Bugs, graphical glitches, UI inconsistencies, suggestions

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OneMoreNameless
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Bugs, graphical glitches, UI inconsistencies, suggestions

#1 Post by OneMoreNameless »

All of those. I was going to split this into two topics, but these are mostly minor concerns and the line between 'actually a bug' and 'lacking trivial improvement' is unclear at points. These all apply to version 1.1.5 (run from Windows 7 64-bit) with Shockbolt 64x64 tiles fullscreen on a 1920x1200 monitor and all of the SFX settings on except for day/night cycle. This will be long, so I've broken it up with a few humorous anecdotes for those who don't tl;dr it all. :)

~ Stone Walking doesn't update the game area to centre on the player character after successfully using it. It also doesn't properly update your character's vision range; for one turn afterwards you can see tiles from both side of the wall. On a similar note, curing the frozen status effect with an instant usage ability doesn't update the whole-screen graphical effect until you've made another move.
~ It feels very arbitrary and illogical that the status effect 'silenced' prevents the use of the talent Shattering Shout, yet allows War Shout. No wonder the enemies become confused. *rimshot*
~ When standing near invisible enemies, occasionally a large portion of the player UI (minimap and most of the standard top-left display) while be distorted by the same glowy blue effect for a turn or two. I'm not sure what exactly triggers it, but I've noticed it around half a dozen times so far in my current playthrough. There are also frequent cases of stealthed or invisible enemies either a) being graphically unseen but with stats visible to mouse-over or b) being graphically seen at first but then vanishing without stats when mouse-overed. I'm not sure if those are intentional or not, but they're pure interface screw and annoying.
~ On one occasion in the Far East I noticed the minimap being drawn further right and down off the parchment graphic behind it. It happened while walking NW and returned to normal after entering town. Unable to reproduce it though.
~ While exploring the Flooded Cave and its linked dungeon there was a horizontal line across the top of the screen maybe twelve pixels high that was being drawn incorrectly. It appeared to be displaying a sliver of some other location in the level, since the walls and fog didn't match up with the otherwise correctly shown tiles at the top of the screen. It occurred for several levels then was oddly fixed when I happened to toggle UI visibility off and on.
[Meanwhile, nagas were somehow repeatedly setting me on fire. While deep underwater. Haaaaaax.]
~ I bumped 'smooth creatures movement' up a few notches to help keep track and there are some noticeable graphical glitches with it. If you attack or move SE across a corner wall you can see part of your sprite appear over the wall tile originally to your south while also still under the ceiling layer that normally covers their legs from the player POV. If you click to run NE around a corner with your origin and destination adjacent to the walls but a few tiles away from the corner tile then your sprite will briefly display over the wall tiles in a straight line instead of the path around that you actually take. Being cured of blindness can immediately show creatures moving into their current position even when their movement action occurred several turns prior, which can be misleading / disorientating.
~ Occasional visual anomalies (terrain outlines not matching up at points on the world map etc.) may be an acceptable trade-off for pretty tiles in a mostly procedurally generated game, but there are two places where I feel the results are currently outright misleading and harmful for new players. The first is using the exact same colour and effect for rivers as for sea tiles; it's sometimes unclear at a glance what can and can't be crossed and indeed it was a couple of hours into the game before I remembered that rivers could be walked along at all. I suggest a lighter shading for river tiles to make the distinction obvious. The second occurs in certain cave / sandworm type dungeons where two wall tiles placed diagonally from each are visually displayed as connected with a solid chunk of wall between then despite characters being still able to see and step diagonally through them. It's rather counter-intuitive. Less importantly but more annoyingly, it would be nice if diggable / non-diggable walls had altered textures to save the trouble of mousing over everything in vaults and such.
~ The screenshot automatically taken for saved games always includes the confirmation dialog plastered over it. Close the dialog window then take the screenshot then exit the game. Duuuhhh. (Sidenote: I am not a coder. Whether I am making you or myself look stupid right now is still up in the air.)
~ Stone Walking works on all wall-type obstacles, even non-thematic stuff like trees. I'd recommend tweaking the talent's description to make the mechanics clear to the player (eg. "You can target any solid obstacle ...").
~ The generic description for the Sealed Scroll of Last Hope implies that consumable functional scrolls are a thing. You might want to cut that hangover text out.
~ The Blood of Life is an in-universe lore and character-effecting artifact, while 'lives' are an extra-game and meta difficulty setting. So why is it that 'lives' are stamped over your character sheet while having quaffed the Blood of Life is not AFAIK recorded in any player-accessible manner despite being a fairly critical character-state? Why is it that when your character is killed it is the 'lives' that jump in to save you before your character would have permanently perished without them? This is backwards. Perhaps at least add a reminder for the Blood of Life in the character sheet as a normally hidden stat ("Resistances: Finaldeath: 100%"?), please.
