Stendhal Testing
Testing Stendhal is not only fun, it's also very important because it can solve problems before releases. If you find any problems or need help with testing please ask at #arianne. If you have found a bug, feel free to submit a report directly.
We have a dedicated test server on stendhalgame.org Port 32100. It is refreshed with new code and a new copy of the real database once a day. You can login with your normal account, if it is a least one day old.
You may need a test client. Please note that the test client will not update automatically.
Just save the stendhal-1.48.5.zip file, extract it into a new folder, then double click the stendhal-1.48.5.jar.
Testing Key:
◼: not tested
◼: tested followed by optional list of testers
◼: not working
◼: fix committed but not tested
Tests specific to the next release
You can use a 1.48 release client to logon to test server, but if you want to test the 1.48.5 client you can do so.
It is helpful to also use the test client to play on the main, release, server. Playing normally with the 1.48.5 client could help us uncover new client side bugs, so long as any bug reports make it clear which version of client you use and which server you are playing on.
World changes
Environment
Collected bugs tracker entry at ID: 3613997 bugs)
- Pushable blocks concept at hay carts
- Example quest given by Eheneumniranin, HelpWithTheHarvest
- Does Eheneumniranin explain the quest good enough and understandable?
- Ados Farm map: marking positions for hay carts infront of Karl's Barn
- Sign on Karl's barn for marking it
- Is quest finishable? Is there anything which breaks the quest?
- If sound not muted: Do you get a sound when pushing it? (open bug report on sets in too late) ◼ Tested by: <player "deluge" not found>: Sound not working in example quest
Open around that task:
- fixing sound
- re-setting pushable blocks,/hay carts after a specific time
Entities
- New NPC type: PassiveNPC ◼ Tested by: <player "deluge" not found>
- Used to create non-interactive NPCs
- TODO:
- Suppress drawing of health bar ◼ Tested by: <player "deluge" not found>
- Fix paths to work in collision areas
- Add limit to roaming for NPCs using random path
Audio
- Sound effect for blocked attacks. ◼ Tested by: <player "deluge" not found>
Display
- Added a warning in the client's display area for MessagingArea in the following maps
- int_magic_house1 ◼ Tested by: <player "deluge" not found>
- 0_ados_mountain_nw (entrance to naga/snake pit) ◼ Tested by: <player "deluge" not found>
- 0_ados_rock_w (entrance to small cave with giant) ◼ Tested by: <player "deluge" not found>
- 0_nalwor_river_s (entrance to drows tunnel) ◼ Tested by: <player "deluge" not found>
- -1_ados_snake_pit_s (hole leading down to lower level) ◼ Tested by: <player "deluge" not found>
- -2_semos_mine_n_e3 (gashadokuro) ◼ Tested by: <player "deluge" not found>
Achievements
- New achievements
- Nalwor's Bane: Loot a complete elvish equipment set ◼
- Feeling Blue: Loot a complete blue equipment set ◼
Dialogue
- Word parsing
- Added "zant", "arum" and "calla" as aliases for "zantedeschia" ◼ Tested by: <player "deluge" not found>
- Added "lettuce" as alias for "salad" ◼ Tested by: <player "deluge" not found>
- Added "lily" as alias for "lilia" ◼ Tested by: <player "deluge" not found>
Player
- Reaction time for movement using arrow keys has been improved ◼
- Player now faces attack target automatically if not so each turn. ◼ Tested by: <player "deluge" not found>
- Note: This is only applied if player is not moving to prevent interference with walking direction.
