Game:Vikings of Midgard/Bugs

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This is a list of known issues with the current version of Vikings of Midgard.

  • Spellchecking!

This is a list if issues present in the current version which have already been fixed by Fenrir-Lunaris for the next release.

  • After beating the first boss and restoring the forest, there is a place just south of the tree where you can walk left behind a tree and get into an area where you shouldn't be. Continue left, and the map wraps and looks funky. [Edit - Fixed]
  • Black corners around the Cactus on the beach south of the forest [Edit - Fixed, was a layer issue. Still need confirmation on the other cacti in Musphel Desert] -- All Cacti in Musphel Desert look great to me Bob the Hamster 03:19, 24 May 2008 (UTC)
  • The treasure chest on the hill in Nidavellir Field that Surlaw whalepunches you to does not contain anything. [Edit - Fixed, it now contains the proper item]
  • From the aforementioned hill you can see over the right edge of the map [Edit - Fixed by making the map wrap around]
  • The signpost outside of the cave in Nidavellir Field doesn't say anything [Edit - Fixed, now displays the entrance to the dwarf town, claiming 50% more dwarf]
  • Many map name display times are too short. 5 ticks is long enough for a short name like "Midgard" but not for longer names. A delay of 2 ticks is too fast to even see due to the fade in (which should probably count as an engine bug) [Edit - Workaround - No longer displays area names, mostly cosmetic]
  • The hole in the ground in Surt's layer looks more like a graphical glitch than a hole [Edit - Slight change to the surrounding tiles. It DOES look for all the world like a glitch]
  • Lava in Lower level of Surt's Lair is not harm tile [Edit - Not sure how I missed that one. Fixed now]
  • Lava fountain on the lower right of the lower level of Surt's Lair is not an obstruction [Edit - Also fixed now. Although exploring the forbidden black areas of the map is nifty, I'd rather not encourage it!]
  • The overhead columns of rock in Surt's Lair look like obstructions. I wandered around for a long time in frustration before I even attempted to walk through one. (facepalm!) [Edit - I thought they looked like mineshaft trusses! Fixed in two ways: Adding a shadow underneath the 'horizontal' trusses to indicate depth, and also added a scene earlier on in a previous cave that clearly displays being able to walk under them]
  • The Red Dwarf advises me not to try to take the treasure because the red dragon will attack me... I did not find this to be the case... Although i did see a Red Dragon in what I thought was a random encounter (I ran) [Edit - Changed the surrounding foe map in the dragon's treasure hall to only consist of red dragon encounters, since they're the strongest non-boss encounter in the dungeon]
  • If you try to walk from Ironwood Forrest north to Thule Village, a wolf blocks the gate, but if you go to Thule village from Niffleheim Glacier, you can then walk south from Thule into Ironwood without being blocked, even though the wolf is still there. [Edit - A second NPC has been added at the western entrance who'll block your access until AFTER Niffleheim's dungeon is completed. Both NPCs will disappear once the dungeon is complete.]
  • Azerith's shop takes you directly to "Sell" without giving you the option to buy (Cider?) [Edit - Forgot to add the buy command, can now exchange cider at the shop. Also noticed an unconfirmed bug, the shops are not using the default price for any items they sell? Need confirmation. Are you seeing bug 603? Or are you seeing the fact that defauly prices are only applied when you add an item to a shop, not when you edit the price for an item that is already in shops? ] [Comment - It is apparently bug 603 since I'm using a version of the nightly that predates it]

This is a list of questions for Fenrir-Lunaris

  • Is there actually a way to prove Loki's innocence?

[Answer: Yes! Investigate the artwork in the town of Thule, then go talk to Freki, then Geri. After speaking with them, you should be able to speak with Loki and receive the Laevetein Staff for Night]

  • Does Frigga actually give different advice later in the game

[Answer: Not yet! Her advice should be to tell you precisely where to go to trigger each new scene, which will require at least several dozen text boxes. Accordingly, it should be one of the last things finished.]

  • Is Night supposed to be in the lead to be able to talk to animals? Because I can talk to them even when she is in the reserve.

[Answer: No, all you should need is to meet the Ranger. Simply having her around should make animals start talking. This should be fixed to where they talk only if she's leading, similar to her elven vision revealing hidden passageways.]