[It is hard to fear bandits after having one inflict a "Huge cut that bleeds, doing 0.00 physical damage per turn." ... HUGE.]
~ Several quest descriptions lack any directions or helpful instructions, rendering the quest log rather useless for players who accidentally skimmed text or simply came back after a break from playing. The worst example I've noticed so far was 'There and Back Again' which simply listed its required items without mentioning which dungeons to search, where to locate those dungeons, or that you apparently (I think?) had to speak with the quest giver after finding the first item before the dungeon for the second item even triggered (I might have just missed it though?). Returning to the quest giver empty-handed wasn't even an option as they didn't repeat the locations. I would really recommend going over all the quest log entries and making sure that each stage fully recaps the player's next goal.
~ Many if not most talents add descriptions to the message log even when they are cancelled or otherwise fail. “Foo rushes out!” and the like appear before targeting, which looks stupid when you just change your mind or can be confusing to see when you overlook something between your character and their target then briefly wonder why the skill didn't work even though it says right on screen that it did. A far more aggravating example occurs when you attempt to use a teleport rune in a location that prevents their use (ie. ambushes): This wastes your turn without warning in a dangerous situation and then goes on to claim that it succeeded. It very much comes across as a bug and in that scenario needs replacing with an appropriate 'fails / unable to work here'-type message.
~ Level feelings are generally inappropriate for the worldmap and towns. Worldmap ambushes scale to your character and are outright deadly in the Far East, making the constant "stifling a yawn" messages there highly misleading. Experiencing thrills of terror for friendly towns also breaks immersion. I'd suggest disabling the feelings entirely for those areas, and possible also for dungeon levels that you've already 100% cleared out. Or else give unique messages for each of those cases: "You check your map and keep an eye out for hostile parties." / "You breathe out deeply and stretch at the sight of friendly townsfolk." / "This area is quiet save for your footsteps. You feel there is nothing left to do but to pass through."
~ Enemy AIs with access to many talents (rares basically) will often enable then disable the same skill on the turn they spot you, even several times. This isn't harmful, but is a little silly and clutters the message log.
[A rare wyrm once fired a Steady Shot at me. How do claws even archery this is ridiculous.]
~ Using the Enter key to quickly confirm 'yes' when selling or transing multiple items in a row arbitrarily stops responding to the keypress like a third of the time. And speaking of those dialogs, the position of the 'yes' and 'no' options are inconsistent depending on what is being confirmed. This can be ... vexing when you're used to them one way around then mistarget an attack and nearly sunder your own head off before noticing the buttons have swapped places.
~ Air still isn't being checked as a resource when resting. It's an occasional nuisance and makes the 'all resources full' message inaccurate. I haven't tested this for obvious reasons but I wouldn't be surprised if it were possible for automatic pathing to drown or fatally strand you in deep water as it seems to treat said terrain no differently to empty floor.
~ Let's talk talent UI incongruities. This game is highly inconsistent as to what counts as the player definitely entering their next move. On one end of the scale, simply clicking on a talent will be enough for the game to expend your turn should your character be confused and unlucky, preventing the player from easily checking their possible attack ranges and whatnot. Other times, the game will not expend a turn unless the player has both selected a talent and given it a valid target - this is generally preferable, but open to exploits when fighting stealthed or invisible enemies as it is possible to simply keep clicking eg. Stunning Blow on each tile around your character until it registers a target and carries through with the attack. In the most extreme circumstances of the character being confused in a corridor it is also possible for the player to enter a full valid command - move/attack in a given direction - and the game to not respond at all, presumably as it silently both redirects and then cancels the player's command. Confusion needs to be fixed, ideally by moving the %-fail check to after the valid-target-for-talent check and -> either adding message log feedback for the character hitting a wall while not expending their turn OR looping the confusion-redirection function on cancellation-via-invalid-move a sufficient number of times that it becomes unlikely the player needs to click more than once to stumble in an available direction. As for the targeting invisible enemies exploit ... allow the player to waste at least their turn if not their character's resources by selecting an invalid target. Sucks, but I can't think of any non-exploitable alternatives.
~ This last suggestion isn't really a flaw of the game's, but it did literally get my character killed once so probably worth mentioning. You can't close doors. I understand why you can't, but it seems such an obvious and standard action to take that I managed to accidentally step into a dangerous vault while trying to figure out how to close the door again as a temporary barricade. The solution? A short line in the message log describing your character kicking the door off its hinges. (Perhaps limited to confirmation-required doors to avoid too much repetition.) It would be both amusing heroic and make it crystal clear to newbies that closing doors is not even an option on the table; they have, in fact, kicked the table over and onto a giant's swollen toe.
Last edited by OneMoreNameless on Mon May 12, 2014 2:06 pm, edited 1 time in total.

