Bugs I Have Encountered in V0.130.91
Jan 15, 2018 14:39:05 GMT -8
Post by Pscion on Jan 15, 2018 14:39:05 GMT -8
Here is a list off all of the bugs I have encountered so far and have been able to reliably replicate. I figure some of these have already been fixed or reported. But wanted to be as thorough as possible. And will post more where I record them.
1) On the Title Menu, if I select Credits, Ser Knight goes to the board, I can view them like normal..
However, if I then exit the credits screen and select Test Game, Ser Knight will walk towards the jug. But will path into bar counter and get stuck overlayed on top of it while walking in place. Effectively soft-locking the game. Which can only be fixed by exiting out of the game and reopening it.
A similar bug also occurs if I move from Credits to Encyclopedia. With Ser Knight walking completely through the bar before stopping and walking in place a short ways before the intended destination.
2) Quitting a game in progress from the ESC menu and then trying to load or start a new game crashes to the following error message.
3) If a character has a level up available and I select their character icon to bring up their stats while in combat, the option to level them up is selectable. Doing so allows me to allocate stat point as normal. But upon reaching the talent select screen, all of the talents are unselectable. As though I don't have any talent points left to spend, even though it shows in the top left that I did. And because I couldn't complete the level up while I had talent points to spend, and there was no way to back out, the only way to resolve this was to load a previous save.
4) Selecting the Enchanted Tower in Forgotten Garden, prior to getting Bard Knight in my party, results in the game crashing to an error message. The following error message I got at the time. In addition, returning to Forgotten Garden after Bard Knight leaves the party also triggers the error.
As opposed to the party select screen I get at the Tower of Rolls, that just doesn't let me go forward unless both Ser Knight and Mysterious Knight are deployed. So, I assume the same thing is supposed to happen for Forgotten Garden. But with Bard Knight instead of Mysterious Knight.
5) After buying anything from the Merchant District in the High Forest, if I exit to the Overmap and then go back into High Forest and select Go to Merchant District, the game crashes to the error message in the second image. Even if afterwards I saved and reloaded on the Overmap, went to another town, or went into a dungeon crawl area, it would persist whenever I tried to access High Forest's Merchant District. The only way I could go back to there after buying something and leaving, without causing a crash, was to save inside of a dungeon area and then reload. Doing so allowed me to return to High Forest's Merchant District without triggering the crash.
6) Not sure if this is a bug or a strange design choice. But during the battle against the scripted 5 scion dragon fight in the Tower of Rolls (and seems to happen whenever there are enemies occupying a top, middle, and bottom row, such as with Insect Recruits and some Konvert fights), the top row of enemies cannot be targeted by melee attack or abilities by either clicking on their sprites, names, or pressing any number keys. Even if the enemies in the top row are the only ones left, they cannot be targeted. Ranged attacks and talents do mostly seem to work. Some can't target the enemy in the top back row. And they will allow the enemy to be selected via their battle sprites.
On a side note, none of the scion dragons can be selected by clicking their sprites or selecting them via a number key with melee attacks or talents, unless it is the first action of the first turn (though occasionally one might highlight in the second action of the first turn). Apart from that, the bottom three can only be selected via their health bars.
7) During the conversation with Bleu Knight at the top of the Tower of Rolls, choosing the Silver Tongue dialogue option that seems like it is supposed to bypass the fight, instead despawns the characters, and the screen turns black.
After which, the dialogue starts back up to shortly before the Mysterious Knight revealed their identity.
Choosing the same response again causes the dialogue to continue to loop.
Once this loop has started, choosing after to select dialogue options that result in fighting Bleu Knight causes the fight to occur as normal.
But after the fight, the subsequent dialogue continues over an empty room. But once it gets to the part where Bleu Knight is supposed to exist out the window, the dialogue becomes locked. As it waits for a non-existant Bleu Knight to move off the screen.
