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2.2, 2.3 – A few bugs

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9:59 pm
December 19, 2010


jamie

Member

posts 3

Great update! I love the new loading screen, and the scoundral seems like she'll be a blast to play. I play on a ipod touch 2Gen firmware 3.1.3

 

I haven't had a chance to play around with all the cool new stuff, but here are a few bugs I'm encountering.

-Thrown mana potions and smoke grenades don't seem to work. They get thrown but nothing happens. No effects, no damage, nothing. I expect hand grenades probably have the same problem but I haven't tested it yet.

On the subject of smoke grenades, when you target with the smoke grenage you're given the option to throw it wherever you'd like. You don't necissarily have to target a monster. Could we have that option with mana potions and grenades too? Sometimes I'd like to lob one between two monsters instead of directly at one.

-Rotten meat gives the skellyman two aditional hitpoints. I guess that kind of makes sense (she is undead), I just wanted to make sure that was on purpose.

-If you perform a home button interrupt while a map is loading, the game will crash on start up.

-The skellyman has a page in the highscores even before she's been purchased.

-The 'x' button in the corner of the IAP window overlaps with the word scoundral. Maybe instead of an x button just allow the player to click outside the window to close it?

-Some of the loading screen text doesn't fit on the screen because of the new layout. The one I noticed was about 'The golden genie's a myth…'

-The stone kittie prevents the player from sleeping, though I can
understand being too creeped out to sleep with that thing watching you.

 

These two are kind of vague…

-I think this has been mentioned before… about how the golden scarabs sometimes drop was too many potions?  I think had something to do with the potions dropped by the scarabs overlapping with the money dropped by the golden genie. I was going to test this out a bit more, but I died twice trying to get to the genie and now I'm tired.

-I'm not sure if the present gave me any experience, or if it did, it wasn't alot.

 

Humble suggestion:

Most of the scoundrals skills are only one or two level. It would add extra strategy if they had more. Upgrading skills could increase damage, percentage of success, effecting area, decrease mana cost, that kind of thing.

Pickpocketting is really dangerous. I'm not sure if the benefits outway the potentially lethal drawback of allowing your opponent another turn to attack you. Right now it's kind of hard to pull off, if it were easier to do, maybe that would offset the downside. That way when you pickpocket, even though you're basically letting the enemy attack you again, there's a good chance you get food, potions, money, or whatever.

The golden scarab that drops money should have a dollar sign above it since the other two get there own symbols. I know it's silly, but I'm suggesting it anyways.

 

Thanks again for all the great work, and congratulations on all the recent good press!

 

 

5:19 pm
December 20, 2010


spiky

Member

posts 7

Yep I can confirm that thrown grenades or potions don't do anything at the moment. This was unfortunate for my poor rogue who could not blast his way out of a mob.

 

I hope this gets fixed soon but with the app store lockdown I guess we won't see any updates for a little while…

10:43 pm
December 20, 2010


Zaraf

Edmonton, Alberta, Canada

Member

posts 35

Post edited 10:44 pm – December 20, 2010 by Zaraf


I think that if the Skellyman is behind the monster (like when she could backstab), then pickpocket should work 100% (or at least a higher percentage).  Also, if a monster is asleep, then pickpocket should definitely be 100%.  I failed 4 times in a row trying to pickpocket a sleeping monster.

 

I noticed that most monsters seem to always give up the same item when pick pocketed except for Skeletons, who seem to give random items up.  I've had a scroll, drumstick, sword, arrows, and a yellow potions.

 

As mentioned above, mana potions don't explode when thrown.

 

Using a stuff of teleport crashes the game.  I only tried this with Skellyman, so I'm not sure if it crashes for other characters.

 

Yeah smokescreen is useless right now as it seems to do nothing.

 

About that new wand that mentions something about controlling a monster by giving up some blood….how does it work?  I tried attacking with it and throwing it and it did nothing.

 

The Devil Sword doesn't show any healing number when doing a crit, except on zombies.

 

Chase's Butterknife should be able to backstab since it is a knife after all ;)

 

I seem to be able to attack the ghost beetles with any weapon, even non-magical.  This actually led me to think that if it were working correctly, then there is a good chance that the Skellyman has no way to damage ghost type monsters since getting a magical weapon is rare (like Magic Sword), and they can't use wands, and they have no "magic damage skill" like Crusader does.

 

I noticed floor tiles sometimes stuck in the middle of walls.  No gameplay problem, just aesthetics.

 

Is the chance on the Rune of Zot 50/50?

2:28 am
December 21, 2010


ginnokane

New Member

posts 1

I play on an iPhone 4 with the latest iOS.

 

Just to add to the list…

-While running 2.2 and 2.3, was having a weird problem when attacking with the quadbone on Hell 2.  I think it was crashing every time it wanted to create a shadow friend to help me on that level.  Up until then, it created them no problem (since dungeon 1, I believe), but in Hell 2, it would randomly crash when I did a normal attack with that weapon, and never once did I see a shadow friend come and help me.  I eventually gave up on that weapon (even though my crusader was very comfortable with it Cry ) and went on with my bow.  No crashing after that point.

6:31 pm
December 21, 2010


spiky

Member

posts 7

@zaraf

 

If by "that new wand that mentions something about controlling a monster by giving up some blood…." you mean the quadbone, then I think the way it works is if you score a crit you'll generate a shadow friend to help you. I've noticed that for the Bandit Hole you get a bandit (surprise!) and in the Dungeon you get a skeleton. Unfortunately my run ended there so I don't know what you'll get in hell.

 

"I seem to be able to attack the ghost beetles with any weapon, even non-magical."

 

Yeah you can. It's just that if you don't kill them outright in one hit they heal and become annoying.

11:22 pm
December 21, 2010


nickhono

New Member

posts 2

Another bug that I notice happens intermittently is sometimes my HP and MP does not recover at all when walking around. I think, but am not sure, it happens after I rest.

5:49 pm
December 22, 2010


spiky

Member

posts 7

I just discovered another and this one's a game breaker. When using the locker if you click on the armor you're currently wearing you get an option to "remove" it. However if you select remove, the game crashes completely. When I reloaded, the game had gone back to the very beginning of the level and I had lost all items and skill points gained that round.

 

I will try reproducing this next time I encounter the locker.

1:01 am
January 5, 2011


spiky

Member

posts 7

spiky said:

 

I will try reproducing this next time I encounter the locker.


 

So I did try to repro this and as long as you have an empty space in your inventory, you can "remove" any item not in the locker i.e. already in your inventory. Doing so will cause the game to crash. Haven't tried this with the 2.4 update but will see if it's still there.

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