Difference between revisions of "Bugs"

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* Should be fixed. Was a bug recently introduced. --[[User:Simon|Simon]] 18:41, 16 July 2006 (UTC)
 
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Revision as of 18:41, 16 July 2006

This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.

Before reporting a bug, you might want to check Not Bugs just in case it's actually not a bug.

Bugs that have been resolved and older than a week, can be found at Bugs:Fixed.

Example

Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.

To use the template, enter the following, but replace emboldened text with text appropriate to your bug report:

===Bug Title===
{{bugreport|
bug_time=~~~~~|
bug_author=~~~|
bug_status=new / fixed / not a bug|
bug_severity=low / med / high / critical|
bug_description=Full description. Check spelling and be descriptive.|
bug_comments=
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
Comment here
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
}}

Possible Bugs

Not able to attack animals

I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says "Jungle A number of small trees here aren't that much taller than the heavy undergrowth." --One of many doctors 03:00, 19 March 2006 (GMT)

  • Never mind. I travelled a few squares then came back and it gave me the attack option.--One of many doctors 03:02, 19 March 2006 (GMT)
  • Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --Simon 09:35, 19 March 2006 (GMT)

Banshee Wail village annihilation

Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --Tycho44 16:59, 30 April 2006 (BST)

Logged on again, found another example:

Since your last move:
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 12:29)
You hear a banshee wail coming from all around you. (2006-04-30 15:44)
You hear a banshee wail coming from all around you. (2006-04-30 15:44)
You hear a haunting scream coming from all around you. (2006-04-30 15:44)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)
You hear a banshee wail coming from all around you. (2006-04-30 15:44)
You hear a banshee wail coming from all around you. (2006-04-30 15:44)
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)
You hear a banshee wail coming from all around you. (2006-04-30 15:44)
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)
You hear a banshee wail coming from all around you. (2006-04-30 15:44)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)
You hear a banshee wail coming from all around you. (2006-04-30 15:44)
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)
You hear a banshee wail coming from all around you. (2006-04-30 15:45)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)
You hear a banshee wail coming from all around you. (2006-04-30 15:45)
You hear a banshee wail coming from all around you. (2006-04-30 15:45)
You hear a banshee wail coming from all around you. (2006-04-30 15:45)
You hear a banshee wail coming from all around you. (2006-04-30 15:45)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)
You hear a banshee wail coming from all around you. (2006-04-30 15:45)
You hear a banshee wail coming from all around you. (2006-04-30 15:45)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)
You hear a banshee wail coming from all around you. (2006-04-30 15:45)
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)
You hear a banshee wail coming from all around you. (2006-04-30 15:46)
You hear a banshee wail coming from all around you. (2006-05-01 05:57)
You hear a banshee wail coming from all around you. (2006-05-01 05:57)
You hear a banshee wail coming from all around you. (2006-05-01 05:57)
You hear a banshee wail coming from all around you. (2006-05-01 05:57)
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)
You hear a banshee wail coming from all around you. (2006-05-01 05:58)

--Tycho44 07:16, 1 May 2006 (BST)

Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. MorkaisChosen 09:41, 1 May 2006 (BST)

  • Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --Simon 15:59, 1 May 2006 (BST)
  • One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --Tycho44 20:49, 1 May 2006 (BST)
  • That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an Exorcism suggestion. I haven't heard enough from the other users yet, though. I've only heard from about two people.--Wifey 21:39, 12 May 2006 (BST)
  • Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --Tycho44 08:31, 13 May 2006 (BST)
  • This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --Shosuro
Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --Tycho44 04:04, 2 June 2006 (BST)
No, at the moment Seance gets you the ability to identify passive spirits (the ones who just hang around not wailing or anything). --Simon 22:26, 14 June 2006 (BST)

Machete Trades

Timestamp: 22:23, 4 June 2006 (BST)
Logged by: One of many doctors
Status: new
Severity: low
Description: So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:


You ask to trade your blunt machetes for his rifle bullets.
Trader Harry makes you an offer, "I'll give you three rifle bullets for a blunt machete"
You ask to trade your machetes for his rifle bullets.
Trader Harry makes you an offer, "People just don't seem to want to buy machetes so I can't offer full price for yours. I'll give you two rifle bullets for a machete"


Now why would I get more bullets for a broken item that's essentially a machete anyways?