- BUG: If player does not terminate attack character turns toward enemy even when out of perception range ◼ Tested by: <player "deluge" not found>: FIXED
NPCs
New NPCs
- Puppy in 0_semos_city ◼ Tested by: <player "deluge" not found>
- Fish in mermaid fountain in 0_ados_city ◼ Tested by: <player "deluge" not found>
- 3 kittens in int_ados_felinas_house ◼ Tested by: <player "deluge" not found>: 1 kitten's path crosses with Felina's, but doesn't seem to interfere
- 2 rabbits in 0_fado_city ◼ Tested by: <player "deluge" not found>
- These use random paths
- Butterflies in 0_semos_plains_n ◼ Tested by: <player "bluelads4" not found>: Butterflies on different layers, looks like you eat them when they fly into your mouth and show up again over your head, <player "deluge" not found>: Found all butterflies
- 6 with fixed paths, 5 with random
- Seremela, caretaker of Nalwor Flower Shop ◼ Tested by: <player "deluge" not found>
Paths
Watch for problems with any NPC type (SpeakerNPC, PassiveNPC, Creature, Sheep, etc.) that could be caused by these changes.
- <player "deluge" not found>: When trying to implement random paths for PassiveNPCs I ran across a problem of the NPC stopping after the path cycle was complete. PassiveNPC fixes this by overriding onFinishedPath() and calling setRandomPathFrom(). setRandomPathFrom() has been moved up to GuidedEntity.
- NPCs can now pause for a determined amount of turns on path completion ◼ Tested by: <player "deluge" not found>
- Currently doesn't work for SpeakerNPC as prelogic is used instead of logic.
- BUGS FOUND:
- Creatures not rerouting path after object collision ◼ Tested by: <player "deluge" not found>: FIXED
Creatures
Organization
Creature xml files have been reorganized. Though the reorganization should not cause any errors please watch for any that might be related.
- Creature tilesets and spritesheets reorganization is planned at a slow pace so as to not create an overwhelming amount of missing sprites between client/server compatibility.
Sound effects
- New sound effects
- bat & killer bat: 3 new sounds ◼ Tested by: <player "deluge" not found>
- bull: 1 new sound ◼ Tested by: <player "deluge" not found>
- chick: 2 new sounds ◼ Tested by: <player "deluge" not found>
- crab: 2 new sounds ◼ Tested by: <player "deluge" not found>
- cow: 1 new sound (2 total) ◼ Tested by: <player "deluge" not found>
- elder gargoyle: 1 new sound ◼ Tested by: <player "deluge" not found> Needs to be changed to "moving" sound when applicable
- elder skeleton: 1 new sound (3 total) ◼ Tested by: <player "deluge" not found>
- ent & entwife: 3 new sounds ◼ Tested by: <player "deluge" not found>
- high naga & armed naga: 2 new sounds ◼ Tested by: <player "deluge" not found>
- lamia: 2 new sounds ◼ Tested by: <player "deluge" not found>
- monkey: 3 new sounds ◼ Tested by: <player "deluge" not found>
- old ent: 2 new sounds ◼ Tested by: <player "deluge" not found>
- pigeon: 2 new sounds ◼ Tested by: <player "deluge" not found>
- penguin: 2 new sounds ◼ Tested by: <player "deluge" not found>
- ram: 2 new sounds ◼ Tested by: <player "deluge" not found>
- skeleton, warrior skeleton & demon skeleton: 1 new sound (3 total) ◼ Tested by: <player "deluge" not found>
- all slimes: 1 new movement sound (movement sounds not currently working) ◼
- stone golem: 1 new sound ◼ Tested by: <player "deluge" not found> needs to be changed to "movement" sound when applicable
- tiny skelly: 1 new sound ◼ Tested by: <player "deluge" not found>
- Adjusted sound effects
