Bugs in .22

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billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Bugs in .22

Post by billgus »

#1 - After recompiling Dm with a slight tweeak, save games on levels three and four crash RTC. (ZIP sent to GG via E-mail)

#2 - You are facing a tile with a right handed spinner and a monster is in the near left corner. Casting a fireball to hit it misses - the 'spinner' teleports the fireball past the monster.
(Contrast with FTL)

#3 - In thge CSB Ku path, the door the wizards should be black, not plain wood.

#4 - The fourth character can not Climb Down using the Rope. Third character is iffy.

#5 - The quiet teleport after the Laughing Pit (to the Ant-Men) is missing (or not activated).
billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Re: Bugs in .22

Post by billgus »

#6 - In the lower Ros path, I entered the room with the lower pit lever only to find Mummies present. It appears that the switchable wall leading to the Dex Helm was off.

#7 - In the lower Neta path, in the wizard maze, there was a skeleton and giggler. This usually indicates that the switchable wall across from the Gold Lock is open. I think there is a moster block too. Maybe the floor-sensor is not set for PARTY and saw the skeleton.

#8 - In the same area, I saw the extra wizard - the one with food. Maybe the skeleton/giggler triggered him?

#9 - In the same area, I could not get the wizard with the key to show up. He is suppose to appear as you leave the tile in front of the lock.

#10 - Just an impression, but the Chock-g-round (Neta path, just before the DDD) didn't switch on and off as I expected. I haven't compared it to FTL.

#11 - Munchers are still more resistive to Poison Cloud than FTL. They should die when hit with even a LO.

#4 revisited - I have seen this problem on all characters now. Just move the rope to another character until it works.
billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Re: Bugs in .22

Post by billgus »

#11 - dropping an object inside a switchable or illusionary wall causes in to disappear. It's just invisible and still be retrieved. I suspect a graphics engine glitch, but FTL should be checked. It might be a compatability!
billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Re: Bugs in .22

Post by billgus »

#13 DDD - the pit that should block the ROS path was closed.

#14 DDD skeleton teleporter doesn't work. So you can't get to the upper Neta path.

#15 Upper ROS - Zoom seemed very fast
billgus
Journeyman
Posts: 92
Joined: Sun May 05, 2002 4:01 am
Location: US/OR/Portland

Re: Bugs in .22

Post by billgus »

#16 - I've noticed that there are a lot of sounds that shouldn't be present. For example, I was in the 4 mummy area and was hearing the teleporter 'zonck' sound, squishy noises, etc. All fairly loud. It should be quiet as a tomb!

#17 - in the Wizard Maze (lower Neta path), stepping away from the keyhole produces the teleport 'zonck' sound. Depending on facing and which way moved, the sound may be loauder or softer. Wierd. (This is a dungeon bug, too, as there isn't suppose to be any sound here!)
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George Gilbert
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Re: Bugs in .22

Post by George Gilbert »

Fixed for V0.23
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