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Even More Bugs

By Almighty Doer of Stuff


Well, I’ve found several more BoE bugs. Some can be worked around, some cannot. I have the Windows version of BoE, so I don’t know if all of these apply to the Mac version. You should probably read these anyway, just in case.
  1. In the Warrior’s Grove, the special node at 10/13 displays a message saying “You find a narrow, concealed walkway between two buildings. Webs hang FROME ceiling, and the bones of unfortunate rats crunch underfoot.” It should say “from the”, not “frome”.
  2. The Blood Beast is level zero. This should be fixed if you intend on using it in your scenario.
  3. Selecting monster graphic #160 will cause the editor to say that the graphic is 203x151. Any graphic selected after that for that monster will show random sizes. This is nothing major, but it’s slightly annoying. Graphic #160 is actually 1x1.
  4. If you look in the graphics for the game, you will see that there are two different Alien Beast graphics. However, the graphic will be shown as a Mind Crystal in both the editor and the actual Blades of Exile. This can be worked around if you want to use the smaller alien beast graphic. Simply copy the graphic into the custom graphics file for your scenario, and the graphic can then be used.
  5. There are two cockroach graphics that are exactly the same. This isn’t too important, but it’s a bug nevertheless. Literally.
  6. The Mushrooms item graphic appears twice.
  7. The Lizard starts out as a Beast, instead of a reptile. This can be fixed by editing the Bladbase scenario and making it a reptile.
  8. When walking past a corner of the animated water in a scenario, the corner will sometimes change into whatever terrain is next to it in the Automap. I find this quite annoying, because I tend to wander around looking at the automap rather than the main screen.
  9. The Campfire and Torches will display random colors in the Automap.
  10. In the Preferences menu in Blades of Exile, there is an option that says “Show room descriptions more than once”. This does nothing, as there are no room descriptions other than one-time messages in BoE. This bug is most likely a result of Jeff copying and pasting the coding for the preferences menu when he created BoE.
  11. If you edit an item’s abilities and click Cancel, the ability of that item will be removed.
  12. The item ability “Add/Lose Sanctuary” will always remove the Sanctuary status from the PC who uses the item, no matter what you have the “Item use properties” field set to.
  13. There are two Brew of Lethe items, which are exactly the same, except one has a value of 500, while the other has a value of 50.
  14. Monster graphics #2 and #4’s attacking graphics are the same as the non-attacking graphics.
  15. Crates and barrels cannot be pushed onto a terrain space with a special node. This may cause problems if you want to have the scenario check to see if a certain condition has been met before the barrel/crate can be pushed to a certain area. Another side of this bug is that if the party tries to push a barrel or crate onto a blocked space or a space with a special node, it will be pushed to the space behind the party, regardless of whether there is a special node on the space. This may also case problems if you don’t want the party to be able to move a barrel or crate. This can be counteracted by placing a Can’t Enter node on the space with the barrel or crate.
  16. The Empire Dervish graphic has parts that are transparent. This can be fixed by changing the white parts of the graphic to an offwhite or light gray color.
  17. Monster #121, Black Shade, has the wrong graphic.
  18. The Rakshasa is a beast, when it should be a humanoid.
  19. The Spiny Worm is a beast, when it should be a bug. Also, its Attack type#2,3 is Claws, even though it doesn’t have any claws.
  20. The Gorgon is a beast, when it should be a giant.
  21. The gray Unicorn’s attack is Hits/Swings, when it should be Stabs.
  22. Portals and Generic Portals tend to malfunction or not work.
  23. If one of the “Response to” fields in a used talking node is left as “xxxx”, that message will be displayed if the player decides to be sneaky and ask people about “xxxx”. This can be annoying if you don’t want the player to see a message until they’ve talked to the person for a while. This can be worked around by putting the same word in both “Response to” fields if that node is only called for one word.
  24. When placing an item with a custom graphic in a town, the editor will display the graphic in the upper-left corner of the space it is placed on. This only happens in the editor. When the scenario is actually played, it will be displayed normally.
  25. Leaving the talking pic of a creature with a personality at -1 will usually display a picture of the creature where the talking grpahic would be, such as when talking to animals in Exile 3. However, if the creature has a custom graphic, leaving the talking pic at -1 will have odd effects. To get around this, simply put the graphic in talking pic form and put it in your custom graphics file.
  26. The Statue monster graphic is on blue cave floor. This will probably cause talking statues to stand out quite a bit. To counteract this, use the statue terrain graphic as a custom monster graphic if you intend to use living statues.

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