Difference between revisions of "Bugs:Fixed"
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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) | 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) | ||
<!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --> | <!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --> | ||
+ | }} | ||
+ | |||
+ | |||
+ | ===Machete Trades=== | ||
+ | {{bugreport| | ||
+ | bug_time=22:23, 4 June 2006 (BST)| | ||
+ | bug_author=[[User:One of many doctors|One of many doctors]]| | ||
+ | bug_status=new| | ||
+ | bug_severity=low| | ||
+ | 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: | ||
+ | <br> | ||
+ | :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" | ||
+ | <br> | ||
+ | Now why would I get more bullets for a broken item that's essentially a machete anyways?| | ||
+ | bug_comments= | ||
+ | <!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --> | ||
+ | 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) | ||
+ | :* But blunt machetes are so much more valuable than sharp machetes. Just consider: | ||
+ | ::# 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. | ||
+ | ::# 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. --[[User:Tycho44|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. --[[User:Tycho44|Tycho44]] 15:57, 21 June 2006 (UTC) | ||
+ | <!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --> | ||
+ | }} | ||
+ | |||
+ | |||
+ | |||
+ | ===AP in 37 Minutes=== | ||
+ | {{bugreport| | ||
+ | bug_time=18:16, 13 June 2006 (BST)| | ||
+ | bug_author=[[User:Vtbassmatt|VTBassMatt]]| | ||
+ | bug_status=new| | ||
+ | bug_severity=med| | ||
+ | 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]].| | ||
+ | bug_comments= | ||
+ | <!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --> | ||
+ | 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. [[User:Arminius|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. --[[User:Simon|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 ;) --[[User:Vtbassmatt|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. --[[User:Simon|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. [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) | ||
+ | :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) | ||
+ | ::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) | ||
+ | :::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) | ||
+ | ::::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) | ||
+ | ::*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) | ||
+ | :::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) | ||
+ | * 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) | ||
+ | <!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --> | ||
+ | }} | ||
+ | |||
+ | |||
+ | |||
+ | ===Password silently truncated upon character creation=== | ||
+ | {{bugreport| | ||
+ | bug_time=10:08, 28 June 2006 (UTC)| | ||
+ | bug_author=[[User:Gimbo|Gimbo]]| | ||
+ | bug_status=new| | ||
+ | bug_severity=low| | ||
+ | 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. | ||
+ | |||
+ | 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. | ||
+ | | | ||
+ | bug_comments= | ||
+ | <!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --> | ||
+ | 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) | ||
+ | * 1) Done. 2) Done. 3) Done. --[[User:Simon|Simon]] 20:10, 29 June 2006 (UTC) | ||
+ | ::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 --> | ||
}} | }} |
Revision as of 18:58, 16 July 2006
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)
- It's magic !!! Tanks !--Le pirate Robert 14:42, 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
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)
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?
- should the huts or at least a single hut be shown?
- should there be three huts in one square?
- 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:
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:
|
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:
- 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.
- 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)
- 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)
- 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)
- 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)