and 3 spies.
Adding changeRep(daratan, 1) in both these cases.

3) "TeronInnTrader_02": addCivilIntSP(1); // Stole from the inn trader. - should be thieving SP.
Fixing.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 15, 2018, 02:03:20 am
1) "TRN_Miltiades_01": addCivilIntSP(5); // Convinced the noble of your innocence using persuasion. - suggest to lower it to 3-4. No sense for so big reward in comparision with others and for additional civilSP balancing also. Maybe this quest reward should be rearranged a bit: say, quest reward ("TRN_Miltiades_01": addSP(3)) move to final talk with Miltiades, when quest actualy ends, and civil and combat SP rewards being alternative for combat and noncombat (by persuasion, not bodycount) solution with lord. Also, there is no quest reward for compliting quest by two fights in current state, wich is strange a bit.

2) Civil SP suggestion: Quest_HD1_01.xml, persuade aurelians to give up Sohrab without fight - 1-2 SP.

3) There is no Combat SP for combat wit Cado's gang by merchant after cheating in game with Mercato. (Quest_MG1.xml, UID 49) Should be no lesser than 4 plus combat rep, i think. And big TG rep drop.

4) Palce infiltration: civil SP for successfull impersonating to pretend to be a noble with Dellar or pretending to be a gurad. And civil SP for successfull Flavius persuasion. Say, 3 SP for Dellar (serie of different checks), 2 SP for Flaviius, 1 SP for pretending being gurad.

5) SP bonus for etiqute oath to Antidas not added in teron_palace_TA.xml file.

6) There is no "TRN_Palace_01" // Infiltrated the palace. quest reward when persuaded Dellar tha you are noble.

7) "TRN_Mine_04": changeMoney(75); // Fixed the machines after reporting. - is it used enywhere at all?

8) TMO_afterBandits_01.xml: "When you get closer, you see half a dozen dead bodies strewn around the entrance." - but there is no bodies. If added, should be inactive like in some other cases to prevent looting.

9) There is no combat SP for killing Esben after raiders attack on outpost.

10) Wine poisoning quest wasn't marked as completed after i delivered supplies and received quest reward (medium poison from alchemist). Save attached. Upd: quest was closed after fininshing main outpost quest.

11) TSQ_Pickpocket.xml: "Pay him." - should be -8 money

12) All carftable helmets use regular leather for crafting now - some should be made from studded leather.

(if not killing with scoped crossbow in TA - then 2-3 SP).
Why? Will you replace it with CS trning or something like that?
Because of that following fight becomes more easier.
But why? It is still part of fight and combat skill usage. And in other cases there is no SP decrease, when you kill one of the enуmies by CS, for example, except cases when you kill by CS all anemies and there is no fight at all.

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 15, 2018, 02:27:02 am
1) "TRN_Miltiades_01": addCivilIntSP(5); // Convinced the noble of your innocence using persuasion. - suggest to lower it to 3-4. No sense for so big reward in comparision with others and for additional civilSP balancing also.
Tweaking it to 3 civil SP.

Maybe this quest reward should be rearranged a bit: say, quest reward ("TRN_Miltiades_01": addSP(3)) move to final talk with Miltiades, when quest actualy ends, and civil and combat SP rewards being alternative for combat and noncombat (by persuasion, not bodycount) solution with lord.
Fixing.

Also, there is no quest reward for compliting quest by two fights in current state, wich is strange a bit.
There are 2 combat rewards for 2 fights - TRN_Miltiades_01 and TRN_Miltiades_02. I believe it's enough.

2) Civil SP suggestion: Quest_HD1_01.xml, persuade aurelians to give up Sohrab without fight - 1-2 SP.
Adding 1 civil SP.

3) There is no Combat SP for combat wit Cado's gang by merchant after cheating in game with Mercato. (Quest_MG1.xml, UID 49) Should be no lesser than 4 plus combat rep, i think. And big TG rep drop.
Teron_Thieves party includes Cado, Lucius and 2 thieves - so it's 4 opponnents total, including 2 strong ones - fits next line:
Code:
// 3 - Combat alone against 4 opponents, or 6-7 weak ones, 3 strong ones, or 6-7 strong ones with help.
Adding case "MG1_01": addCombatSP(3); changeRep(combat, 1); // Killing Thieves. and case "MG1_06": setRep(thieves, -20);

4) Palce infiltration: civil SP for successfull impersonating to pretend to be a noble with Dellar or pretending to be a gurad. And civil SP for successfull Flavius persuasion. Say, 3 SP for Dellar (serie of different checks), 2 SP for Flaviius, 1 SP for pretending being gurad.
Adding 2 civil SP for impersonating Dellar by pretending to be a noble or persuading Flavius (the checks are similar and not very tough), 1 civil SP for pretending to be a guard and go to the guardhouse or persuading the guard to take you to Flavius.

5) SP bonus for etiqute oath to Antidas not added in teron_palace_TA.xml file.
Fixing.

6) There is no "TRN_Palace_01" // Infiltrated the palace. quest reward when persuaded Dellar tha you are noble.
The infiltration option is "Look for an alternative way in." - TPTA, file teron_palace_TA.xml, while this is impersonate one "Dress as a noble and talk your way in." - file Dellar_01.xml. After a serie of checks Dellar takes you right to Antidas, so it may worth 2 civil SP.

7) "TRN_Mine_04": changeMoney(75); // Fixed the machines after reporting. - is it used enywhere at all?
No. It must be in the file Dellar.xml, also, need to check the var aod.quest_teronMine_fixed.

8) TMO_afterBandits_01.xml: "When you get closer, you see half a dozen dead bodies strewn around the entrance." - but there is no bodies. If added, should be inactive like in some other cases to prevent looting.
Fixing.

9) There is no combat SP for killing Esben after raiders attack on outpost.
Adding 1 combat SP.

10) Wine poisoning quest wasn't marked as completed after i delivered supplies and received quest reward (medium poison from alchemist). Save attached. Upd: quest was closed after fininshing main outpost quest.
Fixing.

11) TSQ_Pickpocket.xml: "Pay him." - should be -8 money
There is the script dlgChangeMoney(-60) so it's ok (8+52).

12) All carftable helmets use regular leather for crafting now - some should be made from studded leather.
Fixing.

Because of that following fight becomes more easier.
But why? It is still part of fight and combat skill usage. And in other cases there is no SP decrease, when you kill one of the enуmies by CS, for example, except cases when you kill by CS all anemies and there is no fight at all.
Ok, let it be just 4 combt SP, regardless of crossbow kills.

I see you start a Praetor walktrough, eh? ;)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 15, 2018, 02:42:14 am
I see you start a Praetor walktrough, eh? ;)
No, it was the first one, now it is merchant (choosen one), just rrecalling some points in praetor quest line. :) Also, updated previous post.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 15, 2018, 05:14:34 am
1) Teron HD guards issue:
Guards of Daratan isn't civilians or important characters in Teron. You could kill all Daratan Guards without any penalty - even patrol will not warned you like if you killed any civilian NPC. Also that guards are not linked - you can pull them with ranged weapon and kill one by one. I can understand that it's not logica way - killing NPCs that you sohuldn't for quests but it's possible and if you killed civilian or "important"(like nobles or Feng, for example) - you will be warned or even banished from town so for killing guards you should also be punished, mb even not just expelling but killing on side. Here also exists script if you killed a patrol where you left a town after massacre.
I propose to add to some of them (who may be killed in quests) next tag in the files Teron.mis, Teron_MG.mis and Teron_IG.mis
Code:
tags = "TeronKeyNPC";
So the killing even one of them should be treated as killing a key NPC which seems logical.
Same for IG members and some others non-civilians.

