Author Topic: 1.8f Bug Masterthread  (Read 16827 times)

Shinokyofu

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Re: 1.8f Bug Masterthread
« Reply #165 on: November 26, 2012, 09:51:21 am »
Wow, a "combat combo" :o. Just kidding.
I can't test it myself since i have the same combat kings and i don't get the 4k damage. I have others though, so maybe that's why it doesn't appear.
By the way, when you said "everything works normally" do you mean, like, EVERYTHING? I mean, all the combat kings are working normally and everything else is okay?
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ququ

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Re: 1.8f Bug Masterthread
« Reply #166 on: November 27, 2012, 12:38:18 pm »
Haven't tested everything, but the damage increase from berserk works and is based on the actual damage you have, without the 4000 extra. So with 100% increase you wouldn't give you 8000+ damage (not quite sure but very likely).

DBS

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Re: 1.8f Bug Masterthread
« Reply #167 on: December 08, 2012, 12:04:56 pm »
Hi there, my first post here :). thought I'd start with the bugs i don't seem to see in the first post here given that they just ruined my first attempt at a **** playthrough :/ (this campaign is hands down the best map / custom mod in WC3 but would be incredible if it wasn't for the plethora of bugs). Have encountered 90% of the bugs already mentioned here and have made a pact not to 'experiment' with new builds / strats anymore for fear of coming across a bug that will destroy my entire play-through :(.

Anyway here we go:
Ch. 2: i chose the following skills for fradz: magic orbs, scissor stab (1), flash strike (2), blessing of lightning (2), Invisibility (1), Teleport Strike (0); brackets indicate how i distributed the starting 6 levels, starting pack was lucky dice. When i go to the bridge, activate blessing and try to dig for the greedy armor, i can't (it says treasure too deep). i checked the multiboard and my dig power DOES go up to 1 but i can't get the armor! (i can however get the magic orb just north of there but you don't need any dig power for that anyway).
Ch. 2: Oh and because lucky dice gives the beserker CK, i started with +1000 dmg (which goes away the moment you drop from full HP of course). I'd humbly request that this particular CK please just be taken out. Its ruined my TCO playthrough 2-3 times now (the dmg bug never fails to come back at some point and kills the enjoyment really).
Ch. 2: Here's the best one: i tried to restart the map to see if this would persist and when pressing ESC to skip the opening scene, not only did it not skip it this time, it automatically made me lose while the opening cinematic was playing! (Game over screen popped up!). i've attached a screenshot of this.
Ch. 5: This is just one example as, from chapter 5 onwards, there are numerous issues i see with the multiboard. Even if you kill all minibosses in chapter 5, it will stay at 6/8. I'm pretty sure the culprits are the pumpkin jack and the Kaza leader (they don't register as mini bosses on the multiboard when you kill them).
Ch. 6: similarly, the elite boss will always show as 0/1 in chapter 6 even after you kill him.
Fradz Starting packs: Fradz' sword of haste powerpack still appears to mess up, it worked fine for me in the earlier chapters (charges maxed) and in ch. 5 i gave it to phodom for creeping. however in chapter 7 when i put it back on Fradz it again appeared to not make any difference to attack speed.
As has already been mentioned, the regen one does not work either. in chapter 2, when i maxed the charges and put it down and picked it up again, it made no difference to my regen rate.
the scope one does not improve your stealing chance either. On the multiboard my stealing % stays the same whether i have the scope on me or not (and in practice, it made no apparent difference when i tried to steal from the bosses. If i actually had +100% steal chance in chapter 2, i should have been stealing from every boss on the first try, especially after activating blessing of lightning!)
Galeoth Vision: while this has also been mentioned, i'm reiterating it as i've encountered this bug on at least 3-4 occasions now and there was no true sight item involved at the time which leads me to believe the occurrence is a result of something more generic (i encountered this bug twice in chapter 3 and had to restart it as reloads were not having any effect).

