MOST RECENT VERSION: 1.0.8/Realm of the Diggle Gods live. Beta access is by individual admission. Email contact@gaslampgames to volunteer. If you wanna discuss this or anything else in real-time, come join irc://irc.quakenet.org/gaslampgames. At the time of this writing, there's a 1.0.8 Beta topic in General that the devs made, an IRC channel, a topic on Something Awful, and probably a bunch of other things I don't even know about where people have been putting up their bugs, and I dig that. The devs are cool, they read everything, Daynab files whatever he sees reported in their internal bug-tracker, it's all good. We can't see said bug-tracker, though, so we do redundant reports or try to reproduce phenomenon that are old news. Lacks dignity. I'm gonna keep a list going in this OP of every bug germane to whatever the most recent version of the game is at the time, and maybe put strikethroughs in whatever gets fixed so we can have closure. I don't know. Anyone with moderator privileges can edit this too, I think, so if they want to leave notes calling me a moron when I fail to appreciate their clearly intentional idiosyncrasies, that would also be cool. I'm really only concerned with bugs and behavior that obviously defies the developer intention, so the more heady discussion about how otherwise functional things should work probably remains in the General Discussion topics. Saving ~Exiting one version of the game and starting another one remaps the "Up" key from W to 7. Just ignore this. They don't know why it happens but it seriously is not that big of a concern. ~Saving and reloading will erase all of your known recipes for the n-Dimensional Lathe. And if you have no recipes for a tool and try to open it up in the crafting interface, it will crash your game. Don't do that. Skills Some bugs with skills are generalized errors in spell effects. Take a look at the next session to see if your specific problem is already accounted for. Skill level numbers are as they're written in XML, and therefore starts counting at level 0: Unarmed: Contributes damage to ranged attacks. With crossbows it will contribute all of its piercing and aetherial damage, with throwing it will contribute everything. This was fixed at some point but it's back now. Ley Lines: Level 4 [Invisible Geometries] Can be used to teleport onto monsters and other occupied spaces. -It also fails to ever trigger its associated debuff effect, "Invisible Geometries Drain." I think it's because of bad markup because what's there doesn't exactly follow the schematic layed by, say, Deathly Hex. It's been changed once already but still doesn't work. See if you can get it to function right on your own [lines 717-728 of core spellsDB]. Wand Lore: The Wand Affinity stat that Wand Lore gives now is a crafting stat now. You can still get magic items with the old stat, which is functionally useless and does not impact the character sheet. Fungal Arts: All the confusing clouds for this skills work more like Psychic healing crystals than poison clouds. When something walks over an affected square, they exhaust the effect on that square only; nothing else which retreads in that space will be affected for the remainder of the cloud's duration. Big Game Hunter: Level 2 [Release the Hounds] is on a one-turn timer. This is held to be pretty broken and looks like something leftover from the beta. Piracy: Has weird code [Line 246 of expansion skillsDB] which looks sort of like a loadout tag but isn't really marked up properly for that at all. Are we supposed to start with four lockpicks (we don't), or is this something else entirely? ~Level o [Plundering] is supposed to make enemies drop gold. Doesn't work. ~Level 1 [Swashbuckling], contrary to its description, does not actually let you counter all the attacks. It doesn't even max out the counter stat. The description should probably just be changed.