8) Selecting the Command Tent at Band of the Moon after completing the Tower of Rolls kicks me back to the territory summary screen. Not sure if this is a bug or just because the Command Tent is unimplemented. But I noticed when going to Endless Fields after rescuing Field Princess, the Manor, which I assume is where I am supposed to go to continue that quest line is unselectable. Which I assumed was how it was meant to show it was unimplemented.
9) At various points in the game when moving from one location to another on the Overmap, the Ser Knight would instead go to a location near but not on the pathing line. Sometimes even going backwards. And would then reroute back to one of the junction locations on the original pathing line upon reaching the location they incorrectly pathed to. Often time taking more turns while Ser Knight went off the path. One example being traveling from Canopy Cave to Forgotten Garden, with the pathing line showing that the knight will pass Canopy Cave to Sandy Seraglio, and then onto Forgotten Garden. InsteadSer Knight travels from Canopy Cave to The Sea of Pleasure before rerouting to Sandy Seraglio where he continued on to Forgotten Garden. Taking 3 turn instead of the 2 that it would normally take. This doesn't always happen. As I can reload a save from right before selecting a destination, where someimes he moves on the intended path, sometimes he does not. Though, I find when the glitch occurs, the location Ser Knight improperly paths to is a location I moused over in selecting the intended desitination.
10) This is just a small bug, but I noticed High Forest's territory screen title says "High Forest - Razed!," similar to how North Woods says it's razed, before it is restored. This persists even if I quit out of the game, open it back up, and start a new game. So I am not sure if this is something that was there from the beginning, or if at some point the game files themselves were overwritten. Beyond that title, though, everything with the territory select screen seem to work as intended.
11) Another bug I noted in Forgotten Garden, if Bless is used as the first action of the first encounter in Enchanted Tower, it will crash the game to the error message in the second image. Further testing has shown that this will even happen if I save and reload the game after entering the area, as well as if I have an encounter prior outside of Enchanted Tower in that same load. And it doesn't matter if Bard Knight or Ser Knight uses it first. If either one of them is the first to move in the first turn of the first encounter, and they use Bless, it will trigger the crash. Nor does it matter what enemy it is, Shadow Knight, Haunted Chest, and Haunted Chandelier all still allowed it to be triggered, so long as they were the first encounter of the first trip there. However, it only occurs at that exact point in the first encounter of Enchanted Tower. If Ser Knight uses during the first turn of the first encounter after Bard Knight already performed a different action first, it will not crash the game. Nor will it, if the situation were reversed. If Ser Knight has higher priority and Bard Knight uses it after Ser Knight did something else, it wonter trigger the error. So long as it isn't the first action of the first turn of the first encounter of the first trip there, it will not trigger it. Likewise, saving and loading after said encounter or leaving Enchanted Tower and then coming back after the first encounter will not cause the first action of the first encounter afterwards to trigger it. In addition, I found leaving Enchanted Tower after entering it the first time, before any encounters took place, and coming back prevents Bless being the first action of the first encounter from causing the crash.
12) Also while testing #11, I encountered the glitch in the image below. This happened when I clicked Leave Dungeon in the first part of Enchanted Tower, while a Haunted Chandelier was in the room. Likely I pushed the button just as the fight encounter was triggered. But the end result was that some of the chandelier's flames, name and boss health, and Bard Knight and Ser Knight's health bars being overlayed on the map. With the texturing on the right side being outside the normal bounds of map scrolling. With me being unable to move around or select anything, beyond being able to hit ESC and select the option there.
13) Lore information is never added for Arctic Wolves after fighting Scout Penguine in Everharsh Glacier. Regardless of whether the Arctic Wolf or Scout Penguine is first or last one killed in the fight.
14) Occasionally, when opening a chest from behind it, Ser Knight will get stuck, requiring me to warp to another location using the map. I believe depending on how the chests work, it might be a case of the hit detection of the chest's top portion clipping into Ser Knight when it moves into the open position. Thus rendering him unable to move as there is hit detection triggering in every direction.