Balance (disclaimer: these are all my opinion ofc):
* Certain quests appear pointless to attempt:
Ch. 5: the teleport quest in chapter 5 doesn't provide any benefit; because you can access the lucky box everytime through the teleport on the mountain just above where you meet Anatholo and the permanent luck point is also accessible by vacuuming it to your hero (stand just southwest of it). Even if this was not the case, i would still debate that sacrificing a greater magic ball is too much (from my limited experience, magic dmg >>>>>>>>>>>>>>>>>>>>>> physical DPS in this game).
Ch. 6: Similarly the forgotten ones quest gives an extremely subpar reward (skull of chaos in exchange for spending almost 3k gold is too much; either that or i'm not seeing the benefit of the skull).
Ch. 7: which is the 5th mini-game in chapter 7? there's the racing one, the tower one, the exploding rate one and the circles one. in the 'TCO items list' thread in the walkthroughs forum, it says theres a magic stones game for which the reward is a greater magic ball. I started playing from 1.8g onwards so, was this perhaps from a previous version or am i just missing something here? O.o
 

Pourquoi

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Re: 1.8f Bug Masterthread
« Reply #168 on: December 08, 2012, 06:57:39 pm »
Quote
Even if you kill all minibosses in chapter 5, it will stay at 6/8. I'm pretty sure the culprits are the pumpkin jack and the Kaza leader (they don't register as mini bosses on the multiboard when you kill them).
The Kaza Leader and the Pumpkin King have never been minibosses.
As for that 8 number, there used to be 8 minibosses here; but Aero removed one (Fishtern the Mighty) and remade one (Vampire Lord). And he forgot to change the number in the multiboard. So typical of him.
Quote
in the 'TCO items list' thread in the walkthroughs forum, it says theres a magic stones game for which the reward is a greater magic ball. I started playing from 1.8g onwards so, was this perhaps from a previous version or am i just missing something here? O.o
The stones are at the temple, east of the smaller market at the south. There's literally no hint of the minigame's existence. The minigame itself involves clicking on the stones to change their stance until all of them change into a certain stance.
Along the shore the cloud waves break,
The twin suns sink behind the lake,
The shadows lengthen
In Carcosa.

Strange is the night where black stars rise,
And strange moons circle through the skies,
But stranger still is
Lost Carcosa.

Songs that the Hyades shall sing,
Where flap the tatters of the King,
Must die unheard in
Dim Carcosa.

Song of my soul, my voice is dead,
Die thou, unsung, as tears unshed
Shall dry and die in
Lost Carcosa.
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DBS

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Re: 1.8f Bug Masterthread
« Reply #169 on: December 10, 2012, 04:07:11 am »
Ah i see, thanks for the clarification Pourquoi. Will have to check the chapter 7 minigame when i get to it (I started another no give-up **** playthrough determined to get through it).

I do have one more complaint though its already been mentioned: please for the love of god fix the chapter 4 epic boss in a simple patch update! i got to him within about 6-7 hours of gameplay (all chapters up to that point), and have had no luck beating him after 10 failed attempts. It wasn't quite as apparent to me before when playing with give-ups (better items = more magic dmg) or on extreme (more lives to recklessly throw away while chasing him like a lunatic) but killing him right now seems completely dependent on luck :/. His pattern is completely random and landing a single ground zero nuke on him is close to impossible.

Honestly he's making the entire **** no give-up playthrough hopeless, i even went so far as to buy the beserk CK in hopes of getting the dmg bug :P and the one time i actually need it, it doesn't work.

My current suggestion is to simply remove the time limit until his pattern can be stabilized and a strategy formed around it.

Naragonth

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Re: 1.8f Bug Masterthread
« Reply #170 on: December 11, 2012, 03:33:58 pm »
Two bugs to report (they may already have been reported... but eh).

Generals badge starting item gives no armor.

Chapter 6: One of the butcher item set does not say that it is part of the butcher set (it still combines, but it is labelled as unique or something.

Edit: I also just found in chapter 6 that a potion of life gives me an honor.
« Last Edit: December 11, 2012, 03:49:08 pm by Naragonth »

DBS

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Re: 1.8f Bug Masterthread
« Reply #171 on: December 14, 2012, 05:20:45 pm »
Finally done with the **** play-through, a couple more observations:
- butcher set sells for less then its components. the set sells for 2300 and the components sell for a total of 2350.
- Aerial shoes bugged in chapter 8. when i was synthesizing the recipe in ch.8 it consumed all my 24 lesser magic balls (used one for the recipe) after which the aerial shoes appeared on my character with 23 'charges' (which didn't do anything when i clicked on the aerial shoes icon of course).
- some bosses (Tazefda and main boss in ch. 8 and Widger Queen in ch. 1) drop their steal-able items when they die even if you didn't manage to steal it from them.
- 27 flowers possible to collect in ch. 5 (someone already posted 26/25)
- Restoration potion option doesn't appear for Fradz in potion menu (really bad in a clutch situation; you have to use a potion for either Galeoth or Phodom and then it appears).
- Jade set's 20% magic dmg increase doesn't appear to work (drop it and pick it up and there's no affect on your magic dmg stats).

