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Mod 4.0 Bug Thread
Posted: Wed Mar 14, 2018 11:45 am
by ayergo
Remember to include detailed information about the area and location of the bug.
Full area name please. Too hard to find things in the toolset by the grid number.
Re: Mod 4.0 Bug Thread
Posted: Wed Mar 14, 2018 5:02 pm
by Senor T
Bugs are in 1I.
Moving through the indicated AT from west to east (1I -> 1J) takes you outside the city wall as indicated.
The AT at the north of 1I goes nowhere (or there simply isn't one, it's been awhile).
Re: Mod 4.0 Bug Thread
Posted: Wed Mar 14, 2018 5:05 pm
by Senor T
Bug is in Sewers 0308.
Hidden trapdoor at indicated location that goes nowhere.
Re: Mod 4.0 Bug Thread
Posted: Wed Mar 14, 2018 6:07 pm
by joshmad75
Dock Ward: The Warrens - Interior
The door to the Half Forge locks on the inside, trapping the character inside the building.
The Area Transition for the Temple Of Yondalla doesn’t work.
Re: Mod 4.0 Bug Thread
Posted: Wed Mar 14, 2018 6:46 pm
by ayergo
joshmad75 wrote:Dock Ward: The Warrens - Interior
The door to the Half Forge locks on the inside, trapping the character inside the building.
The Area Transition for the Temple Of Yondalla doesn’t work.
Whoops, bashed the door for now which should get you out. Yeah, Temple isn't built yet.

Re: Mod 4.0 Bug Thread
Posted: Thu Mar 15, 2018 4:29 am
by Gaia_Nostra
Thugs and thieves, when equiped with them, double drop clothing and daggers.
Fixed
Re: Mod 4.0 Bug Thread
Posted: Thu Mar 15, 2018 4:46 am
by Mick
Not new to the update, but the book dealer buys thug clothes and....well...everything you can find as drops in the sewers. He probably shouldn't.
Re: Mod 4.0 Bug Thread
Posted: Thu Mar 15, 2018 4:52 am
by ayergo
Mick wrote:Not new to the update, but the book dealer buys thug clothes and....well...everything you can find as drops in the sewers. He probably shouldn't.
Book dealer? Area?
Re: Mod 4.0 Bug Thread
Posted: Thu Mar 15, 2018 11:15 am
by Senor T
Probably Serpentil in 3O. Shifty guy.
Also, in 2Z the alchemist (Phalantar) buys dead babies, which he then offers for sale. I’ve seen them in the shop. Haven’t tried brewing any dead baby potions yet though....
Re: Mod 4.0 Bug Thread
Posted: Thu Mar 15, 2018 12:59 pm
by Wild Wombat
Senor T wrote:Probably Serpentil in 3O. Shifty guy.
Also, in 2Z the alchemist buys dead babies, which he then offers for sale. I’ve seen them in the shop. Haven’t tried brewing any dead baby potions yet though....
Definitely Serpentil in 2Z.
I am guilty of selling things there, including garbage being carried around by various undead and goblins. One thing I try to do is follow a corollary of sorts to the backpackers creed of packing out what you pack in, you pack out. I do not like finding remains all over the place with things "garbage" or "50 foot ball of rope" in them. It takes away from the aesthetics, but also I always thought it adds to lag. So not only does Murgen carry out the stuff on whatever he kills, he cleans up after the lazy-ass adventurers that preceded him.
The point of this is: if we get rid of the all of the folks that buy garbage can we please add more garbage cans?
Re: Mod 4.0 Bug Thread
Posted: Thu Mar 15, 2018 4:26 pm
by Akivaria
Wild Wombat wrote:Senor T wrote:Probably Serpentil in 3O. Shifty guy.
Also, in 2Z the alchemist buys dead babies, which he then offers for sale. I’ve seen them in the shop. Haven’t tried brewing any dead baby potions yet though....
Definitely Serpentil in 2Z.
I am guilty of selling things there, including garbage being carried around by various undead and goblins. One thing I try to do is follow a corollary of sorts to the backpackers creed of packing out what you pack in, you pack out. I do not like finding remains all over the place with things "garbage" or "50 foot ball of rope" in them. It takes away from the aesthetics, but also I always thought it adds to lag. So not only does Murgen carry out the stuff on whatever he kills, he cleans up after the lazy-ass adventurers that preceded him.
The point of this is: if we get rid of the all of the folks that buy garbage can we please add more garbage cans?
Just my two coppers here, but I'd think with a new update we should worry less about supposed RP bugs and more about technical bugs. Whether or not someone can sell a ball of rope at a book shop isn't really that big of a deal.
Re: Mod 4.0 Bug Thread
Posted: Thu Mar 15, 2018 5:06 pm
by Senor T
Akivaria wrote:worry less about supposed RP bugs and more about technical bugs.
Sure, tech bugs are a bigger deal. And I don't care about who buys apples, eggs, or rope, but dead babies seem a little over the top.
Idea instead of bug: give people a small xp ding for dropping them in the CoD instead.
Re: Mod 4.0 Bug Thread
Posted: Fri Mar 16, 2018 6:17 pm
by ayergo
cmk_gossip script is firing errors.
Re: Mod 4.0 Bug Thread
Posted: Fri Mar 16, 2018 10:17 pm
by oldgrayrogue
Dead Rats in the rat hills often do not drop tails or carcasses. This appears to be an intermittent problem. I have noted it multiple times. Dead rat container "opens" but nothing inside. I have noticed it happening more with the Dire Rats.
Re: Mod 4.0 Bug Thread
Posted: Fri Mar 16, 2018 10:41 pm
by ayergo
oldgrayrogue wrote:Dead Rats in the rat hills often do not drop tails or carcasses. This appears to be an intermittent problem. I have noted it multiple times. Dead rat container "opens" but nothing inside. I have noticed it happening more with the Dire Rats.
Seems like once the invisible "corpse" decays that the things show up. Will try to fix, in the meantime try to just wait a few minutes and you should get the loot you are due.