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Post by Variaz on May 9, 2011 8:20:23 GMT -5
Both potions and music have similar effects that projects directly on the player.
I've also encountered crashes with lava in the Flow, which uses the same code.
So yes, it seems there's a problem with that code.
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Post by T10 on May 12, 2011 5:41:46 GMT -5
Yes it is. I met the same bug again - a potion in a black market store. I never get this bug before I added some level to my character's alchemy ability.
I think the bug activates when one of the the character's abilities modify an item's effect.
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Post by Gando on May 18, 2011 1:22:08 GMT -5
I think this is a bug: Rolf and his fellow soldiers in front of the palace are all level 1 with 13/15 hp. From what I recall it is possible to get the key to the Palace off of Rolf's body if you kill him instead of doing the normal things to complete that quest. So he should be tough enough to stop at least beginner characters no?
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Post by Variaz on May 18, 2011 1:27:38 GMT -5
I think this is a bug: Rolf and his fellow soldiers in front of the palace are all level 1 with 13/15 hp. From what I recall it is possible to get the key to the Palace off of Rolf's body if you kill him instead of doing the normal things to complete that quest. So he should be tough enough to stop at least beginner characters no? Yes, I've noticed that too. And I've fixed most of them. Rolf should be level 30, not level 1.
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Post by random on May 21, 2011 12:43:08 GMT -5
I know you addressed this issue with Gando earlier -- non-apparent increases in fighting ability -- but I'm having trouble figuring out whether the game mechanics are as they should be and fighting has been completely nerfed or whether I'm doing something wrong. I've been testing both Stealthy Fighting and Rogue Weapons Mastery. Currently, I'm testing out a Kobold pit on dungeon level 7.
I'm a level 9 Kobold Rogue with Str: 10, Dex: 26. I have tested 9 points in Stealthy fighting with 119 Stealth using a Main Guache (+1, +1), Dex added to Str. for damage considerations, with Bee Sting as my off-hand weapon (dual wield disabled.) I have an elite level Kobold Elite Infantry and I can barely hit him...and when I do, I barely damage him. Except when I raise dex/str, my damage totals don't budge past 31-124. I've also tested 1 level of Stealthy Fighting, 8 levels of Rogue Weapons Mastery + 80 levels in Daggers...and that is barely much more effectual. (Bee Sting, incidentally, is faaaaaar weaker than my 1-4 (+1,+1) Main Gauche.)
I get that the new system takes getting used to, but I have literally no hope for the future as a Rogue if a character with those numbers can't even beat an elite Kobold Elite Infantry on level 7. They're not astounding numbers, but with the class abilities plus the skill levels (really, 9 levels of Stealthy fighting plus 119 Stealth should do more than 25 hit points a pop...and hit more than once every ten strikes), I'm not seeing how, short of getting a super-weapon (multiplicatives disabled, at that) and somehow charging my str/dex to insanely high numbers, I'll ever be effective against tougher dungeon monsters.
Also, are most special abilities turned off for character skills in this release? I got Jump with Agility, but none of the Martial Arts skills or the combat feat Dagger skills (I didn't test to see if the passive Dual Wield one for Daggers worked.)
Edit: I checked in debug mode. Once I got my Dex/Str. to 118 or so apiece and raised stealth to 1500 and Stealthy Fighting to 100, I could finish off the kobold in 15 hits or so. The Champion Kobolds took almost 30 with Bee Sting. :/ And I'm still not getting most active special abilities with the skills.
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Post by Gando on May 21, 2011 16:26:44 GMT -5
First of all, Beesting being unwittingly nerfed is a bug that has been addressed. (It needs a certain additional flag in the k_info.txt file (also the other dagger in there needs it too.)
Yeah Stealthy Fighting isn't THAT impressive. But also the combat system was severely changed. Part of this means you want weapons with bigger and more dice even more than before. Thievery helps with that because it increases the dice of everything you steal. Also you do want a good deal of Stealthy Fighting and Stealth. Keep in mind the base #s not the additions for items and class (those seem to be meaningless afaict).
My Kobold Rogue's stats
STR: 5 38 0 43 INT: 5 18 0 23 WIS: 5 34 0 39 DEX: 69 64 0 133 CON: 5 207 0 212 CHR: 5 48 0 53
+ To Hit 1020 + %To Damage 768 + To AC 91 AC 679 Blows/Round: 14 Blows/Round(2): 15 Shots/Round: 1 Wpn.dmg: 501-3507 Wpn2.dmg: 334-1336 Relevant Skills (no bonuses): Defense 50, Agility 40, Stealth 110, Combat Feats 20, Dual Wield 40, Magic Defense 60 (with bonuses): Defense 121, Agi 110, Stealth 240, Combat Feats 42, Dual Wield 50, Magic Defense 125 Abilities: Stealthy Fighter (10), Thievery (10), Sneak Attack (10)
Note this character is level 32 and the bonuses are mostly from items as I am wearing a lot of blues and a few yellows. My to hit is over 1k that is important for hitting. My damage range is pretty decent though not eyepoppingly amazing because my weapons are dual wielded and they have better than starting damage dice. (3d7 for a steel short sword and 2d4 for a bronze dagger.) They could be a lot better if I could find some monster steal mythrils from but for now they do.
