Difference between revisions of "Bugs:Fixed"

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=== Animals don't pursue players ===
 
=== Animals don't pursue players ===
As documented [[Talk:Tips_and_Tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)
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As documented [[Talk:Tips_and_tricks|here]] I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--[[User:Jackel|Jackel]] 00:46, 4 March 2006 (GMT)
 
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)
 
:Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --[[User:Simon|Simon]] 10:40, 4 March 2006 (GMT)
 
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)
 
::Will this fix will lead to potential epic battles with tigers and elephants in deep water? --[[User:Lint|Lint]] 16:54, 4 March 2006 (GMT)
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* Ok, yes.. found and fixed the bug. --[[User:Simon|Simon]] 01:25, 10 April 2006 (BST)
 
* Ok, yes.. found and fixed the bug. --[[User:Simon|Simon]] 01:25, 10 April 2006 (BST)
 
----
 
----
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=== Scream button should not appear ===
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I was revived by the Dalpok shaman, but still have the Scream button aside of the Stand Up button. I wasn't able to talk or to move, and when I clicked on Scream, nothing happened. --[[User:Mad Robert|Mad Robert]] 16:22, 16 April 2006 (BST)
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* Fixed. --[[User:Simon|Simon]] 20:23, 22 April 2006 (BST)
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----
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=== Attack with broken cutlass ===
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My cutlass broke(I had only one) and I was still able to pick "cutlass" in the attack choices right afterwards, I logged out then back in to check if it persisted and it did not. If anybody else breaks their cutlass(and it was your only one) check to see if it is still a choice for attacking in the move right after you break the cutlass. --[[User:Daylan|Daylan]] 07:15, 28 March 2006 (BST)
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 +
My pirate broke Both her cutlasses within a day or two and I didn't get that option on the second broke one.--[[User:Bluff|Bluff]] 08:52, 28 March 2006 (BST)
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* It's been nearly a month now, I'm assuming this hasn't happened to anyone else since. Not a bug then (or perhaps fixed, can't be sure). --[[User:Simon|Simon]] 20:50, 22 April 2006 (BST)
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----
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===IP Hits run out 1 too quickly===
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{{bugreport|
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bug_time=10:47, 3 May 2006 (BST)|
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bug_author=[[User:Tycho44|Tycho44]]|
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bug_status=new|
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bug_severity=low|
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bug_description=Usually, when I run out of IP hits, I don't get to successfully execute the final action. The red warning box will say "you have 10 moves left" then I move then "you have 9 moves left" and so on. But when the red warning box says "you have 1 move left" and I attempt to use a first-aid kit for example, my attempted action fails, and I'm out of IP hits (and standing on a square with 18 alligators). |
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bug_comments=
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* Should be fixed, let me know if you're still running into this. --[[User:Simon|Simon]] 17:26, 3 May 2006 (BST)
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:* Looks fixed for me. --[[User:Tycho44|Tycho44]] 07:02, 9 May 2006 (BST)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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===Extraneous Text When Dead===
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{{bugreport|
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bug_time=21:15, 12 May 2006 (BST)|
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bug_author=[[User:Frisco|Frisco]]|
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bug_status=new|
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bug_severity=low|
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bug_description=My character is dead in the jungle, hasn't moved.  The text reads:
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 +
'''Plenty of large bushes fill the area and some tall grasses are growing in the gaps.'''
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'''Here you can see'''
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 +
'''Possible Actions:'''
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The extraneous text is the "Here you can see" - nothing follows it.  I've reloaded the page and logged out/in again, but that extra text is still there.|
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bug_comments=
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* Should be fixed now. --[[User:Simon|Simon]] 00:25, 13 May 2006 (BST)
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}}
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===Rifles and Blowpipes can't be bought in Trading Hut===
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{{bugreport|
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bug_time=20:50, 26 May 2006 (BST)|
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bug_author=[[User:Tycho44|Tycho44]]|
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bug_status=new|
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bug_severity=high|
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bug_description=Rifles and blowpipes are broken in the trading huts. The trader can't seem to figure out a price, then offers you a short supply price when you're selling them to him. He acts like he's glad to sell you some rifles and blowpipes, but then "Hang on! I'm out of them." A minor point: There are still ways to lose 1AP without accomplishing anything in the trading screens. The AP loss is irregular - sometimes when you reject a trade, you are awarded back the spent AP (else I did that right on a clock tick). Usually, however, you lose an AP when attempting to repeat a trade that requires recomputation, then declining that trade or having it fail. Another minor point: I'm fairly sure that not all of the short stock messages are being displayed. Harry blithely tried to sell me "some berries" for my gem, without alerting me that this was a ripoff caused by only 1 berries in his stock. I'll try for some repeat occurrences, so I can see which short stock messages I believe are being suppressed, but I've seen some ridiculous offers without requisite warnings. Otherwise, the trading seems to work great. One of my characters lost nearly $3000 trying unsuccessfully to short-stock GPS units and gems.
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|
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bug_comments=
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* Rifles and blowpipe trading now fixed. "some berries" is simply how it appears, as an item I guess it's a little confusing because it's not a single berry, but a handful or bunch of them. --[[User:Simon|Simon]] 02:36, 29 May 2006 (BST)
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:* That isn't the bug, the bug is that Harry usually says "Because they're in short supply, I'll want a higher price. I've only got 3, come back later for 49" BUT when he only has 1 in stock, he routinely ignores that message and simply says, "I'll give you 1 for a gem" as if 1-1 were a normal price. I haven't verified rifle/blowpipe yet (off killing monkeys) but thanks for the rifle fix! --[[User:Tycho44|Tycho44]] 04:38, 29 May 2006 (BST)
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::* Found and I think fixed this bug. --[[User:Simon|Simon]] 12:37, 2 June 2006 (BST)
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:::* AP loss from "Trade Same Again" rejection and renegotiation appears to be fixed. Failure to display short stock with only 1 remaining appears to be fixed. Bunch of berries verbiage changed, appears to work correctly. Looks all fixed from here. --[[User:Tycho44|Tycho44]] 00:26, 9 June 2006 (BST)
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}}
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===Minor inventory errors===
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{{bugreport|
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bug_time=01:22, 29 May 2006 (BST)|
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bug_author=[[User:Lint|Lint]]|
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bug_status=new|
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bug_severity=low|
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bug_description=I decided to waste a little AP flipping a gold coin, but despite the fact that I clearly have gold coins in my inventory, clicking on the item only produced a "You don't have a gold coin." message. I tested this behavior several times on my shaman and my settler and got the same result.|
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bug_comments=
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<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
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* Changing the title of this error as it apparently also appears for rifles and blowpipes. --[[User:Lint|Lint]] 01:25, 29 May 2006 (BST)
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* Fixed gold coin bug. --[[User:Simon|Simon]] 01:52, 29 May 2006 (BST)
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* Fixed rifle/blowpipe bug (and anything else that has a limited number of uses in the future). --[[User:Simon|Simon]] 01:57, 29 May 2006 (BST)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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=== Can choose a weapon that's broken ===
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{{bugreport|
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bug_time=10:22, 31 May 2006 (BST)|
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bug_author=[[User:JonesDye|JonesDye]]|
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bug_status=new|
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bug_severity=low|
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bug_description=After this "You attack the wild boar and miss.
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Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard." i still have the possibility of doing an attack (in the dropdownlist) , but i don't have a machete..confirming the attack it doesn't do nothing.. but maybe the loading event that fills your inventory should be after the attack result, not before..|
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bug_comments=
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* Should be fixed now. Found what caused this. --[[User:Simon|Simon]] 17:38, 31 May 2006 (BST)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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===Minor Max AP Bug===
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{{bugreport|
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bug_time=04:04, 2 June 2006 (BST)|
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bug_author=[[User:Tycho44|Tycho44]]|
