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Pre-Game Bugs

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Re: Pre-Game Bugs

Postby RiderOnTheStorm » Wed Jun 11, 2014 11:32 am

I know this isn't going to be very helpful, but there is a bug of some sort that occasionally happens when things flee. Depending on what commands you enter, and when you enter them, you sort of get 'frozen' and stuck 'travelling' but not going anywhere and there's a fair number of commands that don't get a response at all when you type them. You have to type 'stop' before it lets you do anything.

Next time it happens, I'll try to pay more attention so I can better describe it.
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Re: Pre-Game Bugs

Postby Tepes » Wed Jun 11, 2014 11:44 am

I see no bar for air, when swimming.
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Re: Pre-Game Bugs

Postby Onasaki » Wed Jun 11, 2014 12:06 pm

MrDvAnt wrote:
Did you try just typing "hood"?


I did. Otherwise I wouldn't have posted the bug. XD
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Re: Pre-Game Bugs

Postby MrDvAnt » Wed Jun 11, 2014 12:25 pm

Onasaki wrote:
MrDvAnt wrote:
Did you try just typing "hood"?


I did. Otherwise I wouldn't have posted the bug. XD


Yeah, I was half asleep when I read that and misunderstood sorry. :p
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Re: Pre-Game Bugs

Postby soiacc » Wed Jun 11, 2014 12:49 pm

The river is still empty.
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Re: Pre-Game Bugs

Postby soiacc » Wed Jun 11, 2014 2:34 pm

I don't know about the female bunkroom in the Lodge, but the male one is not a safe quit room.
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Re: Pre-Game Bugs

Postby Tepes » Wed Jun 11, 2014 8:30 pm

construct wooden-shelf

It has no woodcraft skillcheck.


Woodcrafting: construct wooden-shelf
Phase 1: 20 seconds
In Room (Reusable): a broad workbench.
Held or in Room (Consumed): a $woodcolor plank of $woodtype wood.
Phase 2: 20 seconds
In Room (Reusable): a $metaltype crosscut saw.
Phase 3: 20 seconds
Failure: a pile of uneven and broken scrap wood.
Phase 4: 15 seconds
Produced: a rough, $woodtype shelf.
OOC Delay Timer: 30 RL Minutes
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Re: Pre-Game Bugs

Postby Icristhus » Wed Jun 11, 2014 9:07 pm

Tepes wrote:I see no bar for air, when swimming.


The bar does eventually show up, it just isn't an instantaneous arrival.

I actually had to sit underwater for about 30 seconds before it showed up and started ticking away.
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Re: Pre-Game Bugs

Postby Onasaki » Wed Jun 11, 2014 9:53 pm

Or not.

You shout, test test,
" soldiers is a place for menders," @ comments gruffly after ~sen's
words. Her eyes stray to the crowd that wanders in."


When you try shouting without any messages in the shout. Just trying to show that you're making loud noises via shout (Message) Blah
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Re: Pre-Game Bugs

Postby Onasaki » Thu Jun 12, 2014 10:21 pm

Not a fancy bug, but it's kinda silly.

When some people are crafting, the echoes refer to "You" and echoes to the whole room. Which is kinda silly, when you're not the one doing the crafting. XD
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Re: Pre-Game Bugs

Postby tehkory » Thu Jun 12, 2014 10:27 pm

Onasaki wrote:Not a fancy bug, but it's kinda silly.

When some people are crafting, the echoes refer to "You" and echoes to the whole room. Which is kinda silly, when you're not the one doing the crafting. XD


Do a ticket on the craft in question. If in doubt, OOC to ask the name.

Tepes wrote:I see no bar for air, when swimming.


Holmes removed swimcode(mostly) in Parallel. Sometimes you'll suddenly be drowning though, unless he fixed that.
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Re: Pre-Game Bugs

Postby Erythil » Fri Jun 13, 2014 12:05 am

Tepes wrote:I see no bar for air, when swimming.


If my own atonement experience is of any indication, you should probably count this as a feature, not a bug.

Super aliens? No problem.

Taking a dip? GOD HELP YOU.
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Re: Pre-Game Bugs

Postby Tepes » Fri Jun 13, 2014 4:03 am

Shelves and benches are unmovable.
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Re: Pre-Game Bugs

Postby Zargen » Fri Jun 13, 2014 4:29 am

Hasnt that always been the case Tepes?
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Re: Pre-Game Bugs

Postby Letters » Fri Jun 13, 2014 4:33 am

Zargen wrote:Hasnt that always been the case Tepes?


