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Post by Variaz on Nov 30, 2008 15:49:22 GMT -5
On normal, non-magical items, licialhyds will not break. Licialhyds will only break if you enter a magic item(one that is "colored". An item can have bonus and it still won't break if it's the base bonus). Nightmare Licialhyds, of course, will never break.
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Post by Frumple on Nov 30, 2008 16:46:53 GMT -5
One of those probably-not-a-bug things, but the rod (and presumably essence) damage boost increases the power of 0 power spells as well.
Generally not an issue, but for those of us who use high radius, no power light balls to light up rooms (or I guess darkness-typed, for the shadow stalkers or what have you), it might cause problems. On the flip side, a free 40 radius light ball, however weak, isn't exactly a bad thing... I wonder how it would react to warp damages...
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Post by Variaz on Nov 30, 2008 18:20:48 GMT -5
Not really a bug, indeed. No real fix planned for this either. Forcing the power to be at least 1 would be meaningless, so it's going to stay that way.
Enjoy it! ;D
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Post by Gando on Dec 1, 2008 12:04:35 GMT -5
Apparently the storage thing is still bugged...Ive lost 2 artifacts and several weapons because of it today. It seems like the 5th page stops saving after the 2nd item (so the 39th+ items disappear.)
===EDIT=== I really think this is a serious bug that needs attention. I don't want to play anymore until it is resolved because I hate losing items. Particularly when I cant predict what is going to go missing next. :/
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Post by adelie on Dec 1, 2008 19:54:53 GMT -5
Not sure if these have been brought up before but:
The monk's defensive throw ability is being treated as a magical attack. This is causing some weirdness with physical/magical immunes and/or 100% physical resistant creatures. Magic returning bosses/elites are returning damage from this ability.
The warrior's counterattack ability is also being treated as a magical attack. I've not seen any returning on this one yet, though.
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Post by Variaz on Dec 1, 2008 20:04:53 GMT -5
Strange, as I do tell it to act like a melee attack. However, are you using a weapon that does elemental damages? If so, it will damages physical immunes, but not magic immunes. It will not be returned by magic returning though.
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Post by adelie on Dec 1, 2008 21:27:45 GMT -5
Strange, as I do tell it to act like a melee attack. However, are you using a weapon that does elemental damages? If so, it will damages physical immunes, but not magic immunes. It will not be returned by magic returning though. Aha! Both characters that I've seen this happen with happened to be using the shield "Water Wall", which has a 1000 point water brand with a completely mundane store bought weapon... A log of an encounter with a physical immune: The damage readout shows 1000 points of damage done, so it appears that the shield is getting a hit in in addition to the weapon, and doing its brand damage. Dual wielding was off, so wasn't paying attention to the brand in the off hand. It's an interesting interaction that kind of makes sense, but not sure if it's intended to be working that way. EditOn further scrutiny, the "branded shield bash" appears to be happening on normal attacks as well!
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aver
Rookie
Posts: 5
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Post by aver on Dec 2, 2008 3:05:18 GMT -5
Leveled the amulet of golden truth a few levels and tried to alter it through the flow. Using some advanced tactics to avoid instakills from monster spells I finally entered the final level. The boss was quite tough, about 110 levels and 31 extra lives IIRC, but I managed to live few turns (one of its spells was ´summon bats´...). Tried to use power 10 life blast against it. It was mostly blocked, but some managed to avoid blocking and wasn´t resisted. And what happened? The damage calculator showed green numbers with minus(-) sign, and the boss didn´t take any damage. My guess is that if you do too much damage there happens some kind of overflow.
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Post by drakov on Dec 3, 2008 6:32:53 GMT -5
I don't its a bug, but while I'm playing with a spirit of blizzard and I activate its cold fields, it works fine, damaged the enemies, but only when they are aware of you! So if they are sleeping = no damage! They just sit in the ice field, sleep and nothing...
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Post by Variaz on Dec 3, 2008 11:09:26 GMT -5
Monsters will take damages on fields when they act. If they sleep, they don't act, so they don't take damages. Same thing with paralysis, and it's not really a bug.
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Post by Gando on Dec 3, 2008 18:55:12 GMT -5
Not even a comment on the storage bug V?
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Post by Variaz on Dec 3, 2008 21:35:52 GMT -5
Sorry, didn't notice your edit.
I'll see that it is fixed soon. I thought I'd fixed it though, but I didn't try as many pages as you did.
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Post by Gando on Dec 3, 2008 23:34:38 GMT -5
Ah ok...well I have been avoiding playing since I posted that. I only found it because I am playing a soul guardian (again) and decided I hate throwing away souls. Particularly the ones with special activations.
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Post by adelie on Dec 4, 2008 4:28:28 GMT -5
Potential fix for odd off-hand bashing issues:
In cmd2.c
void choose_current_weapon() { char ch; if (two_weapon_wield() && p_ptr->dualwield == 1) { get_com("Use which weapon? (1 or 2) ", &ch); if (ch == '1') current_weapon = &inventory[INVEN_WIELD]; else current_weapon = &inventory[INVEN_WIELD+1]; } else if (one_weapon_wield()) { if (inventory[INVEN_WIELD].k_idx) current_weapon = &inventory[INVEN_WIELD]; else current_weapon = &inventory[INVEN_WIELD+1]; } else current_weapon = &inventory[INVEN_WIELD]; /* <-Here */ }
This'll default to using slot a) if you've got something in each hand but are not dual-wielding, without radically changing the results of the function for some of the more abnormal calls (dual wielded shields + shield bash, I'm looking at you).
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Post by Variaz on Dec 4, 2008 11:12:09 GMT -5
I'll try it out, thanks for posting.
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