Zireael
Archmage
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#2 Post by Zireael »

Wow, what a detailed list. Never noticed you couldn't close doors, for example :)

OneMoreNameless
Wayist
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Joined: Sat Apr 02, 2011 11:49 am

Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#3 Post by OneMoreNameless »

~ Automatic pathing appears to treat all doors as empty spaces and attempts to move your character through them even when an open (but longer) path exists around them. This might not be ideal if you were leaving some tactically closed, but can also cause explicit stupidity when it needlessly bumps you into confirmation-required doors that you could have manually stepped diagonally around in the same number of moves (certain large vault entrances) or even into lever-sealed doors that you can not open like that (moving around the outside of one of Tannen's Tower levels).
~ After killing Tannen, the message log claimed to have updated his quest three times in the following two turns, without actually changing the quest log entry. This repeated twice more after killing the drolem. The quest log did actually update after leaving the tower, but poking my head back into Tannen's store showed him still alive and ready to be accused. Having just lost my last spare life to his pet, I was not game to test what would happen if I did so a second time.

I cut out one complaint from my original post re. Daunting Presence - I'm pretty sure I just derped while reading the message log earlier. Oops.

Marson
Uruivellas
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#4 Post by Marson »

OneMoreNameless wrote: ~ The Blood of Life is an in-universe lore and character-effecting artifact, while 'lives' are an extra-game and meta difficulty setting. So why is it that 'lives' are stamped over your character sheet while having quaffed the Blood of Life is not AFAIK recorded in any player-accessible manner despite being a fairly critical character-state? Why is it that when your character is killed it is the 'lives' that jump in to save you before your character would have permanently perished without them? This is backwards. Perhaps at least add a reminder for the Blood of Life in the character sheet as a normally hidden stat ("Resistances: Finaldeath: 100%"?), please.
"Blood of Life" notation on the char sheet is in v1.2
OneMoreNameless wrote:~ Automatic pathing appears to treat all doors as empty spaces and attempts to move your character through them even when an open (but longer) path exists around them. This might not be ideal if you were leaving some tactically closed, but can also cause explicit stupidity when it needlessly bumps you into confirmation-required doors that you could have manually stepped diagonally around in the same number of moves (certain large vault entrances) or even into lever-sealed doors that you can not open like that (moving around the outside of one of Tannen's Tower levels).
Autoexplore will explore all unseen areas that aren't behind doors first, then it will start opening non-vault doors to explore the areas behind them, then it will butt up against vault doors. In both the latter cases, it will pause before opening the door so that you can go elsewhere. I believe there are also some doors marked as "safe" that may be opened in the first phase, but I'd have to look at the code again to be sure.