- cavalryman gnome: added pig-3 ◼ Tested by: <player "deluge" not found>
- death: added evil-laugh-3 ◼ Tested by: <player "deluge" not found>
- elder skeleton: removed evil-laugh-5 ◼
- elephant: replaced 2 sounds (3 sounds total) ◼ Tested by: <player "deluge" not found>
- naga: replaced 1 sound (2 sounds total) ◼ Tested by: <player "deluge" not found>
- skeleton, warrior skeleton & demon skeleton: removed evil-laugh-3 ◼
- soldier goblin & veteran goblin: added saur-3 and saur-4 ◼ Tested by: <player "deluge" not found>
- archer kobold, soldier kobold, veteran kobold & leader kobold: 4 new sounds copied from kobold ◼ Tested by: <player "deluge" not found>
- dark gargoyle & venom gargoyle: 3 new sounds copied from gargoyle ◼
- elder ogre, ogre soldier & superogre: 4 sounds copied from ogre ◼ Tested by: <player "deluge" not found>: Not yet ported to 1.08
Corpses
- New
- cobra: snake_2x2 ◼ Tested by: <player "deluge" not found>
- king cobra: snake_3x2 ◼ Tested by: <player "deluge" not found>
- humanoid_3x2 (derived from "giant_humanoid")
- Added to: dark angel, dark archangel, angel, archangel, dwarf golem, black death & golden death ◼ Tested by: <player "deluge" not found>
- demon skeleton: bone_red (derived from "bone") ◼ Tested by: <player "deluge" not found>
- old ent: wooden_2x2 (normal & harmless) ◼ Tested by: <player "deluge" not found>
- wooden golem: wooden (normal & harmless) ◼ Tested by: <player "deluge" not found>
- Switched
- water elemental: puddle_light_blue (normal & harmless) ◼ Tested by: <player "deluge" not found>
- ice elemental: puddle_light_blue (normal & harmless) ◼ Tested by: <player "deluge" not found>
- ice golem: puddle_light_blue (normal & harmless) ◼ Tested by: <player "deluge" not found>
- angel, archangel, dark angel & dark archangel: humanoid_3x2 (normal) & halo_3x2 (harmless) ◼ Tested by: <player "deluge" not found>
- dwarf golem: humanoid_3x2 (normal) ◼ Tested by: <player "deluge" not found>
- cobra: snake_2x2 (normal) ◼ Tested by: <player "deluge" not found>
- king cobra snake_3x2 (normal) ◼ Tested by: <player "deluge" not found>
- lamia: humanoid_2x2 (normal) ◼ Tested by: <player "deluge" not found>
- black death & golden death: humanoid_3x2 (normal) ◼ Tested by: <player "deluge" not found>
- demon skeleton: bone_red (normal & harmless) ◼ Tested by: <player "deluge" not found>
- Edited sprites
- Edited huge_bone and renamed to bone_4x3
- Affects gashadokuro ◼ Tested by: <player "deluge" not found>
- Replaced tail_rodent with tail_rodent_2x2
- Affects giantrat (no blood setting) ◼ Tested by: <player "deluge" not found>
- Rotated and touched up tail_rodent
- Edited huge_bone and renamed to bone_4x3
- Renamed sprites
- huge_leafy to leafy_5x3
- Renamed halo_large to halo_2x2
- Renamed halo_large_red to halo_red_2x2
- Affects fallen angel (no blood setting) ◼ Tested by: <player "deluge" not found>
- giant_humanoid to humanoid_2x2
- Affects: fallen angel, xenocium, grobble monster, thing, giant dwarf, Dhohr Nuggetcutter, Lord Durin, ice giant, amazoness giant, giant, elder giant, master giant, black giant, imperial general giant, giant kobold, kasarkutominubat ◼ Tested by: <player "deluge" not found>
- huge_animal to animal_2x2
- Affects: arachne, crocodile, giant spider, giantrat ◼ Tested by: <player "deluge" not found>
- huger_animal to animal_4x4
- Affects: necrosophia ◼ Tested by: <player "deluge" not found>
- corpse dimensions
- Changed ent from 5x5 to 5x3 ◼ Tested by: <player "deluge" not found>
- Changed angel, archangel, dark angel & dark archangel from 2x2 to 3x2 ◼ Tested by: <player "deluge" not found>