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bug_status=new |
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bug_severity=low |
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bug_description=Several times, when I log on with "75 AP", my first action drops me to "73 AP", even if it takes only 1 AP. Perhaps if my AP is on a half-increment, it caps at 74.5 displayed incorrectly as 75, or perhaps logging in incorrectly eats an AP. |
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bug_comments=
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* If you just click the refresh button immediately after logging in, it drops you down to 74AP when it was showing 75AP before. Should be fixed now though, can't think why I didn't spot this before! When calculating AP left, it uses the integer part of the number of AP you have so if you have 0.3AP, it will read 0AP and if you have 1.5AP, it'll read 1. 74.5 is shown as 74 not 75. --[[User:Simon|Simon]] 11:46, 2 June 2006 (BST)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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===Attack Menu Annoyance===
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{{bugreport|
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bug_time=12:50, 8 June 2006 (BST)|
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bug_author=[[User:Vtbassmatt|VTBassMatt]]|
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bug_status=new|
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bug_severity=low|
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bug_description=When attacking animals, after the attack, the animal is still the target of my attack menu.  However, after attacking a player, the attack menu changes to "-- No-one --".  I believe this is good behavior when a player dies (i.e., the game should never let you accidentally attack a player), but if I attacked a player and they didn't die, there's a 90% or better chance  that I want to attack them again.|
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bug_comments=
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* Bug caused by modifications to the dropdown defaults last night. Should be fixed now. --[[User:Simon|Simon]] 20:10, 8 June 2006 (BST)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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===Language and some counter-offers===
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{{bugreport|
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bug_time=08:10, 9 June 2006 (BST)|
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bug_author=[[User:Elembis|Elembis]]|
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bug_status=new|
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bug_severity=low|
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bug_description=I was happily trading herbs for GPS units 1-for-1 with Harry in York when he said:
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:"Humnuh orr! Thi varuh orr yunuh humaringger humbar humvar juhshur cuargerdu."
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:Trader Harry makes you a new offer, "I want three healing herbs for a gps unit"
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I think the first line, in English, reads, "Hold on! The value of your healing herbs has just changed." I was amused to see this English-speaking trader lapse into perfect Shartak in giving me a counter-offer.|
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bug_comments=
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* Should be fixed now. --[[User:Simon|Simon]] 08:26, 9 June 2006 (BST)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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===Poltergeist attack (10%)===
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{{bugreport|
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bug_time=18:24, 16 June 2006 (BST)|
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bug_author=[[User:Tycho44|Tycho44]]|
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bug_status=new (fixed?) |
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bug_severity=low |
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bug_description=Apparently, characters in spirit form who have learned the new Psychic Recognition skill gain a new "Poltergeist" attack mode: ''Attack  [-No one-] with [Poltergeist (10%)]''. However, the attack button costs 0 AP to use, and appears simply to refresh the screen (with no other effect in about 50 attempts).
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|
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bug_comments=
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Game designer comment suggests that this was a bug, and that it has already been fixed. --[[User:Tycho44|Tycho44]] 18:24, 16 June 2006 (BST)
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}}
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===Machete Trades===
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{{bugreport|
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bug_time=22:23, 4 June 2006 (BST)|
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bug_author=[[User:One of many doctors|One of many doctors]]|
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bug_status=new|
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bug_severity=low|
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bug_description=So I'm at Trader Harry's hut in York and I decide to trade for some bullets. This is what he says:
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<br>
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:You ask to trade your blunt machetes for his rifle bullets.
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:Trader Harry makes you an offer, "I'll give you three rifle bullets for a blunt machete"
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:You ask to trade your machetes for his rifle bullets.
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: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"
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<br>
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Now why would I get more bullets for a broken item that's essentially a machete anyways?|
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bug_comments=
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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. --[[User:Jackel|Jackel]] 03:28, 5 June 2006 (BST)
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:* But blunt machetes are so much more valuable than sharp machetes. Just consider:
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::# 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.
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::# 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!
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::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. --[[User:Tycho44|Tycho44]] 00:51, 9 June 2006 (BST)
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:::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. --[[User:Tycho44|Tycho44]] 15:57, 21 June 2006 (UTC)
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}}
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===AP in 37 Minutes===
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{{bugreport|
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bug_time=18:16, 13 June 2006 (BST)|
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bug_author=[[User:Vtbassmatt|VTBassMatt]]|
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bug_status=new|
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bug_severity=med|
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bug_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 [[:Image:37minutes.png|37 minutes screenshot]].|
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bug_comments=
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<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
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I also got a similar message with '22 minutes' on my first day - Ssarl
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*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. [[User:Arminius|Arminius]] 17:47, 14 June 2006 (BST)
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*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. --[[User:Simon|Simon]] 21:59, 14 June 2006 (BST)
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:: 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 ;) --[[User:Vtbassmatt|VTBassMatt]] 21:19, 15 June 2006 (BST)
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::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. --[[User:Simon|Simon]] 00:35, 16 June 2006 (BST)
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*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. [http://wiki.shartak.com/index.php/Image:Proof.jpg Proof]. --[[User:One of many doctors|One of many doctors]] 23:53, 20 June 2006 (UTC)
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: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. [[User:Arminius|Arminius]] 00:20, 21 June 2006 (UTC)
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::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". --[[User:Tycho44|Tycho44]] 15:52, 21 June 2006 (UTC)
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:::At the moment, I'm listed as having 0 AP, but it says 33 minutes until my next move. (Impossible?) --[[User:Tycho44|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. --[[User:Tycho44|Tycho44]] 02:56, 23 June 2006 (UTC)
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::::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. --[[User:Simon|Simon]] 23:43, 23 June 2006 (UTC)
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::*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. [[User:Arminius|Arminius]] 04:24, 23 June 2006 (UTC)
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:::That would make sense since my last action was searching a swamp (3 Ap)so 20 mins X 3 = 60 mins until next action. --[[User:One of many doctors|One of many doctors]] 15:49, 23 June 2006 (UTC)
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* Should be fixed now. I just had -1 AP show up, 30m before I can do something. --[[User:Simon|Simon]] 19:53, 29 June 2006 (UTC)
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}}
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===Password silently truncated upon character creation===
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{{bugreport|
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bug_time=10:08, 28 June 2006 (UTC)|
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bug_author=[[User:Gimbo|Gimbo]]|
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bug_status=new|
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bug_severity=low|
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bug_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.
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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.
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|
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bug_comments=
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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?  :-)
 +
--[[User:Gimbo|Gimbo]] 11:03, 28 June 2006 (BST)
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* 1) Done. 2) Done. 3) Done. --[[User:Simon|Simon]] 20:10, 29 June 2006 (UTC)
