The Dink Network

Bugs and problems

All that Glitters!

November 13th, 02:54 PM
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Herbie
Peasant Male Poland
 
Ok, so to begin with a similar thread as I made for Before..., the encountered bugs and problems will be listed here. For now I am following the no-sword and save Mudpeople path.

1. Beginning with the sword: even if you won't buy it Dink will run into Martridge's house screaming that he bought a sword;

2. A small hardness bug on screen 501:
https://drive.google.com/open?id=1xbaHbC7xxDGh9xMeDFcjV-eBuFRLvUuL

3. If you save your game with the purple stone equipped the spell slot will be empty when you load the game. I also met another interesting bug, but now I am unable to reproduce it: the spells icons were simply stacking one on another as I was equipping them.

4. An actual problem: the leader of the Mudpeople told me that I should talk to the shopkeeper that sells golden things to get information regarding a better map, but every time I try to enter his castle Dink says that he should not be there after freeing the Mudpeople and stealing the stone and leaves.
November 14th, 11:20 AM
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SlipDink
Peasant Male United States bloop
2nd generation. No easy way to be free. 
@Herbie:

Ok, so to begin with a similar thread as I made for Before..., the encountered bugs and problems will be listed here.

Good.

For now I am following the no-sword and save Mudpeople path.

After writing the bulk of the dmod, I toyed with the idea of the game "forcing" Dink to buy THE sword(Carnifex Maximus), since the sword is so much a fun part of the game later. If you have never played using "the sword", then you may want to do that next. Also, if the game is too difficult without THE sword, then I won't consider that a bug. Rather, it is an encouragement to play again, this time buying THE sword.

1. Beginning with the sword: even if you won't buy it Dink will run into Martridge's house screaming that he bought a sword;

Hmmm. Okay, that is an easily fixed oversight.

2. A small hardness bug on screen 501:
https://drive.google.com/open?id=1xbaHbC7xxDGh9xMeDFcjV-eBuFRLvUuL

Hmmm. Okay, that seems rather minor, but I think I see what got your attention in the upper left corner. I'll make sure that is not in the next build.

3. If you save your game with the purple stone equipped the spell slot will be empty when you load the game. I also met another interesting bug, but now I am unable to reproduce it: the spells icons were simply stacking one on another as I was equipping them.

There are some issues with the inventory management screen that I have given up on, as long as the player can "fix them". For example, I have discovered that using [kill_this_magic("string[9] script name");] can cause Dink to "drop" his currently armed weapon(Yes, I mean weapon!) at the same time that the magic item disappears from inventory, despite all my efforts to prevent that! So, in my current dmod ("Crowns of Stone" still under development) I ended up at least arming the fist, right before I use [kill_this_magic("string[9] script name");] just because that makes a little more sense during game play. As for your "If you save your game with the purple stone equipped the spell slot will be empty when you load the game." issue, I was unsuccessful in fixing that too and since Dink can always re-arm the magic item in question, I don't consider it a serious problem. But, thanks anyway for bringing it to my attention.

4. An actual problem: the leader of the Mudpeople told me that I should talk to the shopkeeper that sells golden things to get information regarding a better map, but every time I try to enter his castle Dink says that he should not be there after freeing the Mudpeople and stealing the stone and leaves.

Yep, I found out about this one myself recently and have already made changes for the next release to fix this serious bug. If you need me to make a release to Google Drive with this fix in it so that you can continue playing the game, let me know.

Thanks for your ongoing help.
November 14th, 01:50 PM
dragon.gif
Herbie
Peasant Male Poland
 
After writing the bulk of the dmod, I toyed with the idea of the game "forcing" Dink to buy THE sword(Carnifex Maximus), since the sword is so much a fun part of the game later. If you have never played using "the sword", then you may want to do that next. Also, if the game is too difficult without THE sword, then I won't consider that a bug. Rather, it is an encouragement to play again, this time buying THE sword.

Nahh, I like hardcore beginnings As a matter of fact I remember playing a romp few years ago that had even a more rough start, you were just force to grind several levels before you were even able to leave the initial area without being slaughtered by the very first enemy you encounter!

Besides, once you find one very helpful magical item dealing with enemies is no longer a problem.

I will check the second version later, I actually began playing with the sword once, but I was seeing where it was going and its behaviour was... just to say... irritating.

but I think I see what got your attention in the upper left corner

I got a habit of trying to enter everywhere, just to make sure I won't miss any of the secrets

Yep, I found out about this one myself recently and have already made changes for the next release to fix this serious bug. If you need me to make a release to Google Drive with this fix in it so that you can continue playing the game, let me know.