14) Not sure if these are actual issues, but Glacier Keep in Everharsh Glacier has two flaws with its map. One being to the far right, one being near the top. Both show paths that are not there. Not sure if these were supposed to lead to rooms that got removed or aren't implemented yet. Or if this it is error with the design. Or if these are supposed to be opened up by some action later in the game.
Likewise, Canopy Cave's Kompound also has two points that show passageways that aren't there.
15) Engaging an enemy near a door lead to the following crash. The moments before the crash seemed like the game was trying to transition to both the fight and the next room. The crash occurred at the location in the second image that I have the mouse cursor over.
16) While going through the door to the next level in the room on the below image, pressing ESC causes the game to crash to the error message in the second image.
17) Clicking on the Kobold Army while they are on route to High Forest after saving Kobold Princess brings up the units screen as per usual. Selecting the men tab of any of the units results in the error message below. This happens regardless of where they are on the routing path.
18) Choosing any of the generals on the character screen after I leveled up on that same trip to the Overmap screen resulted in a crash to the following error message. Further testing shows that opening any knight (including Ser Knight) or princess' characters screen prior to clicking on a general triggers the error.
19) No exactly sure what causes this one. While testings #6, when trying to fight Bleu Knight as normal, the second the screen finishes transitioning out right before the fight, the game crashes to the error message below. Not sure what caused it. Tried saving and reloading in multiple locations, leaving the dungeon (even saving and reloading on the Overmap), swapping to a different weapon or armor. All to no avail. Though, one thing of note, is the Arming Sword that you get at the beginning disappeared from my inventory (having swapped it out to a bow prior). Was only able to proceed with the fight without crashing after leaving the dungeon, saving and reloading in a different dungeon, and come back.
20) And while trying to figure out a way to get around the glitch in #19, after leaving the dungeon, coming back and trying to warp back to the top, I found Ser Knight would stop moving after 1 step. And nothing I did would make him responsive. This continued to happen with each room I warped to. Each time he would freeze in place after 1 step, and would not respond to any of the awsd keys. Then I warped to the second room into the Tower of Rolls, and this happened.
The enemy was still able to spot me in the wall, and fighting it did not free me from the wall. But I did find upon warping afterwards, that whatever was causing me to freeze in place shortly after warping had stopped.
1) On the Title Menu, if I select Credits, Ser Knight goes to the board, I can view them like normal..
However, if I then exit the credits screen and select Test Game, Ser Knight will walk towards the jug. But will path into bar counter and get stuck overlayed on top of it while walking in place. Effectively soft-locking the game. Which can only be fixed by exiting out of the game and reopening it.
A similar bug also occurs if I move from Credits to Encyclopedia. With Ser Knight walking completely through the bar before stopping and walking in place a short ways before the intended destination.
2) Quitting a game in progress from the ESC menu and then trying to load or start a new game crashes to the following error message.
3) If a character has a level up available and I select their character icon to bring up their stats while in combat, the option to level them up is selectable. Doing so allows me to allocate stat point as normal. But upon reaching the talent select screen, all of the talents are unselectable. As though I don't have any talent points left to spend, even though it shows in the top left that I did. And because I couldn't complete the level up while I had talent points to spend, and there was no way to back out, the only way to resolve this was to load a previous save.
4) Selecting the Enchanted Tower in Forgotten Garden, prior to getting Bard Knight in my party, results in the game crashing to an error message. The following error message I got at the time. In addition, returning to Forgotten Garden after Bard Knight leaves the party also triggers the error.
As opposed to the party select screen I get at the Tower of Rolls, that just doesn't let me go forward unless both Ser Knight and Mysterious Knight are deployed. So, I assume the same thing is supposed to happen for Forgotten Garden. But with Bard Knight instead of Mysterious Knight.
5) After buying anything from the Merchant District in the High Forest, if I exit to the Overmap and then go back into High Forest and select Go to Merchant District, the game crashes to the error message in the second image. Even if afterwards I saved and reloaded on the Overmap, went to another town, or went into a dungeon crawl area, it would persist whenever I tried to access High Forest's Merchant District. The only way I could go back to there after buying something and leaving, without causing a crash, was to save inside of a dungeon area and then reload. Doing so allowed me to return to High Forest's Merchant District without triggering the crash.