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::Woo hoo - now that's what I call service.  Well done!  :-)  --[[User:Gimbo|Gimbo]] 10:30, 30 June 2006 (BST)<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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===Native unable to target pirates when other outsider recognised===
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{{bugreport|
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bug_time=[[User:Simon|Simon]])|
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bug_author=[[User:Simon|Simon]]|
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bug_status=new|
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bug_severity=medium|
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bug_description=With a native character in the same location as a pirate and an outsider, and the outsider is in my contact list, the attack/give target dropdowns show only the recognised outsider and not "an outsider" or even "a pirate".
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|
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bug_comments=
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* Should be fixed now. --[[User:Simon|Simon]] 10:29, 21 October 2006 (UTC)
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}}
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===Combat in Trader's Hut===
 +
{{bugreport|
 +
bug_time=22:16, 4 August 2006 (UTC)|
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bug_author=[[User:Frisco|Frisco]]|
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bug_status=new |
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bug_severity=low |
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bug_description=Couple minor nits - immediately after trading for a cutlass, the cutlass isn't available to attack with, have to click refresh once, then it is available to attack with.  Also, after guard dog has been killed, the trader sees me as a new face in the hut - has grief wiped his memory?|
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bug_comments=
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<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
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* Item 1 - cutlass should now appear straight away. - Fixed.
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* Item 2 - killing guard dog makes trader forget? Are you sure? --[[User:Simon|Simon]] 01:01, 5 August 2006 (UTC)
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:: Hmm, that's what seemed to happen.  I'll try again, as soon as a trader with a living dog becomes bored with me.--[[User:Frisco|Frisco]] 16:50, 9 August 2006 (UTC)
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* Considering this fixed as no other reports --[[User:Simon|Simon]] 23:47, 5 January 2007 (UTC)
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}}
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===No apparent distinction in age of tracks===
 +
{{bugreport|
 +
bug_time=18:06, 12 July 2006 (UTC)|
 +
bug_author=[[User:Jackel|Jackel]]|
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bug_status=new |
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bug_severity=low |
 +
bug_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...|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
* Should be fixed. Was a bug recently introduced. --[[User:Simon|Simon]] 18:41, 16 July 2006 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
===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! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)
 +
 +
:Logged on again, found another example:
 +
<small>
 +
<pre>
 +
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)
 +
</pre>
 +
</small>
 +
--[[User:Tycho44|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. [[User:MorkaisChosen|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. --[[User:Simon|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. --[[User:Tycho44|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 [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|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... --[[User:Tycho44|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. --[[User:Shosuro|Shosuro]]
 +
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|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). --[[User:Simon|Simon]] 22:26, 14 June 2006 (BST)
 +
:::Problem should be resolved to a certain extent with the introduction of the Exorcism skill a while back. This can probably be moved to the Fixed bugs section? --[[User:Simon|Simon]] 12:51, 14 October 2006 (UTC)
 +
----
 +
 +
=== 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." --[[User:One of many doctors|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.--[[User:One of many doctors|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. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)
 +
* Considering this fixed as no-one else has reported anything like it in 10 months. --[[User:Simon|Simon]] 23:47, 5 January 2007 (UTC)
 +
----
 +
 +
===Can't reload rifle===
 +
{{bugreport|
 +
bug_time=00:52, 11 October 2006 (UTC)|
 +
bug_author=[[User:GuavaMoment|GuavaMoment]]|
 +
bug_status=new|
 +
bug_severity=low|
 +
bug_description=I'm at the trading hut in Derby, and I can't reload my empty rifles. When I click on the bullets, I get the "Your rifle is already fully loaded" text. I am close to the inventory limit, and normally empty rifles and loaded rifles appear next to each other. My inventory in the same order as in the game: 6 FAKS, 28 coins, 1 GPS, 3 Rifle(0), 24 Rifle Bullets, 15 Rifle(2), 1 Sharpening Stone, 1 Silver Skull Cross, 2 Tiger Tooth Amulet.
 +
Edit:Hmm, my newly emptied rifles aren't merging with the three empty ones from above. Looks like I've got some broken rifles.
 +
|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
* ID or Profile link required to investigate this further. I have an idea what might have caused it, but need to confirm. If you don't want to publish id here, mail it to me via the in-game feedback page (which has been fixed in the last few days) --[[User:Simon|Simon]] 12:47, 14 October 2006 (UTC)
 +
:No problem, I'm 2574. --[[User:GuavaMoment|GuavaMoment]] 21:38, 15 October 2006 (UTC)
 +
(I have a similar problem with 1 of my blowpipes, only thing different about it is that I traded for the blowpipe rather than finding it - profile link http://www.shartak.com/profile.cgi?id=4277
 +
*The same is happening to me with [http://www.shartak.com/profile.cgi?id=6247 this character]
 +
Ditto, my empty blowpipes aren't merging into one 'empty blowpipe' button. This happens when I reload all my pipes and trade to get some more. They aren't recognised and can't be reloaded. It happened with [http://www.shartak.com/profile.cgi?id=1090 Aco] --[[User:Aco|Aco]] 22:48, 23 October 2006 (EST)
 +
:Happened again. I emailed Simon to get this moving a bit faster. The rifles that are the problem are traded for and not found, should have mentioned that before. Didn't Trader Tom learn his lesson about selling faulty merchandise when I killed him for doing this a week ago? Stupid 100 HP jerk. :) --[[User:GuavaMoment|GuavaMoment]] 22:46, 23 October 2006 (UTC)
 +
* Inventories of both traders and characters cleaned up. Bug should be fixed now, but obviously let me know if you run into this problem again. --[[User:Simon|Simon]] 13:18, 24 October 2006 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
 +
 +
===Swimming in the Ocean, Seeing the Edge of the World===
 +
{{bugreport|
 +
bug_time=05:07, 18 April 2007 (UTC)|
 +
bug_author=[[User:Johan Crichton|Johan Crichton]]|
 +
bug_status=new|
 +
bug_severity=low|
 +
bug_description=I have been able to swim out into the dark blue ocean, and see the grey edge of the world (I can provide a screenshot if required) - should I be able to do so?|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
A screenshot has been uploaded - http://wiki.shartak.com/index.php/Image:ShartakOceanEdgeOfTheWorld.gif --[[User:Johan Crichton|Johan Crichton]] 21:13, 18 April 2007 (UTC)
 +
:Should be fixed.. was a minor hiccup. --[[User:Simon|Simon]] 22:36, 19 April 2007 (UTC)
 +
::Sounds like Nexus War (edge of the world is white) --[[User:AlexanderRM|AlexanderRM]] 00:17, 30 October 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
 +
===Limitless XP from trading===
 +
{{bugreport|
 +
bug_time=08:17, 4 May 2007 (UTC)|
 +
bug_author=[[User:Jacobw|Jacobw]]|
 +
bug_status=new |
 +
bug_severity=low |
 +
bug_description=Now that you can get XP for trades, it's possible to level up insanely quickly if a shopkeeper is pleased to see you. I just traded 5 cutlasses for 5 gold coins, and then traded those 5 gold coins for 5 cutlasses, then traded those cutlasses back for gold coins, and so forth, until I had used 70AP. I got 10 XP for each trade,  for a total of 700XP in a single day! |
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
i don't think its a bug. maybe simon really put it there for that insanely awesome purpose. But how can i find out if the trader is happy to see me? that's what i want to know. -[[User:Elegost|Elegost]] 10:08, 4 May 2007 (UTC)
 +
 +
Offer to make a trade. If the trader is happy to see you, you'll get a response like: Trader Harry looks pleased to see a new face in the trading post.Trader Harry says, "Right, here's 1 cutlass for 1 of your gold coins" [[User:Jacobw|Jacobw]] 13:41, 4 May 2007 (UTC)
 +
* Should be fixed now - 100XP for the first trade with a new trader, and trading points for the first day's worth of trading. --[[User:Simon|Simon]] 18:05, 4 May 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
 +
===Your camp is right here, in a ruin===
 +
{{bugreport|
 +
bug_time=05:28, 7 January 2007 (UTC)|
 +
bug_author=[[User:Johan Crichton|Johan Crichton]]|
 +
bug_status=new |
 +
bug_severity=low |
 +
bug_description= A new character I have is being told that 'Your camp is right here', however, they're currently in a ruin quite some distance from their settlement. Leaving the ruin results in a more accurate 'Your camp is a great distance north-east.' |
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
Should have been fixed a couple of weeks back. --[[User:Simon|Simon]] 22:16, 30 January 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
 +
===Two shot===
 +
{{bugreport|
 +
bug_time=16:05, 10 January 2007 (UTC)|
 +
bug_author=[[User:Nosimplehiway|Nosimplehiway]]|
 +
bug_status=new|
 +
bug_severity=low|
 +
bug_description=Two issues, one minor, one fairly major, but short lived. First, I have a character who maintains an area of jungle, constantly keeping it clear of regrowth. Doing this for a few weeks I have gotten a feel for how fast the jungle regrows. Is it just me or has it been regrowing much faster lately? I'd estimate about twice as fast. Secondly, and more seriously, last night I tried to log in and the main page allowed me to creat a new character, but not log in as an existing character. I tried in both IE and firefox, but neither worked. It seems fixed now, but I figured I'd report this just in case it's something that comes and goes.|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
Jungle growth was modified just after Christmas to include an interesting feature (that no-one seems to have spotted yet). I did accidentally make it grow rather faster than previously but it should be back to normal again. The failure to login bit is probably due to session cookies not being set for the right domain. If you go to the main page and login there, it should work. Sometimes going to the game.cgi url directly might get the wrong domain associated with the cookie. --[[User:Simon|Simon]] 22:16, 30 January 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