2) IG2 fight issue:
HD archers has so low bow skill that they must getting very close to attacking IG legionnaires, even run out of the tower instead of shooting them from the wall's battlements. So there is no way for them to "let loose a barrage of arrows and the fun begins".
I propose to re-arm HD archers with special devs longbows (30 range, +30 THC, similar to the mountain monastery villagers).

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 15, 2018, 09:58:23 am
1) Teron HD guards issue:
Guards of Daratan isn't civilians or important characters in Teron. You could kill all Daratan Guards without any penalty - even patrol will not warned you like if you killed any civilian NPC. Also that guards are not linked - you can pull them with ranged weapon and kill one by one. I can understand that it's not logica way - killing NPCs that you sohuldn't for quests but it's possible and if you killed civilian or "important"(like nobles or Feng, for example) - you will be warned or even banished from town so for killing guards you should also be punished, mb even not just expelling but killing on side. Here also exists script if you killed a patrol where you left a town after massacre.
I propose to add to some of them (who may be killed in quests) next tag in the files Teron.mis, Teron_MG.mis and Teron_IG.mis
Code:
tags = "TeronKeyNPC";
So the killing even one of them should be treated as killing a key NPC which seems logical.
Same for IG members and some others non-civilians.

Don't know, it should depend on context, i think.

2) IG2 fight issue:
HD archers has so low bow skill that they must getting very close to attacking IG legionnaires, even run out of the tower instead of shooting them from the wall's battlements. So there is no way for them to "let loose a barrage of arrows and the fun begins".
I propose to re-arm HD archers with special devs longbows (30 range, +30 THC, similar to the mountain monastery villagers).
Goog idea.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 16, 2018, 12:08:50 am
Quote
So the killing even one of them should be treated as killing a key NPC which seems logical.
Same for IG members and some others non-civilians.

Killing IG is already fine coz you will be locked in infinite combat and can't progress in quests with fights.

Quote
2) IG2 fight issue:
HD archers has so low bow skill that they must getting very close to attacking IG legionnaires, even run out of the tower instead of shooting them from the wall's battlements. So there is no way for them to "let loose a barrage of arrows and the fun begins".
I propose to re-arm HD archers with special devs longbows (30 range, +30 THC, similar to the mountain monastery villagers).

Their THC is fine issue in line of sight at this location and their AI - they just can't attack their targets from walls.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 16, 2018, 02:00:49 pm
A little bug:
Kleitos got "unique" dagger - level 6(!) masterwork pugio, but masterwork bonus on item isn't applied. Seems like problem is in non-exister stats for level 6 crafted items. Should be +24 passive bonus value.
(https://i.imgur.com/cstUBGp.jpg)


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 17, 2018, 05:28:35 pm
A little bug:
Kleitos got "unique" dagger - level 6(!) masterwork pugio, but masterwork bonus on item isn't applied. Seems like problem is in non-exister stats for level 6 crafted items. Should be +24 passive bonus value.
Could you provide a savegame?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 18, 2018, 01:14:07 am
A little bug:
Kleitos got "unique" dagger - level 6(!) masterwork pugio, but masterwork bonus on item isn't applied. Seems like problem is in non-exister stats for level 6 crafted items. Should be +24 passive bonus value.
Could you provide a savegame?
It is:
(click to show/hide)
Checked: he is the only one with more then fifth level of something in items. Also, it is pretty strange, that he doesn't participate in fight with other guild members.

3) There is no Combat SP for combat wit Cado's gang by merchant after cheating in game with Mercato. (Quest_MG1.xml, UID 49) Should be no lesser than 4 plus combat rep, i think. And big TG rep drop.
Teron_Thieves party includes Cado, Lucius and 2 thieves - so it's 4 opponnents total, including 2 strong ones - fits next line:
Code:
// 3 - Combat alone against 4 opponents, or 6-7 weak ones, 3 strong ones, or 6-7 strong ones with help.
Adding case "MG1_01": addCombatSP(3); changeRep(combat, 1); // Killing Thieves. and case "MG1_06": setRep(thieves, -20);
setRep(thieves, -20); - too much maybe? It will set up TG ambush for low-CHA chartacters, wich is the hardest, and very early in game. -10 - safe option.

6) There is no "TRN_Palace_01" // Infiltrated the palace. quest reward when persuaded Dellar tha you are noble.
The infiltration option is "Look for an alternative way in." - TPTA, file teron_palace_TA.xml, while this is impersonate one "Dress as a noble and talk your way in." - file Dellar_01.xml. After a serie of checks Dellar takes you right to Antidas, so it may worth 2 civil SP.
Well, judging by dscription "You've managed to infiltrate House Daratan's compound and discuss employment opportunities with Lord Antidas, without having to jump through Dellar's hoops first." there should be full infiltration reward and appropriate rank, like for Flavius path.

8) TMO_afterBandits_01.xml: "When you get closer, you see half a dozen dead bodies strewn around the entrance." - but there is no bodies. If added, should be inactive like in some other cases to prevent looting.
I need a savegame.
Can't upload before TH evening.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 18, 2018, 02:46:58 am
Quote
Could you provide a savegame?

Sure

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 18, 2018, 06:17:54 am
It is:
(click to show/hide)
Checked: he is the only one with more then fifth level of something in items. Also, it is pretty strange, that he doesn't participate in fight with other guild members.
Max weapon masterwork level is 5, so it's obviously a bug. Furthermore, MW5 is too high for Teron. I believe that MW2 is enough.
Quote
Could you provide a savegame?
Sure
I see that you play with next mods installed instead of one CE:
(click to show/hide)
I'm not sure if they're working 100% correct alltogether.

Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899).

setRep(thieves, -20); - too much maybe? It will set up TG ambush for low-CHA chartacters, wich is the hardest, and very early in game. -10 - safe option.
Original script there is changeRep(thieves, -50), while in the same file (UID#51) you can find the script dlgSetRep(thieves, -20), btw. This should prevent you from any futher dealing with TG, it's a whole giuld branch kill after all, so why the consequences should not be rigid?

Well, judging by dscription "You've managed to infiltrate House Daratan's compound and discuss employment opportunities with Lord Antidas, without having to jump through Dellar's hoops first." there should be full infiltration reward and appropriate rank, like for Flavius path.
Well, then the script setAchievement("ACH_INFILTRATOR") should be removed in this case.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 18, 2018, 07:23:58 am
setRep(thieves, -20); - too much maybe? It will set up TG ambush for low-CHA chartacters, wich is the hardest, and very early in game. -10 - safe option.
This should prevent you from any futher dealing with TG, it's a whole giuld branch kill after all, so why the consequences should not be rigid?
Agree. Also, there is -20 IG rep in AG quesl line in similar case, and if player managed to kill whole Teron TG, then TG ambush shouldn't be impossible for him.