6) Not sure if this is a bug or a strange design choice. But during the battle against the scripted 5 scion dragon fight in the Tower of Rolls (and seems to happen whenever there are enemies occupying a top, middle, and bottom row, such as with Insect Recruits and some Konvert fights), the top row of enemies cannot be targeted by melee attack or abilities by either clicking on their sprites, names, or pressing any number keys. Even if the enemies in the top row are the only ones left, they cannot be targeted. Ranged attacks and talents do mostly seem to work. Some can't target the enemy in the top back row. And they will allow the enemy to be selected via their battle sprites.
On a side note, none of the scion dragons can be selected by clicking their sprites or selecting them via a number key with melee attacks or talents, unless it is the first action of the first turn (though occasionally one might highlight in the second action of the first turn). Apart from that, the bottom three can only be selected via their health bars.
7) During the conversation with Bleu Knight at the top of the Tower of Rolls, choosing the Silver Tongue dialogue option that seems like it is supposed to bypass the fight, instead despawns the characters, and the screen turns black.
After which, the dialogue starts back up to shortly before the Mysterious Knight revealed their identity.
Choosing the same response again causes the dialogue to continue to loop.
Once this loop has started, choosing after to select dialogue options that result in fighting Bleu Knight causes the fight to occur as normal.
But after the fight, the subsequent dialogue continues over an empty room. But once it gets to the part where Bleu Knight is supposed to exist out the window, the dialogue becomes locked. As it waits for a non-existant Bleu Knight to move off the screen.
8) Selecting the Command Tent at Band of the Moon after completing the Tower of Rolls kicks me back to the territory summary screen. Not sure if this is a bug or just because the Command Tent is unimplemented. But I noticed when going to Endless Fields after rescuing Field Princess, the Manor, which I assume is where I am supposed to go to continue that quest line is unselectable. Which I assumed was how it was meant to show it was unimplemented.
9) At various points in the game when moving from one location to another on the Overmap, the Ser Knight would instead go to a location near but not on the pathing line. Sometimes even going backwards. And would then reroute back to one of the junction locations on the original pathing line upon reaching the location they incorrectly pathed to. Often time taking more turns while Ser Knight went off the path. One example being traveling from Canopy Cave to Forgotten Garden, with the pathing line showing that the knight will pass Canopy Cave to Sandy Seraglio, and then onto Forgotten Garden. InsteadSer Knight travels from Canopy Cave to The Sea of Pleasure before rerouting to Sandy Seraglio where he continued on to Forgotten Garden. Taking 3 turn instead of the 2 that it would normally take. This doesn't always happen. As I can reload a save from right before selecting a destination, where someimes he moves on the intended path, sometimes he does not. Though, I find when the glitch occurs, the location Ser Knight improperly paths to is a location I moused over in selecting the intended desitination.
10) This is just a small bug, but I noticed High Forest's territory screen title says "High Forest - Razed!," similar to how North Woods says it's razed, before it is restored. This persists even if I quit out of the game, open it back up, and start a new game. So I am not sure if this is something that was there from the beginning, or if at some point the game files themselves were overwritten. Beyond that title, though, everything with the territory select screen seem to work as intended.