----
 +
 +
===drop bug===
 +
{{bugreport|
 +
bug_time=03:15, 10 May 2007 (UTC)|
 +
bug_author=[[User:Nick Boone|nick]]|
 +
bug_status=new|
 +
bug_severity=low|
 +
bug_description=When you are dropping items, there are 2 6's before 7, 8...ect.  I found this when dropping water bottles in the Armory in Durham.|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
That's because more people want to drop 6 of an item than any other number. It makes it easier to select 6 if there are 2 of them. :)
 +
:Seriously, that's just a typo - it's been fixed. --[[User:Simon|Simon]] 07:27, 10 May 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
 +
===Trader gibberish===
 +
{{bugreport|
 +
bug_time=20:10, 10 June 2007 (UTC)|
 +
bug_author=[[User:Nick Boone|nick]]|
 +
bug_status=new|
 +
bug_severity=med|
 +
bug_description=gibberish in the traders hut...wtf?
 +
http://img509.imageshack.us/img509/4696/untitledsv2.png|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
Uhh, programming error? --[[User:Wulla-mullung|Wulla-mullung]] 20:50, 10 June 2007 (UTC)
 +
:Nothing to do with me - I've never referred to a colour as MistyRose. Someone reported this once before - I believe it's something to do with a FF-Shartak plugin that spits out trader stock info so you can paste them into the wiki. Check the [[Bugs:Not]] page? --[[User:Simon|Simon]] 21:25, 10 June 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
 +
===Level / Required XP mismatch===
 +
{{bugreport|
 +
bug_time=03:42, 2 June 2007 (UTC)|
 +
bug_author=[[User:Spazzwig|Exo Necro]]|
 +
bug_status=not a bug|
 +
bug_severity=med|
 +
bug_description=I just went from Level 29 to 30. I needed 825 XP to hit level 30, but the required XP listed to gain level 31 when I check my skills page now says:
 +
:''You have 7 XP to use with 13875 already used and you are currently level 30. Your next skill will cost 1000 XP.''
 +
Shouldn't this be 850 XP, not 1000? My character ID is 7622.
 +
Thanks
 +
|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
* Not a bug. This is intentional. Above level 30, XP requirements for levels change but no-one's documented this yet. --[[User:Simon|Simon]] 22:50, 2 June 2007 (UTC)
 +
:* Ah, good to know. Maybe I'll keep track moving forward and contribute to the documentation then. [[User:Spazzwig|Exo Necro]] 12:24, 6 June 2007 (UTC)
 +
::* Yup, the levels work this way.. level 32 costs 1200xp --[[User:Xintlaer|Xintlaer]] 10:14, 13 June 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
 +
===Two huts or bug?===
 +
{{bugreport|
 +
bug_time=22:35, 30 May 2007 (UTC)|
 +
bug_author=[[User:Nick Boone|nick]]|
 +
bug_status=not a bug|
 +
bug_severity=med|
 +
bug_description= well, upon my trvels in the jungle, I have come upon a ruin.  It is an old hut that has been ransacked by war...or something...in any case, there are 2 buttons asking me to enter the hut.  I took a screenie, the link is :
 +
 +
[http://img127.imageshack.us/img127/7376/untitledto3.png Screenshot is here]
 +
 +
is this a bug...or rather is there 2 entrances to 1 place?
 +
|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
* This is not a bug. There are two separate places to enter. They're always in the same order so you can say to enter the first or second hut. I've also fixed the screenshot - it was showing up as the image and not a link. --[[User:Simon|Simon]] 23:32, 30 May 2007 (UTC)
 +
 +
*thanks, just so i knew for futrure refrence that was nice, by the way, in one ruin there are multiple huts? [[User:Nick Boone|nick]] 22:42, 1 June 2007 (UTC)
 +
 +
I thought that was a bug, too, because sometimes I'd see that on hut squares. I didn't know there was any difference, they seemed the same no matter which one I went in. Maybe change it to "Enter 1st Hut" and "Enter 2nd Hut"? --[[User:Buttercup|Buttercup]] 07:25, 5 February 2008 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
 +
===Contact list numbers===
 +
{{bugreport|
 +
bug_time=21:24, 20 October 2006 (UTC)|
 +
bug_author=[[User:Frisco|Frisco]]|
 +
bug_status=new |
 +
bug_severity=low |
 +
bug_description=My contact list for player id #74 somehow got 52 contacts on it.  I can't add anymore - the contacts.cgi page says: "You have 52 added so far and can add -2 more." - but i was wondering if there was a bug that allowed me to get 52 contacts, or if the restrictions that were in place weren't effective until a couple days ago (i don't recall when i last added to my list), or if there's some off-by-two math errors going on.  I counted up the number of contacts i have, and indeed there are 52.|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
* Restrictions have been in place from the start. Probably just a buglet and I've a fairly good idea where. --[[User:Simon|Simon]] 13:17, 24 October 2006 (UTC)
 +
:* Ok, I think this is fixed. I can't replicate it, but that's not to say it's not there. --[[User:Simon|Simon]] 22:58, 1 June 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}
 +
 +
===Redirect on login to //game.cgi===
 +
{{bugreport|
 +
bug_time=05:12, 8 February 2007 (UTC)|
 +
bug_author=[[User:Johan Crichton|Johan Crichton]]|
 +
bug_status=new |
 +
bug_severity=low |
 +
bug_description=When you login to Shartak, the redirect often takes you to http://www.shartak.com//game.cgi (double slash before game.cgi), while a quick refresh while get you to http://www.shartak.com/game.cgi this seems possibly a quick bug to fix.
 +
This isn't a problem for the average user - but for those of us with greasemonkey scripts it can be problematic - and avoiding a refresh of the page would seem desirable?|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
I was to post it myself, quite an annoying one - [[User:Lama|Lama]].
 +
* Should be fixed now. --[[User:Simon|Simon]] 22:32, 1 June 2007 (UTC)
 +
** I haven't seen this in some time - definitely looks to be fixed. --[[User:Johan Crichton|Johan Crichton]] 23:30, 23 June 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
 +
 +
===Two dead animals===
 +
{{bugreport|
 +
bug_time=, 11:57, 16 April 2007 (UTC)|
 +
bug_author=[[User:Postcardsaremine|Postcardsaremine]]|
 +
bug_status=unlikely to be fixed|
 +
bug_severity=low|
 +
bug_description=I killed two wild boars today. But i had this:
 +
 +
Here you can see Michael Edwards (84 of 85 HP).
 +
Also here is the body of a wild boar, and the body of a wild boar.
 +
 +
shouldn't it say something like there are two dead wild boar bodies here. or something shorter?
 +
 +
|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
This is just like "Also here is a tiger, a tiger and a wild boar." instead of "Also here are 2 tigers and wild boar." At some point this may be fixed, but probably not any time soon. --[[User:Simon|Simon]] 22:00, 16 April 2007 (UTC)
 +
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
 +
 +
===Invite-Only Clan, founder not a member===
 +
{{bugreport|
 +
bug_time=05:20, 30 May 2007 (UTC)|
 +
bug_author=[[User:Rozen|Rozen]] 05:20, 30 May 2007 (UTC)|
 +
bug_status=fixed|
 +
bug_severity=low|
 +
bug_description= When starting an invitation only clan, Dethklok, I'm credited as founder, but not a member, because I can't invite myself, because of a message saying I can't manage myself. Kind of 'Chicken and the egg' style problem. You can get around it by changing it to an open clan for a minute, while you join, but I think this should be made known.|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
 +
* Clan founders are now automatically invited to be in their clan. Consider it fixed. --[[User:Simon|Simon]] 07:34, 30 May 2007 (UTC)
 +
Cheers mate --[[User:Rozen|Rozen]] 13:06, 30 May 2007 (UTC)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
 +
 +
===blowpipe problem===
 +
{{bugreport|
 +
bug_time=20:10, 10 June 2007 (UTC)|
 +
bug_author=[[User:Nick Boone|nick]]|
 +
bug_status=new|
 +
bug_severity=med|
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bug_description=I have 2 blowpipes.  I cannot load both with poison darts...are they 2 diffrent types or...|
 +
bug_comments=
 +
<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
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:I'd need a character id or name to check. --[[User:Simon|Simon]] 09:51, 24 June 2007 (UTC)
 +
-<b>re:</b> the name is just: "Nick Boone"...
 +
* This was fixed, and is now obsolete given the recent changes with blowpipes and autoloading. --[[User:Simon|Simon]] 07:20, 9 August 2007 (UTC)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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===Looking For Tracks When In Water?===
 +
{{bugreport|
 +
bug_time=14:08, 25 September 2007 (UTC)|
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bug_author=[[User:Skull Face|Skull Face]]|
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bug_status=new |
 +
bug_severity=low|
 +
bug_description=I'm currently floating in Deep Water yet the button 'Look For Tracks' is available. Shouldn't this button be removed  when in Water and Deep Water?
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|
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bug_comments=
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<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
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* Should be fixed now. --[[User:Simon|Simon]] 20:27, 27 September 2007 (UTC)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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===Digging Holes When In Water?===
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{{bugreport|
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bug_time=14:08, 25 September 2007 (UTC)|
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bug_author=[[User:Skull Face|Skull Face]]|
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bug_status=new |
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bug_severity=low|
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bug_description=I'm currently floating in Deep Water yet the button 'Dig Hole' is available. Is this a bug?
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|
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bug_comments=
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<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
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* Should be fixed now. --[[User:Simon|Simon]] 20:13, 27 September 2007 (UTC)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
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}}
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===Inventory Usage While Dead===
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{{bugreport|
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bug_time=04:28, 7 August 2007 (UTC)|
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bug_author=[[User:Mark D. Stroyer|Mark D. Stroyer]]|
 +
bug_status=New.|
 +
bug_severity=Low.|
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bug_description=If you die but have the "show inventory usage" option enabled, as a spirit your inventory usage is still shown, despite that it tells you you cannot carry items. |
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bug_comments=
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<!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE -->
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* I think that might have fixed it.. --[[User:Simon|Simon]] 23:40, 7 August 2007 (UTC)
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<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE -->
 +
}}