- Changed dwarf golem from 2x2 to 3x2 ◼ Tested by: <player "deluge" not found>
- Changed lamia from 1x1 to 2x2 ◼ Tested by: <player "deluge" not found>
- Changed black death & golden death from 2x2 to 3x2 ◼ Tested by: <player "deluge" not found>
Other Attribute Changes
- dimensions
- Changed green dragon, bone dragon & blue dragon from 3x3 to 3x2 ◼ Tested by: <player "deluge" not found>
Items
Attribute Changes
*
- House keys
- made undroppable on death ◼ Tested by: <player "deluge" not found>
Quests
New quests
Altered quests
New Actions
Audio
Altered audio files
- data/sounds/
- bark-1: removed background noise; renamed to howl-1.ogg
- Affects wolf and <creature "big bad wolf" not found> ◼ Tested by: <player "deluge" not found> big bad wolf not tested
- howl-2, howl-5, howl-11: removed noise
- Affects wolf & <creature "big bad wolf" not found> ◼ Tested by: <player "deluge" not found> big bad wolf not tested
- hammer-1: removed noise
- Affects: 0_semos_city ambient sound near blacksmith, int_semos_blacksmith ambient sound ◼ Tested by: <player "deluge" not found>: Expanded radius of sound in 0_semos_city
- lion-11: removed noise; trimmed silence; fixed clipping
- Affects: all orcs & mountain orcs ◼
- trash-3: removed noise; trimmed silence
- Affects: 0_semos_city ambient sound near inn, int_semos_tavern ambient sound ◼
- bark-1: removed background noise; renamed to howl-1.ogg
New audio files
- data/sounds/
- rattlesnake-1
- clang-dull-1 (not used, switched "blocked attack" sound to clang-metallic-1)
- clang-metallic-1
- cowbell-1
- monkey-1, monkey-2, monkey-3
- elephant-1, elephant-2
- loop-drag-slimy-1
- penguin-1, penguin-2
- loop-grind-stone-1
- snap-branch-1
- shake-leaves-1
- creak-tree-2
- sheep-5
- click-1
- click-clack-1
Maps
Reworked maps
- 0_ados_s
- reworked graveyard behind church
- new benches, trees ◼ Tested by: <player "deluge" not found>
- reworked graveyard behind church
- 0_semos_mountain_n2
- adding light to doors ◼
- fixing torches on the ground ◼
- fixing collision tiles at hut ◼
- 0_semos_mountain_n2_minetown_weeks
- fixing torches blending on the ground ◼
- houses in Ados
- int_ados_house_27: Removed collision on cushions and made tables useable for setting items on ◼ Tested by: <player "deluge" not found>
- houses in Kalavan
- fixing pools ◼
- fixing collision tiles on couches ◼
Client
Settings
- Added visuals option: Show creature speech bubbles ◼ Tested by: <player "deluge" not found>
- Added visuals option: Client style ◼ Tested by: <player "deluge" not found>
- Changes the style of the client (restart required)
Styles
- Fixed Stone style background image missing ◼ Tested by: <player "deluge" not found>
Misc./Minor Changes and Fixes
Game messages
- New NotificationType.WARNING ◼ Tested by: <player "deluge" not found>: Doesn't appear to be any problems
- MessagingArea now has optional boolean parameter "warnPlayer" which switches to NotificationType.WARNING ◼ Tested by: <player "deluge" not found>
- This is useful for sending a clear message to a player when entering a dangerous zone
In-game messages
- Fixed text on sign near Jynath's house ◼ Tested by: <player "deluge" not found>
Harmless corpse fix
- Corpses created at server start, such as Kanmaran Soldiers corpses, should now show harmless corpse on "no blood" setting ◼ Tested by: <player "deluge" not found>
Anything in the change log which isn't mentioned
Changes Needing Approval
These changes are not approved and are only submitted for testing purposes.
