Page 1 of 1

2025 / 11 / 13 Update Tech Bug Report

Posted: Thu Nov 13, 2025 5:58 am
by Aspect of Sorrow
viewtopic.php?p=976584#p976584
Toss your experience in this thread related to issues encountered from the latest update.

Appreciated,
BG Team.

Re: 2025 / 11 / 13 Update Tech Bug Report

Posted: Thu Nov 13, 2025 6:08 am
by Aspect of Sorrow
Known :
Lantern illumination needs further investigation, it illuminates for everyone but the wielder
Mastery of Shaping needs more tweaking
Lamp post on/off state script is possibly tied to the first, or if the tile has an abundance of illumination sources active
Hunter's Moon basement traps players with the stairs, swapping it to a different transition object and relinking
Disgiuse name will be untethered from disguise requisite on next server reset.

Re: 2025 / 11 / 13 Update Tech Bug Report

Posted: Thu Nov 13, 2025 7:17 am
by Sean Maxhell
Actually at the end of the pirate island dungeon, you get trapped: After getting the end, when you try to get back to the harbor, the jail door is closed and there's no level that open it.

Re: 2025 / 11 / 13 Update Tech Bug Report

Posted: Thu Nov 13, 2025 8:42 am
by Valleriani
Sean Maxhell wrote: Thu Nov 13, 2025 7:17 am Actually at the end of the pirate island dungeon, you get trapped: After getting the end, when you try to get back to the harbor, the jail door is closed and there's no level that open it.
Jail door? Do you mean you're going through the whole dungeon to go back?

At the last room once you defeat the final boss (the cultist), there is a door behind, you click it - then you click a well which slides you down a rope. From there you come to a location where you were before - near the start of the dungeon, there is a cave exit if you take the north route (The route you wouldn't of taken in this case.) - which brings you to the harbour. If you are going through the whole dungeon you probably went the wrong way in this case. Or If I'm mistaking something a SS would be good.

Re: 2025 / 11 / 13 Update Tech Bug Report

Posted: Thu Nov 13, 2025 9:43 am
by Sean Maxhell
Valleriani wrote: Thu Nov 13, 2025 8:42 am
Sean Maxhell wrote: Thu Nov 13, 2025 7:17 am Actually at the end of the pirate island dungeon, you get trapped: After getting the end, when you try to get back to the harbor, the jail door is closed and there's no level that open it.
Jail door? Do you mean you're going through the whole dungeon to go back?

At the last room once you defeat the final boss (the cultist), there is a door behind, you click it - then you click a well which slides you down a rope. From there you come to a location where you were before - near the start of the dungeon, there is a cave exit if you take the north route (The route you wouldn't of taken in this case.) - which brings you to the harbour. If you are going through the whole dungeon you probably went the wrong way in this case. Or If I'm mistaking something a SS would be good.
No.
After killing the pirate king and opening the two chests with his keys, you can go through a small door at the back of the hall that leads to another map. From this map, you can take two paths: one leads outside to a bay where a ferryman is waiting to take you off the island, while the other takes you through two jail doors operated by levers and delves deeper until you face some kind of pirate champion. Finally, you reach a door with a lockpicking DC of 49, the highest I’ve ever encountered on the server. Beyond this door is a basement with a chest and a pile of gold.

At this point, you’re done and should head back to the first path mentioned, but you can’t because if the second jail door has closed in the meantime, there’s no way to reopen it.

Additional Bug Note:
I went to the Roaring Shore ferryman to get a ride to Ulgoth’s Beard, that bastard took my 10 coins and left me there, stuck like an idiot, without taking me anywhere.

Re: 2025 / 11 / 13 Update Tech Bug Report

Posted: Thu Nov 13, 2025 12:30 pm
by Strago
On the FAI map walking toward the Sharpteeth transition there are at least 2 Brennan of Rocky Creek clones hiding outside of the walk-able area behind a big rock.