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Handful 'o Bugs (1.0.8)

Discussion in 'Bugs' started by BigLeafyTree, Dec 21, 2011.

  1. BigLeafyTree

    BigLeafyTree Member

    A few things

    Skull Bolt is supposed to cast Nightmare on the monster hit, I have never seen this work. Maybe it's similar to the Blackjack bug where it puts the monster to sleep then does damage, waking it up instantly.

    Crits with crossbows aren't doubling the piercing damage, only any crushing/slashing being done which is usually really small. This might be intentional. If this is intended, why is there crit in the crossbow tree?

    Equipping an item by dragging it over to your character screen equips it instantly. Equipping an item by right-clicking it equips it and then passes the turn.

    Monster Zoos sometimes don't reward you for clearing them. I think it's related to going up or down a floor after opening the zoo but before clearing it. It might also be spawning zoo monsters in closed off crawlspaces in the walls.

    Nerve Staple can heal monsters if you use it repeatedly. I think it's related to the huge :resist_existential: buff Nerve Staple gives, and reducing the damage you're doing into negatives.

    Solar Inscription doesn't seem to be working properly, it isn't paralyzing anything and is doing tiny amounts of damage. It looks like in the code its lines for righteous damage and paralyze are inside comment fields.

    Butcher and Green Harvest are both skills that sound like they're designed to be a chance on hit to do additional damage and provide food, but both of them are only triggering on death. In the code, they are both tagged as targetKillBuff instead of targetHitEffectBuff. The Most Dangerous Game however is tagged as a targetHitEffectBuff. I'm not sure if this was intentional or not.

    When items have a bonus and a minus to a stat that equals zero, it shows up as :magic_power:0 , instead of not showing up at all. Intentional? It just looks odd.

    For the Crossbow and Throwing trees, they both add chance to recover ammo at each level, but the tooltips only mention this at the 1st, 3rd, and 5th levels.
     
  2. Velorien

    Velorien Member

    I believe it's confirmed that changing levels with a zoo open breaks the counter and denies you a reward.

    It does, however, serve as a handy reminder that you've come across a piece of armour that does not have its usual penalties - where otherwise you might go "oh, it's just another steel cuirass, no use to my mage" and throw it away without a second thought.

    Ooh, good to know.
     
  3. blob

    blob Member

    Its still doing it in 1.08 ? I thought it was corrected.
    Does it do it with any piece of equipment ?

    Didnt either that ammo recovery increased at each level ! Good to know indeed.
     
  4. BigLeafyTree

    BigLeafyTree Member

    I haven't checked throughly on the equipment thing but it definitely does it for chest armor.

    Ammo recovery for the Crossbow and Thrown trees goes up 5% at each level and 15% at the last level, for a total of 35%. I think the base recovery rate is 20% for bolts and 25% for thrown if I'm reading the tweakDB file correctly.
     
  5. blob

    blob Member

    Hmmm I remember it happening for chest armors as well, gotta test when I have the chance. It might actually be the only item that causes a turn to pass. I dont remember it happening when exchanging weapons...

    Oh ? I would have thought it was way more than 5% at the first level. Ok !