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Post by Gando on Mar 31, 2008 13:52:20 GMT -5
Ok found another brokeness when while bored I started a new dragon character and ran into a magic returner. Apparently dragon claw attacks are typed as magical not physical which is just completely odd to me. Dragons get no physical attacks?
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Post by Variaz on Mar 31, 2008 14:15:54 GMT -5
In the past, non-physical monster attacks were treated as magic attacks. Now with the new system, the Monster race has not been updated.
Thanks for reminding me!
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Post by Gando on Mar 31, 2008 14:33:39 GMT -5
Non-physical like claw and bite? By the way....why is it I have to select which claw to attack with? Why doesnt the character(monster) attack with all applicable weapons?
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Post by Variaz on Mar 31, 2008 15:00:30 GMT -5
Actually, it doesn't quite work that way. You get to choose which attack you want to perform, as a monster can have multiple choices. There's no "claws" or "weapons" defined, it's only attacks using a name. The attack can be "Fire Claw", but could also be "Devastating Flame of Destruction". A monster can only perform 1 attack per blows, just like a normal character can only attack once or perform one combat feat per blows.
You are asked which attack to use because you might want to use the same attack multiple times. For example, if you play a Prismatic Dragon, and fighting a Skeleton Knight, you might want to attack the skeleton exclusively with the Light Claw, and never attack with the Poison Claw.
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Post by Gando on Mar 31, 2008 16:50:18 GMT -5
Im sorry but that boggles my sense of logic. If you attack (you are a monster with some various attacks) you only get one attack per ROUND where as players get x attacks per round based on their dex/weapon weight. And monks get x attacks per round based on their dex/martial arts. Does that really seem fair? No wonder the monsters lose in the end.
And why is the attack you make by pushing arrows not a physical attack? That means monsters that dont weild weapons are royally screwed against magic returners and magic immunes.
Also what use are the ability points of monsters if this is true? Improved attack does nothing? (I assume the bonuses to hit/dmg do nothing since the "attack" isnt physical.)
Does Improved Magic do anything either? I noticed no difference in power level between the 'M' a) ability of light dragons with improved magic at 1 and at 10...
Impoved Defense does very little from what I can see too though I know there are some small things that change on level up. But even if this ability is fully functional one ability doesnt seem to make much sense.
The suggestions to improve monsters in another thread seemed interesting to me. Maybe that needs more attention?
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Post by phlinn on Mar 31, 2008 17:43:05 GMT -5
Note that he did say 1 attack per blow, not per round. As for why it reflects, i'm guessing it's a bug in the way elements.lua handles monster attacks.
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Post by Variaz on Mar 31, 2008 18:40:21 GMT -5
The number of blows monsters gets depends on what monster you play as. If you play as a Small Kobold, you get 1 blow. If you play as a Blade Dancer, you'll get 4.
Right now, melee attacks being considered magical are an oversight, I did not update the Monster race to the new system.
Damages calculation is calculated like a melee attack, so they do help. Damages calculation and whether the attack is treated as physical or magical are two different things.
It does improve it, though probably not enough. I do plan on enhancing it, along with the Monster Magics and the Soul Guardian's Soul Powers.
Perhaps it needs improvement too, but again, it depends on what monster you play as. You'll get more defense playing as a Golem than playing as a Fruit Bat.
Indeed, though there are many other things, like Enchanters, Monks, the user interface, and then I'm adding a new kobold quest for the next release. So it will come, don't worry, but one thing at a time.
Yesterday, I've removed the restriction dragons had when evolving, requiring 50% more levels. I took that away. I know the Monster race is not really meant to be balanced, some monsters kind are clearly stronger than others. So I said "the hell with it, Dragons are just gonna be better, that's all.". Also, I prefer that all monster races start as "equal", and then it's up to the potential modders to decide which race they want to be the strongest.
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Post by sekira on Apr 2, 2008 12:09:52 GMT -5
I am playing a zulgor, and I started thinking about it, and it just didn't make sense why so much damage was being done, or why my to_d was so high. When I added it up manually it was several hundred off.
