UI Problems 2: Electric Bugaloo

Where bugs go to lie down and rest

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OneMoreNameless
Wayist
Posts: 20
Joined: Sat Apr 02, 2011 11:49 am

UI Problems 2: Electric Bugaloo

#1 Post by OneMoreNameless »

Strap yourselves in. Same setup as last time: Game version 1.1.5, shockbolt 64x64 tiles, 1920x1200 resolution, all SFX on except day/night, default styles and sizes (metal / minimalist / fantasy / normal), autopickup set for nits etc.

~ Resting doesn't wait for the Stealth talent to cooldown. When you are a rogue heavily relying on stealth for both protection and bonus damage while (auto)exploring, this gets really bothersome really quickly.
~ Curse of the Meek pretty much doesn't work when enemies cast it against the player. The bunnies are summoned with the Curse of Hate status, but the player is not forced to target them so in practice it only helps the player by blocking the paths of enemies. It might cause some bother for summoner classes, but it's still an outlying case of PC / NPC inequality.
~ At effective level 6.5, the standard Stealth talent may not be used while enemies are in sight within range 4. Often, however, it possible for stealth to be entered while enemies are both visible and as close as range 2 according to their tile's mouse-over. This occurs when the enemy is positioned on a slight diagonal (eg. one tile down, two tiles right) and just around a corner.
~ If you set a keybinding in the second available column without having a keybinding in the first column, the game will not respond to the key.
~ Broken AI moment: I was fighting a rare cold drake hatchling with gloomy talents. After melee attacking it down to 15% hp it was able to flee with the movement speed boost from its rampaging status. The hatchling then hung back at 7-8 range from my character, rapidly alternating between stepping away from and towards me while spamming Frenzy at nothing literally dozens of times in a row. I wasn't stealthed at the time, and there were no other creatures nearby. After a while I tired of watching it and put it out of its misery.
~ I've run into two slightly different lua errors, copied below. They popped up after landing a critical hit with a melee attack but having the message log claim that my SPELL had obtained critical power. In both cases the turn was halted but no crashes or other negative consequences occurred. I've been wielding Shantiz the Stormblade and Umbral Razor throughout both occurrences, and had a ring equipped with +gloom damage causing various effects during the later error. Also had Crippling Poison, Numbing Poison, Lacerating Strikes and Stealth active if any of those are relevant.

Code: Select all

error = "Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /data/general/objects/world-artifacts.lua:7055: attempt to index global 'DamageType' (a nil value)\
stack traceback:\
\9/data/general/objects/world-artifacts.lua:7055: in function 'fct'\
\9/mod/class/interface/Combat.lua:748: in function 'attackTargetWith'\
\9/mod/class/interface/Combat.lua:161: in function 'attackTarget'\
\9/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>\
  At [C]:-1 \
  At [C]:-1 error\
  At /engine/interface/ActorTalents.lua:174 bumpInto\
  At /mod/class/Actor.lua:2928 attack\
  At /engine/interface/ActorLife.lua:41 check\
  At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
  At /engine/Actor.lua:184 move\
  At /mod/class/Actor.lua:1032 move\
  At /mod/class/Player.lua:273 move\
  At /engine/interface/PlayerMouse.lua:57 mouseMove\
  At /engine/interface/PlayerMouse.lua:129 mouseHandleDefault\
  At /mod/class/Game.lua:1983 fct\
  At /engine/Mouse.lua:52 "

