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Din's Curse is a single player and co-op multiplayer action RPG with 141 class combinations, infinite number of dynamically generated towns, real consequences, and a dynamic, evolving world. Din, champion of the gods, has cursed you into a second life of service because you selfishly squandered your first one while causing misfortune to those around you. To redeem yourself, you must impress Din by building a reputation for helping others. Travel the spacious western plains of Aleria and save desperate towns from the brink of annihilation. Until you're redeemed, you're doomed to wander the earth alone for all eternity.

Post news Report RSS Weird Din's Curse bugs part 1

This is some of the weird or amusing bugs that I fixed during the development of Din's Curse.

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I thought I would write something up about some of the weird or amusing bugs that I have had to fix in Din's Curse because of the crazy amount of possibilities that exists in the game.

NPCs that you need to rescue down in the deep need to be safe before you can rescue them. This usually means killing all of the monsters near them. Well apparently the NPCs are really paranoid because they use to want you to kill the nearby cave-ins and volcanoes also.

As DC players know, important NPCs in the town can be killed. Luckily usually another NPC in town will eventually find a replacement and give you a quest to bring them to the town. Well when your apothecary is killed, the person responsible for the replacement is the steward. This is usually works out fine. However, what happens when your current steward is petrified? Well you just have to gather some reagents for your apothecary and he will fix that right up for you. Oops, a nice little catch 22 there. Now if you hit this situation, you lose the town.
A while back stunned monsters (and others that can't move) could block, dodge, and evade blows. They could move pretty well for being stunned.
At one point in time Dark Elf Wizards could cast Ice Storms right through the walls. And people say AI isn't very smart. I'd cast spells through the walls at my enemies if I could. :)
We had lots of issues during the beta where summoned creatures were extremely aggressive. By aggressive I mean they would attack things like lifestones just because you had them selected. Obviously if you had it selected it must be an enemy to be destroyed. This same idea worked when you had yourself or an NPC selected also. There were a few other related bugs also, but this was the funnier one.
Scavengers eat pretty much anything that is dead. For a while this even included destroyed cave-ins. Yummy rock.
How do you find a ghost that can walk through walls? It's difficult, but when they decide to walk into a completely solid area that's outside of their attack range and decide to stay there it becomes impossible. Yeah, ghosts that are part of quests are a pain. Now they will actually roam around so that they never get stuck out of range of the player.
What happens when you hide from a monster that hides from you? Well neither of you ever sees each other. What happens when that monster is also a solid object that can block your movement? Well they tend to appear as an invisible solid object that is blocking the hallway. :(
There is an advanced option that allows you to create a character that can only used cursed items. It's pretty difficult because cursed items are rare and well cursed. It was a little harder than I realized because there are no cursed keys. Now you can destroy anything that is locked in Din's Curse, but I didn't mean to restrict key usage.
Another bug that was similar to the ghosts is monsters that can hide in the ground. When you have a required quest to go kill something like a zombie that can hide, it is extremely hard to find them (not impossible though).
That's enough of these for now, I have more that I'm going to post later though.
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