Well, judging by dscription "You've managed to infiltrate House Daratan's compound and discuss employment opportunities with Lord Antidas, without having to jump through Dellar's hoops first." there should be full infiltration reward and appropriate rank, like for Flavius path.
Well, then the script setAchievement("ACH_INFILTRATOR") should be removed in this case.
"Infiltrate House Daratan’s compound and discuss employment opportunities with Lord Antidas" - why? Btw, maybe, not sure i understand this.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 18, 2018, 08:42:01 am
Quote
Agree. Also, there is -20 IG rep in AG quesl line in similar case, and if player managed to kill whole Teron TG, then TG ambush shouldn't be impossible for him.

TG ambush in one of the toughest fight in the game. Especially if it triggers at 1st Maadoran visit coz requared at least some neurostims, mb bombs/liquid fires and high attack/defense skills with good gear.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 19, 2018, 04:37:38 pm
Also, there is -20 IG rep in AG quesl line in similar case, and if player managed to kill whole Teron TG, then TG ambush shouldn't be impossible for him.
Especially, when Kleitos joins Teron_thieves party.

"Infiltrate House Daratan’s compound and discuss employment opportunities with Lord Antidas" - why? Btw, maybe, not sure i understand this.
A successful serie of impersonate/persuasion checks in the file Dellar_01.xml (Start Antidas Dialogue - Tricked Dellar.) leads to the file Antidas_02.xml and there is next Antidas' phrase:
(click to show/hide)
Seems like Dellar's hoops are here, while setAchievement("ACH_INFILTRATOR") - not (even with etiquette) - so, no need to remove it.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 19, 2018, 05:48:56 pm
The inside guards and workers moves outside if you fail the climbing check in the Mining Outpost.

Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899).

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 20, 2018, 01:14:35 pm
Also, there is -20 IG rep in AG quesl line in similar case, and if player managed to kill whole Teron TG, then TG ambush shouldn't be impossible for him.
Especially, when Kleitos joins Teron_thieves party.
And now this fight deserves 4 combat SP, i think. :-) Ii is definetly not easier than Esbenus gang now.

A successful serie of impersonate/persuasion checks in the file Dellar_01.xml (Start Antidas Dialogue - Tricked Dellar.) leads to the file Antidas_02.xml and there is next Antidas' phrase:
(click to show/hide)
Seems like Dellar's hoops are here, while setAchievement("ACH_INFILTRATOR") - not (even with etiquette) - so, no need to remove it.
The same situation with sneak infiltration. I think, it was just forgotten to add in other file.

8) TMO_afterBandits_01.xml: "When you get closer, you see half a dozen dead bodies strewn around the entrance." - but there is no bodies. If added, should be inactive like in some other cases to prevent looting.
I need a savegame.
Attached, also suitable for poison script test.

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 20, 2018, 02:21:59 pm
Quote
And now this fight deserves 4 combat SP, i think. :-) Ii is definetly not easier than Esbenus gang now.

If fight started on MG quest - it's alot harder I'd say. Thieves combat skills and equipment better, Azis got nets, and they are full HP unlike Esbenus gang.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 20, 2018, 04:51:23 pm
Quote
And now this fight deserves 4 combat SP, i think. :-) Ii is definetly not easier than Esbenus gang now.
If fight started on MG quest - it's alot harder I'd say. Thieves combat skills and equipment better, Azis got nets, and they are full HP unlike Esbenus gang.
Tweaked to 4 combat SP there.

The same situation with sneak infiltration. I think, it was just forgotten to add in other file.
No, sneak infiltration is much longer and more difficult. Even the different files (and their appropriate lines) tells us the opposite.

I need a savegame.
Attached, also suitable for poison script test.
Fixed.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 24, 2018, 01:37:29 pm
1) Looks like TMO_Traps_01.xml not used at all now, which is sad. Maybe integrate it in sneaking sequence somehow?

2) TSQ_Refugees.xml: [trading] option not available after you chose "Talk to the refugees." line. Only "Don't worry about it." Pay the entrance levy. available in that case.

3) Mybe add 1-2 civil SP for ganing jevelry from Camilla by dlg skills. How i see it now, there is the quest to gain her jevelry with two paths:
  -- thief path with all appropriate thieving SP for skillchecks;
  -- talker path with serie of dlg skillchecks but without any civil SP reward.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 25, 2018, 05:47:14 am
Quote
3) Mybe add 1-2 civil SP for ganing jevelry from Camilla by dlg skills. How i see it now, there is the quest to gain her jevelry with two paths:
  -- thief path with all appropriate thieving SP for skillchecks;
  -- talker path with serie of dlg skillchecks but without any civil SP reward.

Em her quest always gives standard cSP bonus.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 25, 2018, 06:15:14 am
Quote
3) Mybe add 1-2 civil SP for ganing jevelry from Camilla by dlg skills. How i see it now, there is the quest to gain her jevelry with two paths:
  -- thief path with all appropriate thieving SP for skillchecks;
  -- talker path with serie of dlg skillchecks but without any civil SP reward.

Em her quest always gives standard cSP bonus.
No, there is general quest reward case "TRN_Camilla_01": addSP(2); // Completing the side-quest., which you receive when she gives you her jevelry or when you steal it from her night table.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 26, 2018, 08:07:32 am
1) Looks like TMO_Traps_01.xml not used at all now, which is sad. Maybe integrate it in sneaking sequence somehow?
No, judging by the file Mining Outpost Events.english.cs:
(click to show/hide)

2) TSQ_Refugees.xml: [trading] option not available after you chose "Talk to the refugees." line. Only "Don't worry about it." Pay the entrance levy. available in that case.
Fixing.

3) Mybe add 1-2 civil SP for ganing jevelry from Camilla by dlg skills. How i see it now, there is the quest to gain her jevelry with two paths:
  -- thief path with all appropriate thieving SP for skillchecks;
  -- talker path with serie of dlg skillchecks but without any civil SP reward.
1 civil SP should even both paths.

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 26, 2018, 09:03:41 am
I'm not sure that adding +SP bonus for streetwise/persuasion checks are good idea. SP bonus for sneak/steal/lockpick/traps was added coz in game was a few checks for this skills. Alchemy/crafting got their benefits in combat AND in some quests/actions, lore is overall good skill to have. Etiquette/trading/impersonate rarely checking in game the first is pretty useless, trading is fine for MG, impersonate checking sometimes but checks are not hard and there are some trainers for this skill in tg/mg/ag where it can be used. But streetwise and persuasion one of the key skillsand their main benefit in adding new routes to complete quests. My opinion is that not needed adding SPs for every step coz it's ruins challenging spirit at all and making specialized characters weak coz when youmade hybrid you sacrificing stats/combat skills/some checks for doing that. If more SP pool will be avaible - it will be easier making all-round characters and no point in specialized builds.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 26, 2018, 09:06:02 am
No, not general SP, only civil SP. And they are adding to even the rewards for combat/talking/stealth paths of completing the quests. Btw, stealth path (steal/sneak/traps) rewards is civil also.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 26, 2018, 09:13:25 am
Yep, it's rewarded coz requared stats and skills like stealth that are not too usefull in dialogues and quests(a very few quests where you can benefit from it). Opposide streetwise and persuasion used alot in dialogues, open even new quests, lore, routes... I think would be usefull adding more general SP for talking way as it commonly happens in other quests but not for checks.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 26, 2018, 09:43:01 am
Yep, it's rewarded coz requared stats and skills like stealth that are not too usefull in dialogues and quests(a very few quests where you can benefit from it). Opposide streetwise and persuasion used alot in dialogues, open even new quests, lore, routes... I think would be usefull adding more general SP for talking way as it commonly happens in other quests but not for checks.
The idea is not in adding civilSP for all dlg checks, but in adding civilSP for resultative checks, so you gain appropriate SP for skills you use, just like with combat and thieving.