error = "Lua Error: /engine/interface/GameTargeting.lua:118: /data/general/objects/world-artifacts.lua:7055: attempt to index global 'DamageType' (a nil value)\
  At [C]:-1 \
  At [C]:-1 error\
  At /engine/interface/GameTargeting.lua:118 fct\
  At /engine/interface/GameTargeting.lua:124 targetMode\
  At /engine/interface/GameTargeting.lua:253 targetMouse\
  At /mod/class/Game.lua:1945 fct\
  At /engine/Mouse.lua:52 "
~ Bug: Entering a ladder from Daikara 1 into an Intimidating Cave places your character on an exit not back to Daikara 1 but to the worldmap. This may sound trivial but as worldmap exits (unlike normal exits) forbid their use under certain status effects, the resulting unwarned and illogical one-way loop can be deadly. Maybe bug: Escorts will follow you down said ladder away from their portal level even when being a high distance from you at the time of taking the exit. Not bug but: Why is there even a level 30 elite headless horror with several level 30 eyeball pals just wandering around without a vault on Daikara 1 in the freaking first place aaargh.
~ But wait, this story isn't over yet. Four levelups later (my character now 20) I returned and barely managed to clear out both Daikara 1 and the connected Intimidating Cave. Upon taking the exit to the worldmap and then re-entering Daikara I found that Daikara 1 had been reset with respawned enemies and refogged view (although same layout and no new items), meaning that I had to kill the OOD headless horror and co. again! And because that apparently wasn't enough, after clearing out every level of Daikara and pushing through the Temporal Rift quest (dying once within) I found Daikara 2-4 completely reset with new layouts. My save options at the time were background:enabled and per-level:disabled.
~ Unless I'm missing something, there is literally no benefit for a rogue with 1.3 mastery to put a 5th class point into Trap Launcher. If the talent is going to be capped at effective level 5 then allowing the player to waste further points in the talent beyond that is a bit of a dick move.
[Things that Bear Traps cannot catch: gwelgoroths. Things that Bear Traps can catch: dreadmasters. Inside wall tiles. Which they are floating through. I feel like a ghostbuster.]
~ Lacerating Strikes has no negative effects, no resource costs, no mutual exclusiveness and no cooldown, yet is treated as a sustained talent. I suggest changing this to just be passive to help reduce the clutter of positive effect icons over the UI that can occur for many classes by late-game.
~ The player character's sprite isn't drawn for the first turn or two when entering a new level with stealth activated. This isn't fixed by toggling the UI off/on, so I'm assuming it's a different error to the missing refresh with enemy visibility that I've brought up previously.
~ Necrotic Air should not be shown as a positive status effect for characters who are not undead. It gives no benefit and the UI positioning makes the potentially nasty penalty too easy to overlook.
~ When being hurt by a fractional quantity of damage there is often a small inconsistency (of 1) between the number that shows up on the message log and the number that floats over the damaged creature. One of the two is rounding incorrectly.
~ When a patch of crystals in the Old Forest crosses over a vault, the vault walls (now drawn as crystals) will be labelled "diggable" on mouse-over despite remaining undiggable when attempted. Oddly enough, I also ran into one small vault which had walls both outer and inner diggable throughout except for the two tiles where the crystals had crossed it.
~ The Lethality talent refers to knives when describing its change in bonus damage. "Knife" is not a weapon category; this should be changed to "daggers" for consistency and clarity.
~ Stepping onto your own traps states that you fail to disarm them, which is false and misleading - so far as I've tested you always pass freely over them. As an aside and possible suggestion, it's a pity that you can't deliberately trigger your own traps. Tactical self-catapulting should be a thing.
~ This might be intended, but the targeting of Sweep feels inconsistent to most other talents. It has a small AoE, but this range isn't shown when aiming and unlike other area attacks the player is not able to target an empty tile in order to hit two enemies to the sides of it. Could this perhaps be changed to use a tweaked version of cone-style aiming to acquire its three target tiles?
~ As a mid-level rogue, my message log is invariably cluttered with repeated critical strike messages after every combat, which can make checking or reviewing it annoying. Here are some suggestions for better readability: a) Compress multiple critical strike messages from a single character down to one line per turn. For example, "... performs 3 melee critical strikes!" b) Only display critical strike messages for attacks that actually connect ie. if the first weapon's damage kills the target outright before the offhand attack occurs, it can currently look odd to see two critical strike messages for only one chunk of damage. c) Give shadowstrikes a different message so that it's easier to tell when their extra damage happens vs a standard critical strike.
[I swear Flurry is a death trap. Oh no not for your enemies, for you, when you get abruptly counter-smacked in the face for 48 light damage, 48 light damage, 48 light damage, 48 light damage, 48 light damage aaand 48 light damage while otherwise cruising through Dreadfell.]
~ Nimble Movements falsely displays solid walls and tiles behind enemies as valid (blue) targets when aiming.
