Original post: "Hey DarzaR, are you still interested in bug reports? I am still replaying from time to time and have collected some saves and notes."
I cannot post, but it seems I can edit, so I will write it here.
I will try to recall the bugs, but it has been some time, so the list or the descriptions might not be complete.
Let's start with a note that I am referring to the latest patch, that is v1.15M, so these are only those bugs that are still left, or (which is unlikely, I suppose) are created involuntarily by DarzaR in an attempt to fix something else.
1. Going through water tiles comes with a hazard of a watersnake attack. But that should not apply to shallow water and every tile adjacent to the shore is a shallow water, so is supposed to be safe. Yet, sometimes you might get an attack even in shallow water, which is proved by the attached screenshot. This might happen if you would change the destination while at move. There are probably some re- and mis-calculations of the character position going on in such case. There is still a safe way of moving through water - just do not fiddle with your destination, wait until you have reached it, than make another step and you should be fine.
2. Repairing an item in a >100% condition (the existence of such is some sort of a bug in itself, but not disadvantageous) results in a negative condition of the item, which does not seem possible in any other case. The way around it: just do not repair them, there is no reason to.
3. Now a much less innocent bug. Your whole inventory, except for what your mercenaries carry, can disappear. Sounds rough, but it is very rare, I don't remember it happening to me more than once. I don't know what conditions lead to it, so I also don't know how to prevent it. It may be related to another similar bug, in which it seems at first that everything have disappeared, but just one scroll of the inventory and it's back. That one is more frequent, but a non-issue. I have the severe one documented in a save.
4. Contrary to DarzaR's claim and seemingly against creators' intent, you actually can miss a shot standing just one tile away from the victim. The necessary conditions for this to happen are: the victim is brought to the ground and the direction is an intermediate direction, at least these are my conclusions from many tries. As for the latter condition, I am not sure whether it concerns all intermediate directions, but I am positive you can miss if you are to NE in relation to the victim, as I have kept a save after I had just missed such a shot. Probably the characters' relative positions are miscalculated in these conditions and it does not count as point-blank shot. The bug is not very severe as anyone lying on the ground poses no immediate threat plus you can just use a true direction and then you shouldn't miss.
5. The number of tappers that quit (because of insufficient salary) is miscalculated, at least at times. How and why, I am not sure, I have discovered it when I saw a message "0 tapper quit", which didn't make any sense. In that particular instance, 3 tappers actually quit. I think this might happen only when there are no guards to quit (guards quit first, then tappers).
6. Another tapper related and completely innocent bug is that tappers can be spawned at a tile already taken by an object, whereas it could be possible to place them correctly. That is how I obtained "tree_doctor.jpg". The visible mercenary is not treating the tree, as it could seem, he is actually treating a wounded tapper.
7. There is another one related to overlapping objects: even a mercenary can somehow land in an already taken tile, as presented in "stuck_in_drawer.png". I don't remember how exactly I produced this. I think I fiddled somehow with the movement destination, like changed it or quit it along the way. The mercenary wasn't actually stuck, everything worked as always, including switching places with another character, and he could freely move away from the drawer, which was then treated as an obstacle back again.
8. Sometimes while you order a mercenary to take a long path to a relatively distant destination, they would refuse to move, as if they were blocked, whereas there is clearly a possible path to take. This is rare and can be solved by moving one tile first.
To be continued
P.S. 1. If anyone is reading this, you may consider making a post with reference to this post. It might help.
P.S. 2. I am not sure what Marcin is exactly implying, but if he means version 1.15z is the newer one, that is not correct, 1.15m is the latest version.
Post edited July 08, 2025 by MitchShudlem