Creatures
New creatures
- myling (<player "deluge" not found>: Disabled in CVS)
- class: undead
- current stats: level 201, ATK 1153, DEF 96, HP 3801, speed 1.0, XP 83700, respawn 24500 (??)
- current drops:
- current locations:
Misc.
Tile layers
- New layers
- "gore"
- "violent" images, such as blood, can be placed on this layer which is not drawn if "blood and corpses" setting is turned off ( this has not yet been added to CVS )
- "gore"
Things in CVS that will not be in next release
Creatures
New drops
Quests
New quests
- Traps for Klaas
- Start NPC: Klaas (-2_athor_ship_w2)
- Tests:
- NPC should not offer quest again after started. (AntumDeluge: WORKS)
- NPC only accepts rodent traps if player has 20. (AntumDeluge: WORKS)
- after quest accepted NPC should offer information for "trap(s)" and "rodent trap(s)". (AntumDeluge: WORKS)
- after quest completed if player lost "note to apothecary" NPC should offer replacement. If antivenom ring quest has already been started then player should not get replacement. (AntumDeluge: WORKS)
- after quest completed player should be able to sell rodent traps to Klaas. (AntumDeluge: Currently may not be possible. Added to Klaas' normal shop list)
- Antivenom Ring
- Start NPC: Jameson (int_apothecary_lab, 0_semos_mountain_n2_w)
- There are three NPCs that give hints as to the location of Jameson by responding to "apothecary": Valo, Haizen and Ortiv Milquetoast.
- Tests:
- Must have completed quest Traps for Klaas to enter int_apothecary_lab. (AntumDeluge: WORKS)
- NPC should not offer quest again after it is started. (AntumDeluge: WORKS)
- Quest should not be offered unless player is carrying "note to apothecary". (AntumDeluge: WORKS)
- If player asks for "quest" without carrying note to apothecary NPC should offer a hint to speak with Klaas. (AntumDeluge: WORKS)
- after quest accepted NPC should offer information for "ring(s)", "medicinal ring(s)", "antivenom ring(s)" "(gm) antitoxin ring(s)", "gland(s)", "venom gland(s)", "fairy cake(s)", "cake(s)", "mandragora(s)", "root(s) of mandragora(s)", "snake(s)", "cobra(s)".
- NPC should accept 1 antitoxin ring, 2 roots of mandragora, 5 fairy cakes and 1 venom gland. (AntumDeluge: Should more items be added to list?)
- NPC should accept any number up to the required amount of each item.
- Wait should be 30 minutes between bringing all items and receiving reward.
- Quest should not be repeatable.
- Reward:
- antivenom ring
- 2000 XP
- 25 karma
Items
New items
- holy water
- medicinal ring: antipoison 0.25 (AntumDeluge: APPEARS TO WORK)
- antivenom ring: antipoison 0.5 (quest reward only) (AntumDeluge: APPEARS TO WORK)
- gm antitoxin ring: antipoison 1.0 (gm summon only) (AntumDeluge: WORKS)
- note to apothecary (reward from Traps for Klaas quest, used in Antivenom Ring quest) (AntumDeluge: WORKS)
- venom gland (special creature drop) (AntumDeluge: WORKS)
Attributes
- Antipoison attribute for rings and defense equipment has been implemented:
- Under attributes tag in item.xml add a tag called "antipoison" with a value betweein "0.0" and "1.0"
- "0.0" represents no resistance to poison and "1.0" represents full immunity
NPCs
Quests added
- Klaas
- Now offers quest "Traps for Klaas".