~ The slave control orb in the hidden compound continues to request 150 gold after the Blood Master is dead, leading to possible confusion when the player has that much gold but gets no reply to use it. There should be a different message stating the challenge is no longer available after the sidequest has ended thus.
~ The Mausoleum's flavour text upon entry states clearly that the way back has been blocked. This is inconsistent with the gameplay as the stairs are still accessible until you actually reach the boss and (from memory) receive a second descriptive pop-up.
~ Stretching out the tactical display square around the tunnellers' graphics in the one-way Sandworm Lair layout is exceptionally misleading. They are still one-tile creatures and the player needs to know this when moving and fighting. If the creature's graphic must be scaled up to immersively convey its in-universe size (even though it's totally gonna clip over or under everything around it all the time), okay, but the tactical display is an important UI feature that I feel should not be screwed with. That aside ... their description has a paragraph break that shows up as a rectangular box symbol on an otherwise blank line for me. There was, uh, also one time when three giant tunnellers were stuck in a row because a single jelly had spawned in their predetermined path.
~ "You found a trap (trap)!" "You found a trap (trap)!" "You found a trap (trap)!" Thanks parentheses, just ... thanks. Could we please have individual names for all of the dungeon traps to avoid this redundancy?
~ Pathing onto the signs in Dreadfell will stop you with the reason "learnt lore" every time you pass them, even when the lore has already been read (locally or otherwise).
~ When damage is split either due to type conversion or going through psi, only the first chunk of that damage will be bolded in the message log during a critical hit even though the multiplier applies to all split parts.
~ Light radius: -997 is rather illogical and honestly just looks like a crude hack. Consider displaying this as 0 or hiding the line altogether when the value is low enough that stealth is the only possible cause.
[My favourite thing about Stealth is that you can be ambushed and surrounded by orcs and talk directly with their leader and it totally still counts as sustained for a turn or three before failing the overwhelming Unseen Actions roll. Still scraped through the battle though!]
~ The message "all resources and life at maximum" can display even when the player has visible access to resources that are empty but not naturally regenerating. A more accurate stop reason would be "all regenerating resources and life at maximum" for this case.
~ The first column when showing known lore is not wide enough to completely fit in the three-digit numbers of most lore due to margin sizes.
~ Suggestion: Non-plot items received directly as gifts or rewards be placed into the transmog chest. With 99% of your loot coming from dungeon floors it's easy to forget that one extra piece now weighing you down among your various backup or stat-boosting-for-talent equips.
~ Viewing high scores in the T-engine is sort of a mess at the moment. Navigating with a mouse, if I attempt to select the module (T.o.M.E.) and then move my mouse down to select the world (Maj'Eyal), I instead find that the Realtime Example module has now been selected just by passing my cursor over it. I have to mouse-over my desired module, carefully slide my mouse out to the side, then move the cursor down and hover over the desired world. Clicking should really lock the selected module. As for the scores themselves, I find the list to be cluttered with both duplicate entries (because the Blood of Life is only checked for after recording death scores for some ridiculous reason) and numerous level 1 test characters who are "still alive" despite being deleted within minutes of creation. My suggestion would be to provide three different buttons in the load game menu: "Play!" for playing, "Delete" for removing both the save file and high score entry, and "Retire" for removing the save file while allowing successful characters a graceful final score entry.
~ And finally it wouldn't be a proper gripe thread without another autoexplore complaint, so here are two more obstacles that autoexplore treats as open terrain and can mistakenly bump/cancel you into: the statue in Shatur and the corner murals in Sher'tul. Oh, and it treats the rift in Daikara 3 as a staircase even after it has been used and is now too unstable to interact with, so autoexploring to hasten backtracking can bounce you between one set of stairs and the rift instead of quickly taking you to the other set of stairs.

EDIT / UPDATE: Okay so I just realised that resting only ignores the Stealth talent because I have it set to auto-use when no enemies are visible. This is presumably to avoid infinite resting loops with other talents, but I still think there's no reason not to make an exception to this safeguard for sustained talents without per-turn costs. Also I've noticed that the player character will be hurt multiple times from an enemy's "damage when hit" even when the player's first attack kills the enemy outright. Given that further attacks (offhand etc.) within the player's actions are presumably still being processed then it's not showing the overkill chunks of damage in the message log that is actually inconsistent rather than showing multiple critical strike messages beforehand.

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