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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Thu Jul 29, 2010 11:20 am 
Captain Magnate
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ManusDei wrote:
I can kill ghosts and skeletons with fleshboil, even if they don't have any (flesh, I mean).

Sweet! I'm not the only one who feels this way about this issue! YaY!! :mrgreen:
(And, FTR, I don't think Fleshboil should work on any undead, including zombies...)

Having said that, I'm not expecting this to get changed in Book II.
But I'll be sure to bring this issue up, for both of us! when we put together a Book III suggestions wishlist. :)

ManusDei wrote:
And for unarmed combatants, it'd be nice if we could have some kind of gloves (to imbue :D) to fight with.

Well, at least there's a ring for you guys.

But, yeah - a set of gloves would be cool too...


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Thu Jul 29, 2010 12:13 pm 
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A new, not terribly important bug, but notable nonetheless. If you try to sell a stack of unidentified items without IDing them, you can't. The "pick-a-number" slider won't come up.

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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Thu Jul 29, 2010 11:00 pm 
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IJBall wrote:
ManusDei wrote:
I can kill ghosts and skeletons with fleshboil, even if they don't have any (flesh, I mean).

Sweet! I'm not the only one who feels this way about this issue! YaY!! :mrgreen:
(And, FTR, I don't think Fleshboil should work on any undead, including zombies...)

Having said that, I'm not expecting this to get changed in Book II.
But I'll be sure to bring this issue up, for both of us! when we put together a Book III suggestions wishlist. :)


I think fleshboil should work on anything organic: bone, mumified or decaying flesh, wood, even leather - all seems fair game to me. Spirits/ghosts, well I guess that's up for debate - but if they are solid enough to hit with some of the other magic spell attacks then I see no reason fleshboil couldn't work too. I'd argue a divine-based attack should be more likely to be effective than an elemental magic based attack for spirit beings.

That's my 2 cents deposited. :)


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Thu Jul 29, 2010 11:13 pm 
Captain Magnate
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Farwalker wrote:
IJBall wrote:
ManusDei wrote:
I can kill ghosts and skeletons with fleshboil, even if they don't have any (flesh, I mean).

Sweet! I'm not the only one who feels this way about this issue! YaY!! :mrgreen:
(And, FTR, I don't think Fleshboil should work on any undead, including zombies...)

Having said that, I'm not expecting this to get changed in Book II.
But I'll be sure to bring this issue up, for both of us! when we put together a Book III suggestions wishlist. :)

I think fleshboil should work on anything organic: bone, mumified or decaying flesh, wood, even leather - all seems fair game to me. Spirits/ghosts, well I guess that's up for debate - but if they are solid enough to hit with some of the other magic spell attacks then I see no reason fleshboil couldn't work too. I'd argue a divine-based attack should be more likely to be effective than an elemental magic based attack for spirit beings.

Aside from just not seeing why Fleshboil should work on 'non-fleshy' beings like the Undead, my other problem with it is - if Fleshboil works on the Undead, then why even have the Turn Undead spell?! (The latter is basically rendered moot! and there's no reason to even use it...)

I dunno - having Fleshboil work on everything just makes Healers that much less special to me, and makes them almost indistinguishable from Mages IMO.

But I realize this is one of those "controversial" topics... ;)


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Thu Jul 29, 2010 11:22 pm 
Captain Magnate
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Possible new issue with paying smiths for repairs.

Here's my story: I found a Hide Skullcap in "Excellent" condition (value: 3 GP). I went to the smith in Eastwillow, clicked on "Repair Mode" button, and checked - the pop-up description said that repairing the Skullcap would cost 1 GP. So, I paid. And my Hide Skullcap is now in perfect condition (value: 4 GP) - even the little status bar looks filled up to 100%.

So then I moved my cursor over my Skullcap after my paid-for repair... and this happened:

Attachment:
Repair-issue.jpg
Repair-issue.jpg [ 117.2 KiB | Viewed 939 times ]

So, while it should be indicating that no Repairs are necessary, it's now willing to double-charge me another 1 GP to do a phantom (>100% status?) repair.

This, combined with my previous post on the subject, is making me think that something weird is going on with Repairs...


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Thu Jul 29, 2010 11:56 pm 
Captain Magnate
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IJBall wrote:
Aside from just not seeing why Fleshboil should work on 'non-fleshy' beings like the Undead, my other problem with it is - if Fleshboil works on the Undead, then why even have the Turn Undead spell?! (The latter is basically rendered moot! and there's no reason to even use it...)