OneMoreNameless
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#5 Post by OneMoreNameless »

^ To clarify, I mean that manually clicking on a distant and explored location to speed backtracking (not autoexploring) can path you through closed doors.

OneMoreNameless
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#6 Post by OneMoreNameless »

^ ^ Actually scratch that, autoexplore can also path you through closed doors early under certain circumstances. Enter the Vor Pride, teleport away from the initial guards, then autoexplore the main area. If you are near the closed door on the entrance side the game will path you through / open it (presumably to pickup sighted loot?) and expose you to the clustered guards outside while there is still much of the accessible main area left to explore.

~ The AI can waste turns using teleport runes in areas where they don't function. Not sure if problem or amusing blessing. Observed this during the Doomed Shade battle.
~ The Giant Leap prodigy could use different wording to make it clear that it targets tiles and not enemies directly like Rush. I spent quite some time bouncing off targeted enemies onto random tiles before realising that it wasn't necessary.
~ Shade version of enemies with large pictures (eg. Giants) suffer the same graphical layering problem whereby their sprite is drawn over most of a wall tile they're standing in but under the top strip that extends over the floor of the tile above.

Marson
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#7 Post by Marson »

OneMoreNameless wrote:^ ^ Actually scratch that, autoexplore can also path you through closed doors early under certain circumstances. Enter the Vor Pride, teleport away from the initial guards, then autoexplore the main area. If you are near the closed door on the entrance side the game will path you through / open it (presumably to pickup sighted loot?) and expose you to the clustered guards outside while there is still much of the accessible main area left to explore.
Gotchya. And yeah, spotted loot will take precedence over unexplored grids as an autoexplore target.


~ One of my own: I really like the look of the new tree tiles, but I'm going to need to use an alternate tile set or find a way to have the tactical info and such overlay them. I have a hard time seeing NPC's, loot, etc. Much of what I consider foreground is hiding behind background.

OneMoreNameless
Wayist
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#8 Post by OneMoreNameless »

~ Giant Leaping into the tile you are already standing in (ie. to damage surrounding foes) will prompt for confirmation and result in you (harmlessly) bouncing off your own head and landing in an adjacent empty square wait what.
~ The screen-wide graphical filter for low HP isn't checked immediately after leaving autoexplore. If you happen to be, say, critically nuked twice by a boss when autoexploring then you won't get the usual warning until after your next turn.
~ The levelup screen and talent descriptions are ambiguous as whether current or effective talent levels are required for certain bonus talent effects. Like, I don't even know if Unflinching Resolve at raw 4 effective 5.2 should be recovering from slow effects or not. The simple addition of "base" or "effective" to all relevent descriptions would easily resolve this.
~ Typo: Battle Trance will gain my character "15%% resist all".
~ This only just now clicked for me: There is no special blockage of teleports in ambushes and the like, is there, it's just that due to their small map size there can be literally no empty tiles outside the of minimum teleport range. Could there please be a special message given for this scenario so that it is more obvious why the character hasn't moved.

OneMoreNameless
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#9 Post by OneMoreNameless »

