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Post by Variaz on Nov 6, 2008 19:35:04 GMT -5
Potions bug fixed. And the good news is, you can apply the fix yourself. Simply edit k_info.txt, look for the potions, and increase their power from 1 to 100. That's it! My guess is that there was a division at some point(perhaps the MODERATE_POWER flag...), and then because the power was only 1, it ended up rounding down to 0. And it doesn't take much. 0.999999 will be rounded down to 0. Increasing the power to 100 solves the problem.
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Post by Frumple on Nov 6, 2008 20:44:52 GMT -5
CONGRATULATIONS! YOU FOUND THE SECRET DUNGEON!! ...uh, you won't let me get away with that, right? Only if there's a whole dungeon added that looks like that, if only for the headache inspiring awe of it! The potion fix is wonderful -- I really don't like having to go into debug mode to fix things, as I never resist the temptation to use it afterwards...
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Post by jarthak on Nov 6, 2008 22:50:58 GMT -5
Is a depth 20 enemy supposed to be able to summon spirits with ~800khp and 2 lives?
Sometimes the dungeon entrance in the wilderness is on the very edge of the cell so stepping onto it automatically pushes you into the next cell.
The Missile element does full damage against physically resistant enemies. I first noticed it against Wailing Ghosts in 005-03 but just now cast a Missile Bolt and Cold Bolt at a Lesser Earth Elemental and they both dealt the same amount of damage.
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Post by Variaz on Nov 6, 2008 22:53:22 GMT -5
Which enemy was it that summoned that spirit?
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Post by Frumple on Nov 6, 2008 23:00:11 GMT -5
Planar Child Defender's the only depth 20 that can summon spirits -- iirc, it's the only creature that summons spirits (various Es) at all. It's also a pretty violent enemy in general, being one the top-tier 'x' monsters. Now, for the 2 life elemental, that's a bit more iffy. I'd be more curious about how deep the 'x' was encountered -- summons appear to scale with depth (At least the monster's summons, heh.), and some of the deeper Es are downright evil... a 800k 2 life Frostfire isn't exactly a surprise, for example.
EDIT: *mutters* Though the PCD's not the only E summoner, of course. just the only one I've noticed that specifically "summons spirits". Several things call up 'E's, and a geomancer, ferex, has no probably summoning a depth 40 elemental if you run into the bugger deep enough. Which gets really nasty, as most of the deeper elementals can summon more Es, heh.
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Post by Variaz on Nov 6, 2008 23:03:45 GMT -5
I think I know what's happening.
There is a bug where I think it doesn't restrict ICE monsters to ice dungeons when summoning or placing monsters in vaults. The Planar Child, but also some merfolks, can summon spirits up to depth 40. The "Incarnation of Rhyzendalian Essence", the Spirit of Blizzard's 3rd evolution, has 2 lives and a lot of hp, and it's depth 40. That's probably what was summoned.
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Post by jarthak on Nov 7, 2008 1:11:09 GMT -5
I probably didn't need to be so cryptic. Yeah, it was a Planar Child Defender that summoned two Incarnation of Rhyzendalian Essence at me. One only had about 300khp while the other had around 800khp. Wasn't too far into the water dungeon at the time, maybe depth 22.
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Post by Frumple on Nov 7, 2008 17:01:27 GMT -5
Probably not actually a bug, but just to be sure... you can't summon nightmare scouts when activating the nightmare scout essence's ability. I can see how nightmares would be (rightfully) restricted from normal summoning (or at least requiring rediculous mana costs), but when it's a specific summon off a nightmare essence, that seems a little more allowable, yanno'?
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Post by Variaz on Nov 7, 2008 20:18:19 GMT -5
Probably not actually a bug, but just to be sure... you can't summon nightmare scouts when activating the nightmare scout essence's ability. I can see how nightmares would be (rightfully) restricted from normal summoning (or at least requiring rediculous mana costs), but when it's a specific summon off a nightmare essence, that seems a little more allowable, yanno'? It's not a bug, nightmares are forbidden from being summoned(and charmed. If you use Command Element and choose Charm, it will do a Paralyze effect instead.). Especially things like Nightmare Scouts than can summon themselves over and over. And other nightmares are simply broken. In more ways than one. Some of them have abilities strictly meant to be used on the player, and would be very difficult to code for use on monsters(if even possible).
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Post by Frumple on Nov 7, 2008 23:51:59 GMT -5
Fully loaded conjured pistols still reduce your quiver-ammo when firing -- they won't fire if you don't have bullets worn, to boot. Additionally, they won't appear in your off-hand if it's empty, replacing your main weapon instead -- particular nasty, as trying to wear a melee weapon in the off-hand to make up for that leads to vastly reduced (when pistol-whipping) or non-existant (when nothing's in the main hand) damage.
Also, you can't conjure ammo -- not even arrows and bolts. Is that intentional?
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Post by Variaz on Nov 8, 2008 0:26:32 GMT -5
Ammos are not consumed upon reload, but upon firing. In the case of pistols, it seems a bit weird, but in case of crossbows, if done the other way, it would be messy when trying to get back bolts you shoot. That's just the way the system is designed. I know it's not 100% realistic, but it was meant to be simple to use and customize.
Yes, it was, though I'm considering reverting that change.
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Post by Frumple on Nov 8, 2008 1:25:04 GMT -5
Ah ha. Buggery though -- it's going to make a firearms using monster much more difficult (supply-wise) than a similar non-monster. No way to conserve ammo and no way to produce it (though I guess I could switch my conjuration focus over to crafting. Hmm...). My bony bullet blaster is sad now, heh, but I guess that's the price of being massively harder to kill at low-to-mid levels...
Edit: Ooh, but that jindar dwarf dude sells sharpenable bullets -- only 1k gold for a 99+1 stack. I had forgotten about that... shame the things are so bloody heavy, heh.
Also, it definately appears intentional, but just to check... wearing pistols (one handed ranged weapons in general, I guess) with MUST2HAND melee weapons is supposed to be possible, yes? I've currently got Tempest in one hand (Despite having no rod skill, it still outdamages any sword I've got access to...) and a 6-shot revolver in the other. Whoo!
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Post by Variaz on Nov 8, 2008 13:22:50 GMT -5
I found, uh... that ^, if it's showing correctly. I'm guessing it's some kind of bug, at least... All right, it's fixed. I've encountered it yesterday, same vault too. Reason is that it's supposed to be a 31x15 sized vault, but it was defined as 31x21 in vaults.txt. So it tried to process null characters, which resulted in some sort of chaotic twist as you can see. You can fix it by opening vaults.txt, and edit the "Casters vault". Change it's size from 31:21 to 31:15, that should take care of it.
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Post by Frumple on Nov 8, 2008 23:56:27 GMT -5
Oddness with rods -- I'm getting two zaps, reguardless of if I'm actually wielding two rods or not (I'm not, in this case, but trying with two gets the same double-zap.).
EDIT: Also, have wands and staves (Non-rod type staves) been looked at lately? I just remembered having played around with a sleep monster staff a bit ago and it seeming not to work -- the monster "went to sleep" and then proceeded to nail me with a three hit combo. 'Course, it took like ten charges to get a shot that wasn't resisted...
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Post by Variaz on Nov 9, 2008 0:14:42 GMT -5
It's sleep that's bugged I think, not the wand. I remember experiencing a similar bug with Command Element->Sleep. The wand's success is based on int and wisdom vs monster's level and mind. Int+Wis vs Lev+Mind. Assuming, of course, the monster isn't immune.
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