Say, you have some encounter with stone guard in Inferiae. You can kill him and gain combat SP. You can sneak past him and gain thieving SP. And you can fool him by dlg skills and gain... wait, nothing? Why, if you just used your skills just like in combat or stealth scenario? And it not that simple with routes and quests. For example, you NEED to kill Stone Guard in Inferiae to be able to explore Zamedi tower, except some specific paths when you get needed item from Gaelius. Vince and team done quite good work in balancing different play stiles and paths.

Or with generators. In Saross you gain civil SP (placed by devs) for repairing generator, which is logical. Further, in Dead Reaver you can repair generator too and gain... wait, nothing again? One of that complitely similar cases is definetly wrong.

Additionaly, for balance purpose some big civilSP rewards was nerfed to compensate newly added.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 28, 2018, 03:45:49 am
You shouldn't be able to return to Teron after been expelled by the guards. Especially after massacring the guards and civilians.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 28, 2018, 04:06:47 am
Quote
Say, you have some encounter with stone guard in Inferiae. You can kill him and gain combat SP. You can sneak past him and gain thieving SP. And you can fool him by dlg skills and gain... wait, nothing?

If you fool him - he will train your computer skills if you've got enough int/lore. That's a big gain cozother way to learning it by self with 19 int+lore check which is...hard.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 28, 2018, 05:51:38 am
Quote
Say, you have some encounter with stone guard in Inferiae. You can kill him and gain combat SP. You can sneak past him and gain thieving SP. And you can fool him by dlg skills and gain... wait, nothing?
If you fool him - he will train your computer skills if you've got enough int/lore. That's a big gain cozother way to learning it by self with 19 int+lore check which is...hard.
And if you kill him in fight or sneak past him and activate energy blast, you gеt his heart and can access Zamedi, which is a big difference, so no combat and thieving SP too? And there is no Civil SP for successfull int+lore check for computer training and in other similar cases.
Another example: you repair generator in Saross, so gain access to secret room and possibly whole new ending. And there is civSP reward for generator repairing placed by devs.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 28, 2018, 06:14:25 am
Quote
And if you kill him in fight or sneak past him and activate energy blast, you gеt his heart and can access Zamedi, which is a big difference, so no combat and thieving SP too? And there is no Civil SP for successfull int+lore check for computer training and in other similar cases.
Another example: you repair generator in Saross, so gain access to secret room and possibly whole new ending. And there is civSP reward for generator repairing placed by devs.

It's a free combat zone so you can kill him any time after convince him that you are a guest and you will recieve your combat SP.

Found interesting bug - when you sell something to Aemolas it moves to his NPC inventory, not trading pool. So you can sell something to him, kill him and loot sold goods back from his body and sell them second time to other trader.

Also after killing him you still can complete his quest, give him a gold and recieve reward.

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 29, 2018, 05:31:42 am
Quote
And if you kill him in fight or sneak past him and activate energy blast, you gеt his heart and can access Zamedi, which is a big difference, so no combat and thieving SP too? And there is no Civil SP for successfull int+lore check for computer training and in other similar cases.
Another example: you repair generator in Saross, so gain access to secret room and possibly whole new ending. And there is civSP reward for generator repairing placed by devs.
It's a free combat zone so you can kill him any time after convince him that you are a guest and you will recieve your combat SP.
You have a point.

Found interesting bug - when you sell something to Aemolas it moves to his NPC inventory, not trading pool. So you can sell something to him, kill him and loot sold goods back from his body and sell them second time to other trader.
I believe this is because of the script assignItemlist(aemolasMerchandise, 2070) - no other traders have such one.
I think that logically it's not a bug at all. If you could kill Aemolas - why you couldn't loot him?

Also after killing him you still can complete his quest, give him a gold and recieve reward.
But it's because of you've cutted half of Teron (http://www.irontowerstudio.com/forum/index.php/topic,6898.msg153560.html#msg153560), included Aemolas.
Fixing.

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 29, 2018, 07:09:28 am
Quote
I think that logically it's not a bug at all. If you could kill Aemolas - why you couldn't loot him?

Yep but you can make too much gold via selling all ot him and then just kill him. Even without fanaticism it's easy 6-8k gold in Teron.

Quote
But it's because of you've cutted half of Teron, included Aemolas.

Yep, that's problem with all quests and scripted scenecs like the Arch, where you can kill Oracle and his zealots but when you use the arch dialog still will be triggered with dead Oracle. I think would be great adding check for is NPC alive before some dialogues start like with Oracle.

I'd suggest adding key NPC tag to: Linos, Aemolas, Zenon, Neleos, Kado - they could be killed but they still will be used in some quests so it's better to prevent some wierd situations here. For Neleos, Kado, Aemolas I'd suggest removing key NPC flag when fight with them started via dialogues/quests(MG1 quest for Kado, AG2-3(if betraing AG for IG), returning with bandits to Aemolas).

There are also the same problem for Maadoran and Ganezzar but they should be tested first. Just one thing comes to mind - you could kill Marcus Valla with his thugs via other combat but you can't complete Amerius quest in this case.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 29, 2018, 07:43:37 am
Quote
And if you kill him in fight or sneak past him and activate energy blast, you gеt his heart and can access Zamedi, which is a big difference, so no combat and thieving SP too? And there is no Civil SP for successfull int+lore check for computer training and in other similar cases.
Also after killing him you still can complete his quest, give him a gold and recieve reward.
And what wrong with it? It is quite limited option for welldeveloped hybrid characters and experienced players, who can manage both tasks, which isn't easy.

Yep, that's problem with all quests and scripted scenecs like the Arch, where you can kill Oracle and his zealots but when you use the arch dialog still will be triggered with dead Oracle. I think would be great adding check for is NPC alive before some dialogues start like with Oracle.
Rather looks like that it wasn't intended to be possible to fight against Oracle.

2) IG2 fight issue:
HD archers has so low bow skill that they must getting very close to attacking IG legionnaires, even run out of the tower instead of shooting them from the wall's battlements. So there is no way for them to "let loose a barrage of arrows and the fun begins".
I propose to re-arm HD archers with special devs longbows (30 range, +30 THC, similar to the mountain monastery villagers).
It will easily make fight completly impossible for MG-traitor, as i can see after appropriate walkthrough.



Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 29, 2018, 08:18:28 am
Yep, that's problem with all quests and scripted scenecs like the Arch, where you can kill Oracle and his zealots but when you use the arch dialog still will be triggered with dead Oracle. I think would be great adding check for is NPC alive before some dialogues start like with Oracle.
There is the flag checking aod.npc_oracle_dead in the file PRT_Portal.xml, but the flag setting is missing in the file char_events.cs:
(click to show/hide)
Fixing this loose end.

I'd suggest adding key NPC tag to: Linos, Aemolas, Zenon, Neleos, Kado - they could be killed but they still will be used in some quests so it's better to prevent some wierd situations here. For Neleos, Kado, Aemolas I'd suggest removing key NPC flag when fight with them started via dialogues/quests(MG1 quest for Kado, AG2-3(if betraing AG for IG), returning with bandits to Aemolas).
Done.

