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Post by Variaz on Apr 26, 2008 18:37:37 GMT -5
Since the other bugs thread is starting to become too big, I've decided to lock it, and create a new one. Of course, this thread is pointless, because as you know, there's no bugs in Portralis. However, some Unique Features might need some "improvements". So let's discuss those "improvements" here!
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Post by phlinn on Apr 30, 2008 17:53:30 GMT -5
Spin Kick is returned by magic returning monsters.
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Post by Gando on May 3, 2008 3:28:43 GMT -5
Apparently the Divine Dungeon ability truncates parts of the dungeon when it works. I really like this ability but seeing half the dungeon go missing is a bit disconcerting.
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Post by Gando on May 3, 2008 3:59:54 GMT -5
Not sure if this is a KNOWN bug or not but I just noticed that escaping does NOT cancel a spell when it requires a target...Instead it defaults to the first available target. This is clearly an interface issue that needs to be addressed. Im sure I noticed this before but didn't really think about what was going on, just found it annoying...but since I just killed a townperson on exiting the destroyed mayors building in Udor because I could not target the orcs it seems like a more heinous problem. One of my biggest nitpicks with games is how the interface forces certain situations in rpgs that a thinking person just would not do if given any choice at all. (ie: running around in the dark slaying friends, or throwing spells at the nearest target friend or foe.) Please fix this in build 002.
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Post by Gando on May 3, 2008 4:37:08 GMT -5
(Not sure if this one is a bug but something seems inconsistant here.)
Using the Diviner ability Divine Items: When identifying items that are white/brown you can sometimes identify them into purples! (Yay?) Not ahuge deal imho but I noticed that some will never id into anything but +0 items. Bows in particular.
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Post by Variaz on May 3, 2008 13:28:43 GMT -5
Not sure if this is a KNOWN bug or not but I just noticed that escaping does NOT cancel a spell when it requires a target...Instead it defaults to the first available target. This is clearly an interface issue that needs to be addressed. Im sure I noticed this before but didn't really think about what was going on, just found it annoying...but since I just killed a townperson on exiting the destroyed mayors building in Udor because I could not target the orcs it seems like a more heinous problem. One of my biggest nitpicks with games is how the interface forces certain situations in rpgs that a thinking person just would not do if given any choice at all. (ie: running around in the dark slaying friends, or throwing spells at the nearest target friend or foe.) Please fix this in build 002. Fixed. Aborting a spell while targetting will no longer cast it, and walking in the dark will no longer cause you to attack allies. Not a bug, nor an oversight. It is meant to work that way. After all, an item that seems normal to most peoples might nevertheless contains magical powers that only a Diviner will ever know about. Also, unless your ability is high, the items you'll get by doing this won't be that great. You can sell them for a better price though! Now, the fact that it didn't work on ranged weapons was a bug. It was due to a typo where I've used TV_RANGED_WEAPON in the script. I should have used TV_RANGED instead. It's fixed now.
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Post by Gando on May 3, 2008 14:48:17 GMT -5
Yeah the bug part I was mentioning was the not working on the bows.
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Post by Gando on May 4, 2008 4:39:00 GMT -5
...\lib\script\elements.lua:2992: attempt to perform stack traceback: ...\lib\script\init.lua:34
A problem with bouncing magical attacks from magic returners.
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Post by Variaz on May 5, 2008 8:34:04 GMT -5
...\lib\script\elements.lua:2992: attempt to perform stack traceback: ...\lib\script\init.lua:34 A problem with bouncing magical attacks from magic returners. Fixed. Error in Divination's code when used against the player. And actually, Life Blast, Harm and Paralyze were also bugged.
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Post by Gando on May 5, 2008 9:20:33 GMT -5
Yay me for finding incidental bugs
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Post by Gando on May 5, 2008 10:53:38 GMT -5
Crashed on picklocks attempt in final floor of a dungeon...no error message just boom. Im guessing it violated something to do with memory allocation based on the cryptic microsoft crash debugger message.
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Post by phlinn on May 5, 2008 12:51:47 GMT -5
For the record, to_d and dis_to_d can be different if you equip an unidentified item. I know I asked about that once, but I finally put in a message to test it for my own curiosity.
This produces an error, as weapon_damages and monk_damages call dis_to_d. I think the min and max versions should use displayed values, but the actual damage calc should use the real ones. That way you can show a user what he thinks he'll get, but he'll actually deal more.
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