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Post by Frumple on Feb 3, 2008 2:58:23 GMT -5
File sent to your hotmail account, I think. Tried canceling out of the conversation then starting it back up, but no luck.
Oddly enough, the quest did work at some point in the next-to-latest alpha with a different character. The character that's locking up started in said next-to-latest, too. Perhaps the issue is caused by this new character being imported?
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Post by Variaz on Feb 3, 2008 11:40:22 GMT -5
My suspicions were right! It WAS caused by the naming of the amulet! There wasn't enough metals/gems names for the amulet. (you know how unidentified amulets have names like "Diamond Amulet", "Steel Amulet", etc... Well, this one didn't have any.).
I've enlarged the array, and added "Wooden" as an amulet's name. It worked.
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Post by Variaz on Feb 3, 2008 12:10:02 GMT -5
I've just reuploaded the alpha. It contains the fix for that particular bug. Note that the number of amulets is still limited, and the problem might happen again if we add new amulets. I'll have to find a way to fix that in a future release...
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Post by Frumple on Feb 4, 2008 10:18:18 GMT -5
Blue (nothing) encounter -- got it off a non-elite, non-boss Gnome trickster on dlevel 12 of a random dungeon. IDing shows it as a sword of devastation. If it'd make a difference, I set aside a save just after picking up the item.
It being the first blue I've seen (Level 23 and over 1.5k purple jellies slaughtered. Well, and another 3-4 thousand hapless dungeon dwellers.) makes me sad.
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Post by phlinn on Feb 4, 2008 11:39:05 GMT -5
Is it currently just a fixed list of types? I have no idea how difficult it would be to add a separate list of modifiers to be randomly assigned as well, but I like the idea. A diamond studed gold ring could be completely different from a filligree gold ring. You could just add the modifiers to the basic list as well I suppose, but having it auto generated allows you to add a single modifier or basic type in the future and add a whole new list of items.
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Post by Variaz on Feb 4, 2008 16:54:59 GMT -5
Modifier will be customizable in the future, I think that's the best way to go. The blue (nothing), I've found it too, not sure what happened to the Swords of Devastation. REAL blue items are a bit tougher to find now, thanks to the new magic items generation system. It is made up by the fact that they are MUCH, MUCH, MUCH better now. Let's not even talk about greens. A purple of a certain rank has 10% chance of becoming blue. If it does become blue, it has, I think, something like 1% chance of becoming green. That's rare, but when I generated them while debugging, I've seen some high ranked ones have something like +100 to a skill... Not too shabby.
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Post by phlinn on Feb 4, 2008 18:02:02 GMT -5
With the most recent download, on the initial tavern quest, i got 0 xp for the rats, and 4 for the monstrous rat. The recall for each said 1 and 4.
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Post by Variaz on Feb 4, 2008 20:23:18 GMT -5
Yup. As it was suggested in some other posts, non-unique quest monsters aren't worth any experience anymore. This is to prevent abusing quests for easy level up!
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Post by Frumple on Feb 5, 2008 1:24:46 GMT -5
Maybe-a-bug found. Was messing around with monsters (I wanted ghosts which could weild weapons. Bee-sting ftw!), and I smacked a physical-returning enemy with the starting dagger... promptly killing myself. That's not unusal, per-se, but what is is that my monster had 100% physical resistance. It would seem that the returning ability, in this case, wasn't honoring the physical resistance.
Now, I know damage returning honors resistance for the other elements (Light and poison, at least), but did I miss the note saying that physical-reflected damage doesn't honor full resistance?
EDIT: I've no clue if it has anything to do with it, but the 'You hurt yourself' message is displaying before the 'You hit the Foo' message. I should probably check the lua...
EDIT-2: Also just noticed something -- monsters weilding (one) shield can't use their natural attacks. They actually don't do anything at all when bumping into something while wearing a shield without a weapon to accompany it. Re-edit: This only happens when the shield is in the (b) slot without anything in the (a) slot. This occurs with non-monsters too...
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Post by Variaz on Feb 5, 2008 9:30:09 GMT -5
Physical returning returns direct damages to your hp, not an actual typed attack. It should probably be changed though.
EDIT-2: Will have to check the two-hands system code. Thanks for letting me know!
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grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Feb 6, 2008 11:03:12 GMT -5
The "Use old target by default" option doesn't work any longer. With it set to yes, I am still prompted for a target when WIS-casting.
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Post by Frumple on Feb 6, 2008 16:15:58 GMT -5
Relatively minor bug, but it keeps happening and I keep forgetting to mention it, so before I forget again... Short of it, monster-players seem to be able to use their natural melee attacks while scared. Happens quite often when fighting a cursing elite-type -- I'll meander into something scary that I can't see, the natural-attack list'll pop up, and then it'll let me choose one and pop the unseen critter in the jaw. Good times.
EDIT: Though I'm fairly sure it's intentional, it should probably be noted somewhere that martial arts bonus attacks don't apply to monsters' natural attacks.
EDIT-2: And another one, though already reported, kinda'. Update-ish on the boomerang replication -- right now, I'm having the 'rangs duplicate whenever they don't hit a monster... or at least when they hit a wall or something instead. Was spamming 'rangs into a darkened hall to kill off approaching monster pack, and now there's about fifty of the things sitting around on the ground. Quick test on a straggler showed that hitting the monster didn't get the 'rang to replicate -- perhaps this is related to the 'does not deplete part' working as it normally would for non-returning items?
EDIT-3: *X minutes later* Kinda' pointless, but you can jump over the devling guard in front of the stairs to the thief-that-stole-the-amulet cave thingy. Doesn't do much besides giving a sure-depth dungeon that's easy to access, but I doubt it was entirely intended.
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grindorin
Champion
Das Haenchen lebt.
Posts: 151
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Post by grindorin on Feb 8, 2008 18:36:41 GMT -5
This isn't exactly a bug, more of an inconsistency. I am playing a Zulgor Element Lord (Chaos of course). My chaos aura does not destroy items on the ground, but when I cast my chaos ball spell (or use the Element Ball class ability), it will destroy all non-artifact items in the area of effect.
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Post by Variaz on Feb 10, 2008 1:59:54 GMT -5
A small bug has been fixed, one that prevented random dungeons from being based on the type of outdoor terrain they are generated on. Now, you should get more variety when exploring random dungeons, including trees, making rangers very happy.
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Post by Frumple on Feb 10, 2008 23:45:02 GMT -5
*eyetwitch* It seems, at least, that generation of magic boomerangs is... bugged. One, I never see them as a dropped item -- that is, natural purple boomerangs don't seem to occur. Two, when reading a scroll of magic item on one it did... did... well, pretty much nothing. I think it added d2 to the damage, but no resists, no skill boosts, no to_hit/dam bonus, pretty much nothing at all. This makes my throw-monkey sad.
On the bright side, I can recoup the cost of the scroll by tossing the thing at a wall for a while. Whoo! Kidding, kidding... not that it means I won't do it, of course. Those scrolls are too expensive to waste, yo'.
EDIT: Oh. Memory reminds me that I did see a purple boomerang in the black market once. As with the one I scrolled just now, it had no resists and such, just the never deplete thing.
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