Found more bugs (2.6.4)

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penguinflyer2222
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Post by penguinflyer2222 »

Yes, that is right.
......
bgbirdsey
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Post by bgbirdsey »

Also, be careful about "in front of the door". I'm not sure how the doors calculate what is "inside" them.

It seems to rely on a passage definition that is actually larger than the door. Also, you can't easily know the actual in-game "size" of an object by looking at it. As far as the game is concerned, only the size of the invisible bounding-bod matters.
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Zefz
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Post by Zefz »

Ah wait. Old doors use only SetTargetToPassage to see if the door is to open.

While newer ones use IfTargetCanOpenStuff in addition. This may be the cause.

I modified certain weapon speed values for the next release. Especially spear and sword. We just need playtesting until the system feels good and balanced.
bgbirdsey
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Post by bgbirdsey »

ARGH! Zefz is right.

It is only after someone calls "ClosePassage" or whatever, that the crushing tests and crushing starts. :twisted:

Anyway, if the door script never calls that function...
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Shade
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Post by Shade »

Another bug: Poisoned katanas don't poison anything except for the user (if he's a non-rogue with too low wisdom). Looks like someone just forgot to set "spawn enchant on hit" for part0.txt to TRUE.
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woodmouse
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Post by woodmouse »

I thought that was not a bug, but I don't know.
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Shade
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Post by Shade »

Yet another bug... In the ice palace, if you backstab one of the normal (white) cobols with your rogue, their corpses change their skin to the cobol captain (teal) one!

...btw, this isn't really a bug I guess, but it's annoying that a 5th level rogue with 27 dex can still set off the flame trap in the ice palace... :-_-:
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PurpleSquerkle
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Post by PurpleSquerkle »

Clonkinator wrote:Yet another bug... In the ice palace, if you backstab one of the normal (white) cobols with your rogue, their corpses change their skin to the cobol captain (teal) one!


That's a problem.
While you're at it, put in my modified captain skins; they actually have white teeth. They're in the folder of my Cobol class.


...So have you fixed these bugs yet, Zefz? How about the ones with the Archaeologist / his starter (e.g., his death message is always the "mistake" one)?
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Zefz
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Post by Zefz »

Do you have those skins uploaded somewhere? I'm not sure if I have them.
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PurpleSquerkle
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Post by PurpleSquerkle »

Actually, I think I'll make some improvements and upload it later today when I (hopefully) upload the regular trident and the new model for Gungnr.
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woodmouse
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Post by woodmouse »

YAY! :D Ants walk their path, I think that you should fix the self killer in Bishopia Capital... I mean the ninja that hits himself with a stiletto... I think it's not on purpose, but I'm not sure... And the walls in Bishopia Capital should be so that they could be walkable... I mean that you wouldn't need to teleport in the top of them to kill the guards in there...
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Post by Cimeries »

... Or just add some stairs or a ramp, no need to make the entire wall walkable.
:wink:
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PurpleSquerkle
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Post by PurpleSquerkle »

woodmouse wrote:I think that you should fix the self killer in Bishopia Capital... I mean the ninja that hits himself with a stiletto... I think it's not on purpose, but I'm not sure...


Probably a skill system bug.
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Zefz
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Post by Zefz »

Yep.

Adding a ramp is probably the easiest, but the ramp will be on the inside then. Low priority in my opinion.
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Zefz
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Post by Zefz »

[edit]
FIXES
- Poisoned katana not poisoning
- Fire trap chest difficulity (25% success +2% per dex and +5% per level now)
- Zombor starter boss fight (MUCH better, as it should have been all along)
[/edit]

There is one bad thing though, it seems Zombor starter now crashes after finishing it (but not before successfully exporting your zombi). Corrupt model maybe? Or something silly in the scripts or the like....
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