- Valo, Haizen and Ortiv Milquetoast now respond to "apothecary" ◼ Tested by: <player "bluelads4" not found>, <player "deluge" not found>: Now give hints about a secret room/entrance
New NPCs
- Jameson (int_apothecary_lab, 0_semos_mountain_n2_w) ◼ Tested by: <player "deluge" not found>, <player "bluelads4" not found>: Hints to the hidden door would be great to have and maybe a hint to Klaas, too (discussed in #arianne), <player "deluge" not found>: Note placed on table in int_apothecary_cabin that references Klaas)
Maps
New maps
- Apothecary's lab
- int_apothecary_cabin
- int_apothecary_lab
New Tests
- In preparation for containers, there are many changes how items are handled. This can introduce new bugs in old features. Please pay special attention to these things:
- Check that picking up, dropping and moving items works correctly
- Check that using items from ground, corpses, bag or keyring works as before
- Check that items bound to players can only be picked up or used by the owner
- Check that corpse protection still works
- Check that you can't pick up items from below other players, unless the item is bound to you
- Anything else you can think of related to item handling
Standard tests
- Move around
- Use double click on main screen to walk
- Use double click on Minimap to walk
- Use auto key focus to walk and stop walking
- Collide with something
- Collide with objects
- Check that your Minimap, Settings Panel, Bag, Keyring, Buddies list and Character Window appear correctly
- Use Look, /tell, /who, Attack and Stop Attack
- Use Set Outfit
- Use admin *Destroy, *Inspect and *Alter
- Run admin script
- Talk with NPC
- Change zone
- Use portal. especially any which might have changed recently
- Use teleport scrolls
- Use summon scrolls
- Visit many areas. Any NPCs who can't be created will show up in your console log
- Buy items
- Sell items
- Buy a sheep
- Sell sheep
- Attack a creature
- Loot a corpse
- Move corpses around
- Level up
- Harvest grain
- Pick food from a plant grower and check it grows back
- Get item produced and collect it
- Use a bank chest
- Use item taken from bank chest
- Use a bank vault
- Use a scroll from the bank vault
- Logout in the bank vault
- Move items from body to bag
- Drop items
- Move items around on the ground
- Redo some quests, pick at random from StendhalQuest
- Do Semos Mayor quest
- Do Ados mayor quest
- Do deathmatch
- Go to dreamscape and 7 kikareukin clouds
- Use the wizard bank
- Gamble in Semos tavern
- Play blackjack on Athor ferry
- Do /where playername
- Use /support and /supportanswer
- Check /help and /gmhelp
- Add buddies
- Remove buddies
- Rent an outfit
- Rent a sign from Gordon
- Push someone
- Get sent to jail, get released
- Ignore someone
- Remove the ignore from someone
- Go /away with a message, have someone else /msg you, check the mouse over box in the status pannel
- Go /grumpy with a message, have buddy and non buddy /msg you, check the mouse over box in the status pannel
- Get poisoned
- Eat too much
- Die (many ways)
- Login in with wrong version. It MUST warn
- Login to server. It MUST work
- Listen to music and sound
- Login using webstart
- Login using automatically updated client
- Create a new character. It MUST work
- Run /script NPCPathCheck.class
Notes
- When you do each stage, read your console log.
- For quest testing: if you want to use an existing char, that has done most quests, you can reset all quests by saying cleanme! (with "!") to Diogenes. This only works for admins.
- The test server log is here and can be useful to check if something strange happened (just scroll to the bottom for the latest entries)
Create chat log for tests
Please try to play dumb and fool the NPC by asking stupid question which may confuse him. For example say that you already have the items you are supposed to fetch although this is not true, yet. Reject the quest first time and only return later to accept it. Try to ask to start the quest again once it has finished, this kind of thing.
Please say Bye when you want to finish the conversation if the NPC is still listening.
We need full chat dialog for these quests:
- FishermansLicenseQuiz from the fisherman in Ados huts
- Meet Io
- Getting a maze from Haizen chatlog needed: solving maze, chatlog there for: player logs off while doing it
- Meet Zynn Iwuhos
Dice Gambling with RicardoJunit test needs creation still- Trading with Harold (Patches tracker ID: 3520165)
- FindJefsMom
- KillMonks
- CleanAthorUnderground
- WaterForXiphin (Patches tracker ID: 3520164)