Actually I would be grateful, because the mud area is quite large and it would be useful to at least partially know where am I heading. So if you could send me that new version I would appreciate that.

By the way, 2 fresh things:

5. I don't quite understand how does that clock work - and if correctly. It is visible constantly after I entered the "mudlands", but on some screens I can spend even several real-life minutes without having the clock proceed even for 1 minute, while on the other screens-I can't even stop on them for a moment, because the clock is going forward quite fast: +3, +6, +9 in-game minutes... That's a bit awkward.

6. This screen (478):
https://drive.google.com/open?id=1dGaxbWxw0_wL8yn_3dXjv9lMepbSP8C5
is just a pure hardness mess... nothing is logical here, hardness is present where it should not be and vice versa... I entered it from the east and walked through the yellow line, then I was barely able to leave this place. At least I could blast hellfire in the direction of the red arrow, but not upwards. With the ??? I marked the areas that are illogical to have hardness placed there in relation to the placement of the trees and plants. For example, hardness is present where there is only grass or a graphics of branches that obviously should not be stopping Dink. As for the blue arrow: hardness could be moved up a bit here, because its location is not the same as the base of the tree and the bush nearby.
November 14th, 03:59 PM
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SlipDink
Peasant Male United States bloop
2nd generation. No easy way to be free. 
@Herbie:
Actually I would be grateful, because the mud area is quite large and it would be useful to at least partially know where am I heading. So if you could send me that new version I would appreciate that.

Ok. I have uploaded the 3.00a version to my google drive; but I deleted it a few minutes ago. (I explain why below.) I'll upload 3.00b in a while.

EDIT: You can now access access 3.00b at this url -> [glitters-v3_00b.dmod].

By the way, 2 fresh things:

5. I don't quite understand how does that clock work - and if correctly. It is visible constantly after I entered the "mudlands", but on some screens I can spend even several real-life minutes without having the clock proceed even for 1 minute, while on the other screens-I can't even stop on them for a moment, because the clock is going forward quite fast: +3, +6, +9 in-game minutes... That's a bit awkward.

As you might guess it is not a REAL clock. No one would want to make game minutes into real minutes. Night would take 8+ hours to fall and morning would 8+ hours or more to bring the sunrise. What is in place is a compromise, of course. That said, I seem to recall you can always enter the inventory management screen to pause the game (and the clock). Perhaps I should have spelled that out somewhere? Anyway, I'll look into this, but I doubt there will be dramatic changes made, if any.

6. This screen (478):
https://drive.google.com/open?id=1dGaxbWxw0_wL8yn_3dXjv9lMepbSP8C5
is just a pure hardness mess... nothing is logical here, hardness is present where it should not be and vice versa... I entered it from the east and walked through the yellow line, then I was barely able to leave this place. At least I could blast hellfire in the direction of the red arrow, but not upwards. With the ??? I marked the areas that are illogical to have hardness placed there in relation to the placement of the trees and plants. For example, hardness is present where there is only grass or a graphics of branches that obviously should not be stopping Dink. As for the blue arrow: hardness could be moved up a bit here, because its location is not the same as the base of the tree and the bush nearby.

I'll see what I can do to improve this situation. It looks like the trees have such odd hardness areas under them because some dink.ini lines need to be added for them to have a hardness that is defined (instead of some kind of default hardness assigned by the Dink engine). At the time when I tested, I just accepted the limitation that the default hardness for these created, without thinking about it, but I can see why you might find them troublesome. I'll delete the early dmod build I recently uploaded for your use (v3.00a) until I'm comfortable with the changes I'll make for this and include them in the next build (v3.00b) which I'll upload soon.

Hardness editing is always an awkward compromise and to make matters worse, sometimes hardness does not work the way you think it should. Sigh...

November 14th, 08:06 PM
dragon.gif
Herbie
Peasant Male Poland
 
Actually I would be grateful, because the mud area is quite large and it would be useful to at least partially know where am I heading. So if you could send me that new version I would appreciate that.

Ok. I have uploaded the 3.00a version to my google drive; but I deleted it a few minutes ago. (I explain why below.) I'll upload 3.00b in a while.


I'm afraid that I got some BAD news, in both versions yes, Dink starts talking about the map, but for some reason he says Xavier's name like this: XavierÂ□□s and then the game freezes, tried multiple times.