There are also the same problem for Maadoran and Ganezzar but they should be tested first. Just one thing comes to mind - you could kill Marcus Valla with his thugs via other combat but you can't complete Amerius quest in this case.
A savegame would be helpful.

It will easily make fight completly impossible for MG-traitor, as i can see after appropriate walkthrough.
MG member is supposed to be a talker or a hybrid in most cases, not fighter. So it's ok that this fight should be near impossible for non-fighters.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 29, 2018, 08:46:46 am
It will easily make fight completly impossible for MG-traitor, as i can see after appropriate walkthrough.
MG member is supposed to be a talker or a hybrid in most cases, not fighter. So it's ok that this fight should be near impossible for non-fighters.
Yes, the problem is in unavoidability of this fight for MG-traitor unlike others. You can go through all IG quest line without any fight further, but you can't avoid this one. So, it looks like it wasn't intended to be hybrid-fighter option, but for pure talker too, so it shouldn't be very hard.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 29, 2018, 11:27:54 am
Quote
Rather looks like that it wasn't intended to be possible to fight against Oracle.

If not than there will not be a free combat zone where you can toggle combat by your wish.

Quote
2) IG2 fight issue:
HD archers has so low bow skill that they must getting very close to attacking IG legionnaires, even run out of the tower instead of shooting them from the wall's battlements. So there is no way for them to "let loose a barrage of arrows and the fun begins".
I propose to re-arm HD archers with special devs longbows (30 range, +30 THC, similar to the mountain monastery villagers).

Real problem there is line of sight - they can't shoot coz game isn't allow it for them. Better not making archers that could 3-4 shot about any character even stronger but testing their position and IG position to let them shoot better. Also don't forget that game don't let them shoot if someone staying stright between them and their target. I'm not sure that archers could making side-steps to get better position for shoot I think they will move forward before they could shooting. Anyway giving them bazookas is bad idea.

Quote
And what wrong with it? It is quite limited option for welldeveloped hybrid characters and experienced players, who can manage both tasks, which isn't easy.

Wrong is that there are combat way, talking way, sneaking way. But you wanted adding more bonus for talking way with possibility getting extra reward for combat way after talking. I'd suggest adding fixed SP bonus for any way and adding +2 civSP for sneaking, +2 civSP for talking, +1 extra combat SP if demon attacked via dialogue and standard combat SP bonus for killing demon after any of this actions.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 29, 2018, 11:58:44 am
Quote
Rather looks like that it wasn't intended to be possible to fight against Oracle.
If not than there will not be a free combat zone where you can toggle combat by your wish.
Hmm, missed it. Should be combat SP reward for fight then, but there is only Esbenus combat reward in rewards_events.cs.

Quote
And what wrong with it? It is quite limited option for welldeveloped hybrid characters and experienced players, who can manage both tasks, which isn't easy.
Wrong is that there are combat way, talking way, sneaking way. But you wanted adding more bonus for talking way with possibility getting extra reward for combat way after talking. I'd suggest adding fixed SP bonus for any way and adding +2 civSP for sneaking, +2 civSP for talking, +1 extra combat SP if demon attacked via dialogue and standard combat SP bonus for killing demon after any of this actions.
But it isn't wrong and quite opposite: one of the major elements of game design is receiving better rewards for harder tasks. Agree? To be able both to fool the guard and kill him afterwards just definetly such a case. Why there should be lesser combat reward after fooling the guard if fight didn't became any easier? It will be wrong, because it breaks the meaning of reward system, and for what?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 29, 2018, 12:07:32 pm
Quote
But it isn't wrong and quite opposite: one of the major elements of game design is receiving better rewards for harder tasks. Agree? To be able both to fool the guard and kill him afterwards just definetly such a case. Why there should be lesser combat reward after fooling the guard if fight didn't became any easier? It will be wrong, because it breakes the meaning of reward system, and for what?

Sure, but as I said sneaking/talking options would give +1 SP more than stright combat. I'd suggest adding +5 civSP for learning computers here and in Zamedi coz both checks are hard - a combination of persuasion+streetwise and int+lore in Infarie or very high int+lore check in Zamedi.
Quote
A savegame would be helpful.

Sure

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 29, 2018, 12:59:56 pm
Sure, but as I said sneaking/talking options would give +1 SP more than stright combat.
Well, not fact. Now it is:
1) pure fighter: 3 SP for kiling demon - 3 SP in total and access to Zamedy but no computer training
2) fighter with good lore and int: fight demon 3 sp, activate rector 1 SP, energy blast 2 SP - 6 in total, access to Zamedy but no computer training
3) sneaker with good lore and int: sneak past demon 1 SP, activate reactor and energy blast 3 SP - 4 in total, access to Zamedy but no computer training
4) pure sneaker: 2 SP for sneaking past demon twice, no acces to Zamedy, no training
5) pure talker: talk your way in 3 SP, you loose possiblity to activate reactor and energy blast by yourself in that case - 3 SP in total, no acces to Zamedy but computer training
6) hybrid fighter-talker: talk your way in 3 SP, skip reactor activation, fight with demon 3 SP, energy blast by yourself - 8 in total, access to Zamedy and computer training
So, straight combat is better then or equal to any other way except strong hybrid build which is the most difficult playstile. It's quite well balanced situation, no?

I'd suggest adding +5 civSP for learning computers here and in Zamedi coz both checks are hard - a combination of persuasion+streetwise and int+lore in Infarie or very high int+lore check in Zamedi.
Thought about it too, but there is no situation in game where you gain SP for learning something by lore (reading ancient texts, tablets in Saross, etc), so not sure that it is right. Looks like that lack of rewards in such cases is design decision, but well... dont' know.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on July 29, 2018, 03:00:16 pm
Quote
Thought about it too, but there is no situation in game where you gain SP for learning something by lore (reading ancient texts, tablets in Saross, etc), so not sure that it is right. Looks like that lack of rewards in such cases is design decision, but well... dont' know.

There are some gain SP for hard checks like and titles like for Choosen One, or for repairing generator in Saross without device. That's pretty same situation imo.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on July 29, 2018, 03:42:29 pm
Quote
A savegame would be helpful.
Sure
Fixing.

Found interesting bug - when you sell something to Aemolas it moves to his NPC inventory, not trading pool. So you can sell something to him, kill him and loot sold goods back from his body and sell them second time to other trader.

Also after killing him you still can complete his quest, give him a gold and recieve reward.
Fixing by removing Aemolas' corpse outside the quest.

Quote
Rather looks like that it wasn't intended to be possible to fight against Oracle.
If not than there will not be a free combat zone where you can toggle combat by your wish.
I believe that killing the Oracle and other worshippers should be prohobited - if there are no Esbenus and his slavers. But you may be able to kill them, uh... well, accidently - during fighting with the slavers >:D

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on July 30, 2018, 02:10:05 am
Quote
Thought about it too, but there is no situation in game where you gain SP for learning something by lore (reading ancient texts, tablets in Saross, etc), so not sure that it is right. Looks like that lack of rewards in such cases is design decision, but well... dont' know.

There are some gain SP for hard checks like and titles like for Choosen One, or for repairing generator in Saross without device. That's pretty same situation imo.
Generators is more about carfting skill, which is more often rewarded with SP, but computers is pure lore and INT. On other side, i proposed civil SP reward for hacking console for access to Ziggurat and in Ziggurat to open the elevator, which is quite resultative skill usage and gaining experiense with old computers. Also, there is no sense to add SP for successful lore checks just to identify and use old machinery like for healing machine in Monastery inner chamber... But, learning computers and gaining training from stone guard definetly expands your knowledge of old things... I don't know. Sunfire, what is your opinion?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on August 01, 2018, 06:30:25 pm
I'm afraid if we've gone beyond the reasonable game balance with the new added rewards. We need to count them exactly after I'll update the bug-fix and decide after that.

