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Post by Gando on Nov 16, 2008 4:34:56 GMT -5
Not sure if this is a file conversion bug or simply a left in the dust type bug but my old Celestial Soul Guardian Gabriel has found a way to consistantly crash the game (and freeze it before doing so) merely by attempting to bind a soul to an item. The item is an ice saber so its not a depth problem. But the soul is a Mature Blue Dragon so it could be that the changes made in monsters essences affected souls and how they work on binding?
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Post by Variaz on Nov 16, 2008 12:53:07 GMT -5
Indeed, it crashes the game. Will fix it, and post a fix build. EDIT: Fixed, fix uploaded. Though I just bound it to a bronze long sword, and....wow. That's STRONG! And all you need is one point too... Like crafting, there should probably be some sort of materials limitations, so that binding it to bronze isn't as good as binding it to steel... Anyway, that's for another thread...
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khan
Veteran
Posts: 81
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Post by khan on Nov 16, 2008 15:21:14 GMT -5
Not a major one, but I can't get Licalyds to work if they are in Inventory (a) slot. If I pick something else up that goes in slot (a) the Licalyd now works fine (so I can work around it). I can't find the problem myself in the code but my knowledge of lua is pretty weak.
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Post by Frumple on Nov 16, 2008 15:48:40 GMT -5
So I debuged me up a mature prismatic and wandered down into this "Flow" thing -- out of curiousity, did my suggestion about 'headache inspiring awe' influence the look of the place any?
Not the issue, though. Problem is that all those random whozles in there are generating essences named (n/a). The bonuses etc. seem to be coming through fine, but the name's not sticking. Naturally, I suggest them be named "Random Whozle", but I also suggest not listening to that suggestion, heh. Anyway, hope it's a minor thing to fix, yah.
EDIT: Ooh, vaults seem common in the Flow. I've got one level with three (Undead one, caster, small forest) of the things on it. Not the deal, though it'd be a nice feature -- deal is that some of the vault generated critters (specifically from the forest, thus far) are popping up non-random. Perhaps not entirely a bug, but since the undead-vault thingy did use random critters, I figured something might be up.
EDIT2: Should nightmare licials have a noticebly different effect? They didn't seem to when I used a pair to power a try on Bee Sting, but maybe they should? They are, after all, probably the easiest high-powered licial to get a hold of, methinks.
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Post by Variaz on Nov 16, 2008 16:10:16 GMT -5
lol, there is no bugs in what you've reported! ;D Yes. That's because of the way it's coded, random monsters uses monster slots 2050 to 2099, and the names keep changing. Because of that, I've set the name to "n/a", because otherwise, the name would always change. Again, not a bug, vaults are indeed common in this place, due to me wanting the place to be very unusual. The fact that normal monsters pops up there is also good, but I too noticed the random-only enemies of the undead vault. Not too sure why...
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Post by Variaz on Nov 16, 2008 16:12:09 GMT -5
They do. Normal licialhyds breaks if used with magic items, while nightmare licialhyds don't. Also, to activate the portal, you must use two licialhyds which's sum value is equal or higher than the item. So if you want to try very valuable items, you MUST use nightmare licialhyds, as they are the only ones valuable enough.
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Post by Frumple on Nov 16, 2008 16:19:39 GMT -5
They do. Normal licialhyds breaks if used with magic items, while nightmare licialhyds don't. Also, to activate the portal, you must use two licialhyds which's sum value is equal or higher than the item. So if you want to try very valuable items, you MUST use nightmare licialhyds, as they are the only ones valuable enough. Ah, cool. Well then, an actual bug this time -- my prismy explorer is currently being attacked by two devling pikemen who have, uh... negative HP and are still moving. Save's available if it'd help. EDIT: And another potential pseudo-bug. Can still find books of satisfy hunger for sale (In dungeon shops(!) at least) -- would have thought that, with the food removal stoof, those'd be gone too...
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Post by Variaz on Nov 16, 2008 16:55:56 GMT -5
Arg... I've seen this bug once before, it never happened again afterwards. Looks like you've reproduced it. Yes, you can send me the save file.
More of an oversight. I'll remove it.
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Post by Frumple on Nov 16, 2008 17:48:52 GMT -5
Save sent, yo'. Message title is NegHPsave, attachment is PLAYER.rar (Port saves compress pretty well...). Hope it helps, yeh.
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Post by Gando on Nov 16, 2008 18:30:50 GMT -5
Apparently the minimum dungeon level (at least for my 32nd level character) is stuck at 11...which would be a pain in the butt but still doable if the dungeon level didn't always end at the 80% point...derandomized the dungeon levels did we?
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Post by Variaz on Nov 16, 2008 18:49:08 GMT -5
Apparently the minimum dungeon level (at least for my 32nd level character) is stuck at 11...which would be a pain in the butt but still doable if the dungeon level didn't always end at the 80% point...derandomized the dungeon levels did we? Err...no? However, dungeon levels are determined when you enter a wilderness screen. Did you exit and reenter the wilderness screen? Otherwise, it will always be the same thing, no matter how many times you abort.
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Post by Gando on Nov 16, 2008 20:06:37 GMT -5
yes many times...same level every darned time.
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Post by Variaz on Nov 16, 2008 20:22:09 GMT -5
I entered a couple random dungeons, and always get a different starting depth... Can't reproduce it.
Did you do anything special before it started happening?
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Post by Gando on Nov 16, 2008 22:08:40 GMT -5
Not that I know of
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Post by Variaz on Nov 16, 2008 23:02:56 GMT -5
Not a major one, but I can't get Licalyds to work if they are in Inventory (a) slot. If I pick something else up that goes in slot (a) the Licalyd now works fine (so I can work around it). I can't find the problem myself in the code but my knowledge of lua is pretty weak. Just reproduced it. Odd.... EDIT: Ok, found it. It's in objects.lua, the licialhyds code checks if item is equal to 0, then abort, but that causes it to ignore the first slot. If we comment it, it will fix the bug, but also prevent us from aborting... Gando, can you email me your save file?
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