~ Lingering AoE spells with a single graphic animation rather than per-tile animations (ie. Firestorm, I'm not sure if there are others) are not drawn when your character can't see the central tile, even when they can see and be damaged by other affected tiles at the edge of its radius. This can be a little confusing.
~ At the end of Charred Scar, Fyrk was spawned on the same tile that my character occupied. I was able to wait a few turns recovering cooldowns without the enemy doing anything, then stepped off and began fighting as usual.
~ Speaking to an alchemist (Marus) for the first time after completing the brotherhood quest through the other alchemists caused Marus to still give the standard quest introduction and a choice of two remaining elixirs. Speaking a second time to cash in the quest displayed the correct "nobody home" message, however.
~ Autoexploring stops on empty chests as interesting terrain. Empty chests AFAIK have literally no further impact on the game, so there is no reason for this. Also autoexploring tends to stop twice on such features (one step before, then again on the feature should you hit autoexplore again) which gets irritating after a while.
~ The sealed doors at the end of the Slime Tunnels are diggable and will open if you do so. They should probably lose that flag. Can't actually sequence break, sadly.
~ "Lives: 1" on the character sheet really sounded to me like my character was on their last life, not that they still had one spare life. Consider rewording the tooltip to explicitly refer to them as "extra lives".
~ While fighting Sidr, a brown square blanked out his tile every so often. I'm guessing it was a glitch with one or a combination of the several sustained talent graphic effects on him ... I forgot to note the specifics down.
~ One of the graphic effects on Sidr (firey glow extending around him) did not fade from his mini-sprite on the message log after the rest of the text and mini-sprites had. It cleared only after new messages were displayed.
~ Using a movement infusion while in Sidr's Fearscape caused the usually per-turn damage to apply to my character per-*step* instead.
[... so it was a very good thing that I'd remembered the existence of my "treated as a demon" battleaxe this time and literally ran circles around him to fully heal.]

OneMoreNameless
Wayist
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#10 Post by OneMoreNameless »

Temporal Warden troubles today.

~ After clearing out just the first level of Unhallowed Morass I timeported back to Point Zero. I am now unable to return to the starter dungeon or finish its quest as speaking to the grand keeper for the 2nd+ time only gives the single "farewell" reply. The "haven't met" reply that I'm guessing would take you back only appeared on the 1st interaction when I hadn't finished exploring the town yet.
~ In the Ruins of Kor'Pul I came across a sealed vault and cast Precognition to peak inside. A high level snake killed me before the duration was over. I was then dumped ignobly into the Eidolon Plane as the spell ended, and informed I had 2 lives remaining. Yet my character sheet still showed 0 death and 3 lives. I elected to be sent to the world map then re-entered Kor'Pul to find the dungeon level (2) I died on entirely regenerated with a different layout. I'm not honestly sure how the spell is supposed to work, but I'm pretty sure not like that!

OneMoreNameless
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#11 Post by OneMoreNameless »