I dunno - having Fleshboil work on everything just makes Healers that much less special to me, and makes them almost indistinguishable from Mages IMO.

But I realize this is one of those "controversial" topics... ;)


Fleshboil and Sunder Flesh both work on undead for different reasons since they are all classed the same way versus those spells. You really need to separate out ghosts and a few others that it won't work on instead.

Turn Undead is the Healer equivalent of Sparkling Wonder but only works on undead and does a little damage. OF course having to run after the undead to finish them off afterwards is a pain.

Healers one real advantage is all the buffing spells of ogre strength, nimbleness, and haste.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Fri Jul 30, 2010 2:54 am 
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It might make things interesting to have spirit type monsters be immune to spells entirely. You'd need an enchanted type weapon attack to be able to hit them.

To really make it interesting (now this is probably book 3) introduce a new type of damage, make it rare, and make it the only thing that can hit a spirit creature. The spell enchant weapon would provide that kind of damage, and it would make the spell much more useful (right now it's kind of why bother compared to other things). You could also make the scroll for enchant weapon difficult to find...

Add some annoying low level spirit creatures that you just need to put up with until you find something to get rid of them with. Some wisp type creature maybe?


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Fri Jul 30, 2010 3:49 am 
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Farwalker wrote:
I think fleshboil should work on anything organic: bone, mumified or decaying flesh, wood, even leather - all seems fair game to me.

I'm ok with fleshboil working on zombie (barely), but how do you want to boil flesh that is inexistant ? That is my problem.
If the spell was Wrath of God or Energy Bolt or whatever, I'd be ok. But flesh and boiling for bones or spirits is weird.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Fri Jul 30, 2010 11:36 am 
Captain Magnate
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Randomizer wrote:
Fleshboil and Sunder Flesh both work on undead for different reasons since they are all classed the same way versus those spells. You really need to separate out ghosts and a few others that it won't work on instead.

Well, I'm still of the opinion that neither of these spells should work on the Undead (just make it a special "exception") - force Healers to use either Turn Undead or Smite on any Undead.

(Now, if this is instituted in Book III, it may mean the Turn Undead spell will have to be 'beefed up' some, but I don't think that's a particularly big deal...)

ManusDei wrote:
If the spell was Wrath of God or Energy Bolt or whatever, I'd be ok. But flesh and boiling [or Sundering Flesh!] for bones or spirits is weird.

Yep. And I don't want 'em working on zombies either ;) - it's just easier conceptually if these two spells don't work on any Undead.

Anyway, that's my $0.02.
At least until the Book III forum opens... :mrgreen:


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Fri Jul 30, 2010 4:45 pm 
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IJBall wrote:
Sweet! I'm not the only one who feels this way about this issue! YaY!! :mrgreen:
(And, FTR, I don't think Fleshboil should work on any undead, including zombies...)


Perhaps, but divine magic should definitely have spells to damage the undead. I'd favor either renaming the spells not to mention flesh - something like "divine smite" maybe - or adding a spell that works against undead only. Maybe it could replace Turn Undead, which seems of pretty limited use to me. Or maybe alter Turn Undead so that it turns at lower levels and damages at higher ones, kind of like the D&D effect.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Fri Jul 30, 2010 9:57 pm 
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SpottedShroom wrote:
IJBall wrote:
Sweet! I'm not the only one who feels this way about this issue! YaY!! :mrgreen:
(And, FTR, I don't think Fleshboil should work on any undead, including zombies...)


Perhaps, but divine magic should definitely have spells to damage the undead. I'd favor either renaming the spells not to mention flesh - something like "divine smite" maybe - or adding a spell that works against undead only. Maybe it could replace Turn Undead, which seems of pretty limited use to me. Or maybe alter Turn Undead so that it turns at lower levels and damages at higher ones, kind of like the D&D effect.


Yep, would be strange if you had to resort to elemental magic to attack undead - that's one little area where divine magic should have a distinct advantage.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Sat Jul 31, 2010 11:44 am 
Captain Magnate
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IJBall wrote:
Possible new issue with paying smiths for repairs.

Here's my story: I found a Hide Skullcap in "Excellent" condition (value: 3 GP). I went to the smith in Eastwillow, clicked on "Repair Mode" button, and checked - the pop-up description said that repairing the Skullcap would cost 1 GP. So, I paid. And my Hide Skullcap is now in perfect condition (value: 4 GP) - even the little status bar looks filled up to 100%.

