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Post by Variaz on Jun 20, 2011 23:05:40 GMT -5
Welcome to the forums. Sadly, I don't have a Linux system to test this, so the Linux version may be quite buggy. Never really tested it at all, though I do remember creating an X11 compilation, and it worked fine, but that was a long time ago... I've also noticed that for some reason, several of the advanced classes are inaccessible due to an impossible class level requirement in classes.txt (requires level 99 of class 30 iirc), but I don't know if thats intentional or not. Intentional, as my plan is to remake all classes in 0.5. These classes aren't updated to the new system yet, so that's why they are disabled. Even if you reenable them, they probably won't work correctly. That's probably because the area currently isn't ready. For the time being, the main quest stops after you beat the second main quest boss, and doesn't continue to Shan's temple for the moment.
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Post by random on Jun 22, 2011 12:25:16 GMT -5
Using a potion of restore stats crashes me. I've replicated it repeatedly, so it wasn't a fluke. Since I've yet to find a book of Restore Stats (dozens of Restore Status, no Restore Stats ) I went ahead and created a special file to test that with Control-A and it works fine. So I imagine the problem is with the potion, not the spell effect itself. Edit: You can add the Restoration and Cure Mutations potions to the list (I got hit pretty hard in a crowded level 42 dungeon, heh.) The Restore Status works fine, however. Or at least it doesn't crash the game. I didn't need the effect, so I have no idea if it actually works.
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khan
Veteran
Posts: 81
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Post by khan on Jun 23, 2011 10:57:48 GMT -5
Getting the crash again in the flow when I go through a portal. Seems to be happening at level 60 or below if that's any help.
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Post by Variaz on Jun 23, 2011 17:16:07 GMT -5
Getting the crash again in the flow when I go through a portal. Seems to be happening at level 60 or below if that's any help. I've been getting some random crashes even in non-flow dungeons past a certain depth while testing. Not sure why, but I do know that for depth 50+, the game tries to enforce monsters of similar depth level as the level you're on(I change I did myself in 0.4). Yet, no enemies of depth 60+ exists at this time, so maybe it enters an endless loop. I will try to see if removing that change fixes that. Besides, it isn't as needed as before, since the monster level plays a much greater role in determining the overall strength of a monster.
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Post by random on Jun 24, 2011 12:10:12 GMT -5
I'm not sure if this is related to the lava/water bug, but the visible fire field cast at me by an efreet also crashes the game if you move onto it. I actually took one step without anything happening, but the second step crashed it. I haven't met a phoenix yet, so I have no idea if those fields will do the same. The (non-visible) auras of the monsters I've encountered -- Frost and Fire giants and the like -- work fine.
Edit: Just encountered a phoenix and, yeah, same bug with its fields.
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Post by Variaz on Jun 24, 2011 22:56:08 GMT -5
I think it's almost the exact same code than the lava fields, so it must be it.
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Post by random on Jul 15, 2011 12:02:23 GMT -5
When evolving from a humanoid monster to an essence one, most of my equipped items disappeared. The first one that was removed -- my armor -- remained (dropped to the floor, since my inventory was full) but the rest, including an artifact (Abjurer's Cloak) just...went away.
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Post by challtdow on Jul 18, 2011 16:32:04 GMT -5
Just found a bug with the Marksman ability Enhance Ranged Weapon. If you choose to use the power enhancement, but pick an invalid spell for the element, then all the other bonuses are still applied without flagging the weapon as having been modified. I found this out while trying to make a crossbow that shoots Harm.
Chall T. Dow
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grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Jul 20, 2011 15:38:33 GMT -5
Quaffing a potion of Minor Mana Recovery crashed my game.
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Post by sekira on Jul 28, 2011 12:39:40 GMT -5
N:417:& Bronze Bracers G:):g I:41:7:0:97:78 W:0:0:30:100 A:0/1:20/10 P:0:1d1:0:0:0 K:27:10 F:FREE_ACT | VALUE_25
N:1118:& Ice Bracers G:):B I:41:7:0:97:1082 W:25:0:20:4000 A:25/1:40/1 P:0:1d1:0:0:0 R:2:5 K:27:35 F:FREE_ACT | ICE
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Post by sekira on Jul 29, 2011 23:20:55 GMT -5
So I'm playing around with a skill idea I had... Tattooing. I added 6 items to lib/edit/k_info ##### Tattoos ##### N:1175:Leg Tattoos G:~:w I:30:15:0 W:1:0:1:100 A:1/1 P:0:1d2:0:0:0 F:SPECIAL_GENE | SHOW_MODS | INDESTRUCTIBLE F:FREE_ACT | CURSED
N:1176:Hand Tattoos G:~:w I:31:16:0 W:1:0:1:100 A:1/1 P:0:1d2:0:0:0 F:SPECIAL_GENE | SHOW_MODS | INDESTRUCTIBLE F:FREE_ACT | CURSED
N:1177:Face Tattoo G:~:w I:32:12:0 W:1:0:1:100 A:1/1 P:0:1d2:0:0:0 F:SPECIAL_GENE | SHOW_MODS | INDESTRUCTIBLE F:FREE_ACT | CURSED
N:1178:Back Tattoo G:~:w I:35:9:0 W:1:0:1:100 A:1/1 P:0:1d2:0:0:0 F:SPECIAL_GENE | SHOW_MODS | INDESTRUCTIBLE F:FREE_ACT | CURSED
N:1179:Chest Tattoo G:~:w I:36:19:0 W:1:0:1:100 A:1/1 P:0:1d2:0:0:0 F:SPECIAL_GENE | SHOW_MODS | INDESTRUCTIBLE F:FREE_ACT | CURSED
N:1180:Arm Tattoos G:~:w I:41:10:0 W:1:0:1:100 A:1/1 P:0:1d2:0:0:0 F:SPECIAL_GENE | SHOW_MODS | INDESTRUCTIBLE F:FREE_ACT | CURSED I keep finding tattoos on the floor or as monster drops... shouldn't the SPECIAL_GENE flag prevent that? Am I doing something wrong? Tattoos are only supposed to be created by the defined ability (a feat of the new Tattooing skill), which also gives them different stats based on your level of Tattooing skill. They are cursed so I can create them with 0 duration using conjure_item_any(...) but don't have to worry about them being removed... You have to use the remove tattoo ability, again a feat of the skill. Does the CURSED flag let the object generation code create them despite the SPECIAL_GENE flag? Any ideas would be great.
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Post by Variaz on Jul 30, 2011 13:24:07 GMT -5
The problem is with the "A:" line, which is the dungeon levels which the item starts being allocated. It overrides the SPECIAL_GENE flag, so you have to take those out.
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Post by sekira on Jul 30, 2011 15:52:36 GMT -5
The problem is with the "A:" line, which is the dungeon levels which the item starts being allocated. It overrides the SPECIAL_GENE flag, so you have to take those out. Yes, I figured that out a couple hours ago. silly me. Thanks for the help though.
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Post by hairybolox on Aug 4, 2011 5:24:52 GMT -5
Hi Variaz Like a few other people the game is hanging when certain things happen :- quaffing a cure mutations potion stepping on any kind of field - lava, fire etc trying to enter a level 60 dungeon very occasionally opening an ancient chest (also why is the loot from chests so bad ? are they not linked to level ? )
I know you're looking into most of these issues & that the level problem is almost certainly down to the lack of higher monsters, but any idea when a patch solving these will be issued ?
Cheers
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Post by Variaz on Aug 4, 2011 22:25:04 GMT -5
To be honest, I didn't code much during July, so not that much has been done.
So right now, I don't know when a patch will come out. Probably not until the end of this month.
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