I tried to run the game in debug mode and the last message it displayed at this moment was:

Called script 2 from callback 1.

BUT:

Some important information: I recalled my being here 3 years ago and a freezing problem in the context of one dmod, so I used the 1.09 version of Freedink, set it as a default program to run dmods and when the problem appeared I entered the console and unfroze Dink. From now on the talk with the man went smoothly and everything worked fine.

EDIT:

I had to repeat this while leaving the castle, because Dink froze again after repeating all the words.

Oh - and now THAT is a helpful map!
November 15th, 09:24 AM
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SlipDink
Peasant Male United States bloop
2nd generation. No easy way to be free. 
@Herbie:

...

I'm afraid that I got some BAD news, in both versions yes, Dink starts talking about the map, but for some reason he says Xavier's name like this: XavierÂ□□s and then the game freezes, tried multiple times.

Okay, I think I know what happened here and it was easily fixed. Sometimes, when copying and pasting text in some of the text editors I use, I get a "high bit set" character instead of ASCII 39 for the single quote ['] character. I should really just stick to vi/gvim which would probably help me avoid this problem. Besides vi and gvim are my favorite editors anyway.

...

I had to repeat this while leaving the castle, because Dink froze again after repeating all the words.

Okay, I'll add logic so that the words Dink says about Xavier and the map only are "spoken" if Dink does not have the map with him.

I'll have both these changes in the next build, but will hold off making it until a few more issues arise. When you do get v3.00c to test, please check that the "gamefreezing" single quote issue has been addressed so that we know that my fix worked for whatever version of the Dink engine you were using that first exposed this bug.

Thanks for your onging help. I hope you are enjoying the game!

November 15th, 11:00 AM
dragon.gif
Herbie
Peasant Male Poland
 
I'll have both these changes in the next build, but will hold off making it until a few more issues arise. When you do get v3.00c to test, please check that the "gamefreezing" single quote issue has been addressed so that we know that my fix worked for whatever version of the Dink engine you were using that first exposed this bug.

Thanks for your onging help. I hope you are enjoying the game!


Ok, I'll remember to keep that save intact! As for the game: with the map it will be much more enjoyable, although I was already preparing to use the solution used in Last Quest 1 and draw the map by myself

I almost forgot to write you something...

As you might guess it is not a REAL clock. No one would want to make game minutes into real minutes. Night would take 8+ hours to fall and morning would 8+ hours or more to bring the sunrise. What is in place is a compromise, of course. That said, I seem to recall you can always enter the inventory management screen to pause the game (and the clock). Perhaps I should have spelled that out somewhere? Anyway, I'll look into this, but I doubt there will be dramatic changes made, if any.

What I meant it is that I got no idea why in some locations the time passes (sometimes even very fast) while in others it does not at all.

Speaking of the No one would want to make game minutes into real minutes, ever played Fallout Tactics? In the first 2 Fallouts your character could just rest for a certain amount of time to heal injuries. In Tactics this has been removed, but once accidentally I discovered that actually it was not, but it was made REAL instead. So if your team was wounded a bit and you left the game going for - for example - 2 hours when you came back they were all healthier. Yes: 1 minute in-game = 1 minute real time. I was sometimes using this when playing on the Tough guy mode when none of my teammates had any serious injuries and I was low on stimpacks

EDITED BTW:

New issues:

7. Although I do not have a sword on screen 185 where the clawsword is it starts talking to me.

But hey, since I do not have a sword... how do I get down and pick it? I mean I would need it!

8. I first entered screen 344 from below - one rat, no screenlock, then I re-entered it from above where the savebot is located and... lots of rats from the cave and a screenlock. A question: how can I kill even a single rat from this point?
November 16th, 11:50 AM
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SlipDink
Peasant Male United States bloop
2nd generation. No easy way to be free. 
@Herbie:
7. Although I do not have a sword on screen 185 where the clawsword is it starts talking to me.

Hah Hah! Well, I had so much fun with the sword Carnifex's character that I usually play-tested using it, so you might find some more of this type of error. I'll certainly look into the problem and try to fix it though.

But hey, since I do not have a sword... how do I get down and pick it? I mean I would need it!

You really need to look at the walkthru.txt file more often! In this case I suspect that the "* * * Claw Sword in the gassy pit" paragraph is what you need to review.

8. I first entered screen 344 from below - one rat, no screenlock, then I re-entered it from above where the savebot is located and... lots of rats from the cave and a screenlock. A question: how can I kill even a single rat from this point?