I agree that it is annoying to not be able to steam roll the higher level scrub ks anymore but that's a product of the lowered numbers system. It helps a lot to thieve your items from mobs and make money to buy scrolls of item leveling. Once you have a full suit of blues you will be kicking butts and taking names not necessarily in that order.
Starting with the Rogue character really isn't that easy but Thievery should make it a little easier. There are some fixes coming in the next version (tentative may/31st?)
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Post by Gando on May 21, 2011 16:29:16 GMT -5
By the way Variaz this is the format I like for character dumps. Is it possible to make it more like this? Seems a lot more readable than an attempt to make things fit fixed font when most of the time no one uses that. And the extra data does not have to show up in paper character sheet format, especially when the changes to the game make some of the data irrelevant. (We don't need to know that I have 0 in Fighting. It should be assumed if it's not on the dump.
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Post by random on May 22, 2011 13:46:33 GMT -5
Thanks. I'll try again (probably start with something stronger at the outset than a Kobold) and see what Thievery can do. It seems like a bit of a Catch-22...you can't really go toe-to-toe with stronger monsters without leveling fighting skills, but you need to level Thievery in order to make leveling fighting skills and going toe-to-toe with them more feasible.
If size and die are increased so much in importance (and I know from experience that even with all the hits you could get, daggers and their ilk were somewhat underpowered and less useful even in the previous version of the fighting system), would that be considered a nerf of the entire light weapon system for non-rogues?
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Post by Variaz on May 22, 2011 14:28:16 GMT -5
By the way Variaz this is the format I like for character dumps. Is it possible to make it more like this? Seems a lot more readable than an attempt to make things fit fixed font when most of the time no one uses that. And the extra data does not have to show up in paper character sheet format, especially when the changes to the game make some of the data irrelevant. (We don't need to know that I have 0 in Fighting. It should be assumed if it's not on the dump. I agree that it's more readable, but I don't know how long it's gonna take to code that. A good idea, though not sure if I will implement it at this time.
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Post by Variaz on May 22, 2011 14:33:18 GMT -5
Thanks. I'll try again (probably start with something stronger at the outset than a Kobold) and see what Thievery can do. It seems like a bit of a Catch-22...you can't really go toe-to-toe with stronger monsters without leveling fighting skills, but you need to level Thievery in order to make leveling fighting skills and going toe-to-toe with them more feasible. If size and die are increased so much in importance (and I know from experience that even with all the hits you could get, daggers and their ilk were somewhat underpowered and less useful even in the previous version of the fighting system), would that be considered a nerf of the entire light weapon system for non-rogues? As Gando mentionned, I forgot to put "DEX_WEAPON" flag in Bee Sting's flags, so it's doing much less damage than it should. Otherwise, though the early levels may be a bit tougher until you get Stealthy Fighter to level 10, once you do, it pays off. For my own Rogue, I waited until level 11 before starting to boost Thievery, as before that, it isn't mandatory to get magic items. In the next patch, things will be made easier by having Thievery also boost the maximum value of items you can keep when you die, and will make it easier to keep items that you steal.
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khan
Veteran
Posts: 81
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Post by khan on May 24, 2011 14:27:52 GMT -5
I think I've sorted the potions bug change the code in elements.lua line 6230 thus:
potionpower = spell_damages(potion.branddam, -1, 0)
and then magic.lua function spell_damages thus:
function spell_damages(power, stat, school)
local k = 0
-- Base power. -- k = lua_randint((power / 2)) + (power / 2) k = power
-- Add Rod/Essence bonus. k = k + rod_bonus()
-- Damages are multiplied by every points of (stat) above 5. if (stat == -1) then k = k + (k* (p_ptr.skill[11] + 1)) elseif (p_ptr.stat_ind[stat+1] > 5) then k = k + (k * (p_ptr.stat_ind[stat+1]-5)) end return k end
I think that's the way you meant it to work and I certainly don't get any error messages from potions.
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Post by Variaz on May 24, 2011 14:41:50 GMT -5
Ah thanks, I see that I've put -1 as the stat, yet did not handle negative stat value in the function. Thanks for looking at it!
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khan
Veteran
Posts: 81
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Post by khan on May 24, 2011 15:04:50 GMT -5
Don't thank me, thank my latest character that picked up an item with +7 to the alchemy skill . You didn't put -1 as the stat, that was how I fixed it - not a 100% sure this is what you intended. Not sure I've fixed the lava bug - will have to play test.
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Post by random on May 26, 2011 13:19:50 GMT -5
I assume this is a bug. When attempting to use Inner Elemental Mastery with an essence monster, the dialogue insists I have to use a weapon. I just want to do piercing.
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Post by Variaz on May 26, 2011 22:25:33 GMT -5
I assume this is a bug. When attempting to use Inner Elemental Mastery with an essence monster, the dialogue insists I have to use a weapon. I just want to do piercing. Looks like I accidently broke it. It actually uses the same code as Sneak Attack, so you're really using Sneak Attack and not Inner Elemental Energy. I've just fixed it. Thanks for reporting!
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