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Post by Variaz on Jan 3, 2008 22:39:10 GMT -5
One more problem: burning and venomous shots abilities of marksman are useless against phisyc immune elites - if monster immune to shot, later damage (later shots actually)are not fired. Fixed. These abilities are hard-coded though, so a reupload will be needed. Throwing item to monster don't decrement count of items. No feats, abilities etc. I throw one of 20 flasks of oil to Monstrous Rat. But in inventory there are still 20. If i throw them to wall, items counter decrements normally. Fixed as well. Problem was than in elements.lua, I reset the dropnum variable to 0, so in ranged.lua, it decrements the count by 0. Since you can ever throw only 1 item at once, I now decrement by a static 1.
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Post by danath on Jan 5, 2008 12:51:23 GMT -5
Today I have encountered a nasty bug. I was on level 5 of Udor North Dungeon, used a down staircase for the bottom floor and....I found myself trapped inside a single square dungeon surrounded by impenetrable walls! no stairs up and cannot recall either....so I suppose the only way to continue using this char is...letting him die of hunger?
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Post by Variaz on Jan 5, 2008 19:00:11 GMT -5
Or use "Q"... but really, I haven't encountered this bug... Can't really say why it does it...
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Post by argyle2001 on Jan 5, 2008 20:28:32 GMT -5
Wait... I think I remember an old discussion about this bug on 0.2.
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Post by argyle2001 on Jan 6, 2008 12:24:05 GMT -5
Here's a new detail for the Throwing bug:
I just threw a potion of Salt Water through a CLOSED door.
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Post by Variaz on Jan 6, 2008 12:49:39 GMT -5
Yeah, I know about that one.
What happens is that it drops the object randomly around the selected square, which is the door. It can drop to any empty floor, so there's a chance it'll drop behind the door. And it's not only with doors, walls will do that too.
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Post by argyle2001 on Jan 6, 2008 17:05:54 GMT -5
Well, I've found another.
The game won't load the second level of the Jindar Sewers. It tries to call Q1001, which doesn't exist (and the game crashes). It OUGHT to be calling 101. I renamed Q101 to Q1001, and it loaded the level just fine. If anything else calls on that number, though... I suppose I'll see another crash.
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Post by Variaz on Jan 6, 2008 17:23:25 GMT -5
Well, I've found another. The game won't load the second level of the Jindar Sewers. It tries to call Q1001, which doesn't exist (and the game crashes). It OUGHT to be calling 101. I renamed Q101 to Q1001, and it loaded the level just fine. If anything else calls on that number, though... I suppose I'll see another crash. I renumbered the files from 1000 to 100, but forgot to change d_info accordingly. I just did that though, so that should fix it.
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Post by Variaz on Jan 6, 2008 19:26:45 GMT -5
Seems like there was also a script that referenced a quest in the 1000s instead of the 100s. It's fixed.
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kipar
Champion
Posts: 201
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Post by kipar on Jan 7, 2008 4:51:16 GMT -5
In a sewers quest, killing of every slime gives 5.00 expierience to Every character, no matter what's his level. It's a way to unlimited expo. Hmm, sorry, i'm not already sure in this bug
And as not a bug, but as a general problem - all quests are easy way to unlimited expo&money, because all monsters restored if you get out there and back. I don't think it's easy to save monsters count in a level, but don't see another way to solve this problem
And one more bug: 1. It's now impossible to remove summoned weapons normal way but there is still a method: summon one-handed weapon then wear two-handed: one-handed will be in your inventory, though it cannot be sold and will disappear after turns if weared. Why do so? to wear summoned items in two hands, or just to summon weapon before battle with a risky spell
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Post by Variaz on Jan 7, 2008 9:07:17 GMT -5
The monster count is very difficult to keep track of, especially since they're preset enemies. That's almost impossible to keep track of.
One solution would be to not allow gaining experience in quest levels for non-unique monsters. So while killing uniques would give you experience, the normal monsters wouldn't.
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kipar
Champion
Posts: 201
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Post by kipar on Jan 7, 2008 14:12:05 GMT -5
But there is still a money! 50k money for 10 minutes in prison quest with orcs
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Post by Variaz on Jan 7, 2008 14:16:01 GMT -5
Well, money is less of a concern, considering the best items aren't bought. And I'm pretty sure it takes more than 10 minutes. In the 0.3 release, purple items don't give you as much money, at least not the early ones. So it'll take longer.
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kipar
Champion
Posts: 201
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Post by kipar on Jan 7, 2008 16:30:20 GMT -5
well, 20 minutes. I have some levels Divine blood, wisdom18, and macros that missiles than press space many times. Enter the prison, hold macros key (i prefer TAB), wait until orcs dead, fast go on they bodies to get only gold, not items. It takes about 30 seconds, and gives about 500-1000 gold (ten piles with 50-100 gold in each) then go back to udor's townhall and repeat. Maybe don't give an items for quest monsters too?
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Post by Variaz on Jan 7, 2008 16:54:00 GMT -5
Well...I don't know about that one. If quest enemies gives absolutely nothing, they're kind of pointless...
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