Bugs
On this page I've collected all bugs I'm aware of. Note that this also contains things
that I consider broken (unbalancing), or suspect to be unintended,
that might not strictly speaking be bugs. When possible, a solution or work around
is mentioned too.
It's mostly meant for people to check if they experience something weird,
to check if it is something wrong with the game or with what they do;
not to demonstrate it's a worthless game, which it isn't. Just a prematurely released one.
But I think with both the official and the unofficial patch the game is well playable,
and for the unsolved bugs, there are a number of sites and people around to help you out.
Be aware that these bugs are described without trying to prevent spoiling, so if you
haven't finished the game yet, you might not want to read here. Perhaps once I'll
try to write a non-spoily warning list that starting players can use to prevent
running into nasty bugs. But this is not it.
Several solutions to bugs consist of deleting MiniSaves;
these are files in which the game stores the current state of area's you have visited,
like the conversations you've had with NPCs, the last time the area spawned monsters, etc.
But not if e.g. your party has solved quests there: that is stored in your savefile.
Deleting those files resets the area to as if you've never been there, which
can solve crashes, fix problems with NPCs turned hostile, etc.
The MiniSaves are located in the folder with the same name, directly below
the Might and Magic IX root directory; C:\Program Files\3DO\MM9 by default if I'm not
mistaken. In this folder there are files for every location you have been to, and
the names are readily recognizable. So if you need to reset e.g. Sturmford city,
just delete all files that start with 'sturmfordcity'.
Some abbreviations I use below:
NPC = Non Player Character: all other (peaceful) humanoids in the game.
hNPC = hirable NPC, a NPC that can join you.
The bugs are ordered in these categories:
- Crashes
- With PCs there are so many hardware configurations that there will always be
some that don't work well with any game. Apart from specific bugs described below,
I haven't had very many problems with crashes, although the game occasionally just
throws me back to Windows.
If you have crashes often, you might try to update your drivers, and directX.
Klaravoyia's site (see the links page) has a number of useful driver links.
- Crashes when entering town XXX
- Some people have reported that their game always crashes when entering a specific
city. Deleting the minisaves of that town has worked.
(See here for details.)
- Finding NPCs
- Some NPCs, like trainers in Lindisfarne, or boatmen, sometimes take an underwater
sight seeing tour; making it hard to find them.
- Gatemaster hNPC
- hNPC Ehwaz, gatemaster casts town portal on expert (only to nearest town),
while promising to teleport anywhere, and having a steep fee.
- hNPC's ranged attack
- hNPCs don't use their ranged attacks. (Fighter types are supposed to have them.)
- trainers names
- The teacher of Elemental is listed as Ollinn Docor in the autonotes, when
you meet him, you find his name is Peterk Oiln, same with Dark - Tlac'aelel
Klinda is actually Bohus Kinar. (contribution by GazDone.)
- banker NPC
- The banker NPC also gives you 20% bonus when withdrawing money from the bank.
This in effect gives you unlimited money (with some patience :-))
(contribution by Josh Harding, although known before)
- Items of Permanence
- These can break in inventory anyway (perhaps only if unidentified?)
- Items disappearing
- unequipping an item while your inventory is full will cause item to disappear
(it seems to stay equipped, but change away and back to character, and it's gone).
This also happens when a broken item is unequipped automatically.
(contributed by Mike Kienenberger)
- Black Chests respawning
- Some black chests respawn as soon as you re-enter the dungeon
(Training Hall, Dragon Cave, Lich Lab).
It is debatable whether this is a bug, because you can't find artifacts from random
encounters, so if no chests would respawn, it would be very improbable to complete an
artifact set. On the other hand, once you've collected some 50 artifacts, the
game starts to lose it's challenge.
- Compass
- The compass in the upper right corner doesn't work well; it often points to
different directions than you expect, and then it doesn't match with your
location arrow on the automap either. Just don't look at it, and use your map
for directions.
- Stuck in map
- There are some places in the maps where you can get stuck.
- Crashes when entering area
- Sometimes people keep getting crashes when trying to enter a certain city.
Deleting the minisaves of that city usually helps.
(See here for details.)
- Combat feedback
- Miss in melee combat looks like a hit anyway (bloodspat, monster groan)
- Combat gem
- The hostility indicator sometimes stays red when you run away from monsters,
even long after they've given up. Leaving the area can be the only thing that
helps. This happens to me often in Frosgard, where there seems to be an ice
lobber stuck in a wall near the ice cave, that can shoot at you,
while you can't kill it.
- Infinite Attack bug
- A direct quote from a post at Telp's Tavern:
"When you have a couple of NPCS in your group (at least 2 now) and I cast
the Haste spell, if I go into the single round fight mode then it will go to them
and suddenly ONLY switch between those NPCs. So effectively you have an infinite
number of attacks from them before anything else can act."
- Promotion quests are single try
- Once a promotion quest is done, you can't go for it again. If you're caught by
this, you can use Dan Hawkins' MM9 promo editor to fix this (see links section).
- Quests in multiple parts
- Promoters do not conform single quests; only when all are done will they acknowledge.
- Priest Promotion
- the new priest in Lindisfarne says you'll meet in Guberland, but you never will.
(Just complete the other quests to get your promotion) (fixed in patch u2)
- Puzzles in Turn-Based
- You can't solve a number of puzzles in turn-based mode (e.g. walk the flames in
Verhoffin's ruins; open the puzzle doors in 1000 Terrors)
- Waiting
- If you need to wait for something (potion, treaty), you need to spend at least 5 min.
resting in the same area. Going away, running around etc. won't help.
Only for the abbot of Lindisfarne you need to wait for 10 min, for him to speak
with the new priest.