Hmmm. I have existing logic in code that should prevent this problem. Dink was not supposed to get any rats out of the nest if he approached from above. He should only see the few that are already out of the nest and should not be "screenlocked" at that point. I'll review that and fix it.

Thanks for you ongoing help.
November 16th, 12:04 PM
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RangerLord
Peasant Male bloop
I'm here, just hidden in the shadows. 
Whow, SlipDink is sure fast to adress bugs. If this was someone else's D-Mod, I bet it would take months to adress the problems. Also, Herbie, you seem to be much better at catching bugs than me. Maybe you could be a beta tester for Crowns of Stone.
November 16th, 12:24 PM
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Herbie
Peasant Male Poland
 
You really need to look at the walkthru.txt file

Walkthroughs are for wussies! A bit of thinking and the sword is mine! Also: if a game forces the player to constantly look at the walkthrough then it is not a good game Everything should be figurable.

9. On screen 249 I encountered that red glowing star and when I touched it everything begun to get darker and darker until complete darkness was all around and the game froze, I could not move, use anything, even enter the game menu.

10. Screen 340: Uhm... was that super-duper magic potion supposed to give me over +250 to magic power? I mean I don't mind spamming hellfire...

11. On screen 214: it would be good if the game asked the player more than once if wants to camp here or maybe it should be possible to trigger it somehow;

EDIT: Ok, I noticed it on other screen, press C.

12. Is there any light source placed somewhere? To be able to wander through the caves for example? I saw something that looked like a lantern on screen 315, on the top of those stairs, but I could not pick it up.

YET ANOTHER EDIT:

13. Waiting for the answers I reached the waterfall and again: Dink is talking about the need to keep his sword dry, ok - I got a claw one, but what if somebody reaches this point without a sword?

@RangerLord

(Does this tagging here even do anything? I haven't received any notification because of that ever...)

Thanks! Actually I already had a small talk with SlipDink regarding that game. Yeah, the speed of his reactions is... exceptional. Recently I only had a successful talk with one other author, Bill Szczytko about his special edition of Quest for Dorinthia, but he did not release an updated file yet.

As I mentioned SlipDink, I was beta-testing some projects and if you do something like this you actually have to PROVOKE bugs to happen and predict the most idiotic things that a player can do. As for the 2nd one: in Dink games it is not a problem at all for me, because... it is simply how I play them! It is just more of a disappointment if I do something in a dmod and think: hey, author, why you did not predict that it is possible? Or in other cases I get some items or finish some side-quests before I even could get any info about them
November 16th, 05:37 PM
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SlipDink
Peasant Male United States bloop
2nd generation. No easy way to be free. 
@RangerLord & Herbie:

Whow, SlipDink is sure fast to adress bugs. If this was someone else's D-Mod, I bet it would take months to adress the problems.

Thank you for your kind words.

Also, Herbie, you seem to be much better at catching bugs than me. Maybe you could be a beta tester for Crowns of Stone.

I would welcome either of you or both of you as beta testers for Crowns of Stone! Lately I've delayed some of my work on it due to the work I'm doing for some of my already released dmods, but I'm still making progress with it.
November 17th, 11:03 AM
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Herbie
Peasant Male Poland
 
In addition to 9 from the list above:

I entered the editor today and this star is supposed to transport me somewhere, but something does not work properly here.
November 17th, 12:02 PM
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SlipDink
Peasant Male United States bloop
2nd generation. No easy way to be free. 
@Herbie:

Walkthroughs are for wussies! A bit of thinking and the sword is mine! Also: if a game forces the player to constantly look at the walkthrough then it is not a good game. Everything should be figurable.

Different people find different things "figurable". I provide the walkthru.txt file for those that need help. It seems to me you are not being forced to" constantly look at the walkthrough", but rather you could stand to check it once in a while when you get stuck. I agree that players should not struggle to complete the game, so that they get to enjoy the feeling of victory that comes with that. For example, all of my dmods have maps for the player to use. However, I also think that things should not be so easy as to give the player the idea that such a victory would be hollow. I consider the walkthru.txt file a good compromise that allows everyone to complete the game, even if they get stuck at some point.

9. On screen 249 I encountered that red glowing star and when I touched it everything begun to get darker and darker until complete darkness was all around and the game froze, I could not move, use anything, even enter the game menu. (later you added: I entered the editor today and this star is supposed to transport me somewhere, but something does not work properly here.)

