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Main Forums => Bug Reports => Topic started by: ShadowCharlatan on July 28, 2019, 12:20:07 PM

Title: Renewal of the Ponds Update - Bugs
Post by: ShadowCharlatan on July 28, 2019, 12:20:07 PM
Post your bugs here.

This update has a large surface area, so please report any bugs or anything that seems out of place in the new setup.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: WriterX on July 28, 2019, 12:22:43 PM
In regards to the Groundskeeper Cabin, when I spawned in after reset I ended up outside of the cabin (at Ticker Square) with the following message:

Error: Could not create lair entrance.

Error when creating lair Keeper1 with area tag 5_park_hub and vector

24.528728485    14.957546234    3.304431915
Title: Re: Renewal of the Ponds Update - Bugs
Post by: Lannister on July 28, 2019, 02:11:54 PM
In the Tower of Solitude, the mushroom placeables block pathing in the floor where there are two lots of them. I believe it is opposite the bedroom.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: derkot on July 28, 2019, 03:24:55 PM
NPC who sells random seeds do not spawns in night time in hidden place.
Title: Renewal of the Ponds Update - Bugs
Post by: TheGreatEscape on July 28, 2019, 03:45:30 PM
Just a small note but with the changes to everything being shifted, PCs can lure entire mobs of Breadbloods or Cobbledogs into the Labrinyth and they try to transition gank anyone.

In the old design the Muckboys would cut them down so they didn't spread into other rings.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: el groso on July 29, 2019, 08:19:35 AM
The Goat named "Groat" will wander around due to animal script of avoiding PCs, resulting on him never being by Cooper's, which seems the design.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: HelenOfTroy on July 29, 2019, 12:06:17 PM
The transition from the sewer area that led to the ponds underwater area is now dead. I believe it was a "squeeze through the bars" at the end of a long tunnel at the top of the minimap.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: derkot on July 29, 2019, 02:06:17 PM
Annoyed Pondsmen who gives quest and shifting pondsmen who sells drugs - they both stays in night and often dying from hostile spawn.
Upd: Swaddled Pondsman dying from night spawn as well.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: Morphine on July 29, 2019, 02:36:24 PM
The Courthouse's minimap marker still says Ring 98.

(https://i.imgur.com/iD9VZey.png)
Title: Re: Renewal of the Ponds Update - Bugs
Post by: HelenOfTroy on July 29, 2019, 03:32:05 PM
The annoyed pondsman questgiver keeps winding up dead for some reason as well.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: breakingbad on July 29, 2019, 07:36:15 PM
The Drains side access point that was once in the underwater Ponds areas no longer connects to anything. 
Title: Re: Renewal of the Ponds Update - Bugs
Post by: derkot on July 29, 2019, 08:50:20 PM
Any hostiles NPC from 99th ring or any other hostiles from fishing or other area in day time makes NPCs very anrgy, they run from their regular spots.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: Disorder on July 30, 2019, 11:45:34 AM
After 3 irl days when citizenship in ticker square was cancelled the pond NPC Crum still doesn't allow to pick Pond as residence.
NPC dialog says about waiting few more days.

Additionally, DM Pigadig applied some sort of fix to my character. The fix, however, did not help. Crum's dialog reply did not change and 'few more days' needed.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: HelenOfTroy on July 30, 2019, 01:45:09 PM
A few of the dive in/swim up transitions into the moat of the peerage ward have been removed unnecessarily.

When entering ring 99 from ring 100 the marking that directs you to paupers pond on the wall is misleading now.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: Scrappa-yeti on July 31, 2019, 12:44:01 AM
Two things, although neither are technically bugs.

Firstly, the entering the hatch at night takes six lines of dialogue. As people tend to sit around the fire and chat, the constant interjection is more conversation destroying than some idiot emoting "tap tap" all the time. 

Secondly, and this is just a style thing, but the new Ponds seems so damn nice. Frequent IC discussions are had about how beautiful it is here. The old ponds looked like a terrible, small strip of land no one wanted to live in. Now it is pretty much the nicest place I have seen in the rings. It sort of changes the tone of the Ponds: "Poor me, pushed out of civilisation and forced to eat wild peaches while chilling by a bonfire on a beach of a glittering pond  while surrounded by verdant and graceful willows"! With the mud baths and the tower of solitude, people in chat were making jokes about Les étangs de Pauper, the posh new health resort. I dont really know if it needs to be changed, but the new Ponds feels like a druidic wonderland, not a place where all the poor and desperados are crammed together having a miserable time.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: Dhund on July 31, 2019, 03:38:30 AM
The buckets of water that can be drawn up are flagged for the red alchemy text, but they are not an accepted ingredient in any crafting, let alone as a theme reagent
Title: Re: Renewal of the Ponds Update - Bugs
Post by: HelenOfTroy on July 31, 2019, 11:17:16 PM
In the sewers, the squeeze through the bars that was changed. You cannot proceed into the sewers from the peerage moat as there are sewer bars blocking the path.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: el groso on August 03, 2019, 02:40:12 PM
Groat the Goat stays in night hours, and being so delicious, he always gets eaten.
Also Barbarian stance NPCs remain there at night, so they could either be marked gray not to interfere in PvP or not be there at night time.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: Scrappa-yeti on August 08, 2019, 07:50:37 AM
1. Many of the key NPCs are still getting murdered by reds. I think this is just night spawns. But there have been lots of corpses most resets.

2. The NPCs will chase mobs that move in from ring 100. Not only does this put them on the wrong side of the fence, they often use abilities that reveal their class and are probably spoilers.

3. When trading, Crum frequently replies as though you dont have resources, even when you do. Restarting the conversation a second time fixes this. 

4. When trading, Crum frequently has duplicate {leave]  or [back] options.

5. When trading, Crum will offer to take one more set of whatever you are trading more than what you actually have. So he will offer to take duskwood 4 times if you have 3.

6. When trading with Crum, there might be a bug with handing stuff in. During the course of one reset, I have put in many more items than my freinds, who have been able to trade. Is that because my character is too high level? Or because I EEed between hand ins? Or something else entirely?
Title: Re: Renewal of the Ponds Update - Bugs
Post by: el groso on August 08, 2019, 09:06:25 PM
Many (I don't know if all) resources items that are tagged to be traded with Cooper are sellable to NPC merchants for groats. I think that is not desired.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: LoveLess on August 11, 2019, 05:34:58 PM
QuoteWhen trading, Crum frequently replies as though you dont have resources, even when you do. Restarting the conversation a second time fixes this. 

This is still an issue and floods the chat with messages. You have to speak with him twice when turning in resources, then twice again to view what you can buy with your favor.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: Astegard on August 19, 2019, 02:59:19 PM
More of a suggestion.
Move the pond spawnpoint to the cellar.
Currently it can happen that you log in for the first time since reset and its nighttime where hostile can have spawnend right next to you.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: Grouch on September 03, 2019, 01:52:44 AM
Pond does not get market rumors.
Title: Re: Renewal of the Ponds Update - Bugs
Post by: Scrappa-yeti on September 04, 2019, 03:13:06 AM
Can we clear some of the boxes  and mats away from the trapdoor?

I came up to a three man gank today, and I was totally trapped by the terrain. You cannot go back down, because you are in combat, and all the terrain make it near impossible to get off the platform.