~ Resting doesn't wait for talents to recharge that are gained from items with an individual power cost rather than using the generic charm cooldown.
~ Cast Precognition. Disturb a grave. The grave is empty. Pause for thought. Cast Precognition. Disturb same grave. The grave contains an elite vampire. Throw up hands and exclaim that it isn't a very good precognition then is it.
~ Enter the golem graveyard. Open a chest. Defeat the monster guards. Notice that the open chest contained ... another closed chest drawn over the same tile as the open one. (Or possibly two were spawned together on level generation?) Step onto the second chest and be sad that no prompt occurs to open it.
~ The description for Dual Arrows claims that it will additionally hit "a nearby foe", however it will also shoot a second arrow at initially nonhostile, neutral creatures. On an entirely related note, the yeek wayist will speak that you have saved him even while he is attacking you. This unlocks nothing.
~ Autoexplore considers cracks in the floor of the Maze to be passable terrain, rendering it far less useful there as it constantly runs straight into them and is cancelled either by the prompt to jump or a "path is blocked" warning depending on whether the function is heading towards unseen squares or known items. Oh, pathing algorithm! It should probably treat them as stairs, so that it would also take you to one of them to continue when the level is fully explored. Incidentally, I was disappointed that every crack dropped you in the exact same artificial-feeling spot in the corner of the next level. Linking each crack up to a different landing tile might be too difficult, but the lower levels could at least pick a random starting point like the world map ambushes do.
~ If you are targeting a ranged talent and move the mouse to the top of the screen, your view will shift a few tiles so that you can aim at what was previously offscreen but still within arrow range. If, with the standard UI layout, you attempt to do the same thing to target foes south of you you cannot because the game registers your mouse on the talent bar before it considers it close enough to the screen edge to scroll the display. This can be awkward and I'd suggest allowing the screen to scroll with the mouse further away if the talent bar happens to be anchored to a given screen edge, or else considering the edge of the anchored talent bar to be edge of the screen for the purposes of that function, or something.
~ Shooting into unlit squares usually hides feedback as to whether you're hitting anything or not. However, the critical hit message alone will still show up on the message log if you land one. This is inconsistent. (There's also the longstanding UI spoiler issues of magically knowing when items have dropped or the terrain has changed out of view - or just scouting out tiles and items through single solid walls because the fog-of-war is smoothed outwards rather than inwards - but I'm assuming those would require much more engine coding to fix.)
~ Suggestion: Update the tooltip for the player life bar to display the level of health at which the character will actually die if their current drops below. This would also help answer the ambiguity of whether the 'only die when reaching: -X life' effects stack or not. (I have no idea.)
~ The apprentice task quest instructs the player to collect an arcane-powered artifact. Which would be fine and straightforward except that the term "artifact" is not defined or used anywhere else in-game that I'm aware of so this is just begging for newbie confusion. I'd assumed any named item would count, but apparently not. The quickfix here is to have the novice mage dialog and/or quest description updated to clarify what specifically counts.
~ Comparing two bows doesn't display the attack speed correctly, it only shows the mouse-overed item's attack speed repeated in brackets rather than the difference between that and the currently-worn item's attack speed.
~ Casting Temporal Wake, Dimension Step and probably other teleporting talents will display walls in sight as blue instead of red while aiming despite being invalid targets.
~ While in Dreadfell, I was frozen by an orc cryomancer from a vault. After Banishing him away and with no other enemies in sight I attempted to rest out the duration of the status effect only to be interrupted by "hostile spotted to the ???: (Nnthr)". Nnthr is my character's name.
~ Several achievement texts describe what they unlock. This is both redundant (additional windows inform the player of the new content in more detail) and misleading during future playthroughs when a pop-up appears claiming to have unlocked something the player already has access to. With that excuse, allow me to also emphasise that given the high number of inevitable, mundane, self-evident and repeating-for-each-character "achievements" it would spare players such as myself a lot of irritation if there were at the very least an option to hide pop-ups for achievements that have already been viewed on the current profile, along the lines of what already exists for far more interesting and immersive lore.
~ The notification for acquiring "new" ingredients displays every single time you collect any ingredient. AFAIK duplicate ingredients serve no function, so this is just message log clutter.
[Just walkin' around, carrying one hundred kidneys.]
~ You know how clicking on an item in the inventory pops up an options box that's horizontally scaled to the item's name? And how the fancy corner decals are large enough that they invariably overlap with the first and last 1-2 letters because the width calculation doesn't take the graphics into consideration and the end result looks clumsy and little awkward to read? That.
~ On several occasions I've observed the AI using healing infusions while at full health on their first turn of spotting my character. It doesn't happen often, but still.
~ On several occasions I've observed the AI mistargeting cone talents where my character (or anyone else hostile to their faction) wasn't within the enemy's AoE. This is also rare but I've noticed it happen in both cluttered environments (eg. Slaver's Compound) and across open ground so I don't have a clue what could be causing it. It's hard to catch in the middle of battle but a couple of times I have stopped to check the message log and confirm there were no 'missed' or 'shrugged off' notes when it happened.

OneMoreNameless
Wayist
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#12 Post by OneMoreNameless »

