Sunken City

Sunken City takes the immersive RPG feel of the Rexxar Campaign, the dungeon crawling gameplay of Warchasers, the lore and character classes of World of Warcraft and the character customization concepts of ARPGs and fuses them into the ultimate Dungeon Crawler RPG experience. Choose one among 21 heroes, each with 2-3 Specializations and 18 Talents that alter abilities, gear yourself with items from among hundreds of options and take on challenging enemies, puzzles and bossfights!

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Patch 1.29 Bug List

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SpasMaster

Hosted Project: SC
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Sunken City

Hello, everyone. In this thread, I will be listing all of the issues that I have located in Patch 1.29 for Sunken City. This will help the Blizzard team identify the issues and hopefully resolve them. If anyone can contribute, feel free to report anything to find that I didn't include in my own list, but make sure to be as detailed as possible! Thanks!



1.29 Bug Reports
  • Reducing the remaining cooldown of an ability doesn't work for me when using the following action:
    [trigger=""]Unit - For Unit Footman 0042 <gen>, Set cooldown of ability Roar, Level: 1 to ((Ability Cooldown Remaining of Footman 0042 <gen> for ability Roar) - 1.00)[/trigger], regardless of what the event is. In my test map, I have a pre-placed Footman and I want to reduce the cooldown of his Roar by 1 second every time he attacks for example. Or when I type a message. Or when I cast a spell. None of the events work.
  • As soon as the Loading Screen ends and the game starts, there is a cinematic that normally plays that can be skipped. In the PTR of 1.29.1, the cinematic takes an unusually long time to start - an issue that didn't exist previously. If you wait long enough, the cinematic starts playing out as it should. Important to notice is that after optimizing the map with the Wc3 Map Optimizer, the cinematic plays out normally.
  • Black borders during Loading Screen, supposedly because of the Widescreen changes.
    LS.png
  • Black borders affect interface elements such as Multiboard Position & Game messages Position.
    Position.png
 
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If your default setting for Set Ally Color is Mode 3 and you pick Necromancer, the Hero glow will have an incorrect color.
unknown.png

If you change it from Mode 3 into any other mode, the color will be revert, even if you change back to Mode 3.
unknown.png
 
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At least for the Damage Engine the Neutral player stuff has been fixed. It needs an update to 2 lines of Damage Engine in the Init function and 1 line to Unit Indexer in the Init Function (or juat copy the triggers from the updated Damage Engine map).

The floating text is part of the demo map but not Damage Engine itself. The text was merely to illustrate an example for what can be done, but i don't know enough about how this may have changed in 1.29. If I change the demo text for 1.29 it may break earlier versions.
 
When you load a saved game, you as the host will be placed in the correct player position that was in the saved game. But other people who join it will always be placed in the Red player position. If the Red player position has already been taken (by you or by the 2nd player who joins the save game), other people who try to join later will be kicked out, because the game attempts to place them at the Red player position, which is already taken.

This happens for both for saved games on BattleNet and LAN.
 
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