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Post by Variaz on Nov 3, 2010 8:11:39 GMT -5
Fighting an Arcane Butterfly and I swung at it with combat feats so I used one on a Ki Punch... the message came up that the Arcane Butterfly stopped the spell. But I think it is pretty obvious that Ki Punch is NOT a spell. Should at least explain what it is doing in a more rpg manner if it is getting a free block on all magic related abilities. Ki Punch is indeed intended to be a melee attack, not magic, and it shouldn't have been blocked by magic defense. Probably a flag missing in Ki Punch's code.
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Post by Variaz on Nov 3, 2010 19:55:02 GMT -5
Fighting an Arcane Butterfly and I swung at it with combat feats so I used one on a Ki Punch... the message came up that the Arcane Butterfly stopped the spell. But I think it is pretty obvious that Ki Punch is NOT a spell. Should at least explain what it is doing in a more rpg manner if it is getting a free block on all magic related abilities. Hmm, I've checked the code and Ki Punch does have the melee_attack flag set properly. Does it happens often, or did it just happen this once? Did you do anything special other than using Ki Punch? Are you perhaps using branded gloves?
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Post by challtdow on Nov 3, 2010 21:18:04 GMT -5
I haven't noticed this happening on my monk, but I just got Ki Punch and don't use combat feats. It has worked for me so far as an activated ability.
EDIT: This seems to be an issue with brands rather than Ki Punch itself. When using Ki Punch with unbranded gloves, I never see "X stopped the spell". When I switch to branded gloves, the message starts appearing, but there is another message following stating the monster took damage, Ki Punch in this case. All my tests were done using Ki Punch from the 'U' menu and not as a combat feat.
Chall T. Dow
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Post by Gando on Nov 4, 2010 18:47:36 GMT -5
Alchemy is apparently broken. It might be best if you removed it from the skill list so those of us not in the know don't accidently cause horrific game breaking crashes. (Was planning to add poison branding to my gloves btw.)
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Post by Gando on Nov 4, 2010 19:01:04 GMT -5
the Summon Specific spell no longer works properly summoning instead random monster types. Also as the costs are ridiculously high the best you can get for moderate mana are the lowest base forms (small cats, mice, dogs etc.) So to summarize, summon specific is no longer usable.
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Post by Gando on Nov 4, 2010 19:19:55 GMT -5
Lifeblast also triggers a bug in Elements.lua: 2536 and init.lua 77
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Post by Gando on Nov 4, 2010 19:38:18 GMT -5
I also suspect agility is busted. 50 real points in it and my armor class is 56.
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Post by Gando on Nov 4, 2010 19:42:10 GMT -5
The ability Body & Mind Synchronization seems to be miss lettering the spells (I know it is simply removing the heal spell from the list but it is disconcerting for instance to press 'g' in combat and 'g' outside for the same spell because 'f' casts a different spell entirely.)
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Post by Gando on Nov 4, 2010 19:48:54 GMT -5
Well it is very clear that there is a problem with bouncing spells back and forth. if I cast a spell at a reflector and it reflects back to it the game automatically crashes every single time. I suspect it is an infinitely looping while statement or some such. (perhaps an ever incrementing for expression.)
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Post by Variaz on Nov 5, 2010 0:36:56 GMT -5
Well it is very clear that there is a problem with bouncing spells back and forth. if I cast a spell at a reflector and it reflects back to it the game automatically crashes every single time. I suspect it is an infinitely looping while statement or some such. (perhaps an ever incrementing for expression.) I have been able to reproduce this a couple of times with the save file you had sent me, but not consistently. But I agree, there is definitely a problem.
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Post by Variaz on Nov 5, 2010 0:39:25 GMT -5
I also suspect agility is busted. 50 real points in it and my armor class is 56. It isn't. Agility no longer increases your AC, it affects your ability to dodge incoming melee and ranged attacks. (and will also be added to Magic Defense for magic avoidance with 70+ natural points) Remember AC has changed in 0.5. It's not used for damages mitigation, not avoidance, and so Agility no longer affects it. Dodging is based on Dexterity and Agility. It's Dexterity + (Agility * 2) vs Monster's Dex + Attack or Ranged skill.
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Post by Variaz on Nov 5, 2010 0:41:28 GMT -5
the Summon Specific spell no longer works properly summoning instead random monster types. Also as the costs are ridiculously high the best you can get for moderate mana are the lowest base forms (small cats, mice, dogs etc.) So to summarize, summon specific is no longer usable. As I mentionned in the Announcements, many things are currently not fully implemented, and summons are one of them. And I probably should have included Alchemy as well.
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Post by challtdow on Nov 5, 2010 10:28:57 GMT -5
I get an array index out of bounds error in magic.lua when I try to activate Flame Impaler.
Chall T. Dow
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Post by Gando on Nov 6, 2010 2:28:57 GMT -5
Just got attacked and nearly killed by a Celestial Knight that turned angry because an enemy threw a fireball at it. I thought the "pet/follower/companion/ally/etc" bugs were fixed. Apparently not. Anyway I'd prefer to have NO allies show up than have to worry about random deaths to them.
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Post by Variaz on Nov 6, 2010 18:47:12 GMT -5
The bug with monsters with healing spells has been fixed. A "while" loop was missing, and so if the monster decided to not use the healing spell, it wouldn't try to cast another spell. So it tried to cast spell "0", which doesn't exist and therefore caused an error.
Also, monsters were not using any mana when casting their spells. This has also been fixed.
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