Doomlord

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Re: 1.8f Bug Masterthread
« Reply #172 on: December 21, 2012, 07:18:33 am »
Some bugs in chapter 3.
  • 2 Ghost Shops selling identical items.
  • Displaced multiboard values and some other minor layout issues.
  • Wrong Frost Shard icon.

kidknee

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Re: 1.8f Bug Masterthread
« Reply #173 on: December 23, 2012, 11:10:56 am »
When u dig up glyph of ability in chapter 2 .. near the mountain teleport and u put it in your inventory. After that if u click it , its gonna vanish without giving you a skill point. Maybe this is intentional but i thought this was expected to work like those extra spells like volcanic fissure (which has no problems if you put them in ur invent and then click them)

Naragonth

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Re: 1.8f Bug Masterthread
« Reply #174 on: December 27, 2012, 05:01:07 pm »
Omega orb item (the 6 piece thing from chapter 3) has the same problem as Fradz lightning elemental summons.  It doesn't matter what the characters level is, the elemental always has the same (low and useless ;) ) stats.

fieryglazer

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Re: 1.8f Bug Masterthread
« Reply #175 on: December 30, 2012, 10:47:30 pm »
first post ^_^

uhm, i seem to have a bug that makes my spellbook completely blank. no skills are there, not even meditate or the others. any help here?

what version of warcraft 3 are you guys using?

Shinokyofu

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Re: 1.8f Bug Masterthread
« Reply #176 on: December 31, 2012, 06:51:15 am »
I think most use the lastest(1.26 i think...) or 1.24e or something.

And just saying, your bug is freaking weird. In each chapter did it happen?
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hamza_tm

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Re: 1.8f Bug Masterthread
« Reply #177 on: January 04, 2013, 03:26:59 pm »
Hello guys! The time has finally come to update this buglist and translate to the new version with chapter 9 and all the good stuff :)

I've been away from TCO for quite a while, could anyone give me some quick pointers as to what has been going on, like anything I should know before starting the update and looking into this massive backlog of posts (177 in total now, pretty big thread!) to update all the new/fixed bugs?

Edit: Well... it looks like there has only been about one page of new bugs since I left! Not such a hard task after all then :)
« Last Edit: January 04, 2013, 03:31:16 pm by hamza_tm »

hamza_tm

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Re: 1.8f Bug Masterthread
« Reply #178 on: January 04, 2013, 03:41:22 pm »


I do have one more complaint though its already been mentioned: please for the love of god fix the chapter 4 epic boss in a simple patch update! i got to him within about 6-7 hours of gameplay (all chapters up to that point), and have had no luck beating him after 10 failed attempts. It wasn't quite as apparent to me before when playing with give-ups (better items = more magic dmg) or on extreme (more lives to recklessly throw away while chasing him like a lunatic) but killing him right now seems completely dependent on luck :/. His pattern is completely random and landing a single ground zero nuke on him is close to impossible.

Honestly he's making the entire **** no give-up playthrough hopeless, i even went so far as to buy the beserk CK in hopes of getting the dmg bug :P and the one time i actually need it, it doesn't work.

My current suggestion is to simply remove the time limit until his pattern can be stabilized and a strategy formed around it.

I TOTALLY agree with that, and had a long discussion with Aero about it, hopefully it'll be fixed soon. You should see my **** no give-up video run, it was a serious pain in the nether regions to beat that guy. Serious pain.

hamza_tm

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Re: 1.8f Bug Masterthread
« Reply #179 on: January 04, 2013, 04:02:16 pm »
Okay, finished updating the first post.

Feel free to tell me if any of the "pending" bugs or the "supposedly fixed" bugs are fixed or not.