Yes, I know that "this star is supposed to transport" Dink somewhere. There is absolutely NO code associated with it OR the matching miniature red star on the little island that is in the corner of screens #247, #248, #279 and #280. The idea is that you should be able to go back and forth between them, which gives the player a chance to get the goodies on the tiny island. I'm puzzled as to why this did not work for you. It certainly worked for me. However, your description of what you experienced as "everything begun to get darker and darker until complete darkness was all around and the game froze" makes me wonder if you tried to use the big red star at about the same time that "night fell" and you got transported to the tiny island, where (in the dark) it might have seemed that the game froze? But you also stated that you were unable to "even enter the game menu" , so, unless you can confirm that the "Dink clock" said that it was almost night time before using the big red star, I won't assume that is what happened. Anyway, can you reproduce this error from a different save file? I cannot reproduce it at all. So, my choices are to ignore this error (if you cannot reproduce it from a different save game file) or remove both stars and the goodies on the little island.

10. Screen 340: Uhm... was that super-duper magic potion supposed to give me over +250 to magic power? I mean I don't mind spamming hellfire...

What happened when I tested it is that 3 (NOT 250) points were added to Dink's &magic variable. I'm not sure how to answer your question, except to explain that adding to Dink's &magic variable should speed up Dink's "charging" magic power (as displayed by the green box around the magic icon) for whatever magic Dink has "armed". So, unless I misunderstand what actually happened, this does not sound like a bug to me.

11. On screen 214: it would be good if the game asked the player more than once if wants to camp here or maybe it should be possible to trigger it somehow;

EDIT: Ok, I noticed it on other screen, press C.

I think you are telling me here that you resolved this matter on your own.

12. Is there any light source placed somewhere? To be able to wander through the caves for example?

No.

I saw something that looked like a lamp to carry on screen 315, on the top of those stairs, but I could not pick it up.

Yes. That is something left behind by those that befouled the alluvial plain that cannot be easily transported by Dink. If you think that is too confusing, I'll remove it. Meanwhile, I have made it possible for Dink to climb the stairs and added a script that will explain that Dink cannot take it with him that he will see if he touches it.

YET ANOTHER EDIT:

13. Waiting for the answers I reached the waterfall and again: Dink is talking about the need to keep his sword dry, ok - I got a claw one, but what if somebody reaches this point without a sword?

There are 3 DinkC scripts in the story directory that call my gotsword.c script, which checks for the standard swords and the Carnifex Maximus. The psnrsist.c script (associated with the waterfall) is one of those 3. If there is no sword in Dink's inventory, then this line (about the need to keep his sword dry) is not "spoken".
November 17th, 02:48 PM
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Herbie
Peasant Male Poland
 
Issue 9 (to not to copy too much of text):

I tried it several times on different time of day, even few seconds ago, from 2 different saves. Using dink program and freedink as well. Still the same. Everything gets dark, I'm losing control over Dink and he does not re-appear anywhere. Game freezes.

I run the game in debug mode (for some reason the game constantly displays this message: Surface doesn't have a colorkey) and after everything got dark the game did not take Dink anywhere, he stayed on screen 249. I checked the editor and on both screens (249 and 247) there are orange fields, so no idea why it does not work.

But anyway: as for picking gold from screens 247 and 248 - you do not need that star transportation at all. You can pick both by standing close enough on the mud below, so you can remove those stars as well.

Issue 10:

Well, it did speed up Dink's spell charging quite significantly And yes, when I picked that potion suddenly Dink's magic level rose to over 250. After picking various other bonuses it is currently at 271, so I own a hellfire machine gun

Issue 11:

Yup! But it wouldn't be bad if the player would get an information: to camp in a location where a fire is already present - press C.

Issue 12:

If I would notice only this it wouldn't be a problem, but: after entering the cave on screen 159 Dink says that if he had a light source of some sort he could explore the caves or something like that. And then there is the rat's cave on screen 344 that has a corridor leading to the right, so adding everything together one could think that there is a lantern somewhere and these rat caves could be explored.
November 17th, 04:17 PM
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SlipDink
Peasant Male United States bloop
2nd generation. No easy way to be free. 
@Herbie:

Issue 9 (to not to copy too much of text):

I tried it several times on different time of day, even few seconds ago, from 2 different saves. Using dink program and freedink as well. Still the same. Everything gets dark, I'm losing control over Dink and he does not re-appear anywhere. Game freezes.