- Askram Keep
- Many people have had trouble completing this, even after destroying all 8
'hearths'. The only way to complete the dungeon correctly was not to leave it
until it was finished. This is solved with the official patch (1.2).
- Kluso's house
- Flamestryke (find her site at the links page) reports some trouble with not being
able to leave Kluso's house after slaying the guard captains. The solution
seems to restore the autosave, and then not to rob the guard corpses that won't
go away. See her site for more details.
- Thjorad mine
- sometimes this is a freebie: all dwarves acknowledge you've done their quest
when you first speak to them. (GazDone's contribution: "At the entrance/exit,
'using' the middle ore container on the left completes all the quests, the
designers have left the test code in.")
- Frosgard bank
- If you have linking orbs with you, every time you talk to the banker will cost
you another orb. So talk to him exactly once for 1 orb, and then not anymore
until you've installed the orbs in all other banks.
- Frosgard ice cave
- There seems to be an ice lobber stuck somewhere in a wall, close to the entrance,
that can shoot at you, while you can't hit it.
- Dark Passageway
- mirrors need to be aimed directly at target (not physically correct).
(see the FAQ page for the solution)
- Dark Passageway
- There is a small passage that leads to a drop into a pool with a Sea Monster.
Some people have bad trouble, even while crouching, to pass through it.
(see the FAQ page for details)
- Verhoffin's Ruins
-
- After you have destroyed the bar blocking the door to the pentagram,
leave the dungeon and come back later, that door won't open anymore. Luckily you can
just swim around it, and jump out of the water at the prison cells.
- if you leave the dungeon after the capstone is placed, but before
picking up the scroll, the scroll is gone forever. (see the FAQ page for details)
- Lich Lab
-
- Some opponents from one of the lower rooms rise again after you've slain them,
but they remain inert statues that you can't interact with.
- The door of the transformer won't open again if you're in and there are
opponents on the other side.
- 1000 Terrors
-
- Even after imprisoning Njam, (or even killing him), every time you re-enter
the dungeon he drops by again at the standard places.
- Exploring and fighting here before getting the quest might cause hang-ups.
Klaravoyia has made a patch for this problem; find her site in the links section,
and check under FAQ's - things you should not do.
Here all artifacts are listed that do not show their attributes at the stats and skills
screens. Only the differences to the expected effects are listed.
Note that there are also a fair amount of attributes not documented.
(see the FAQ page for more details)
- fragile artifacts
- I've never seen fragile artifacts break (Fre's heart, Integris, Sygnir, Blackpowder).
Mevan sword does break at the first hit though.
- Screever
- this artifact drains Xp in stead of rewarding less: DON'T USE IT!!! (see also
this post)
- Bloodaxe
- No Endurance bonus.
- Broderick's Gloves
- No effect of +2 Vita (?) noticed; gives +2 light skill
- Excala Banna
- Gives +15 Endurance in stead of -5.
- Formanir
- Gives 'only' -10 Endurance.
- Hubris
- Gives AC 20, which I can't match with it's attributes.
- Integris
- No to hit and damage bonuses visible in stats screen.
- Lubricious
- No damage reduction visible in the stats screen, or mentioned separately in the
combat history.
- Mjulnir
- No Might bonus.
- Samarjit
- Gives +80 Might and -20 Speed, next to the mentioned attributes.
- Weregild
- No Endurance penalty visible in any character's stats screen.
6 spells are listed here because of their recovery times: all spells have recovery times
a multiple of 10, apart from 5 of these, and those 5 values don't neatly fit in.
The 6th (curse at normal level) has no recovery time at all!
Not really a bug, but bothersome anyway, is that there's no way to see if
many of the beneficial spells are still active; there are icons for torchlight,
fleet foot, feather fall, and you can see wizard eye. But not bless, faith,
regeneration,... I think all detrimental effects are visible in the quick overview
('Z') screen though.
- Arms of Earth
- your characters can't get caught in it, in contrast to the description.
GM recovery time looks like a mistake (-,120, 90, _18_).
- Bless
- GM recovery time looks like a mistake (90,90,60,_18_).
- Chain Lightning
- Recovery time of at GM is extremely short (-,-,90,_18_, while no other master spell
has recovery below 60).
- Curse
- Recovery time of 0 at normal level.
- Divine Intervention
- Can be cast unlimited by setting it as the quick spell.
- Disease
- Spell cost increases with elemental skill without any benefit.
- Elemental Aura
- Does absorbs damage and doesn't deal it. (mismatch with description)
- Enchant Item
- Effectiveness decreases from spirit level normal to expert.
- Eye of Leggib
- Expert recovery time seems wrong ( -, _36_, 90, 60).
- Haste
- No weakness afterwards, like the description claims.
- Lloyd's Beacon
- Duration is unlimited (?)
- Magic Mine
- The formula in the data files is not implemented as specified: now they do very
little damage in stead. And they explode after a minute anyhow,
in contrast to the description.
- Natural Armor
- Can be cast by, and on someone in metal armor, contrary to it's description.
- Phantom Fighter
- Description at M and GM level claims you need magic weapons, but normal will do, too.
- Poison
- Expert recovery time seems incorrect (90, _27_, 60, 30).
- Power Draw
- Can only be cast on hNPCs, without any obvious effect.
- Regeneration
- Always gives only 1 hp per minute (in patch 1.2).
- Souldrinker
- Can't harm peaceful NPCs in it's area, contrary to it's description.
- Transfusion
- Can't be cast on character or hNPC (also has no apparent effect).
- learning
- At GM it gives 50% * skill level; even if this is meant this way, it's unbalanced.
- dodge
- Skill bonus at master level equals bonus at GM level.
- shield
- GM doesn't give bash attacks.
- merchant
- At high level (>10), a master merchant starts to buy for less than item value,
but sell for exactly item value; with values above 30 or so you'll even get payed
when training!