@ Frelus : No, because there's 3 debuffs, and rune of objection (which is what I'm set up to use) removes a random debuff. So you need 3 turns to reliably get rid of it, but you only have 1.
"I killed you with a baseball when you were an Eely, and raised you as a Zomby. But I am skeptical; your true identity IIIS *rips off Scooby Doo mask*...a Batty."
One more Arcane Capacitor bug (2 total): Removing "Rippling Weakness" (along with all other debuffs, one at a time, using Rune of Obj.) does not remove the 56 turn time out on Arcane Capacitor usage. However, using a purity potion does remove the AC time out. I assume this has to do with how RW is coded, so that when it's moved to another monster it still affects the user and not the target; with variables referring directly to the class or ability perhaps? Not sure how easy that is to fix. (We still love you for embracing the mod community )
One more one more Arcane Capacitor (3 total): Manafueled doesn't seem to have any effect. You do not "consume your own mana" (your mana doesn't seem to decrease). And both food and alchol give affect you normally (+1 HP/MP, respectively per turn). (Sorry for the spam, but in case whomever is collating bugs keeps track of these things via the forum 'alert' function I didn't want to just go back and edit previous posts.)
Interesting bug. I have Copper Boots and Copper Ring. Both add 2 to Voltaic Resistance. If I equip both and remove the ring, the resistance stays at 4. If I remove boots, it goes back to 2. So I can equip ring, sell it, and retain the benefits.
That should be just a display bug, Musaab, does it keep the 4 even after you move around a lot? Also, I really hope someone can fix the encrusting not existing bug, and the wizardlands controller not there.
There is a HUGE bug in which my character in the very last save spot loses ALL of his/her skills and it names a random mod that I unsubscribed from and says that the game could not load even though I made the character a day ago and haven't used that mod in almost a month.
eskr: Thanks, those Arcane Capacitor bugs are cataloged in all the areas they need to be now! DavidB1111: The lack of PD amenities is being looked at.
Window to the elements stacks, and when you alt click them they re-roll their artifact bonuses. Nothing too game breaking, but you can always get what you need.
To tell you the truth, I don't know. I've "subscribed" to three taunt mods (Have you heard this one?, Rambunctious Ramblings, and Death by A Thousand Taunts), but nothing shows up in my mod loader window on launch, nothing is in my steam_workshop folder, and I don't think I've seen any new taunts. But even after subscribing to them, I'm pretty sure I had a perfectly normal pocket dimension until I loaded a save (after starting a new game, but before finding a key), then found a key and visited and it was empty. That character died, but I can upload my current save (which has both the lack-of-objects and as of right this moment also has the room-is-black issues).
Arcane Capacitor bug 4: The fourth bug is that if the "Uh Oh!" debuff is transferred the explosion is still targeted on the player. Arcane Capacitor bug 5: Rippling Weakness continues to proc debuffs on character after being moved to an enemy. (I only noticed this after making the spell irresistible for testing purposes.) ________________________________ "Fix": Arcane Capacitor bug 1 & 4: The fourth bug can be fixed by changing type="self" --> type="target" in the spell "Tick...tick..." The timing (bug 1) can technically be "fixed" by changing amount="2" --> amount="4" for the "Tick...tick..." trigger under the spell "Uh Oh!". BUT the second fix (for timing) is a hack. As far as I can tell (this is my first time looking through dredmor code) the code should work unchanged. So while that fixes things as is, it means that if the underlying problem is ever fixed the code will be broken ("borken") again. The below fixes Code: <spell name="Tick...tick..." type="target"> <effect type="trigger" spell="Mass Destruction"/> </spell> <spell name="Uh Oh!" type="self"> <buff usetimer="1" time="2" bad="1" self="1" smallicon="skills/arcane_rift32.png" icon="skills/arcane_rift64.png"> <description text="Your arcane capacitor is cracked. You have about 2 seconds to fix it before it explodes in righeous (or rather, you know, conflagratory-and-blasting) fashion, taking out pretty much everything in your vicinity, possibly including yourself. Zodiacal wand? Potion of Purity? Arcane Capacitors are magic, after all, so any kind of curse-removal should do it..."/> </buff> <effect type="trigger" amount="4" spell="Tick...tick..." requirebuffontrigger="1" requirebuffontriggername="Uh Oh!"/> </spell> I'll try to take a look at the pre hotfix 10 code to see what was changed in case that gives some clue as to the source of the problem. You'd think the fix for bug 4 would also fix bugs 2 & 5 (both of which involve buff effects targeting the player after being moved to an enemy). And, indeed, in both cases the target for the effects proc'd by the debuffs have values of type="self" rather than "target", however in neither case does that simple change produce a fix. Like I said, I'm a noob at this, and I don't really appreciate the nuance of type="self" vs "target" (as the former only seems necessary if the the player is not the default target of the debuff, which, annecdotally he seems to be in all of the tests I've performed, but I'm sure there's some reason for it, since it seems to pre-date debuff movements from the most recent update). Also can't see what's wrong with Manafueled off hand. Will look into them tomorrow, assuming that's at all useful for people. EDIT: Nevermind, the order of operation of effects seems to be changed by whether the type is "target" or "self" so the above hack prevents the trigger from firing when you are the target (but not another monster), I tried removing the requirebuffontrigger(/name), but that didn't do it either. I'm not finding the DoD itnernals intuitive. Happy to have someone explain it, otherwise good luck! (For home fixes, increasing the time="2" --> time="4" gives normal behavior for thsoe two bugs at the cost of abnormal display)
I, also, after installing Hotfix 10 and creating a new character have no access to the encrusting menu. Nor are there any decorations, wizard portals, or Pocket Dimension controls. Which means I can't make my black PD visible again, since I have no controls to change the skin.
Even better: If you are using skepticism on your pet while it's standing on a corpse, you sometimes turn the corpse into an item and nothing happens to your pet. This way you can get the xp from the kill AND the item from the skill
I looked around but I couldn't find this one documented anywhere. Alchemical Toxin Canister causes the game to crash if it's targeted at a non-floor tile. At least, it cause it for me when I tried to throw it at an empty water tile. Twice.