This still need confirmation? Because I can confirm that, as like everyone who played Killer Vegan or any other skill with charm effect, Octos or any other monster with spells don't cast them.
I seem to keep encountering a bug where if I level up and either finish a monster zoo or complete a side-quest at the same time the game freezes up (Not responding in Windows), this seems to happen more often, but may be unrelated, if an AoE skill is in play (eg. Fire Rune has just triggered or Rogue Scientist's Alchemical Toxin Canister has just been throw). Is it something to do with the game trying to open the "Rewards" dialog box at the same time as the Level Up dialog box?
i currently have a bug where any mods i instal (if they create a new skill tree) will result in a lack of cool down. this has held true for every mod i have installed, and a friend of mine has the same issue. when i use a cool down ability, the timer will start at one more than the listed cool down, and will not count down, rendering the ability unusable. I am using the steam version, and all my mods are from the steam workshop, if that makes a difference.
Right clicking multiple times to cast Pyrokinesis rapidly seems to lock a monster in place as long as you cast it again before the monster moves, meaning the player effectively gets infinite turns until the monster dies or another untargeted monster interrupts.
Can someone confirm this? Using contents="" in the bookshelf room element when the contents are modded items crash the current build of the game. (1.1.2) For example: <element type="bookshelf" contents="Blingy Fish" x="1" y="6" />
Actually, works with fleshbore and beklam's diminishing calculus too, as far I tested. But only if the monster's not next to you. It seems that if you walk holding any aswf key when the monster is inside an area effect (like miasmatic putrefaction or ground flames), they keep "traped" inside it until you release the key.
Crossbow attacks don't get any mundane damage from things other than bolts (A big deal that nerfs crits on them)
For clarification, do "things other than bolts" include both the base item statistics not applying AND the Crossbow Skill tree skills' granted damage, or just the former? Either way, it's a problem. Just wondering how big of one it is.
The base items, krongs, encrusts, on crossbows and rings. Skills give nothing as well. The crossbow skill tree gives no mundane damage and thus is not affected.
Have you guys noticed that when using wands in diggle form, game will use human casting animation. But I am sure that diggles have animation for wand casting too since I fought them. Is this a bug? or it isn't programmed yet? (Throwing weapons don't "morph" you into human >.>) __________________________________________________________________________________________ __________________________________________________________________________________________ PS: Diggle with eyebrows, would be nice as avatar + when last skill learned top hat?
Egyptian magic glyph symbols above the character dissapear randomly when goin up-down levels, using the pocket dimension etc. The viper one and the anubis one are particularly prone to this. The "They did this for a purpose" skill doesn't seem to work at all, but I don't know whether it's been mentioned. EDIT: If the crafting interface and the character screen are open at the same time, the character interface doesn't work. You can't click on items to take them out of your inventory this makes encrusting annyoing. EDIT: And I'm nnot sure where this belongs but I haven't seen the green armor since forever, does it even spawn anymore? I'm guessing I've seen every early game item but it in the last few weeks, and I played quite a bit.
I'm surprised that nobody has brought this up yet (as far as I can tell from the current bug list): Spells with an effect type of "summon", such as "Summon Slime" or "Summon Wyrmling", get rid of extra monsters when there's too many of them. In the case of the aforementioned spells, the limit is 1 and everything seems to work as it should. The problem arises with spells like "Summon Zomby" and therefore "Zombyfycation", the first spell in the Fleshsmithing skill tree. If you have 8 zombys and try to get one more, poof. Not just one, but all of your monsters are gone. This bug has been known for at least 4 months (reference) and gets really annoying when you have to weigh the option of getting a zomby with the chance that you already have 8 roaming around out of sight — and even more so when this happens in the middle of a monster zoo as the case has been a few times now.
Hitting space while monsters stand on acid/choke in poison cloud/burn (similar to multicasting on them so they can't leave their tile, but in case for lasting AOE effects the whole bunch of them can't get near you) leads to crash if you level up/clear monster zoo/complete a quest in the process of torturing the poor button.