UPD. Proposals:
case "TRN_Miltiades_01": addCivilSP(5); // Convinced the noble of your innocence using persuasion.
lower it to 2 (same as combat reward);
case "BanditCamp_01": addCivilIntSP(5); // Intimidated the bandits to leave after killing their leader.
lower it to 4 (same as combat reward);
case "TPTA_FoundMantra": addCivilIntSP(10); // Founds the mantra at Teron's Palace.
lower it to 5 (it just too much).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: menyalin on August 08, 2018, 09:14:10 am
case "TRN_Miltiades_01": addCivilSP(5); // Convinced the noble of your innocence using persuasion.
lower it to 2 (same as combat reward);
Already fixed, no?
Maybe this quest reward should be rearranged a bit: say, quest reward ("TRN_Miltiades_01": addSP(3)) move to final talk with Miltiades, when quest actualy ends, and civil and combat SP rewards being alternative for combat and noncombat (by persuasion, not bodycount) solution with lord.
Fixing.
Oh, i forgot to propose CivilSP lowering then although I thought about it. Should be lowered to 2 SP for sure, because in old realisation it included basic quest reward.

case "BanditCamp_01": addCivilIntSP(5); // Intimidated the bandits to leave after killing their leader.
lower it to 4 (same as combat reward);
For sure, especially after added INT bonus.

case "TPTA_FoundMantra": addCivilIntSP(10); // Founds the mantra at Teron's Palace.
lower it to 5 (it just too much).
Munchkin in my soul resists, but i agree. :) First, there is INT bonus now, second it was implemented when there was no thieving SP, IIRC, so it is clearly too much in total now. Also, 1 thieving SP for successfull traps check can be added then (it is absent now, IIRC).

Still thinking about lowering those remaining big civSP rewards (10) in MG and IG lines too.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on August 08, 2018, 10:48:51 am
Already fixed, no?
Yes, to 3.
Oh, i forgot to propose CivilSP lowering then although I thought about it. Should be lowered to 2 SP for sure, because in old realisation it included basic quest reward.
...
For sure, especially after added INT bonus.
...
Munchkin in my soul resists, but i agree. :) First, there is INT bonus now, second it was implemented when there was no thieving SP, IIRC, so it is clearly too much in total now.
Fixing.

Also, 1 thieving SP for successfull traps check can be added then (it is absent now, IIRC).
Adding.

Still thinking about lowering those remaining big civSP rewards (10) in MG and IG lines too.
Let's count it afer the update - I've done with EN and SP versions, starting updating RU one. Unfortunately, my notebook has been received a mechanical damage from one little leg :neutral:


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on August 14, 2018, 02:00:08 am
You can obtain various poisons in TA for poisoning the Mining Otpost. But if you decide to deal with Aurelians in other ways - you don't get any poison vials actually.

Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: AbounI on November 18, 2018, 04:36:04 am
Started the game as an assassin. Went to kill Gracius and the dialog tree mentions a crossbow (with ammo) my character didn't had just before leaving the guild (UID#64 in vignette_assasin.xml file). Quite inconsistent so, maybe add something in Neleos dialog, like "Neleos gives you a crossbow & 5 missiles before you leave the guild." to automatically give PC one?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on November 18, 2018, 09:10:32 am
Started the game as an assassin. Went to kill Gracius and the dialog tree mentions a crossbow (with ammo) my character didn't had just before leaving the guild (UID#64 in vignette_assasin.xml file). Quite inconsistent so, maybe add something in Neleos dialog, like "Neleos gives you a crossbow & 5 missiles before you leave the guild." to automatically give PC one?
And what if you sell it in MG after the conversation with Neleos but before the 1st fight, while its setting is all about that crossbow?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: AbounI on November 18, 2018, 01:04:31 pm
Hm, quite annoying so, I didn't thought to that.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on February 13, 2019, 07:00:03 am
Djar has found another funny zombie bug recently. This time the Talking Dead is Flavius :D
https://steamcommunity.com/app/230070/discussions/1/1779388024857590213/ (https://steamcommunity.com/app/230070/discussions/1/1779388024857590213/)
Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899).


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: AbounI on March 16, 2019, 05:17:54 pm
Just experienced a fatal error that crashes the game in Teron Mine. File attached "console" shows at the very end what causes this fatal error. Here is the message opened in a warning window:
Quote
..\..\..\..\..\Engine\source\ITS_common\gameIO.cpp(100,0): {Fatal}
Error: CGameMap::checkRange - wrong parameters: x = 15, y = 168. mWidth: 70, mHeight: 150.

After that, the only solution is to reboot the system.  

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on March 17, 2019, 12:28:29 am
Try the same with EN version. If it works fine, then you should stop playing FR one until I'll update it.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: AbounI on March 17, 2019, 03:45:15 am
Try the same with EN version. If it works fine, then you should stop playing FR one until I'll update it.
Uninstalled (with steam tool) the game, erased all remaining files in the game directory to be able to launch the game properly after reinstalled it. But even in English, that doesn't change anything.
Have to say I experienced this bug while exploring a maximum of dialogue content in the out-post section with my PC:

- discover a new land : OK
- dress as Sorhab or a loremaster : OK
- teleported with the Decanus near the console inside the mine : OK
- try to overheat the foundry : my PC at this moment isn't skilled enough for successfully overheat the foundry. He's teleported back to the entry of the mining outpost exactly where you arrive in this area.
- With enough skillpoints in the pool, I increase the lore skill of my PC.
- Now, to return inside the mine, PC does it with a sneaking approach, to get some skill points reward and be able to loot the mine : OK
- Lockpick the chest near the Decanus : OK
- Tell the Decanus to insert the tube : OK
- Try to recite the Mantra. This time successfully. Just tell the decanus, while overheat the foundry, "I need to pray, watch the dials for me, I'll be back." And it's at this moment I experience this crash.

No hotfix installed while testing that with a fresh reinstallation. In attached file, a savegame when you arrive for the first tie at this place.  

Edit : If I come back inside the mine without sneaking, just telling the guard you're here to see the machines, the game works fine


[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on March 17, 2019, 03:52:14 am
A logical bug indeed: if you choose the sneaking option (and taking the tube), you shouldn't be able to interact with Decanus peacefully and ask him to insert the tube. Also, Decanus shouldn't stay inside with the tube - he should put it to the chest and get out to the entrance.