I run the game in debug mode (for some reason the game constantly displays this message: Surface doesn't have a colorkey) and after everything got dark the game did not take Dink anywhere, he stayed on screen 249. I checked the editor and on both screens (249 and 247) there are orange fields, so no idea why it does not work.

But anyway: as for picking gold from screens 247 and 248 - you do not need that star transportation at all. You can pick both by standing close enough on the mud below, so you can remove those stars as well.

Hmmm. I wonder what you are doing differently that causes this problem to occur? I cannot get it to happen at all. Ah well... I'll remove the two red stars and the goodies they provide access to. There is nothing there that is essential to the game.

Issue 10:

Well, it did speed up Dink's spell charging quite significantly And yes, when I picked that potion suddenly Dink's magic level rose to over 250. After picking various other bonuses it is currently at 271, so I own a hellfire machine gun

I'm baffled as to the cause of this, unless you had Dink hit the chest more than once (somehow?), but I inserted some code into a DinkC script that might help. Please test it when you get the 3.00c release of the dmod from this link. If I can't fix it, I'll just use a standard magic potion bottle and script to see if that helps.

Issue 11:

Yup! But it wouldn't be bad if the player would get an information: to camp in a location where a fire is already present - press C.

The text below is included in the dialogue with the leader of the mud people, who offers to tell Dink helpful survival information to support his venturing into the mudflats.
`%NOTE TO PLAYER: The player can press [C] for two reasons: .................................
`%NOTE TO PLAYER: #1 [C]heck to see if natural gaslight in the area makes it safe to camp in.
`%NOTE TO PLAYER: #2 [C]heck to see if the area is safe to camp in using firestones.


Issue 12:

If I would notice only this it wouldn't be a problem, but: after entering the cave on screen 159 Dink says that if he had a light source of some sort he could explore the caves or something like that. And then there is the rat's cave on screen 344 that has a corridor leading to the right, so adding everything together one could think that there is a lantern somewhere and these rat caves could be explored.

I have not play-tested this dmod in a long time, but after thinking about it, I realized that THERE IS a source of light Dink can use, that works in "the cave on screen 159" (to #162) and in the room off "the corridor leading to the right" of "the rat's cave on screen 344" (to #97, the room on the right is #98), though there are other places where the weak light that this light source offers does not help much (typically just inside a cave's mouth). There is also a large place that Dink finds in the endgame where this weak glowing light is a great help. Clearly you are not sure what this item is, or you would not be expressing the concerns you have about lighting. If you looked in walkthru.txt you'd probably know. Do you recall that the leader of the mud people gave Dink a gift to thank him for their rescue from slavery? Try to remember the words of the leader of the mud people when he told Dink what the holy man among the mud people said about a gift.
November 17th, 05:34 PM
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Herbie
Peasant Male Poland
 
Ok, I downloaded the C version and I remembered that I was to check one thing from the very beginning and Dink now "pronounces" Xavier's name properly BUT he is still freezing.

As for checking issue 10: I am happy that I played the game WITH this bug, because this time the magic potion indeed added only +3 to my magic level

As for 12: it wasn't worth checking

But anyway: I finished the game and did not find any new major problems

Overall: the game isn't hard, there is much more antidotes and healing items around than you would actually need. In fact there was only one moment when I desperately needed to use even several antidotes and as you may suspect that was a screen with lots of horribly smelling gas around when I was en routé to the final camping site and then Oshira. I haven't used that Martridge's skill relocating item even once, but I admit that this magic bug made the game extremely easier for me. In normal conditions I would probably not be able to just wander around the whole map so safely.

Anyway: I run out of dmods
November 18th, 01:37 PM
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SlipDink
Peasant Male United States bloop
2nd generation. No easy way to be free. 
@Herbie:
Ok, I downloaded the C version and I remembered that I was to check one thing from the very beginning and Dink now "pronounces" Xavier's name properly BUT he is still freezing.

So, this is in reference to the time when Dink says Xavier's name before entering the gold art shop on his way out of town, right? I think I know what to fix for this.

Anyway: I run out of dmods

Don't worry, "Crowns of Stone" will be coming pretty soon!

Thanks again for your help.
November 21st, 10:42 AM
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SlipDink
Peasant Male United States bloop
2nd generation. No easy way to be free. 
I've just uploaded the new and improved version 3.01. Thanks to Herbie's work as a beta tester, this new version has had over a dozen bug fixes and has also had the ease of play significantly improved.