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Post by Variaz on Mar 22, 2010 10:29:12 GMT -5
Just died on dungeon level 42 from a Planar Phantom attack(Planar Blade). According to indicator in right-bottom corner he deals 767319834 damage. Sadly the bug isn't reproducable, but it seems there is possible overflow somewhere. Congratulations! You just came across the secret "Monster Critical Hits" ability! ....just kidding. Did you actually die of it though? I'm wondering if it's just the reported damages that are wrong, or if you actually take that much damages. Planar Phantom should not hit you that hard.
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Post by Gando on Mar 22, 2010 10:41:12 GMT -5
Just died on dungeon level 42 from a Planar Phantom attack(Planar Blade). According to indicator in right-bottom corner he deals 767319834 damage. Sadly the bug isn't reproducable, but it seems there is possible overflow somewhere. Congratulations! You just came across the secret "Monster Critical Hits" ability! ....just kidding. Did you actually die of it though? I'm wondering if it's just the reported damages that are wrong, or if you actually take that much damages. Planar Phantom should not hit you that hard. Nothing mythical about that. I have had similar experiences.
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kipar
Champion
Posts: 201
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Post by kipar on Mar 22, 2010 13:36:46 GMT -5
Yes, I forgot to say that i seen this digits from Limbo. In log was only one his attack and i have about 2mill hp at moment of death, so his attack at least was higher than usual 500-700k. He wasn't boss or elite too.
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Post by Gando on Apr 1, 2010 4:57:37 GMT -5
I can't help but think of this as a bug. I am playing with another warrior build, this time Zulgor Chaos Lord and was down in the Restless Monk's dungeon and killed the monk and used the exit staircase to return to the surface. But instead I was transported to the middle of Udor where my aura immediately killed a townsfolk, giving me negative alignment which can't be made back and turning the town guard against me. Honestly, in the past I have not really cared that exiting dungeons from the exit stairs sometimes acts like a word of recall but this is ridiculous. There was no time to turn off the aura before someone died. I realize the code for the exit dungeons was probably written long before auras were even a conception but it seems like utter laziness to have the same code serve both as Word of Recall and dungeon exit. Please fix this in this next build.
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Post by shinmajin on Apr 21, 2010 10:25:35 GMT -5
Also, I just encountered the ranged bug that was reported earlier on a new marksman character. Except this was with a shortbow rather than a light crossbow. EDIT: Here's a copy of the error ...Portralis04build02\lib\script\ranged.lua:764:attempt to compare number with nil After that is a traceback to init.lua:66:in function '_TRACEBACK' ranged.lua:764:in function 'ranged_damages' ranged.lua:108:in function 'handler' event.lua:51:in function 'notify_event_hook' EDIT2: I just tested a longbow and a light crossbow on the same character, and both give the same error now that the shortbow was giving. Also, the first time I got the error was before I picked a class. I repeated the tests after choose Marksman and the error still occurs. Chall T. Dow Fix for this bug already was posted in this forum - replace all strings "local stealthbonus" in ranged.lua to "local stealthbonus=0" Meeh...I tried the fix, but I get a new error at the tile screen, lua:22 `=' expected near `function' In addition, I can't use ranged weapons at all.[\i]
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kipar
Champion
Posts: 201
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Post by kipar on Apr 21, 2010 15:01:01 GMT -5
lua:22 `=' expected near `function' Are you sure it is complete message? It should be like ranged.lua:22 `=' expected near `function' or init.lua:22 `=' expected near `function' I've attached ranged.lua file that works on my computer. Attachments:
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Post by shinmajin on Apr 21, 2010 16:19:18 GMT -5
That did the trick. Many thanks.
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Post by orkwaagh on Jun 5, 2010 6:43:47 GMT -5
The dungeons created by >70 mining skill place down level change events that are activated by stepping on the dungeon tile instead of activated by going down the stairs.
This is bad for two reasons: 1. Mining is often used to remove walls and other obstacles. If a dungeon is created, then the blockage was not removed - it was replaced by a trap that causes the player to change levels when stepped on. 2. Exiting a mining dungeon doesn't bring you back to the level you left. It might not even bring you back to the same depth that you left. This can cause you to lose artifacts (Is there an artifact preserve system in effect, btw?) as well as progress.
Addendum: The relevant code starts at around line 1928 of objects.lua (the "mining_treasures" event).
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Post by Gando on Jun 5, 2010 11:22:57 GMT -5
Ork yeah its a known issue. When mining came out we complained vociferously. I believe it is on the list of things to do that V carries in his back pocket. (just a guess here.)
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Post by lamarr on Jun 7, 2010 4:58:27 GMT -5
It would be nice if it was just that, but the Ruins created by high-level mining also cause crashes to desktop. Sometimes only if you actually enter them and walk around a bit, but at least twice I've been to a dungeon level that crashes as soon as you dig out a stair at all.
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Post by sekira on Jun 27, 2010 12:01:55 GMT -5
Found this error on line 233 in script/elements.lua if (p_ptr.abilities[(CLASS_MAGE * 10) + 3] > 0) then This should be changed to if (p_ptr.abilities[(CLASS_MAGE * 10) + 3] > 0 and element == GF_MISSILE) then
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Post by serin on Jun 30, 2010 16:46:17 GMT -5
Hey, long time no play.... Anyway, I'm not sure if these are bugs or if they are balance issues. 1) Rogue pickpocket ability makes the item(s) you steal more powerful. This can be seen if you have 100 in the ability and go to a level 1 random dungeon. You end up stealing levelable items.... All you need is one in this ability to get better items. (incidently, I've quit picking up items and just steal them, it's a much more effective use of my inventory) 2) Essences have an inherent value of 0, no matter the essence. Therefore, when you die you lose none of your essences as if each had the Eternal ability. (don't waste your points on it! )
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Post by Variaz on Jul 1, 2010 9:46:18 GMT -5
Not a bug at all. If you look at the abilities guide, you'll see that it's intended to work that way. Pickpocketing the monster is more difficult than just killing it and taking the loot. So to make pickpocket worth it, the items are more powerful since you are taking more risks.
I guess this one is an oversight, in that I made it so that any items with value less than 1000, you don't lose them. But you're right, with a value of 0, there is no reasons to ever buy eternality for essences.
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Post by orkwaagh on Jul 12, 2010 15:40:58 GMT -5
Most of these are about streamlining the graphics and could be considered "suggestions," sorry if this post is in the wrong thread. - Adding too much radius to circle spells can cause a crash. Not having any radius but having massive stats/skills does not produce a crash, however. There is a sanity check, but it's not occurring late enough.
- Under the list of commands in the help files, "h" is listed as being unused even though it is used for composing and singing songs.
Post edited by Variaz, removed the last three items, which were suggestions, and Gando already moved them to the Suggestions forum.
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