Crafted furniture should be portable.

> wield armchair
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Re: Pre-Game Bugs

Postby Onasaki » Fri Jun 13, 2014 10:59 am

Erythil wrote:
Tepes wrote:I see no bar for air, when swimming.


If my own atonement experience is of any indication, you should probably count this as a feature, not a bug.

Super aliens? No problem.

Taking a dip? GOD HELP YOU.


Seconded. One of my characters died, drowning.
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Re: Pre-Game Bugs

Postby soiacc » Fri Jun 13, 2014 2:54 pm

Code: Select all
It is a dusky-hafted, nicked axe.

   It is in good condition and has a number of small damages.

   You'd guess it to be a Bludgeon weapon.

   You realize that you could make use of this item in the following craft:
'scout copse-for-tree'.

<****** / ^^^^^^ / ||||||> mend axe all
A weapon repair kit does not contain the necessary materials to mend a dusky-hafted, nicked axe.


Am I doing it wrong?


ETA: Also, 50 coppers seems excessive, unless the kits last a long time? And shouldn't everyone be able to use the armor and weapon repair kits?
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Re: Pre-Game Bugs

Postby Icarus » Fri Jun 13, 2014 3:05 pm

Nope.

Atonement and Par had immortal armor and weapons due to the ease and availability of kits. We are making them harder here.
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Re: Pre-Game Bugs

Postby Letters » Fri Jun 13, 2014 3:57 pm

Icarus wrote:Nope.

Atonement and Par had immortal armor and weapons due to the ease and availability of kits. We are making them harder here.


When the human sphere has managed to craft one (1) piece of armour since opening, that I know of, is this really such a concern?
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Re: Pre-Game Bugs

Postby Mithrandur » Fri Jun 13, 2014 4:10 pm

Icarus wrote:Nope.

Atonement and Par had immortal armor and weapons due to the ease and availability of kits. We are making them harder here.


Well as it is, you can still simply find a weaponsmith to disassemble the weapon.

This in turn creates the base parts (blade/hilt/feature) anew without any damage on them

Turn around and re-assemble the weapon and tada, brand new, perfectly undamaged sword/axe/spear/hammer/dagger/what-have-you.

Yes, you might say this circumvents the weapon kits, but it does require a timer to disassemble, and a timer to re-assemble.
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Re: Pre-Game Bugs

Postby Tiamat » Fri Jun 13, 2014 4:11 pm

Letters wrote:
Icarus wrote:Nope.

Atonement and Par had immortal armor and weapons due to the ease and availability of kits. We are making them harder here.


When the human sphere has managed to craft one (1) piece of armour since opening, that I know of, is this really such a concern?


Actually, yeah. There's meant to be a significant "learning curve" to be met. Once players are over that hump, the game is significantly easier. I think it's more of a concern that it's not very easy to make more shitty armor and weapons to replace our equally shitty armor and weapons.

I'm totally fine with not being able to get ordinary-quality armor/weapons for awhile.
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Re: Pre-Game Bugs

Postby toofast » Fri Jun 13, 2014 4:22 pm

Tiamat wrote:I'm totally fine with not being able to get ordinary-quality armor/weapons for awhile.


This. Enjoy the challenge, people.
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Re: Pre-Game Bugs

Postby Onasaki » Fri Jun 13, 2014 4:44 pm

Apparently some of the practice weapons use the wrong kind of damage. Me and another person were sparring, and his weapon was burning me. While my weapon was freezing him.

It's kind of funny.
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Which one's which I cannot tell
This enigma is my hell


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Re: Pre-Game Bugs

Postby soiacc » Fri Jun 13, 2014 4:55 pm

Alright, but I should -still- be able to use the kit right? Even if its expensive? I was using the weapon cleaning kit, but it wouldn't work on the weapon and the armor one required armormaking. That was my main problem. It's not like having to fix a large tear or anything, it's just minor damage that most people would be able to sew up/patch, if crudely.


eta: I do have metalcrafting, so the weapon kit should have worked, but it said it didn't have the right materials, which...I don't know what to do with that.
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Re: Pre-Game Bugs

Postby Onasaki » Fri Jun 13, 2014 8:01 pm

Not sure if it's intentional, but you can't disassemble the time-worn battle-axes. They also don't have descriptions.
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