Comments
The trader logic is strictly a supply/demand thing. If a trader doesn't have much of a certain object, it has more value to him, despite the fact that in this case a sharp machete is more useful than a dull one. Not really a bug, IMO, as it will eventually work itself out once the traders start getting a lot of these items that they over-value. No one's going to be buying the dull machetes. --Jackel 03:28, 5 June 2006 (BST)

  • But blunt machetes are so much more valuable than sharp machetes. Just consider:
  1. If you search in the resource huts, machetes are very common. Everyone carries a machete or three. But who's got a blunt one? Blunt machetes are very scarce. Their rarity makes them precious.
  2. If you have a blunt machete, it is very easy for you to make a sharp machete (1AP and a Stone). If you have a sharp machete, it is very difficult to make a blunt machete (1000AP and the jungle). Thousands of trees might be destroyed during the creation process -- potentially an environmental castastrophe. Please, think of the trees! Don't manufacture that blunt machete by yourself, buy it from Trader Harry -- whatever the cost!
If you like, I'll also explain to you why Bottles of Water are cheaper than Mangos, Bananas, Rum, Beer, even though the Bottles of Water are tremendously more powerful. I'll explain why Blowpipes cost $300, despite the fact that you're more likely to kill someone by eating Tasty Berries than by using a Blowpipe. And I'll explain how traders sneak out while everyone is asleep, and hide their stock in resource huts, for everyone to find again. --Tycho44 00:51, 9 June 2006 (BST)
Appears fixed. Apparently, blunt machetes no longer sell for more than machetes. Bottles of water only heal 2 HP. Blowpipes cause lots more poison damage. Traders still sneak out and stash medkits and ammo in resource huts while we sleep, but in a game with Easter Bunnies, I'm not too surprised. I'm waiting for the Tiger Tooth fairy to come get my amulet. --Tycho44 15:57, 21 June 2006 (UTC)


AP in 37 Minutes

Timestamp: 18:16, 13 June 2006 (BST)
Logged by: VTBassMatt
Status: new
Severity: med
Description: For some reason, when I ran out of AP, the system told me I would have another in 37 minutes. I was just walking around in a character without trekking, so I don't believe it's a negative or 1/2 AP problem. See 37 minutes screenshot.