Latest revision as of 07:25, 5 February 2008

Contents

This page contains a list of Bugs that have been resolved. To report a new bug, please visit the Bugs page.

Fixed Bugs

HP: 71/65 ???

My caracter have started his career of pirate whit some strange health : HP: 71 / 65 !!! My caracter "Le pirate Robert" (http://www.shartak.com/profile.cgi?id=571) was a soldier whit the skill stamina end then he become a pirate. Is it a adrenalin rush ??? Is it bugs whit pirate health and stamina skill ??? Or is it again a trick from that strange perturbing evil leprechaun behind my shoulder ??? --Le pirate Robert 05:07, 21 March 2006 (GMT)

  • Fixed. It was because I forgot to add the extra 20HP to those new pirates with Stamina. --Simon 14:34, 21 March 2006 (GMT)

Only healing 5hp with Healing Herb Skill

My native villager has the skill under triage that says it heals 10hp with healing herbs, but she only healed herself 5hp. If it is meant to only heal others, the description should be changed to indicate such please.--Bluff 23:20, 16 March 2006 (GMT)

  • Should be ok. Let me know if it happens again. --Simon 01:32, 17 March 2006 (GMT)

My second healing herb did heal 10hps this time. Yay! --Bluff 23:12, 20 March 2006 (GMT)


Writing Whilst Dead

I can write in the sand whilst dead. Should I be able to? --Dr. J 09:02, 4 March 2006 (GMT)

Umm, no. Bug has been fixed. --Simon 10:31, 4 March 2006 (GMT)

Rats in Rocks

I've seen rats twice now in what appears to be Solid-Rock. I couldn't get near them and the square appeared blank (no style) apart from the rat. I checked the source and the class was "map density" --Dr. J 16:42, 15 February 2006 (GMT)

They'd obviously crawled down a crack that was too narrow to show up on the map. --Snarf 19:22, 15 February 2006 (GMT)
:P Well ok, so it's a graphics glitch then as the rock wasn't shown. --Dr. J 00:21, 16 February 2006 (GMT)
Have you seen this again or was it just twice? --Simon 10:33, 24 February 2006 (GMT)
in the tunnels there are lots of rats in rocks, well, I would guess rocks, lighter gray squares that show up to the sides of the tunnels themselves, surrounded by solid rock, they have no terrain type it seems.. anyhow, there is no way to get to the rats that I have figured out -- fitzcarraldo|T 15:24, 28 March 2006 (BST)

Consistent Animal Spawning

I killed a wild boar in the jungle, stayed in the same square, and a few minutes later another wild boar appeared in the same square. I killed it, another one appeared, killed that, and now there's another one there. Three times, i didn't see it move to the square, it seemed to spawn in the same square, within minutes of the kill. Is animal spawning non-random or is this a coincidence? If non-random, this seems buggy since it makes for too easy a way to gain XP, just hang out in the same square. --frisco

This happened to me, except with parrots. I don't think its unusual or bad to find a "den" where a certain number of creatures are likely to spawn from. I agree that it should be looked at, it could lead to camping/guarding such areas.--Jackel 17:45, 23 February 2006 (GMT)
Seen this too now, with parrots, does look buggy to me. --Murk 18:25, 23 February 2006 (GMT)
This was only a bug for a few days, and was fixed today. Let me know if you're still experiencing this effect. --Simon 20:43, 23 February 2006 (GMT)

Character Creation

Attempting to sign up for an account, I'm finding that regardless of the combination of fields filled vs. left blank, I get the error "Please ensure you fill in all fields marked with a *" Notwithstanding that there are no fields maked with a *, I've attempted every possible combination of optional fields filled vs. left blank. (All 16 of them) and get the same error. I've also tried three different usernames, in case it's a reporting error, and the problem is that the username I want is taken already. --Feegle 16:07, 11 February 2006 (GMT)

-Confirmation I encountered the same error as well. --aidurandal 16:36, 11 February 2006 (GMT)

-Confirmation Happened to me as well.--Dr. Doom 16:50, 11 February 2006 (GMT)

-Confirmation Encountered the same error. --Caribbean Ghost 17:47, 11 February 2006 (GMT)

-Confirmation Happened to me.When are they going to fix this??--X10000|

-Calm down, X10000. I first reported this bug under three hours ago. Considering that the author likely isn't making a whole lot of money on this game, he isn't on call 24 hours a day. I suspect he'll fix it as fast as he can. --Feegle 18:56, 11 February 2006 (GMT)

- Sorry. Should be fixed now. --Simon 23:01, 11 February 2006 (GMT)


Profile Error Relating to Hit Limit?

My characters (3 of them) all have "This character not subject to the IP limit" at the bottom of their profile page. I have not donated to support the game yet (waiting until it gets more fleshed out, plus it seems very difficult to go up levels, especially past first). Bug? --Meatiershower 23:35, 10 February 2006 (GMT)

Whoops! Fixed now. -Simon

Refresh uses AP

When you refresh it repeats your last action - I refreshed to see if sombody had replied to me. But i wasted AP by running about. - Durja 18:16, 5 February 2006 (GMT)

This isn't a bug as such. It's a natural side effect of pressing refresh. -Simon
Is it possible to edit this? I play Urban Dead and that doesnt repeat your last move - it is very handy to check up on your current statis without wasting AP. - Durja 21:15, 5 February 2006 (GMT)
To rework the movement may be a bit complicated. How about just having a button labelled "Refresh" that doesn't use any AP? -Simon
That would be very much appricated. Thanks. Durja 18:12, 6 February 2006 (GMT)
Refresh Page button added -Simon 09:47, 7 February 2006 (GMT)

Grassland Colour

Grassland changed from pale yellow to medium brown when I hit the 'out of AP' screen. --Kevan 13:06, 30 January 2006 (GMT)

Fixed, just cosmetic hiccup --Simon 22:02, 3 February 2006 (GMT)

Yellow Jungle

Moai's found some mysterious yellow jungle squares near the beach on the south coast (a bit west of centre). They don't have any text descriptions. --Kevan 09:17, 3 February 2006 (GMT)

Fixed, purely cosmetic --Simon 11:54, 3 February 2006 (GMT)

Animals don't pursue players

As documented here I was able to safely kill an elephant by luring him to the edge where jungle met beach. Though I stood only 1 square from it, the elephant would not step onto the beach territory to attack me, when it certainly would have if the square I was on was jungle.--Jackel 00:46, 4 March 2006 (GMT)

Not exactly a bug, I didn't think of anything this cunning when planning animal movements. Feature has been adjusted, you'd better get out of there! ;) --Simon 10:40, 4 March 2006 (GMT)
Will this fix will lead to potential epic battles with tigers and elephants in deep water? --Lint 16:54, 4 March 2006 (GMT)
Hopefully not! I'll keep an eye out for animals taking a bath though. --Simon 01:22, 5 March 2006 (GMT)

Not being resurrected

My character Timothy is dead. He has been sat over the shamen at Durham for about 24 hours listening to the shamen chant. Has the amount of time it takes to resurrect been increased or is something wrong? --Dr. J 23:19, 6 March 2006 (GMT)

Whoops, my fault. Seems the script that handles resurrecting of both animals and players at shaman locations wasn't running for a couple of days. Should be working again now. --Simon 00:09, 7 March 2006 (GMT)
I'm seeing quite a lot more animals now. After you posted this, 3 appeared immediately surrounding one of my characters. Killed 2, one moved on, and a different animal appeared a little later. Earlier today it felt like a very deserted island. Maybe just a fluke, my other character didn't see any after this post. --Frisco 06:50, 7 March 2006 (GMT)

GPS Underground

GPS probably shouldn't work in caves/tunnels etc.

No, they shouldn't.. and hopefully they don't any more. --Simon 00:49, 7 March 2006 (GMT)

Ruins no huts shown, but three choices?

At a ruin there are three huts as choices to enter (I think there were only 2 previously!?) but none are actually drawn on the square. bugs or not?

  1. should the huts or at least a single hut be shown?
  2. should there be three huts in one square?
  3. should the huts be differentiated? seems to me if they are different they should, but the button to enter is the same for all three : "Enter Hut"
It was a small bug that the pictures didn't appear. I have added the picture to some of the ruins, and yes, there could be more than one hut per square. The buttons for entering huts should always appear in the same order but it wouldn't be too hard to make it say 'Enter Hut 1" "Enter Hut 2" etc. --Simon 16:42, 1 March 2006 (GMT)

I found another square of ruins (some sort of jail) with no hut, I'll get the GPS co-ords later.--Grigoriy 13:10, 13 March 2006 (GMT)


Soldiers with Poison Darts

Anyone have a guess as to why the soldier starts out with a poison dart, and not a rifle bullet? Or is this faulty info anyway? --Hazir 21:25, 15 February 2006 (GMT)

I started a soldier character recently and I'm fairly certain that all I began with was a rifle and a poison dart. (I was about to update the page when I noticed that someone had already recorded it.) It never struck me as being a mistake, but now that you mention it, it does seem a little odd. --Lint 21:31, 15 February 2006 (GMT)
Whoops! Consider that a bug.. a fixed bug at that. You're absolutely right that it should have been a bullet instead of a dart. --Simon 22:34, 15 February 2006 (GMT)

two messages written in one space

While burning up AP searching through a mango tree, I noticed someone had carved a message on it. Actually, 2 people had written messages on it, and as I searched, it fluctuated bewteen the two. I've never seen this before, maybe the jungle square counted as one available writing place, and the mango tree itself counted as another? --Jackel 15:02, 19 March 2006 (GMT)

  • That's clever stuff. Shouldn't happen though. Were there two other people there as well who kept changing it back and forth? Any idea of the GPS co-ords of that tree? --Simon 18:32, 19 March 2006 (GMT)
Sorry, I don't have a GPS. Its a bit to the SE of the mountains in the center. There had been a couple natives at this tree before I sent them to the spirit world, but I'm not sure if they were taking turns carving.--Jackel 00:51, 21 March 2006 (GMT)
  • Found this myself just now, and I know exactly what's causing it. It's just a display bug rather than a major bug, but I'll need to juggle a few things around to fix it. --Simon 09:40, 26 March 2006 (BST)
  • Should be fixed now. --Shartak 09:32, 28 March 2006 (BST)