I've checked this issue with the hot-fix and EN version. The game errors too. I just haven't next line:
- Tell the Decanus to insert the tube : OK
only
- Insert the tube.
- Leave.
When you insert the tube and try to
- Complete the ritual.
you have a peacefull Decanus dialogue, which is a bug when you're sneaking.
When you try to
- Overheat the smelter.
you have next options:
- Leave! (this is correct one, 'cause you're sneaking)
- "I'll be right back. Watch the dials for me." Leave. (this one is bugged - there is no Decanus inside when you're sneaking)
But, I can just ignore the error and continue to play normally! Damn, the scripts are a mess there! Thus some missing scripts:
dlgTeleportToMarker(TM_Decanus_NPC_01, 1990); (return Decanus after failing the lore check)
aod.quest_teronMine_takenInside = false; (you're outside after failing the lore check)
aod.quest_teronMine_loremaster = false; (when you're sneaking)
aod.quest_teronMine_sohrab = false; (when you're sneaking)
They work just fine and fix the issue. I'll include them to the next bugs-fix along with agressive Decanus dialogue option when you're sneaking. FR version will work correctly when I'll update all the files that have been changed.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: AbounI on March 17, 2019, 04:04:27 am
But you already told the Decanus to insert the tube at the first time before sneaking, when you're dressed as Sorhab or a loremaster.
So logically, when lockpicking the chest after the game expulses you outside the mine and sneaking back, it should be empty; otherwise, it's as if you can get one for free. And after that, the new dialogue for the console is a narrative sentence : Insert the tube. (without the quote marks).
So if I insert the tube, it's as if there was two tubes in the machine (one previously by the Decanus, the second one after looting the chest).

If I sneak back inside the mine, the Decanus still considers PC as a loremaster or Sohrab, so he can't know how you did to enter back the mine, specially if no one saw you.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: AbounI on March 17, 2019, 04:19:36 am
The way I see it, the game shouldn't expulse PC at the entry of the area when he failed to overheat the machine, or at least, shouldn't give the player the option to sneak when you want to come back later IF PC is already considered as a loremaster or even Sohrab. No reason there to sneak.
Now, the disadvantage is that PC won't be able to loot the mine, unless he's free to move after you add the option : "return to the Decanus". So this option shouldn't open automatically the interactions dialogues.
Now, concerning the chest when you come back: the Decanus has the key, so it should be open and empty since he previously inserted the tube.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: AbounI on March 17, 2019, 05:30:34 am
A logical bug indeed: if you choose the sneaking option (and taking the tube), you shouldn't be able to interact with Decanus peacefully and ask him to insert the tube (he just hasn't it).
Also, Decanus shouldn't stay inside with the tube - he should put it to the chest and get out to the entrance.
Question is - should I prohibit to choose the sneaking option after the lore failure or not?

I've checked this issue with the hot-fix and EN version. The game errors too. I just haven't next line:
- Tell the Decanus to insert the tube : OK
only
- Insert the tube.
- Leave.
When you insert the tube and try to
- Complete the ritual.
you have a peacefull Decanus dialogue, which is a bug when you're sneaking.
When you try to
- Overheat the smelter.
you have next options:
- Leave! (this is correct one, 'cause you're sneaking)
- "I'll be right back. Watch the dials for me." Leave. (this one is bugged - there is no Decanus inside when you're sneaking)
But, I can just ignore the error and continue to play normally! Damn, the scripts are a mess there! Thus some missing scripts:
dlgTeleportToMarker(TM_Decanus_NPC_01, 1990); (return Decanus after failing the lore check)
aod.quest_teronMine_takenInside = false; (you're outside after failing the lore check)
aod.quest_teronMine_loremaster = false; (when you're sneaking)
aod.quest_teronMine_sohrab = false; (when you're sneaking)
They work just fine and fix the issue. I'll include them to the next bugs-fix along with agressive Decanus dialogue option when you're sneaking.

here are some lines in the ready to translate file (Teron_Mine_01.xml) when the Decanus lets you come in and bring you to the machines considering you're really a loremaster or (fake, but it's a thing he doesn't know) Sohrab:
Quote
You are in front of the control panel. It's a chaotic mess of pipes, levers, valves, and dials. You move a few levers, but nothing happens. You see an opening for a small object.
1. "Put the relic inside."

The Decanus carefully inserts the power tube into the opening. For a long time, nothing happens, but then the console lights up and a low humming sound spreads through the cave.
1. [lore]Recite an appropriate mantra.
a-> [failure]You have no idea what you're doing. You move a few levers, but nothing happens.
1.a.->-> 1. "I need to pray for divine guidance."
b-> [success]You put your hands on the controls and recite the 'commanding fire elementals to bless ore' mantra, performing the rite as you speak the ancient words...

So question is how to fix in case of failure at 1.a. :
Should the player be teleported at the entrance of the mine, should the Decanus remove the tube and put it back in the chest? How will the player come back if he's teleported away? If teleported away, should he be able to sneak to return near the machines? Should he be able to explore freely the mine ? Should a failure force the player to return to Dellar instead (= quest failed)? Should the Decanus stay there waiting for fake Sorhab/loremaster returns ? If you're forced to return to dellar, one can presume Sohrab, the real one, should arrive at the mine shortly after as only a Praetor get the option to intercept him via the HD questline. Here, as an assassin, PC didn't killed real Sohrab, so better close this quest if a failure forces PC to return to Dellar.

That's lot of question for a fix


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on March 17, 2019, 05:42:20 am
Should the player be teleported at the entrance of the mine, should the Decanus remove the tube and put it back in the chest?
Yes and yes.

How will the player come back if he's teleported away?
Just walk toward the entrance.

If teleported away, should he be able to sneak to return near the machines?
Yes.

Should he be able to explore freely the mine ?
Yes, if the sneak is successful.

Should a failure force the player to return to Dellar instead (= quest failed)?
No.

Should the Decanus stay there waiting for fake Sorhab/loremaster returns ?
No, he must return to the entrance.

If you're forced to return to dellar, one can presume Sohrab, the real one, should arrive at the mine shortly after as only a Praetor get the option to intercept him vie the queltline. Here, as an assassin, PC didn't killed real Sohrab, so better close this quest if a failure forces PC to return to Dellar.
Hmm, no need, I suppose.

Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899), check it, plz.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: AbounI on March 17, 2019, 06:20:58 am
Downloaded and installed the hotfix : OK
But still, the game crashes in French (impersonate success -> overheat failure -> teleported away + upgrading Lore skill -> sneak success -> unlock chest + insert the module : success -> Overheat success (2 options from there):
-> "Leave" option. It works fine
-> "I'll be right back. Watch the dials for me." Leave. (game still crashes here)



And I still can't switch the game in English via gameplay/option menu in game. Editing the file pref.cs can't make me launch the game. Got to uninstall & reinstall everything.

Just need now few minutes to unsinstall & reinstall properly the game; without the French build this time.

edit #1 : after a new installation with the latest hotfix, I just followed the same steps (with sneaking when PC want to return to the machine) and it works fine when overheating it. No Decanus inside, he's just waiting outside. Overheating teleports the PC outside with some dialogues, it's OK there, the mine is destroyed.

But, if PC returns to the machine simply by talking his way in instead of sneaking ("let me pass, I'm here to see the machines"), then nothing happens after overheating the machines. There are still some unconsistant dialogue there : the Decanus waits PC near the machine which is OK, and you can tell him to insert the relic (narrate : The Decanus carefully inserts the power tube inside...). But the chest is still locked and you can loot one module inside. After looting the chest, when you examine the machine, PC's only option is to insert a tube (narrate : you carefully insert the tube....) then to recite the mantra. If PC knows the right mantra, the game tells you the machine are overheated, with the only option to leave, but after that, nothing happens, you can't even talk to anyone, so the moutain doesn't explodes.

