Author Topic: Typhoid Mary - kill bug  (Read 3837 times)

Anonymous

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Typhoid Mary - kill bug
« on: Nov 03, 2009; 10:15 PM »
This is probably tied to the original Hellgate, but I noticed this on the first character created since the 1.0 stabl epatch was installed.
The Typhoid Mary quest (George's quest pertaining to the Covent Grden Approach tunnel) does show the zombie and she can be killed, but, the quest doesn't complete.
Have killed the staggering female 6 times now.  
Get some white loot and some palladium, but the log on the right hand side never goes to gray. Quest is still active.

Anyone else see this?

Harrowing

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Re: Typhoid Mary - kill bug
« Reply #1 on: Nov 03, 2009; 10:34 PM »
The quest worked fine for me in either installed mod...
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Jaknet

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Re: Typhoid Mary - kill bug
« Reply #2 on: Nov 03, 2009; 11:00 PM »
Sorry to say, but I had no problems myself either. Run her with 3 different chars on normal and normal/elite.
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Anonymous

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Re: Typhoid Mary - kill bug
« Reply #3 on: Nov 03, 2009; 11:10 PM »
Naw...
This looks like it was just a re-surfacing of an original bug with HG:L.
Once I quit out and restarted, T.M. was killed first crack.

Jaknet

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Re: Typhoid Mary - kill bug
« Reply #4 on: Nov 03, 2009; 11:12 PM »
Glad it's working and she's dying as she should.... mind you that's one way of farming her.... :P
Nostalgia... Isn't what it used to be

maeyan

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Re: Typhoid Mary - kill bug
« Reply #5 on: Nov 04, 2009; 05:14 AM »
Coldheart you have been experiencing so many bugs its not normal :( I suggest a reinstall sorry
Don't dream what to be; be what you always dreamed.

Anonymous

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Re: Typhoid Mary - kill bug
« Reply #6 on: Nov 05, 2009; 05:09 PM »
Okay, next bug like condition I find, a re-install will be done.
;)

...ain't I lucky?  lol

Anonymous

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Re: Typhoid Mary - kill bug
« Reply #7 on: Nov 06, 2009; 07:41 AM »
Okay... did a re-install.
Seems to have cleared the bugs, but now, I find the problem is just me.
I did not use the uber-density mob mod, just the regular install of the 1.0 stable.
The mod respawn rate seems much quicker than pre 1.0 stable patch condition. Also, the mobs themselves have a lot of rares to escort the epic types.  So much so, I cannot do much to them.  Guess I am just not fast enough as a player.

So, I am doing a re-install up to the 1.2 failgate patch (maybe will use the -pre patch again; but, I won't be fooling around with the stable patch (or it's update version).

I will get rid of files I have uploaded if that is an option, whatever else is left of th eprofile Maeyan, please feel free to delete it.

I do appreciate all the work everyone put into this project to date... but I just cannot keep up with the respawn rates and what to me seems a higher level of difficulty of game play.

Laters all!

pennywise1

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Re: Typhoid Mary - kill bug
« Reply #8 on: Nov 06, 2009; 08:39 AM »
wait...im confused...why did he leave?...or am i reading this wrong?

Pop? What pop?
You said you worked magic on me to do away with all the popping.
There should\'nt be any popping.
There\'s protective magic! You said so! Make it protect!
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mrdefender

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Re: Typhoid Mary - kill bug
« Reply #9 on: Nov 06, 2009; 08:55 AM »
because 1.0 stable is giving him too much grief? That's what im reading from it...  :?:  :?:

been busy, i wont be actually playing hgl until the fix is out prob. lol

pennywise1

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Re: Typhoid Mary - kill bug
« Reply #10 on: Nov 06, 2009; 08:58 AM »
Quote from: "mrdefender"
because 1.0 stable is giving him too much grief? That's what im reading from it...  :?:  :?:

been busy, i wont be actually playing hgl until the fix is out prob. lol

eh oh well...let him do as he wishes

Pop? What pop?
You said you worked magic on me to do away with all the popping.
There should\'nt be any popping.
There\'s protective magic! You said so! Make it protect!
-314

maeyan

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Re: Typhoid Mary - kill bug
« Reply #11 on: Nov 06, 2009; 09:05 AM »
Quote from: "Coldheart"
Okay... did a re-install.
Seems to have cleared the bugs, but now, I find the problem is just me.
I did not use the uber-density mob mod, just the regular install of the 1.0 stable.
The mod respawn rate seems much quicker than pre 1.0 stable patch condition. Also, the mobs themselves have a lot of rares to escort the epic types.  So much so, I cannot do much to them.  Guess I am just not fast enough as a player.

So, I am doing a re-install up to the 1.2 failgate patch (maybe will use the -pre patch again; but, I won't be fooling around with the stable patch (or it's update version).

I will get rid of files I have uploaded if that is an option, whatever else is left of th eprofile Maeyan, please feel free to delete it.

I do appreciate all the work everyone put into this project to date... but I just cannot keep up with the respawn rates and what to me seems a higher level of difficulty of game play.

Laters all!
I'm not very impressed you just toss off the community like that. It's not that you have any obligations here, its just of rude the way you have gone about it.

Based on feedback received over the last week, the increased quest mobs is now an optional component in the next patch that this going to be released in a matter of hours. This was decided before you had made your last stand.

But yeah, "laters".
Don't dream what to be; be what you always dreamed.

Tarja

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Re: Typhoid Mary - kill bug
« Reply #12 on: Nov 06, 2009; 10:56 AM »
I have opposite view...for me the game has been very easy. It was so easy I several times thought I have installed wrong mod ( I want to play standard Elite mod) and even uninstalled once and back again to be sure I have right mod, and I should have. Yes, mobs are HUGE, and I haven't played longer than Monument Station (those scanners...) but 'cos you level quicklier than before, it is not that bad. Evokers have again the worst, I think, but Guardian with good healing powers and anchor can rush through everything and Marksmen have napalm and other strikes witch clear the area nicely.