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.2 bugs
Apr 22, 2007 9:08:25 GMT -5
Post by zekk on Apr 22, 2007 9:08:25 GMT -5
The game has been taking twice as long as it should to do things.(major lag) I don't know whats causing this, as it happens on wilderness areas, and everywhere else. It's becoming too much trouble. I play this on windows xp if that makes a difference.
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.2 bugs
Apr 22, 2007 16:53:46 GMT -5
Post by Variaz on Apr 22, 2007 16:53:46 GMT -5
hmmm...did you make sure you have latest version? All latest scripts? I know some stuff in the scripts used to do this...
Version 0.2.1 will be released soon, and save files will be compatible. So we'll see if 0.2.1 fix the bug...
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.2 bugs
Apr 23, 2007 14:15:28 GMT -5
Post by zekk on Apr 23, 2007 14:15:28 GMT -5
I think it started when I installed 2.0 the first time. I think people have talked about it in the ruins spoiler thread a little too >.>
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.2 bugs
Apr 23, 2007 14:32:57 GMT -5
Post by Variaz on Apr 23, 2007 14:32:57 GMT -5
Try Adelie's unofficial patch, it does fix some(all?) of these issues. Adelie's patch is part of 0.2.1, but not the current 0.2.0.
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.2 bugs
May 18, 2007 17:28:12 GMT -5
Post by argyle2001 on May 18, 2007 17:28:12 GMT -5
I've just encountered a bug that I've never seen mentioned before.
Usually, you step off a Down Staircase, and you're at an Up Staircase. Sometimes it's a Shaft Up. Makes sense, I get it.
This time, it was a Between Gate.
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.2 bugs
May 18, 2007 17:39:50 GMT -5
Post by Variaz on May 18, 2007 17:39:50 GMT -5
This is not a bug, but a Unique Feature called the "Descent into the Void". hehe... seriously though, I wonder if it's really a bug, and not some old, intentional code in the program. Nope, never modified the stair code, might be another thing to look at.
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.2 bugs
May 26, 2007 3:44:17 GMT -5
Post by clypse on May 26, 2007 3:44:17 GMT -5
I think I ran into a bug. The disabling blows special ability of high monks seems to crash my game when used. I am in the undead littered ruins finally, got my first ability point which I use for disabling because i know those nasty knights come along.
First time i used it I accidentally hit a lesser ghost and it crashed the game on the first hit. Reloaded took a different path and ran acrosss a skeleton warrior, seemed like the ability was working but it would sometimes activate even on a miss, and it seems that it crashes when the warriors defense went to 0 or below.
Hope you can look into it, because I am loving the half elf monk.
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imiz
Rookie
Posts: 4
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.2 bugs
Oct 13, 2007 11:46:09 GMT -5
Post by imiz on Oct 13, 2007 11:46:09 GMT -5
someone with extra attacks with a weapon isn't getting that weapon's damage after the first blow. I noticed this while trying to take down an elite with a warrior. I debugged this and found a possible fix:
edit combat.lua and after:
-- Attack once for each legal blow while (num < num_blow and cave(y, x).m_idx > 0 and px == oldpx and py == oldpy) do
insert:
-- modified by imiz if(not (unarmed())) then current_weapon=inven(INVEN_WIELD + weap) end
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.2 bugs
Oct 13, 2007 21:24:08 GMT -5
Post by Variaz on Oct 13, 2007 21:24:08 GMT -5
Extra attacks provide no damages after second blow?? Are you sure?
Well....if that's the case, thanks for fixing it, but... I always thought extra blows worked fine. At least when wielding only a single weapon... (I know dual wield has some bugs...)
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imiz
Rookie
Posts: 4
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.2 bugs
Oct 14, 2007 4:43:23 GMT -5
Post by imiz on Oct 14, 2007 4:43:23 GMT -5
while debugging current_weapon.pval was 0 for the attacks after the first instead of the 23 for the first blow.
so it probably did unarmed damage?, which is pretty low for a non-monk.
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imiz
Rookie
Posts: 4
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.2 bugs
Oct 25, 2007 13:05:28 GMT -5
Post by imiz on Oct 25, 2007 13:05:28 GMT -5
I think I've found another weapon bug.
It looks like counterattacks suffer from the same bug as seen with more then one attack. They do almost no damage (unarmed?), which is btw a good thing since there is no way to switch it off when fighting a physical damage returning enemy.
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.2 bugs
Oct 25, 2007 14:04:26 GMT -5
Post by Variaz on Oct 25, 2007 14:04:26 GMT -5
Though counter attack is not supposed to return damages when facing a physical returning... But thanks for reporting it anyway.
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imiz
Rookie
Posts: 4
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.2 bugs
Oct 31, 2007 16:34:39 GMT -5
Post by imiz on Oct 31, 2007 16:34:39 GMT -5
in that case it is even more in my best interrest to find a fix:)
i'll look a bit further into it
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.2 bugs
Dec 5, 2007 13:50:21 GMT -5
Post by phlinn on Dec 5, 2007 13:50:21 GMT -5
May be moot in the next beta, but I found a major flaw in passive.lua. You don't add in dex bonuses to to_h until after a number of abilities, including 'fencer's spirit'. Any abilities which are based on current to_hit have 0 effect. I am going to move these special abilities to be AFTER all the stat modifiers for gear are done.
I also noted that fencer's spirit applies any time you have a sword. I switched the 'or' to an 'and'
edit: Noted that there are 2 separate instance of blessing being applied. I removed one of them, since tripling to_h twice in a row is just a wee bit much. The first one used to not matter since it activated before any AC or to_h were set.
edit2: You may want to think about when you want some special abilities to occur. For instance, should the +amount to hit always apply before multiplier effects such as blessed or fencer's sprit? Right now they are intermixed, and it might be a good idea to make a choice and stick with it. If nothing else it gives you a good way to split the calc_bonuses into functions. this is 0.2.1, which does have adelie's patch.
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