1.0.5 beta bugs [SPOILERS]

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blackwight
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1.0.5 beta bugs [SPOILERS]

Post by blackwight »

I noticed a few new bugs in 1.0.5 (os x):

(1) The music was missing from Port Kuudad.
(2) If I Level-up while the battle music is playing, both the battle music and background music play when I continue.
(3) Killing assassins in the Kuudad sewers results in a smoke puff on me, not them.

Maybe issues:
Players without adequate cartography may get trapped in Fathamurk.
The golem is immune to powder kegs.

I enjoyed the puzzles immensely. Getting the key from the slimes was the only pain-in-the-butt.
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SpottedShroom
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Re: 1.0.5 beta bugs

Post by SpottedShroom »

The golem is immune to powder kegs.
Oh god, really?! I figured that the big cache of powder kegs in the other room on that level was the way you were supposed to kill the thing.

I was bare able to kill the thing with my level 22 mage - 350+ MP, regen MP/turn, casting Divine Hammer. Normally it would regenerate faster than I could damage it, but haste + fortify mana + a few mana potion 3s was enough to do it in. I was planning to blow some kegs near it when I ran out of MP, but it (barely) didn't come to that.

Is it meant to be impossible to kill with spells without using fortify mana? I guess that's legit, but if you happen to wander into Fathamurk without lots of mana potions, you may be in a no-win situation no matter how high level your character is.

Oh, and another potential bug: if you partially obstruct the golem's path to you with powder kegs, it'll walk up to them and then stand motionless while you wail on it with ranged attacks. I'm reluctant to point this out, since without it I'm not sure my mage could have killed it.
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BasiliskWrangler
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Re: 1.0.5 beta bugs

Post by BasiliskWrangler »

blackwight wrote:The golem is immune to powder kegs.
Hmmm, powder kegs are supposed to do reduced damage on him, but he should not be immune to them. I'll check it out...

[update]

Golem is injured by Keg blasts. Not sure why you wouldn't be seeing this.
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xolotl
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Re: 1.0.5 beta bugs

Post by xolotl »

BasiliskWrangler wrote:Golem is injured by Keg blasts. Not sure why you wouldn't be seeing this.
Yeah, that's actually the only way I found for my character to kill the thing, in fact. I went in there with a mage build quite early (level 7 or 8 or so), though I had been "exploiting" what I knew about trainers and books and the like to pump up my stats quite a bit (and stocking up on good items from stores, via some level-14 Foraging camps), and my best offensive spell was either a level 4 or level 5 Compress Atmosphere. That would steadily and slowly lower the Golem's HP so long as I was casting it near-constantly, but I didn't have enough Mana Potions (or Fortify Mana) with me to bring him down much more than to maybe 2/3rds health before I had to stop to regen mana, at which point all that work went away. :)

So anyway, cue some back-and-forth to lug kegs around and I had him trapped around eight or nine kegs (with a few ancillary kegs further away), and setting those off, plus three or four more Compress Atmospheres finally finished him off.

(I've been kind of dying to tell that story actually; it's probably one of my favorite moments from the whole Eschalon series.)

I was rather pumped by it, since I had been thinking that I might have to abandon that line of saves and re-do the entire Fathamurk series with a higher-level character later in the game (I very nearly had to do the same after the first Scarlet Death spawn; the only thing that saved me was having a single Demon Oil left, to block the route behind me while I went off a side-passage to open the gate). Likewise, the Assasin Stalks nearly did me in because I didn't have Dense Nimbus yet, and could only withstand a few hits before dying.

Man, I want to run through there again. :)
SpottedShroom wrote:Oh, and another potential bug: if you partially obstruct the golem's path to you with powder kegs, it'll walk up to them and then stand motionless while you wail on it with ranged attacks
You can actually do that with other larger enemies too, or really any enemies, though you generally need to make very careful use of Haste in order to do it. Anyway, it's certainly possible to trap, say, Ghorr that way.
blackwight wrote:(1) The music was missing from Port Kuudad.
I hadn't noticed that, and I doublechecked just now and the music plays just fine for me in there.

Hadn't noticed your other reports either, though I've only killed a couple of Shadow Assassins; I'll have to keep an eye on it later in the game.
blackwight
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Re: 1.0.5 beta bugs

Post by blackwight »

Golem is injured by Keg blasts. Not sure why you wouldn't be seeing this.
Because the damage is hard to see on his health thermometer.
(1) The music was missing from Port Kuudad.
I hadn't noticed that, and I doublechecked just now and the music plays just fine for me in there.
Go down the sewers and back. I'm not interested in a debate. Be grateful for bug reports.
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xolotl
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Re: 1.0.5 beta bugs

Post by xolotl »

(1) The music was missing from Port Kuudad.
Go down the sewers and back.
Aha, interesting - that does seem to cause the Kuudad music to disappear. Interestingly, if I then move south into Northern Farrock Range, the music remains off. If I go off to the West (into Northwest Kessian Basin) the music starts back up again, probably because that map has a different set of music.

The Kuudad music does work when you're coming in from the adjacent maps, btw, and also when you arrive by either Portal or Quicktravel, which is probably why I hadn't noticed that before. BW, I could give you a save of my char right next to the sewer staircase, if you want. I'm seeing this on Linux, FWIW.
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SpottedShroom
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Re: 1.0.5 beta bugs

Post by SpottedShroom »

Jedi_Learner wrote:
blackwight wrote:Players without adequate cartography may get trapped in Fathamurk.
Could you please elaborate.
I presume he means the invisible wall maze. Without cartography that goes from slightly challenging to very, very difficult.

The only thing I don't like about Fathamurk is that there are certain things it seems like you *have* to have to beat it, regardless of level. No Element Armor? You're pretty much dead. You're a mage without enough mana and fortified mana potions? Good luck with the golem. You could eventually brute-force the invisible wall maze even without cartography, but it wouldn't be much fun.
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BasiliskWrangler
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Re: 1.0.5 beta bugs

Post by BasiliskWrangler »

SpottedShroom wrote:I presume he means the invisible wall maze. Without cartography that goes from slightly challenging to very, very difficult.

The only thing I don't like about Fathamurk is that there are certain things it seems like you *have* to have to beat it, regardless of level. No Element Armor? You're pretty much dead. You're a mage without enough mana and fortified mana potions? Good luck with the golem. You could eventually brute-force the invisible wall maze even without cartography, but it wouldn't be much fun.
Fathamurk is supposed to be a challenge. It was designed to give high level characters, and skilled players, something extra to do. It is a test of smarts and skill and might. Ya, if you don't have a high-level boosted character, you are going to find Fathamurk to be a huge pain-in-the-ass.

Final version of 1.05 uploading now. Locking this thread.
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