~ Clicking on equipped items with sufficiently long names to the left side of the character doll can cause the resulting message box to hang off screen and its options not be visible.
~ Somehow I never noticed this before (almost exclusive gaming mouse user here), but the left/right margins for the lines of text in stores are wide enough that the single-letter column for keyboard shortcuts has to wobble side to side to display that single letter. This is silly.
~ Do you know what else resting doesn't wait for that it probably should? Negative status effects to time out. My character recently began autoexploring while blind.
~ While fighting the Master, he was able to leech life from something while being moved forward through time via Time Skip. I don't think this should happen?
~ Update re. invisibility interface screws: Toggling the UI display off/on will result in graphically-unseen-but-mouse-over-text-visible enemies to display properly. So this is presumably a result of the screen not correctly refreshing after rolls for visibility or whatever at the start of your character's turn.
~ This isn't a bug, but the way that reloading works as applying a status effect that then refills your quiver when it times out rather than directly performing an action is really bothering me. It seems a needlessly roundabout way of implementing it, and under certain circumstances it can render global speed boosts as a negative thing; you hit reload, but the reload isn't finished by your next turn so you have to pass a second turn before you can shoot which gives your enemies longer total time to attack than if you'd been moving at regular speed and only had to wait the standard single turn before firing that finishing shot at them. If nothing else, setting the timer for the reload status precisely relative to your total speed would alleviate this.

OneMoreNameless
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Re: Bugs, graphical glitches, UI inconsistencies, suggestion

#13 Post by OneMoreNameless »

[Well, I actually won the game this time. No lives lost. Stupid-overpowered by endgame compared to my last berserker. Not sure how balanced these classes are anymore, but that's for another discussion. I'm taking a break from ToME now, so this will be my last nagging post for at least a while!]

~ Temporal Form converts damage to temporal even when it was already temporal, leading to odd results in the message log where every spell hits twice as many times for half as much damage. This does have occasional gameplay impacts so I'm not sure if it's intentional per se, but it is a rather nonintuitive consequence of the prodigy.
~ In the Grushnak Pride barracks levels, there are exactly three seemingly arbitrary teleport-blocked squares next to the eastside pillars. Are they ... supposed to be there?
~ Update: I noticed again the graphical glitch of enemy tiles regularly flashing a solid brown square (this time under the enemy sprite, though). Of the three times it occurred, the common sustained talent that I'm guessing caused the problem was "Flames of Urh'rok" - one enemy even had only this active at the time.
~ Certain unique artifacts can look silly when equipped on the character doll because their name above the slot is abbreviated to a largely unidentifying term. My temporal warden spent much time proudly wielding both the "Rod of" and "Quiver of the". This could be fixed by adding a check to use manual abbreviations for some artifacts. Although honestly with the propensity for ego descriptors to be running out the window or into each other by mid-game, I'm not sure the display is really worth it. (And for those playing along at home, the correct answers were "Rod of Sarrilon" and "Quiver of the Sun"!)
~ After completing Ardhungol and exiting through the portal to Gates of Morning, walking directly out of town will then still place your character outside of Ardhungol on the world map. The same error occurs with Spellblaze -> Grand Corruptor's Fearscape -> Fall of Zigur -> exit to the wrong spot on the World Map.
~ After returning from the Far East, the first Zigurath patrol that my character ran into on the world map actually spawned an orc ambush on the tactical map. After later heading back to the Far East the inverse occurred; ie. the first orc ambush on the world map created Zigurath enemies on the tactical map.
~ The AI will sometimes waste a turn attempting to use a healing infusion while under the effect of 'Unstoppable'.
~ The hermit alchemist gets the same "door is locked" message as the others when the brotherhood quest is over. While this is entirely plausible, it comes across as weird since you only ever see his character sprite (still) standing around outside rather than any shelter. Consider just despawning him from the world map when the quest is fully complete.
~ The Drolem's LoS-blocking effect is not taken into consideration by whatever function draws the targeting colours when aiming spells that require a target in line of sight ie. tiles behind him are still displayed blue when attempting to aim Dimension Step and such.
~ The character sheet normally shows in brackets the difference in stats between now and when you last checked it. But for some reason I cannot possibly fathom this doesn't work when changing my equipped arrows. The stats on the character sheet will change, but no convenient brackets will appear. Even if I check the screen, change both my arrows and gloves, then check the screen again, the brackets will only display the difference in stats between my 'equips with new arrows and old gloves' and 'equips with new arrows and new gloves' RATHER THAN the difference between 'equips with old arrows and old gloves' and 'equips with new arrows and new gloves'.

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