Trader offers "Trade same again" button when out of AP

Trading with the trader in Dalpok, I accepted a trade with my last AP. The trader accepted and then I got both the "Sorry, you're out of action points" message and the "Trade same again" button. I pressed the "Trade same again" button and was able to trade once more despite having 0AP. (At that point, I ran out of the same kind of item to trade.) --Berry 02:55, 3 April 2006 (BST)

  • Should be fixed now. --Simon 01:56, 10 April 2006 (BST)

Unable to Log in

I am unable to sign on as either of my characters for the last two days. When I try I get a "sorry, you need to be logged in to access this page" message. Is something wrong with the sight? Abe Froeman

  • Nothing wrong here, perhaps this is a cookie issue? Are you accessing it at http://www.shartak.com/ ? --Simon
  • Yes, if it is a cookie problem, how would I fix it? This might be something that could go in the FAQ, but I didn't see it there so I'm asking here. Abe Froeman
  • Enable cookies in your browser
  • I guess the question is: what has changed in the last couple of days? Nothing to do with cookies at the server end, have you tried a different browser? Flush cookies in your browser? When you go to the front page (having already logged in), does it say that you're currently logged in or does it simply give the login box? --Simon
  • It symply says I need to be logged in to do that, as If I had logged out and then tried to get back in. I did clear a large amount of spy ware, but urban dead is still working fine. I realize this is probably a very specific problem, but I like this game and would hate to have to start over with a new character. I appreciate any advice anyone can give. This is the page it sends me to when I try to log on as either of my characters. It doesn't say I have the wrong password or that I am already logged in. http://www.shartak.com/game.cgi Abe Froeman
  • What browser are you using? Have you tried a different browser? Perhaps remove all cookies for the domain shartak.com (might show up as www.shartak.com or shartak.com) and try again. If none of these ideas work, I'd be interested to know if setting up a new character solves the problem or if you still have trouble signing in with a brand new character. Obviously if you can then logout and log back in as your original character, you don't have to carry on with the new one although there's no reason why you can't play a couple of different characters. If you wish to continue this by email, you can use the email user link on my user page, or use the address mentioned in the FAQ under the "I found a bug" question. --Simon 01:22, 9 March 2006 (GMT)
  • I've just seen this demonstrated - you have to go to http://www.shartak.com/ to login, not just http://shartak.com/ - I've fixed it so that going to the latter should redirect you to the right place. --Simon 14:56, 11 March 2006 (GMT)

Pirate class unchoosable

I logged in today to see the pirate class implemented and I was like sweet! I tried to make one but it gave me an error message about picking conflicting villages when I picked both random village and shipwreck. It randomly worked after a few attempts but it may be a bug if anyone else gets this problem.-- Daylan 20:09, 23 March 2006 (GMT)

I had this happen with random village when I made my pirate the day the class became available. When I selected shipwreck though, it went through.--Bluff 08:47, 28 March 2006 (BST)

  • Found and fixed. --Simon 01:24, 10 April 2006 (BST)

Healing dead animals

My character killed a parrot, and then went on to find a banana tree to restore some hp. Whenever I ate the banana, I got something along the lines of "You restored 1 HP to the Parrot." this was on a different square then I used to kill the parrot. Also, I moved to a different tree (mango) and got the same response. I had 70/80 HP at the time. I received 1 XP for each time. Why is this happening?--Gandhi 20:19, 8 April 2006 (BST)

  • Probably due to a change I made earlier to make it remember your last weapon and target, although I can't think how that would have affected it in the way you describe. --Simon 21:20, 8 April 2006 (BST)
  • Ok, yes.. found and fixed the bug. --Simon 01:25, 10 April 2006 (BST)

Scream button should not appear

I was revived by the Dalpok shaman, but still have the Scream button aside of the Stand Up button. I wasn't able to talk or to move, and when I clicked on Scream, nothing happened. --Mad Robert 16:22, 16 April 2006 (BST)

  • Fixed. --Simon 20:23, 22 April 2006 (BST)

Attack with broken cutlass

My cutlass broke(I had only one) and I was still able to pick "cutlass" in the attack choices right afterwards, I logged out then back in to check if it persisted and it did not. If anybody else breaks their cutlass(and it was your only one) check to see if it is still a choice for attacking in the move right after you break the cutlass. --Daylan 07:15, 28 March 2006 (BST)

My pirate broke Both her cutlasses within a day or two and I didn't get that option on the second broke one.--Bluff 08:52, 28 March 2006 (BST)

  • It's been nearly a month now, I'm assuming this hasn't happened to anyone else since. Not a bug then (or perhaps fixed, can't be sure). --Simon 20:50, 22 April 2006 (BST)

IP Hits run out 1 too quickly

Timestamp: 10:47, 3 May 2006 (BST)
Logged by: Tycho44
Status: new
Severity: low
Description: Usually, when I run out of IP hits, I don't get to successfully execute the final action. The red warning box will say "you have 10 moves left" then I move then "you have 9 moves left" and so on. But when the red warning box says "you have 1 move left" and I attempt to use a first-aid kit for example, my attempted action fails, and I'm out of IP hits (and standing on a square with 18 alligators).

Comments

  • Should be fixed, let me know if you're still running into this. --Simon 17:26, 3 May 2006 (BST)
  • Looks fixed for me. --Tycho44 07:02, 9 May 2006 (BST)

Extraneous Text When Dead

Timestamp: 21:15, 12 May 2006 (BST)
Logged by: Frisco
Status: new
Severity: low
Description: My character is dead in the jungle, hasn't moved. The text reads:

Plenty of large bushes fill the area and some tall grasses are growing in the gaps.

Here you can see

Possible Actions:

The extraneous text is the "Here you can see" - nothing follows it. I've reloaded the page and logged out/in again, but that extra text is still there.

Comments

  • Should be fixed now. --Simon 00:25, 13 May 2006 (BST)

Rifles and Blowpipes can't be bought in Trading Hut

Timestamp: 20:50, 26 May 2006 (BST)
Logged by: Tycho44
Status: new
Severity: high
Description: Rifles and blowpipes are broken in the trading huts. The trader can't seem to figure out a price, then offers you a short supply price when you're selling them to him. He acts like he's glad to sell you some rifles and blowpipes, but then "Hang on! I'm out of them." A minor point: There are still ways to lose 1AP without accomplishing anything in the trading screens. The AP loss is irregular - sometimes when you reject a trade, you are awarded back the spent AP (else I did that right on a clock tick). Usually, however, you lose an AP when attempting to repeat a trade that requires recomputation, then declining that trade or having it fail. Another minor point: I'm fairly sure that not all of the short stock messages are being displayed. Harry blithely tried to sell me "some berries" for my gem, without alerting me that this was a ripoff caused by only 1 berries in his stock. I'll try for some repeat occurrences, so I can see which short stock messages I believe are being suppressed, but I've seen some ridiculous offers without requisite warnings. Otherwise, the trading seems to work great. One of my characters lost nearly $3000 trying unsuccessfully to short-stock GPS units and gems.

Comments

  • Rifles and blowpipe trading now fixed. "some berries" is simply how it appears, as an item I guess it's a little confusing because it's not a single berry, but a handful or bunch of them. --Simon 02:36, 29 May 2006 (BST)
  • That isn't the bug, the bug is that Harry usually says "Because they're in short supply, I'll want a higher price. I've only got 3, come back later for 49" BUT when he only has 1 in stock, he routinely ignores that message and simply says, "I'll give you 1 for a gem" as if 1-1 were a normal price. I haven't verified rifle/blowpipe yet (off killing monkeys) but thanks for the rifle fix! --Tycho44 04:38, 29 May 2006 (BST)
  • Found and I think fixed this bug. --Simon 12:37, 2 June 2006 (BST)
  • AP loss from "Trade Same Again" rejection and renegotiation appears to be fixed. Failure to display short stock with only 1 remaining appears to be fixed. Bunch of berries verbiage changed, appears to work correctly. Looks all fixed from here. --Tycho44 00:26, 9 June 2006 (BST)

Minor inventory errors

Timestamp: 01:22, 29 May 2006 (BST)
Logged by: Lint
Status: new
Severity: low
Description: I decided to waste a little AP flipping a gold coin, but despite the fact that I clearly have gold coins in my inventory, clicking on the item only produced a "You don't have a gold coin." message. I tested this behavior several times on my shaman and my settler and got the same result.

Comments

  • Changing the title of this error as it apparently also appears for rifles and blowpipes. --Lint 01:25, 29 May 2006 (BST)
  • Fixed gold coin bug. --Simon 01:52, 29 May 2006 (BST)
  • Fixed rifle/blowpipe bug (and anything else that has a limited number of uses in the future). --Simon 01:57, 29 May 2006 (BST)

Can choose a weapon that's broken

Timestamp: 10:22, 31 May 2006 (BST)
Logged by: JonesDye
Status: new
Severity: low
Description: After this "You attack the wild boar and miss.

Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard." i still have the possibility of doing an attack (in the dropdownlist) , but i don't have a machete..confirming the attack it doesn't do nothing.. but maybe the loading event that fills your inventory should be after the attack result, not before..

Comments

  • Should be fixed now. Found what caused this. --Simon 17:38, 31 May 2006 (BST)

Minor Max AP Bug

Timestamp: 04:04, 2 June 2006 (BST)
Logged by: Tycho44
Status: new
Severity: low
Description: Several times, when I log on with "75 AP", my first action drops me to "73 AP", even if it takes only 1 AP. Perhaps if my AP is on a half-increment, it caps at 74.5 displayed incorrectly as 75, or perhaps logging in incorrectly eats an AP.

Comments

  • If you just click the refresh button immediately after logging in, it drops you down to 74AP when it was showing 75AP before. Should be fixed now though, can't think why I didn't spot this before! When calculating AP left, it uses the integer part of the number of AP you have so if you have 0.3AP, it will read 0AP and if you have 1.5AP, it'll read 1. 74.5 is shown as 74 not 75. --Simon 11:46, 2 June 2006 (BST)

Attack Menu Annoyance

Timestamp: 12:50, 8 June 2006 (BST)
Logged by: VTBassMatt
Status: new
Severity: low
Description: When attacking animals, after the attack, the animal is still the target of my attack menu. However, after attacking a player, the attack menu changes to "-- No-one --". I believe this is good behavior when a player dies (i.e., the game should never let you accidentally attack a player), but if I attacked a player and they didn't die, there's a 90% or better chance that I want to attack them again.

Comments

  • Bug caused by modifications to the dropdown defaults last night. Should be fixed now. --Simon 20:10, 8 June 2006 (BST)

Language and some counter-offers

Timestamp: 08:10, 9 June 2006 (BST)
Logged by: Elembis
Status: new
Severity: low
Description: I was happily trading herbs for GPS units 1-for-1 with Harry in York when he said:
"Humnuh orr! Thi varuh orr yunuh humaringger humbar humvar juhshur cuargerdu."
Trader Harry makes you a new offer, "I want three healing herbs for a gps unit"

I think the first line, in English, reads, "Hold on! The value of your healing herbs has just changed." I was amused to see this English-speaking trader lapse into perfect Shartak in giving me a counter-offer.

Comments

  • Should be fixed now. --Simon 08:26, 9 June 2006 (BST)

Poltergeist attack (10%)

Timestamp: 18:24, 16 June 2006 (BST)
Logged by: Tycho44
Status: new (fixed?)
Severity: low
Description: Apparently, characters in spirit form who have learned the new Psychic Recognition skill gain a new "Poltergeist" attack mode: Attack [-No one-] with [Poltergeist (10%)]. However, the attack button costs 0 AP to use, and appears simply to refresh the screen (with no other effect in about 50 attempts).

Comments
Game designer comment suggests that this was a bug, and that it has already been fixed. --Tycho44 18:24, 16 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)

Native unable to target pirates when other outsider recognised

Timestamp: Simon)
Logged by: Simon
Status: new
Severity: medium
Description: With a native character in the same location as a pirate and an outsider, and the outsider is in my contact list, the attack/give target dropdowns show only the recognised outsider and not "an outsider" or even "a pirate".

Comments

  • Should be fixed now. --Simon 10:29, 21 October 2006 (UTC)

Combat in Trader's Hut

Timestamp: 22:16, 4 August 2006 (UTC)
Logged by: Frisco
Status: new
Severity: low
Description: Couple minor nits - immediately after trading for a cutlass, the cutlass isn't available to attack with, have to click refresh once, then it is available to attack with. Also, after guard dog has been killed, the trader sees me as a new face in the hut - has grief wiped his memory?

Comments

  • Item 1 - cutlass should now appear straight away. - Fixed.
  • Item 2 - killing guard dog makes trader forget? Are you sure? --Simon 01:01, 5 August 2006 (UTC)
Hmm, that's what seemed to happen. I'll try again, as soon as a trader with a living dog becomes bored with me.--Frisco 16:50, 9 August 2006 (UTC)
  • Considering this fixed as no other reports --Simon 23:47, 5 January 2007 (UTC)

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)

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)
Problem should be resolved to a certain extent with the introduction of the Exorcism skill a while back. This can probably be moved to the Fixed bugs section? --Simon 12:51, 14 October 2006 (UTC)

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)
  • Considering this fixed as no-one else has reported anything like it in 10 months. --Simon 23:47, 5 January 2007 (UTC)

Can't reload rifle

Timestamp: 00:52, 11 October 2006 (UTC)
Logged by: GuavaMoment
Status: new
Severity: low
Description: I'm at the trading hut in Derby, and I can't reload my empty rifles. When I click on the bullets, I get the "Your rifle is already fully loaded" text. I am close to the inventory limit, and normally empty rifles and loaded rifles appear next to each other. My inventory in the same order as in the game: 6 FAKS, 28 coins, 1 GPS, 3 Rifle(0), 24 Rifle Bullets, 15 Rifle(2), 1 Sharpening Stone, 1 Silver Skull Cross, 2 Tiger Tooth Amulet.

Edit:Hmm, my newly emptied rifles aren't merging with the three empty ones from above. Looks like I've got some broken rifles.

Comments

  • ID or Profile link required to investigate this further. I have an idea what might have caused it, but need to confirm. If you don't want to publish id here, mail it to me via the in-game feedback page (which has been fixed in the last few days) --Simon 12:47, 14 October 2006 (UTC)
No problem, I'm 2574. --GuavaMoment 21:38, 15 October 2006 (UTC)

(I have a similar problem with 1 of my blowpipes, only thing different about it is that I traded for the blowpipe rather than finding it - profile link http://www.shartak.com/profile.cgi?id=4277

Ditto, my empty blowpipes aren't merging into one 'empty blowpipe' button. This happens when I reload all my pipes and trade to get some more. They aren't recognised and can't be reloaded. It happened with Aco --Aco 22:48, 23 October 2006 (EST)

Happened again. I emailed Simon to get this moving a bit faster. The rifles that are the problem are traded for and not found, should have mentioned that before. Didn't Trader Tom learn his lesson about selling faulty merchandise when I killed him for doing this a week ago? Stupid 100 HP jerk. :) --GuavaMoment 22:46, 23 October 2006 (UTC)
  • Inventories of both traders and characters cleaned up. Bug should be fixed now, but obviously let me know if you run into this problem again. --Simon 13:18, 24 October 2006 (UTC)


Swimming in the Ocean, Seeing the Edge of the World

Timestamp: 05:07, 18 April 2007 (UTC)
Logged by: Johan Crichton
Status: new
Severity: low
Description: I have been able to swim out into the dark blue ocean, and see the grey edge of the world (I can provide a screenshot if required) - should I be able to do so?

Comments
A screenshot has been uploaded - http://wiki.shartak.com/index.php/Image:ShartakOceanEdgeOfTheWorld.gif --Johan Crichton 21:13, 18 April 2007 (UTC)

Should be fixed.. was a minor hiccup. --Simon 22:36, 19 April 2007 (UTC)
Sounds like Nexus War (edge of the world is white) --AlexanderRM 00:17, 30 October 2007 (UTC)

Limitless XP from trading

Timestamp: 08:17, 4 May 2007 (UTC)
Logged by: Jacobw
Status: new
Severity: low
Description: Now that you can get XP for trades, it's possible to level up insanely quickly if a shopkeeper is pleased to see you. I just traded 5 cutlasses for 5 gold coins, and then traded those 5 gold coins for 5 cutlasses, then traded those cutlasses back for gold coins, and so forth, until I had used 70AP. I got 10 XP for each trade, for a total of 700XP in a single day!

Comments
i don't think its a bug. maybe simon really put it there for that insanely awesome purpose. But how can i find out if the trader is happy to see me? that's what i want to know. -Elegost 10:08, 4 May 2007 (UTC)

Offer to make a trade. If the trader is happy to see you, you'll get a response like: Trader Harry looks pleased to see a new face in the trading post.Trader Harry says, "Right, here's 1 cutlass for 1 of your gold coins" Jacobw 13:41, 4 May 2007 (UTC)

  • Should be fixed now - 100XP for the first trade with a new trader, and trading points for the first day's worth of trading. --Simon 18:05, 4 May 2007 (UTC)

Your camp is right here, in a ruin

Timestamp: 05:28, 7 January 2007 (UTC)
Logged by: Johan Crichton
Status: new
Severity: low
Description: A new character I have is being told that 'Your camp is right here', however, they're currently in a ruin quite some distance from their settlement. Leaving the ruin results in a more accurate 'Your camp is a great distance north-east.'