...So, while it should be indicating that no Repairs are necessary, it's now willing to double-charge me another 1 GP to do a phantom (>100% status?) repair.

I'm noticing this is pretty much happening with everything now - even where items are fully "repaired" and in 100% "Prefect" condition, I can still be charged for an additional "1 GP" "repair" on pretty much every weapon/armor in my stock...


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Sun Aug 01, 2010 3:01 am 
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OK, this is a pretty serious issue I found with my mage. In fact, I cannot believe nobody noticed it (I was too lazy to read all this thread, but it is not in IJBall's summary at least). Perhaps it is because this issue is such a big uber super exploity thing that nobody wants it fixed?

OK, here it is:

It is possible to make the player turns go quicker compared to monster turns. Most easy way to see this is with pressing space bar.

This has all sorts of useful applications: The boreheads for example, are supposed to stun you 4 turns, but quickly tapping four times on space makes you lose just one turn (from the viewpoint of the boreheads at least). Interesting, if you press space slower, it makes you lose more turns.

Also, as a mage, I found it very useful to outrun a couple of monsters, jam space for 20 times to regain some mana and flame the monsters.
Strangely, this trick seems not to work when the enemy is using a ranged attack btw.

Also, it seems (but not 100% sure) that some spells, like flaming dart, can be casted at least 2 times in a turn. If I do that, the monster temporarily turns invisible while moving from one square to the next, but still gets hit twice while he is just moving 1 square.

Second annoying bug:
It seems monsters that when monsters which were blasted with abyssal freeze die, they leave a kind of invisible corpse which acts as an obstruction for my player character. Perhaps it has something to do with the smoke that comes of them? In any way I manage to block an exit a couple of times which was very very annoying. It seems that the final kill does not have to happen with abyssal freeze btw. But it does not seem to occur with other spells (but I did not test that extensively as my mage has only a few offensive spells atm).


Both glitches found on linux 1.04 version. It'd be good if someone were to confirm them on other platforms.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Sun Aug 01, 2010 3:28 am 
Captain Magnate
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obiwan wrote:
Second annoying bug:
It seems monsters that when monsters which were blasted with abyssal freeze die, they leave a kind of invisible corpse which acts as an obstruction for my player character. Perhaps it has something to do with the smoke that comes of them? In any way I manage to block an exit a couple of times which was very very annoying. It seems that the final kill does not have to happen with abyssal freeze btw. But it does not seem to occur with other spells (but I did not test that extensively as my mage has only a few offensive spells atm).

Both glitches found on linux 1.04 version. It'd be good if someone were to confirm them on other platforms.


This was seen in beta testing with other attacks and spells. The dying monster leaves behind a reservation tile that you can't see, but acts as an invisible block. Save and reload the game will remove it or leaving the zone and returning.

The only place I saw it was the lava fields near Picaroon Island when I was going after the brimstone spider nest.


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 Post subject: Re: Fixes and Requests for 1.05
PostPosted: Sun Aug 01, 2010 11:52 am 
Captain Magnate
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obiwan wrote:
OK, this is a pretty serious issue I found with my mage. In fact, I cannot believe nobody noticed it (I was too lazy to read all this thread, but it is not in IJBall's summary at least). Perhaps it is because this issue is such a big uber super exploity thing that nobody wants it fixed?

OK, here it is:

It is possible to make the player turns go quicker compared to monster turns. Most easy way to see this is with pressing space bar.

This has all sorts of useful applications: The boreheads for example, are supposed to stun you 4 turns, but quickly tapping four times on space makes you lose just one turn (from the viewpoint of the boreheads at least). Interesting, if you press space slower, it makes you lose more turns.

Also, as a mage, I found it very useful to outrun a couple of monsters, jam space for 20 times to regain some mana and flame the monsters.
Strangely, this trick seems not to work when the enemy is using a ranged attack btw.

...[Glitch] found on linux 1.04 version. It'd be good if someone were to confirm them on other platforms.

OK, I tried to replicate this, on a Mac, with a Fighter character - no evidence that hitting the space bar multiple times quickly was doing anything.

However, I then tried it on a Mac with my new Mage character, and there I was maybe seeing evidence that it was working, at least to regenerate my Mana quicker than my Mage otherwise should have.

So, it maybe doesn't work with Fighters and ranged-attackers like Rangers. But this does seem to be an issue with Mages at least (and maybe Healers?...).

I'll add this to my 'bug fixes for v1.05' list at my next update of the list.


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