Comments
I also got a similar message with '22 minutes' on my first day - Ssarl

  • For characters without trekking it now costs 2 AP to walk on dense jungle squares like the one you ended your turn on, so if you had 1 AP left just before you moved onto that square, your true AP total would be -1, or 40 minutes to get back up to 1 AP. Arminius 17:47, 14 June 2006 (BST)
  • I didn't notice that - does that mean I was looking for a bug when there wasn't one? On the other hand, I did see some weird stuff going on and am going to make a couple of tweaks shortly which may fix it anyway. --Simon 21:59, 14 June 2006 (BST)
If it does indeed cost 2AP to walk on dense jungle, then Arminius is correct. Simon, you sound a little uncertain for a guy who can, ya know, look at the code ;) --VTBassMatt 21:19, 15 June 2006 (BST)
It does take 2 AP if you don't have trekking so that sounds like the reason for the 37m AP issue. If I sound uncertain, it's probably because the unusually hot weather here in the UK over the last week has melted my brain. --Simon 00:35, 16 June 2006 (BST)
  • I recently encountered a similar problem. I was searching through a swamp and ran out of AP after 5 searches even thought I had around 40 Ap to start with (I think). Suddenly it says I'm -1 Ap and that I need to wait 59 minutes for more Ap. Proof. --One of many doctors 23:53, 20 June 2006 (UTC)
Doesn't searching in a swamp cost 3 AP, so this is not a bug. If you had 1 AP before your last swamp-search, it would cost 60 minutes (20x3) to regenerate to 1 AP. Arminius 00:20, 21 June 2006 (UTC)
No, this is a bug. The screenshot shows -1 AP. He will be at 0 AP in less than 20 minutes. He will be at 1 AP in less than 40 minutes, and he will be able to move. In 38 minutes, the refresh will jump from "come back in 21 minutes" to "you can move". --Tycho44 15:52, 21 June 2006 (UTC)
At the moment, I'm listed as having 0 AP, but it says 33 minutes until my next move. (Impossible?) --Tycho44 02:54, 23 June 2006 (UTC) Look for an AP display bug. When I refreshed the screen, my AP changed from 0 to -1. --Tycho44 02:56, 23 June 2006 (UTC)
It does look like a display issue. I started swimming through the water at a rate of 3AP per move and on the last go it said -1AP. When I refreshed a few seconds later, it said -2AP. Unfortunately I didn't make a note of the number of minutes to wait before I refreshed. Will investigate some more. --Simon 23:43, 23 June 2006 (UTC)
  • I think the number of minutes that it tells you before you can move again is determined by your last action before running out of AP, i.e. if you took an action requiring 1 AP it tells you how many minutes till you get back to 1 AP, if you took an action that used 2 AP it tells you how many minutes till you get back to 2 AP, if you took an action that used 0.5 AP it will tell you of 10 minutes or less. This could be an explanation for the problems. Arminius 04:24, 23 June 2006 (UTC)
That would make sense since my last action was searching a swamp (3 Ap)so 20 mins X 3 = 60 mins until next action. --One of many doctors 15:49, 23 June 2006 (UTC)
  • Should be fixed now. I just had -1 AP show up, 30m before I can do something. --Simon 19:53, 29 June 2006 (UTC)


Password silently truncated upon character creation

Timestamp: 10:08, 28 June 2006 (UTC)
Logged by: Gimbo
Status: new
Severity: low
Description: It appears that when you create a character, the password supplied is truncated to 14 characters. Furthermore, this happens silently, ie the user signing up has no indication that this has happened.

I noticed this when I tried to log in via a different computer from the one I'd used to create the character, and was told I had the wrong password. I was _sure_ I was typing in the right thing, so I asked for a reminder to be emailed to me. I received an email containing a password consisting of the first 14 characters of the password I had actually typed in. This truncated password worked.

Comments
I can think of 3 things to do to improve this situation. 1) When a user logs on (logging on, not creating a new character), truncate the password entered before comparing it with the stored version. That smells like an ugly hack in some ways, but has the advantage that it's backwards compatible: any existing players whose passwords have been truncated without their knowledge won't ever hit the problem like I did. 2) Make new users aware that this truncation is happening, by warning them if their new character's password is truncated. This isn't, perhaps, necessary if you do number 1), but it's polite. 3) Increase the password field length in the DB (I presume that's the problem) to something more sensible (at least 64; maybe even 256). This reduces the chance of this affecting anyone new in the future. It doesn't fix current players (hence the need for number 1), and it's still possible someone would use a huuuuuggge password which got truncated anyway (hence the need for numbers 1 and 2). I think all three things should be done to "properly" fix the problem. Boring, eh? :-) --Gimbo 11:03, 28 June 2006 (BST)

  • 1) Done. 2) Done. 3) Done. --Simon 20:10, 29 June 2006 (UTC)
Woo hoo - now that's what I call service. Well done! :-) --Gimbo 10:30, 30 June 2006 (BST)

No apparent distinction in age of tracks

Timestamp: 18:06, 12 July 2006 (UTC)
Logged by: Jackel
Status: new
Severity: low
Description: My character has the tracking tree maxed out for a while. Every single track he finds says it was left "a long time ago". Today I logged off standing on a square with another player, returning about an hour later to find that player gone. My track search showed that he left, you guessed it, "a long time ago". After an hour!!?? Whether this is a bug or not, the way the system determines the age of tracks should be a lot more granular. Hour-old tracks should not seem to be left "a long time ago" to a master tracker...

Comments

  • Should be fixed. Was a bug recently introduced. --Simon 18:41, 16 July 2006 (UTC)