Comments
Should have been fixed a couple of weeks back. --Simon 22:16, 30 January 2007 (UTC)


Two shot

Timestamp: 16:05, 10 January 2007 (UTC)
Logged by: Nosimplehiway
Status: new
Severity: low
Description: Two issues, one minor, one fairly major, but short lived. First, I have a character who maintains an area of jungle, constantly keeping it clear of regrowth. Doing this for a few weeks I have gotten a feel for how fast the jungle regrows. Is it just me or has it been regrowing much faster lately? I'd estimate about twice as fast. Secondly, and more seriously, last night I tried to log in and the main page allowed me to creat a new character, but not log in as an existing character. I tried in both IE and firefox, but neither worked. It seems fixed now, but I figured I'd report this just in case it's something that comes and goes.

Comments
Jungle growth was modified just after Christmas to include an interesting feature (that no-one seems to have spotted yet). I did accidentally make it grow rather faster than previously but it should be back to normal again. The failure to login bit is probably due to session cookies not being set for the right domain. If you go to the main page and login there, it should work. Sometimes going to the game.cgi url directly might get the wrong domain associated with the cookie. --Simon 22:16, 30 January 2007 (UTC)



drop bug

Timestamp: 03:15, 10 May 2007 (UTC)
Logged by: nick
Status: new
Severity: low
Description: When you are dropping items, there are 2 6's before 7, 8...ect. I found this when dropping water bottles in the Armory in Durham.

Comments
That's because more people want to drop 6 of an item than any other number. It makes it easier to select 6 if there are 2 of them. :)

Seriously, that's just a typo - it's been fixed. --Simon 07:27, 10 May 2007 (UTC)

Trader gibberish

Timestamp: 20:10, 10 June 2007 (UTC)
Logged by: nick
Status: new
Severity: med
Description: gibberish in the traders hut...wtf?

http://img509.imageshack.us/img509/4696/untitledsv2.png

Comments
Uhh, programming error? --Wulla-mullung 20:50, 10 June 2007 (UTC)

Nothing to do with me - I've never referred to a colour as MistyRose. Someone reported this once before - I believe it's something to do with a FF-Shartak plugin that spits out trader stock info so you can paste them into the wiki. Check the Bugs:Not page? --Simon 21:25, 10 June 2007 (UTC)

Level / Required XP mismatch

Timestamp: 03:42, 2 June 2007 (UTC)
Logged by: Exo Necro
Status: not a bug
Severity: med
Description: I just went from Level 29 to 30. I needed 825 XP to hit level 30, but the required XP listed to gain level 31 when I check my skills page now says:
You have 7 XP to use with 13875 already used and you are currently level 30. Your next skill will cost 1000 XP.

Shouldn't this be 850 XP, not 1000? My character ID is 7622. Thanks

Comments

  • Not a bug. This is intentional. Above level 30, XP requirements for levels change but no-one's documented this yet. --Simon 22:50, 2 June 2007 (UTC)
  • Ah, good to know. Maybe I'll keep track moving forward and contribute to the documentation then. Exo Necro 12:24, 6 June 2007 (UTC)
  • Yup, the levels work this way.. level 32 costs 1200xp --Xintlaer 10:14, 13 June 2007 (UTC)

Two huts or bug?

Timestamp: 22:35, 30 May 2007 (UTC)
Logged by: nick
Status: not a bug
Severity: med
Description: well, upon my trvels in the jungle, I have come upon a ruin. It is an old hut that has been ransacked by war...or something...in any case, there are 2 buttons asking me to enter the hut. I took a screenie, the link is :

Screenshot is here

is this a bug...or rather is there 2 entrances to 1 place?

Comments

  • This is not a bug. There are two separate places to enter. They're always in the same order so you can say to enter the first or second hut. I've also fixed the screenshot - it was showing up as the image and not a link. --Simon 23:32, 30 May 2007 (UTC)
  • thanks, just so i knew for futrure refrence that was nice, by the way, in one ruin there are multiple huts? nick 22:42, 1 June 2007 (UTC)

I thought that was a bug, too, because sometimes I'd see that on hut squares. I didn't know there was any difference, they seemed the same no matter which one I went in. Maybe change it to "Enter 1st Hut" and "Enter 2nd Hut"? --Buttercup 07:25, 5 February 2008 (UTC)


Contact list numbers

Timestamp: 21:24, 20 October 2006 (UTC)
Logged by: Frisco
Status: new
Severity: low
Description: My contact list for player id #74 somehow got 52 contacts on it. I can't add anymore - the contacts.cgi page says: "You have 52 added so far and can add -2 more." - but i was wondering if there was a bug that allowed me to get 52 contacts, or if the restrictions that were in place weren't effective until a couple days ago (i don't recall when i last added to my list), or if there's some off-by-two math errors going on. I counted up the number of contacts i have, and indeed there are 52.

Comments

  • Restrictions have been in place from the start. Probably just a buglet and I've a fairly good idea where. --Simon 13:17, 24 October 2006 (UTC)
  • Ok, I think this is fixed. I can't replicate it, but that's not to say it's not there. --Simon 22:58, 1 June 2007 (UTC)

Redirect on login to //game.cgi

Timestamp: 05:12, 8 February 2007 (UTC)
Logged by: Johan Crichton
Status: new
Severity: low
Description: When you login to Shartak, the redirect often takes you to http://www.shartak.com//game.cgi (double slash before game.cgi), while a quick refresh while get you to http://www.shartak.com/game.cgi this seems possibly a quick bug to fix.

This isn't a problem for the average user - but for those of us with greasemonkey scripts it can be problematic - and avoiding a refresh of the page would seem desirable?

Comments
I was to post it myself, quite an annoying one - Lama.

  • Should be fixed now. --Simon 22:32, 1 June 2007 (UTC)
    • I haven't seen this in some time - definitely looks to be fixed. --Johan Crichton 23:30, 23 June 2007 (UTC)

Two dead animals

Timestamp: , 11:57, 16 April 2007 (UTC)
Logged by: Postcardsaremine
Status: unlikely to be fixed
Severity: low
Description: I killed two wild boars today. But i had this:

Here you can see Michael Edwards (84 of 85 HP). Also here is the body of a wild boar, and the body of a wild boar.

shouldn't it say something like there are two dead wild boar bodies here. or something shorter?

Comments
This is just like "Also here is a tiger, a tiger and a wild boar." instead of "Also here are 2 tigers and wild boar." At some point this may be fixed, but probably not any time soon. --Simon 22:00, 16 April 2007 (UTC)


Invite-Only Clan, founder not a member

Timestamp: 05:20, 30 May 2007 (UTC)
Logged by: Rozen 05:20, 30 May 2007 (UTC)
Status: fixed
Severity: low
Description: When starting an invitation only clan, Dethklok, I'm credited as founder, but not a member, because I can't invite myself, because of a message saying I can't manage myself. Kind of 'Chicken and the egg' style problem. You can get around it by changing it to an open clan for a minute, while you join, but I think this should be made known.

Comments

  • Clan founders are now automatically invited to be in their clan. Consider it fixed. --Simon 07:34, 30 May 2007 (UTC)

Cheers mate --Rozen 13:06, 30 May 2007 (UTC)


blowpipe problem

Timestamp: 20:10, 10 June 2007 (UTC)
Logged by: nick
Status: new
Severity: med
Description: I have 2 blowpipes. I cannot load both with poison darts...are they 2 diffrent types or...

Comments

I'd need a character id or name to check. --Simon 09:51, 24 June 2007 (UTC)
-re: the name is just: "Nick Boone"...
  • This was fixed, and is now obsolete given the recent changes with blowpipes and autoloading. --Simon 07:20, 9 August 2007 (UTC)

Looking For Tracks When In Water?

Timestamp: 14:08, 25 September 2007 (UTC)
Logged by: Skull Face
Status: new
Severity: low
Description: I'm currently floating in Deep Water yet the button 'Look For Tracks' is available. Shouldn't this button be removed when in Water and Deep Water?

Comments

  • Should be fixed now. --Simon 20:27, 27 September 2007 (UTC)

Digging Holes When In Water?

Timestamp: 14:08, 25 September 2007 (UTC)
Logged by: Skull Face
Status: new
Severity: low
Description: I'm currently floating in Deep Water yet the button 'Dig Hole' is available. Is this a bug?

Comments

  • Should be fixed now. --Simon 20:13, 27 September 2007 (UTC)

Inventory Usage While Dead

Timestamp: 04:28, 7 August 2007 (UTC)
Logged by: Mark D. Stroyer
Status: New.
Severity: Low.
Description: If you die but have the "show inventory usage" option enabled, as a spirit your inventory usage is still shown, despite that it tells you you cannot carry items.

Comments

  • I think that might have fixed it.. --Simon 23:40, 7 August 2007 (UTC)