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Current version: 0.8.5
iOS: 0.8.1+
Android: 0.8.5 (Play/Market version is obsolete!)

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# ideally, but does not work on sourceforge (does elsewhere); even http proxies don't help rss> 1 author 30m sidebar for frequently accessed stuff


Table of Contents

Stuff in bold is game breaking, but workaroundable.

Not everything is noted here, also see todo.


  • umber hulks change color sometimes for a few frames
  • [CharAnimations]: Couldn't create animationfactory: mskta4e
  • [CharAnimations]: Couldn't create animationfactory: udrz1a2e
  • some elemental animation frames are all pixelatedly ugly. Probably a similar palette issue as with dragons. For example fire elementals have 2 bmp palette files each, but not like we're used to.
  • [CharAnimations]: Couldn't load animation: meaeg26, cycle 56
  • Solars lack their glow (see one post above)

Watcher's keep

  • Level 1
    • ooze mephit from lvl1 wk casts stinking cloud: projectiles are not colored (pitch black)
    • spellhaunt in wk1 also drains potions - is that as expected? RESEARCH
    • wk1 statues are dropping their rings (what flags do they have set?) on death
    • ammo belt shows that stores should have amount subwindows or special logic for bulk moves out

Mod run

  • viconia's post-sleep cutscene never completes (cut34a.bcs), but just ending it manually is good enough
  • trademeet hero statues (actors) produce “has nothing to say to you”
    • in the original they had the turning arrows mouse icon for infopoints and produced overhead text instead
  • temple ruins surface (ar1404): shadow killing mirror-gem can kill party (spshadow.baf: LastTrigger gets overwritten) or repeatedly smite the same dead shadow (same problem), forum thread
    • it hits the same one if there's nobody else over the trap (easy to do near the mirror) - we should clear lasttrigger somewhere. Or if it doesn't kill it, since IsOverMe doesn't set LastTrigger (not in svtriobj) …
    • it hits you if you ctrl-j (again if no other?), perhaps more
      • it gets set due to the entered trigger being added by the fact that we're standing in a trap (correct)
        • this is actually the only direct way to trigger it, so if you want to have it kill everyone, you have to make sure they keep leaving and reentering the trap
developers/bugs/soa_playthrough_bugs.txt · Last modified: 2017/11/26 10:36 by lynxlynxlynx