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Patching time!

Wed, 16 Jan 2002 02:09:00

Tzar Sectus

Well, well, I'm back again, and I guess we should just release that patch for KMod 2 as quickly as possible. Since I'm not very tempted to crawl through a 9 long thread, could you guys post a short list of the bugs you remember in KMod2? If I remember correctly, all the bugs were minor so this should be done in a day or two. -Remi
Wed, 16 Jan 2002 12:12:00

RambOrc

Truth to be told, I can't recall any single player bugs as of now, and as for the multiplayer ones, the basic points of a) you can't restore a net savegame and b) currently the game crashes after 20-40 minutes of playing through a LAN, these 2 points together make it a pretty pointless thing to try to patch it up at all. If it's OK with you, tomorrow I'm at the office again and we've got there a broadband connection and a lot of time to get bored, so I'll go through that thread and write down all bugs and send you the list tomorrow late in the evening, meaning you can do something with it over the weekend (like deleting it [img]images/smiles/icon_smile.gif[/img] ). I'd say we don't fix multiplayer at all, so instead of 2.1 it'll be a 2.01 patch. Then up with the source code to SourceForge and bye-bye, Korax Mods. While we got a pretty long list of bug reports for KMOD back in Summer (and not just from you [img]images/smiles/icon_smile.gif[/img] ), for KMOD2 I received nearly zero bug reports though there have been way more downloads to 2.0 than to the original 1.0. This is thanks to better coding and better beta testing, I guess. This also means no such big patch is needed this time. One thing we've been discussing ourselves while beta testing, you get EXP when hitting trees that can be destroyed by fire only. While this isn't a real issue in single player (or if yes, you just ruin your own fun), I got a mail from someone who plays KMOD deathmatch with his friends (wow I never knew it makes any sense unless all players are the same class), and as a mage he always gets such a tree in Winnowing Hall, hits it all the time, then hides if someone comes. He told me he got up to level 8 this way and blasted all other players who had low levels only. No idea whether this can be fixed easily, if it can't be without taking away the EXP from all other objects (like pots), then we don't fix it. Oh yes, just an idea for a little feature, could the red wand of the mage do fire damage? This way it could destroy things that can be damaged only by fire and that would look cool. Anyway, don't forget the most important feature of the 2.01 patch is that it must be 100% compatible with 2.0, i.e. if a bugfix isn't possible w/o making something incompatible, then we rather don't fix it.
Wed, 16 Jan 2002 23:25:00

Ichor

A few that I remember are: Using Icon of the Defender while using berserk results in your health not decreasing when it runs out. Buried Reivers (already risen) cannot be possessed. Artifacts can be bought in the markets even if you have 25 of them. Possessing monsters with special functions (ACS_Execute, etc.) results in them losing that special function. Frozen enemies don't drop things. Summoned Bishops (hostile or not) will attack you if there are no other enemies around. A possessed monster being turned into a pig will result in an extra old body (remember that mage pyramid picture). Korax is too strong (maybe cut health in half). Translucent Maulotaurs. And I like that fire damage for the red staff, heheh.
Thu, 17 Jan 2002 18:16:00

RambOrc

OK here is what I found in that long topic and wasn't mentioned by Ichor: - you don't get EXP for killing summoned monsters - porkelated monsters won't drop silver if you kill them - if your summoned monsters kill something, you don't get EXP, not even when you kill those monsters (normally, a monster gets the EXP of a killed monster) - wings of wrath: when you stop them, you can't re-enable them - if you have less mana than a weapon originally needed, you can't switch to it (e.g. if you have 3 green mana and because of your efficiency Arc of Death uses only 1 green mana, you still can't switch to it, because it needed 5 green mana in Hexen) - if you possess a monster and die, you return with that monster's view. I guess I know why it was strange for me back then, I'd say the Slaughtaur has a way higher POV than the mage, thus I suddenly saw everything from higher I'm not 100% sure all these bugs still exist, some might've been fixed, I couldn't find out from the postings. BTW it was kind fun reading through all that stuff we typed together a month ago. [img]images/smiles/icon_smile.gif[/img]
Thu, 17 Jan 2002 22:05:00

Ichor

I know the Wings of Wrath bug was fixed. I'm not sure about any of the others you mentioned. Just about all the ones I mentioned were discovered after its release.
Fri, 18 Jan 2002 00:18:00

RambOrc

Since the release of KMOD2 I got feedback from 2-4 ppl regarding Deathkings, 'tseems ppl want to play that as well (the GDC interview going online today contains DK screenshots so in the future there might be even more ppl wanting to do that). So would it be a possibility to load shops for DK as well (let's say after exiting each hub, that's 2 shops, and a 3rd one after exiting the Nave to the last level, the Citadel or whatsitsname)?
Fri, 18 Jan 2002 16:17:00

Tzar Sectus

<blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Oh yes, just an idea for a little feature, could the red wand of the mage do fire damage? This way it could destroy things that can be damaged only by fire and that would look cool.
Erm... I disagree, it would be odd adding fire damage just because it's red. We might as well add ice damage to the blue wand just because it's blue. But hey, you're leader, if it's easy to implement then fire red wand it is. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Buried Reivers (already risen) cannot be possessed.
Can you confirm this? I think I can remember I tested this and it worked fine, I'll check it some more though. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Possessing monsters with special functions (ACS_Execute, etc.) results in them losing that special function.
I'll see what I can do here, I'm not into the script system in the code so hopefully it won't take long to fix this. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr>Korax is too strong (maybe cut health in half).[/qoute] I agree. RambOrc, should I halve it or what?
A possessed monster being turned into a pig will result in an extra old body (remember that mage pyramid picture).<hr></blockquote> Yeah, wasn't it also so that if the player dummy (the mage object just standing there while you possess something) gets piggyfied the whole game crashes? I think I'll just do this the easy way and make possessed monsters and dummies immune to pig projectiles. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
Translucent Maulotaurs.
Since this bug is JHexen specific, I assume it's not been fixed yet for a reason (too hard?). If it's easy to fix though I'll do it. <blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote
you don't get EXP for killing summoned monsters
Erm... if I remember correctly this isn't any bug. This is how I programmed it. Since I think it's almost cheating to be able to recieve xp for killing your own. But okay, xp for killing summoned monsters it is. I'll respond to the rest later. -Remi
Fri, 18 Jan 2002 17:59:00

RambOrc

Boss said wand is red. Wand is red. Red = fire. 'nuff talk. ROFL (j/k). Anyway, the idea behind it is that the mage can now destroy alight trees w/o the Bloodscourge which is cool and in some cases takes out Ettins. Korax' Health: I guess it has to be the same value for all difficulties? In that case, make it 200'000 (which is double the value from KMOD). If there can be a difference according to skill, then make it 100/200/500'000. Why fix the translucent Maulotaurs? Is it bad? Last point: imagine you summon a Slaughtaur that kills 3 ettins and an Afrit, then a Chaos Serpent finishes off your Slaughtaur. If you kill the chaos serpent, you don't get any extra EXP currently, which is a real loss. Also, if the Slaughtaur survives and you are ready to exit the hub, you lose hundreds of EXP if you can't get it out of him when killing him.

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