11) Another bug I noted in Forgotten Garden, if Bless is used as the first action of the first encounter in Enchanted Tower, it will crash the game to the error message in the second image. Further testing has shown that this will even happen if I save and reload the game after entering the area, as well as if I have an encounter prior outside of Enchanted Tower in that same load. And it doesn't matter if Bard Knight or Ser Knight uses it first. If either one of them is the first to move in the first turn of the first encounter, and they use Bless, it will trigger the crash. Nor does it matter what enemy it is, Shadow Knight, Haunted Chest, and Haunted Chandelier all still allowed it to be triggered, so long as they were the first encounter of the first trip there. However, it only occurs at that exact point in the first encounter of Enchanted Tower. If Ser Knight uses during the first turn of the first encounter after Bard Knight already performed a different action first, it will not crash the game. Nor will it, if the situation were reversed. If Ser Knight has higher priority and Bard Knight uses it after Ser Knight did something else, it wonter trigger the error. So long as it isn't the first action of the first turn of the first encounter of the first trip there, it will not trigger it. Likewise, saving and loading after said encounter or leaving Enchanted Tower and then coming back after the first encounter will not cause the first action of the first encounter afterwards to trigger it. In addition, I found leaving Enchanted Tower after entering it the first time, before any encounters took place, and coming back prevents Bless being the first action of the first encounter from causing the crash.
12) Also while testing #11, I encountered the glitch in the image below. This happened when I clicked Leave Dungeon in the first part of Enchanted Tower, while a Haunted Chandelier was in the room. Likely I pushed the button just as the fight encounter was triggered. But the end result was that some of the chandelier's flames, name and boss health, and Bard Knight and Ser Knight's health bars being overlayed on the map. With the texturing on the right side being outside the normal bounds of map scrolling. With me being unable to move around or select anything, beyond being able to hit ESC and select the option there.
13) Lore information is never added for Arctic Wolves after fighting Scout Penguine in Everharsh Glacier. Regardless of whether the Arctic Wolf or Scout Penguine is first or last one killed in the fight.
14) Occasionally, when opening a chest from behind it, Ser Knight will get stuck, requiring me to warp to another location using the map. I believe depending on how the chests work, it might be a case of the hit detection of the chest's top portion clipping into Ser Knight when it moves into the open position. Thus rendering him unable to move as there is hit detection triggering in every direction.
14) Not sure if these are actual issues, but Glacier Keep in Everharsh Glacier has two flaws with its map. One being to the far right, one being near the top. Both show paths that are not there. Not sure if these were supposed to lead to rooms that got removed or aren't implemented yet. Or if this it is error with the design. Or if these are supposed to be opened up by some action later in the game.
Likewise, Canopy Cave's Kompound also has two points that show passageways that aren't there.
15) Engaging an enemy near a door lead to the following crash. The moments before the crash seemed like the game was trying to transition to both the fight and the next room. The crash occurred at the location in the second image that I have the mouse cursor over.
16) While going through the door to the next level in the room on the below image, pressing ESC causes the game to crash to the error message in the second image.
17) Clicking on the Kobold Army while they are on route to High Forest after saving Kobold Princess brings up the units screen as per usual. Selecting the men tab of any of the units results in the error message below. This happens regardless of where they are on the routing path.
18) Choosing any of the generals on the character screen after I leveled up on that same trip to the Overmap screen resulted in a crash to the following error message. Further testing shows that opening any knight (including Ser Knight) or princess' characters screen prior to clicking on a general triggers the error.
19) No exactly sure what causes this one. While testings #6, when trying to fight Bleu Knight as normal, the second the screen finishes transitioning out right before the fight, the game crashes to the error message below. Not sure what caused it. Tried saving and reloading in multiple locations, leaving the dungeon (even saving and reloading on the Overmap), swapping to a different weapon or armor. All to no avail. Though, one thing of note, is the Arming Sword that you get at the beginning disappeared from my inventory (having swapped it out to a bow prior). Was only able to proceed with the fight without crashing after leaving the dungeon, saving and reloading in a different dungeon, and come back.
20) And while trying to figure out a way to get around the glitch in #19, after leaving the dungeon, coming back and trying to warp back to the top, I found Ser Knight would stop moving after 1 step. And nothing I did would make him responsive. This continued to happen with each room I warped to. Each time he would freeze in place after 1 step, and would not respond to any of the awsd keys. Then I warped to the second room into the Tower of Rolls, and this happened.
The enemy was still able to spot me in the wall, and fighting it did not free me from the wall. But I did find upon warping afterwards, that whatever was causing me to freeze in place shortly after warping had stopped.