I looked in passive.lua in the calc_bonuses() function, and I found the error:
You will notice that if you have neither intelligent fighting ability nor weapon finesse, that both of the else clauses kick in, so you are getting double the bonus for str. Not to mention if you had either intelligent fighting or weapon finesse (but not both) then you would get your int or dex bonus to dam, and also str bonus to dam once. Here is my fix.
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Post by Variaz on Apr 2, 2008 12:24:56 GMT -5
Thanks you for figuring this one out. I did notice the double to_d, and I checked passive.lua, and even some hard-coded stuff, but couldn't figure out where it came from. But you found it, thanks you!
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Post by phlinn on Apr 2, 2008 17:57:20 GMT -5
That means it's also in combat.lua in the damages functions.
A different bug: I can make an item with 10 tweak points, put them all in divination. Wear the item while making a spell, and get a free diviniation ability that detects everything, then take the item off.
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Post by challtdow on Apr 4, 2008 8:06:09 GMT -5
It seems the breaths of the baby prismatic dragon all do fire element damage. Currently the breath code is: S:breath:Fire Breath:2:10:1:2:0:0:5 S:breath:Cold Breath:2:10:1:2:0:0:5 S:breath:Electric Breath:2:10:1:2:0:0:5 S:breath:Acid Breath:2:10:1:2:0:0:5 S:breath:Poison Breath:2:10:1:2:0:0:5 S:breath:Light Breath:2:10:1:2:0:0:5
I think it should be: S:breath:Fire Breath:2:10:1:2:0:0:5 S:breath:Cold Breath:2:10:2:2:0:0:5 S:breath:Electric Breath:2:10:3:2:0:0:5 S:breath:Acid Breath:2:10:4:2:0:0:5 S:breath:Poison Breath:2:10:5:2:0:0:5 S:breath:Light Breath:2:10:6:2:0:0:5
I'm going to make the change on mine an test it out. EDIT: This seems to have fixed the problem. I also checked the other prismatics and the code forthem seems to be fine. Chall T. Dow
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Post by phlinn on Apr 4, 2008 10:43:04 GMT -5
I think it might be simpler to reimplement as a function, then call it. Said function could be used in combat.lua as well, which is why it just returns the apropriate modified stat.
...
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Post by Variaz on Apr 4, 2008 10:50:51 GMT -5
Interesting idea. It would definitly make things easier!
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Post by sekira on Apr 4, 2008 11:03:18 GMT -5
so who wants +455 str for 22 rounds?
get to enchanter (should have 25 alchemy when you get there, maybe a couple points more or less if you are a human or gnome)
put 1 AP in essence transfer
buy a strength potion
buy a water potion
essence transfer from strength potion to water.
My gnome with 70 alchemy could get +2840 str for 45 rounds if I was a cheater (which I'm not).
I think the essence transfer function should check which element it is transferring, and if the element is GF_STRENGTH, GF_HEROISM, and GF_STAR_HEROISM, then it should set the MODERATE_POWER flag on the potion that is the destination.
There might be other ones that should set the flag too, haven't found them yet though.
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Post by sekira on Apr 8, 2008 9:18:56 GMT -5
I was playing my zulgor last night and I noticed that when I perform a leaping spin, some of the time it does the jump but not the spin. It would spin some times but other times I found myself jumping into the middle of a bunch of monsters that were not dead as I had hoped, but instead very angry.
Is there some trick to it?
It happened when I was dual wielding daggers, and I didn't use it as a combat feat, it was just an activation. I have leaping spin at 1 AP.
EDIT: Ok, I found the lua code in abilities.lua.
The highlighted portion is the execution path that jumps without spinning... I know what that second if statement is... it is making sure the destination is a space that is lighted. I'm baffled by the first if statement though... what is the cave info flag CAVE_MARK? Anyone know?
I'm thinking if I copy the 5 lines of code right after that second teleport_player and paste it imediately after the first teleport_player, it should fix this issue... but I would like to know what CAVE_MARK is first so I don't break something.
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