Cleicert bug, Bloodrose fix?

StrikerAY

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For me, Cleicert keeps bugging; the orcs aren't spawning and breaking the wall, or the orcs spawn and one of them dies and his body keeps walking in place, thus breaking the spawn and preventing progression.
I have the same problem with bloodrose when I fight the poison skeletons. After I kill all the skeletons, Slithar doesn't teleport to the next spot and spawn the next set of skeletons, sometimes. Bloodrose self fixes this problem by making the next section accessible by breaking the wall to the next section. Even when it glitches the breakable makes Slithar go to his next spot making it still work.
The glitch that causes the orcs in Cleicert to not spawn and Bloodrose to not continue might be the same. I think (and I'm not sure of this) that when I kill undead with my golden ax it MIGHT somehow cause the undead to have a strange death that doesn't activate the trigger. The orcs' standing death I have no idea what might be its cause. I sometimes see it in old Helena, but the waves still continue normally.
If it's too much hassle fixing these glitches, I propose that Cleicert get a Bloodrose fix, so to speak; making breakables that can be used to continue even if an enemy or two didn't activate the trigger. If it can't be done to the current Cleicert, maybe a Cleicert2 (similar to Calruin2 is to Calruin) can be made.
 

Thothie

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Playing on-line? All patched up? Anyone else getting this?

Seems I've heard of these things happening once in awhile, but not constantly. I recall one or two of these issues being more consistent in some older versions though.
 

cartman-2000

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I think I've seen bloodrose glitch up before, once or twice, not very often, haven't played cleicert enough to see it glitch.

As far as buggy maps go, the most problematic map for me so far is aleyesu, it's glitched up in some way around 75% of the time playing it, had the glitch where the first door won't open, a bug with the air elementals causing them to spawn endlessly and uber spamming the hell out of the lightning balls eventually making the server crash, and one of the doors later on not opening.

Oh the spam...
http://screenshot.xfire.com/s/100500786-4.jpg
 

Glorfindel

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The air elementals piss me off something fierce on aleyesu, but so far I haven't had any "infinite" air elementals problems on that map and I've beaten it 6 times in the past few days. If anything, the most thing that pisses me off about that map is the inability to get back into the boss chamber and the glorious boss door opening time of "five seconds." Fuck that map up the ass! D:<

I've always known bloodrose to be funky on the rocks breaking when you kill enough skeletons, it happens often enough to where you just know to start breaking the rocks when there hasn't been a skeleton in the past 10 seconds or so.
 

SilentDeath

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It's been awhile since I've run cleicert but I remember it bugging fairly often at that point where the orcs break in.

On aleyesu the finale door opens when you kill the last blugeon you just need to spawn a skeleton in the door to keep it from closing.
 

Keldorn

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You can usually avoid the orcs glitching in Cleicert by not killing them right next to the entrance of their spawn.

The lightning storm triggered by the orc shamans, combined with other spawn blocking effects (any persistent aoe spell, healing circle, orion bow, etc.) tend to bug spawns permanently.
 

cartman-2000

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SilentDeath said:
On aleyesu the finale door opens when you kill the last blugeon you just need to spawn a skeleton in the door to keep it from closing.
So anyone that doesn't know about it is basically screwed on that map, I wouldn't be surprised that that door is bugged as the SC update broke doors in some sc maps where they'd close after a few seconds when they were supposed to stay open.
 

Thothie

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Yeah, I noticed the Air Elementals went spammy for some reason... Think I've fixed that. Should probably stick the standard "back to boss room" teleporter in Aleyesu - not that not already I'm sick of dealing with bugs on that map. (Shakes fist at Rickler.)

Dun think any SC updates had anything to do with the doors, but when last they were fixed, I believe it was via ripent, so had to go back and do it again after the recompile, amongst other things.

Dunno what's going on with Cleicert, despite having run it so many times, has yet to happen to me - not that I think debugging would help a whole lot. Dunno why the AOE spells in the spawns would be a factor, but I remember having that same superstition with ye old helena back in the day. Maybe need an infini-spawn monster counter combo there.
 

Keldorn

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AOE spells trigger the anti-stuck feature, causing monsters not to spawn until they wear off.

You can replicate this pretty easily with poison cloud, hoarfrost circle, and healing circle, just place it where the monster would spawn, and you'll see them appear, and disappear.

Don't know if it actually does bug it permanently, but it's annoying to other players even if it doesn't.
 

Thothie

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Yeah, anti-stuck feature doesn't make the monster not spawn, so much as teleport off the map and tell any scripts near it to move away from the area pending its return (2-4 secs later). AOE spells do not have the AI to respond to the request, but the monster returns either way.
 

StrikerAY

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Keldorn said:
AOE spells trigger the anti-stuck feature, causing monsters not to spawn until they wear off.

You can replicate this pretty easily with poison cloud, hoarfrost circle, and healing circle, just place it where the monster would spawn, and you'll see them appear, and disappear.

Don't know if it actually does bug it permanently, but it's annoying to other players even if it doesn't.

My problem isn't that they aren't coming out of their spawn point, its that after I've killed the last undead, the wall doesn't break open and spawn the orcs. My other orc problem is sometimes, fairly rarely, when any enemy dies it stands their and can't take damage, but it still counts as being alive. I can live with this though because its rare.

Thothie said:
Playing on-line? All patched up? Anyone else getting this?

Seems I've heard of these things happening once in awhile, but not constantly. I recall one or two of these issues being more consistent in some older versions though.

Its not every time just often enough to make me wish I could make a manual override to the level. Also, it doesn't seem to happen as long as I don't kill those particular skeletons with my gold ax, but other parts of the level work just fine when I use my gold ax; which is why I don't know if it is the gold ax or just coincidence.
 

SilentDeath

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Yeah that's what I meant after killing the skeletons in that room, quite a few times the wall would fail to break, but if you got past that point it was usually ok.
 

fenix3533

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i propose just making the half back of that cave in cliecert to where it just launches the monster out at you like some spawns... that way you dont have to worry about spells causing them to vanish because it would be useless to cast the spells there even if you could
 

Thothie

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Again, I dun think that's the issue. I can't think of any way the monster would fail to return, and have never seen it happen. Additionally, folks here are reporting that they don't even get that far - seems to be breaking down on the skeles before that point. Odd, as I think they are all one-lifers.
 

Srgnt Rehab

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Hmm, the wall in cleicert didn't break 3 runs in a row. It isn't that far in, but the constant restarting is dissapointing, it makes obtaining my lightning ring take much longer.
 
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