So this part after returning inside the mine by talking your way in (I'm here to see the machines) has to be fixed now.  :wallbang:


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on March 26, 2019, 04:58:38 am
But, if PC returns to the machine simply by talking his way in instead of sneaking ("let me pass, I'm here to see the machines"), then nothing happens after overheating the machines. There are still some unconsistant dialogue there : the Decanus waits PC near the machine which is OK, and you can tell him to insert the relic (narrate : The Decanus carefully inserts the power tube inside...). But the chest is still locked and you can loot one module inside. After looting the chest, when you examine the machine, PC's only option is to insert a tube (narrate : you carefully insert the tube....) then to recite the mantra. If PC knows the right mantra, the game tells you the machine are overheated, with the only option to leave, but after that, nothing happens, you can't even talk to anyone, so the moutain doesn't explodes.

So this part after returning inside the mine by talking your way in (I'm here to see the machines) has to be fixed now.  :wallbang:

Also, you can get the power tube at the Mining Outpost for free. You need low Lore skill (1-3) and high HD reputation (10+). Just sneak to MO, lockpick the chest, fail the lore check, put the tube to the barrels (or the crates), return to Teron (and auto-report to Dellar), return to MO (and pass HD rep check) and take the tube back. Voila.

Besides, you can choose "loremaster/Sohrab" options in Decanus dialogue even after stealing (and keeping) the power tube.

Fixed here (http://www.irontowerstudio.com/forum/index.php/topic,7451.msg152899.html#msg152899).

[attachment deleted by admin]


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: AbounI on March 27, 2019, 03:40:43 pm
Great !  :approve:


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on October 31, 2019, 02:31:31 pm
A little bug here:

1) Join Boatmen guild
2) Intimidate/pay to Raskos for delivery poisoned foor to outpost
3) Ask Coltan  for poison
4) Brew your selfmade poison
5) Go back to Raskos and chose option to give him Coltan poison

You will receive SP bonus like for strong(Coltan) poison and outpost will be weakened as intended but from inventory will gone your weak selfmade poison so you will keep a strong one you've got from Coltan which is very useful and requared huge point investment to make it in a legit way at this point in game.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on November 01, 2019, 02:39:23 am
Problem is that all above mentioned poisons have the same ID 810 and the game can remove only the last of items with the same ID, or all of them. Or I can try to modify the poison strength script, but you will be able to give Rhaskos only your last obtained poison.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Erhog on November 01, 2019, 11:06:33 am
Well, the best fix would be making a uniq item for htis quest but it seems not worth it. If I understand correct the logics is in getting help from Coltan if you are boatmen/praetor so maybe the best would be giving player a flag and remove ingame item at all? Because yes it's possible to ask Coltan for poison and keep it for self even in a legit way but I'd prefer cut a minor possibility to fix a way to abuse ingame mechanics bug especially because anyone could do it even unnoticed like me in first time.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: youlostmethere on November 27, 2019, 01:02:40 am
I remove my post. I found the problem. I didn't see the small texts. crafting window for weapon: axe, sword, spear, etc.. <---- I did not see these all I was focusing on was "weapon" and did not see axe, sword, spear, etc.

How do I get my game to start in 2560 x 1440 at every start of the game permanently. It always revert back to 1920 x 1200 it say fullscreen but its not. the game is up to date via GOG.com

Thanks

Ryzen 3700X
Radeon VII
Asus X570-p
Noctuia DH15
Prism 2560 x 1440 @165Hz

( SOLVED ) i had to change the setting from - Full screen to Borderless - to get the full screen with res. 2560 x 1440 to be permanent every time i login


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Rion on February 19, 2020, 02:12:16 am
Hello. I found strange glitch of Power Armor.  It's not really a bug but mostly a glitch. I change my mode to Anubis but instead of cool looking Gu'aud like jackal face my char just turn bald  :o in combat. Yeah just a glitch and don't affect gameplay much but kind of funny annoyiance


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Wrath of Dagon on March 12, 2020, 08:08:45 pm
Can't loot the second Aurelian guard in this situation.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Wrath of Dagon on April 04, 2020, 02:32:38 pm
I deleted my earlier post because I thought may be the difference was due to helmet and armor, but trying it again on someone without either, the CS chance is the same (86) for both aimed head and power, even though the description says aimed head is -15 CS, so it should say +15, same as power.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Wrath of Dagon on April 05, 2020, 12:46:25 pm
After you take Ganezzar for either Levir or Paulus the journal doesn't say to go and see them. If you forget to do it you miss out on 25 SP.

Edit: For Skeggox it says passive chance bonus 8% (which is separate from passive bonus), but the passive for ax is increase of crit damage, so what's the chance of?


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on October 25, 2021, 06:16:57 am
Hello. I found strange glitch of Power Armor.  It's not really a bug but mostly a glitch. I change my mode to Anubis but instead of cool looking Gu'aud like jackal face my char just turn bald  :o in combat. Yeah just a glitch and don't affect gameplay much but kind of funny annoyiance
Hi Rion.
Seems like you playing the Community Edition mod, no?
Fixing.

Can't loot the second Aurelian guard in this situation.
Sadly it's a known bug, and you can't loot the bodies that "fell" into other objects. But you always can "move" any NPC (dead or alive) by console command. In this case it's:
(click to show/hide)

I deleted my earlier post because I thought may be the difference was due to helmet and armor, but trying it again on someone without either, the CS chance is the same (86) for both aimed head and power, even though the description says aimed head is -15 CS, so it should say +15, same as power.
Let's see the file attacks.cs, CS_Mod(15) for the Power attack, and CS_Mod(-15) for the Aimed: Head attack:
(click to show/hide)

Well, let's see the file ui.english.cs, the description says Critical Strike Chance +15% for the Power attack, and -15% for the Aimed: Head attack
(click to show/hide)
Everything looks ok to me, so ensure that you play the latest game version.

After you take Ganezzar for either Levir or Paulus the journal doesn't say to go and see them. If you forget to do it you miss out on 25 SP.
Actually it does, I've just tested this situation for the loyal TG member (see the screenshots).

Edit: For Skeggox it says passive chance bonus 8% (which is separate from passive bonus), but the passive for ax is increase of crit damage, so what's the chance of?
Let's see the file textbox.english.cs:
Code:
$msg_ae_damage_Coef0 = "Savage blow! <victim_s> Strength is reduced by 1."; //New Axe passive. damage_Coef <eff_val1> <eff_val2>
It's an old description actully.
While the file char_screen.english.cs says:
Code:
$char_scr_skill2_abilities    = "<value>% increase in critical strike damage<spop>";
and the file attacks.cs says:
Code:
setWeaponPassiveEffects(axe,     "CS_DamageCoefMod");
I'll try to fix the old description in the new bugs fix.

So I believe that weapon and skill passive effects (critical strike damage bonus in the case of the axes) must be stackable now. But bonus to your CS damage with the Skeggox fast attack is 100% actually, judging by the screenshots.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: mangudai2 on October 26, 2021, 03:18:33 am
Teron - merchant guild questline.

When you are asked to convince Antidas you can fail. You can then go to Mercato to ask for his help.

Issue: when you put the armor on and go to the barracks you cannot talk to Mercato at all. I feel like Mercato should be moved.

Every time I go near the barracks, I'm getting asked ONLY if I wish to join the imperial guards. All the other options do not appear unless you try countless times.


Title: Re: >> Bug reports and improvements: Teron and sublocations @ release version <<
Post by: Sunfire on November 04, 2021, 06:21:00 am
I've just checked and couldn't reproduce any bugs here - all works as intended. I suggest you to check the game files integrity.