Bug Reports APR2012

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zeus9860

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Thothie said:
Torkalath Bows (all): increased req to 30

What, they were all 30 to begin with. Do you mean 35? (as i heard some people saying some tork bows are higher lvl than others). o_O

So i'm confused.
 

Jonzay

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zeus9860 said:
Thothie said:
Torkalath Bows (all): increased req to 30

What, they were all 30 to begin with. Do you mean 35? (as i heard some people saying some tork bows are higher lvl than others). o_O

So i'm confused.

Why not make it require 30 archery, and 30 in the element the bow uses? (Maybe 28 of each element for chaos tork, or something). That way players would still have to work to use the bows, but not have to use an orion bow (no ammo, huge hitbox, untyped damage, screw thornbow =P) the entire arduous journey to 35.
 

Thothie

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I'm confused too, apparently. :\ Thought I nerfed em somehow... Meh... I'll have to look into it.

Orion bow should fire too slowly save when dealing with large groups of weak minions, plus the MP drain...

I can't figure what be wrong with those dern bandits though... Anyone give me a bug report as to whether something similar is happening with the orc shaman?
 

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holding two rune blade of afflictions do not stack their affliction resist
 

zeus9860

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Jonzay said:
Why not make it require 30 archery, and 30 in the element the bow uses? (Maybe 28 of each element for chaos tork, or something). That way players would still have to work to use the bows, but not have to use an orion bow (no ammo, huge hitbox, untyped damage, screw thornbow =P) the entire arduous journey to 35.


I actually like this solution, except that tork chaos should be a few levels higher than the other ones since it deals more damage.


Thothie said:
I'm confused too, apparently. :\ Thought I nerfed em somehow... Meh... I'll have to look into it.

I can't figure what be wrong with those dern bandits though... Anyone give me a bug report as to whether something similar is happening with the orc shaman?

Look at Jonzay's suggestion, i think it's reasonable (excluding the tork chaos part). :wink:

I tried once, but i can't really test things sometimes, i get huge lag and movement delays with a group of players spamming all their nice spells and too many mobs walking around lags me too (eagles are the devil!), so it's frustrating to report things for now. Besides the 1 run i did shaman got owned by 2 of those weird things that the boss summons. I have yet to figure out if these lag issues are related to my internet connection or it's msc freaking out all of a sudden.


Speaking of those orcs, i noticed that both meele orcs get bugged if people rush that bit where they wait for the shaman outside. Like, people rush in, get things killed while orcs aren't there triggering their afk chat, when they get there, they trigger it and both orcs sit there waiting, doing nothing...


EDIT: "var 10.63 prop PARAM4 = 0"
This is what i got in Phobia by using that command you posted earlier, since my previous bug report was rolledback.

EDIT2:
If the new armor is meant to spawn in hunderswamp, could it be possible that you messed up with the scriptname in the rewards list? Did plenty of runs with more than enough people and nothing drops.
 

Hakariaki

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Dark staff seems to be a bit glitch with the primary attack.

Works fine on my mainchar level 37 affliction.
Tested it on my alt char level 27 affliction and it only works time to time.
The damage works like it should but the mana drain dosent work most of the time. seems to work only the first 2 secounds when i take the weapon out. It dosent work everytime i change weapon to it just a few times (20% of the times).
Any ideas why this is happening?

summon bear. When you move to a new area (teleport, small passages etc. your bear is stuck at the old area you cant summon a new bear nor make your old one vanish from distance. Needs to wait long time untill it dissapears by time.
May i suggest you change so when you use bear scroll again it will summon a new bear and remove your old bear at same time. could also make it teleport able like the pet wolf, but rather see that you can just replace with a new one.

Or is there some command to make your summons vanish regardless if your close to them or not?

[exploit report]

The new charge system. Even if you dissable the autocharge it's diffrent from befor. Cant charge directly after a previously charge like you could befor with the +uber. Makeing leveling with UGA and Neckhunter is like half the speed. (changed for most weapons).
Anyway to revert it totaly like it was befor or are we stuck with this new thing? Leveling divination just got hell allot harder to level :(

Edit:
Lack of Parry on fire staff and dark staff.
with a level of 40 in ice you get 60 parry with ice staff. both fire and dark staff are set to 0 parry.
 

Thothie

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Should explain that's because the aluminum industry is very big here in the US. Processing involves a lot of fluoride, and the stuff is hard to get rid of, legally.

It's been estimated that 75% of US citizens demonstrate some level of thyroid dysfunction as a result. And it's become standard practice to identify the remains of US citizens in plane crashes by the fluoride toxicity levels in their bones.

I love this country!


Hakariaki said:
Dark staff seems to be a bit glitch with the primary attack.

Works fine on my mainchar level 37 affliction.
Tested it on my alt char level 27 affliction and it only works time to time.
The damage works like it should but the mana drain dosent work most of the time. seems to work only the first 2 secounds when i take the weapon out. It dosent work everytime i change weapon to it just a few times (20% of the times).
Any ideas why this is happening?
Not off hand, but shall examine.

Hakariaki said:
Or is there some command to make your summons vanish regardless if your close to them or not?

All Vanish in chat. (Either global or NPC - console may work too.)

Also:
all follow - Disengage and follow master in non-agro state
all defend - Follow close, only engage nearby targets or mobs attacking master (default behavior)
all kill - Attack master's current target
all hunt - Wander about and look for targets
all stay - Stay in place, only attack if opponent in reach

And if you forget all that:
summon_help - Which should appear under "useful console commands" in the Edana help signs

Lesser Wraiths also obey most of those commands. (They aren't on base_summon due to their odd movement method, but have most of the same functions ported over.)

Hakariaki said:
(exploit report)
It's odd, as it shouldn't act that way, once attacked, but shall fix it one way or the other, next patch.

Hakariaki said:
The new charge system. Even if you dissable the autocharge it's diffrent from befor. Cant charge directly after a previously charge like you could befor with the +uber. Makeing leveling with UGA and Neckhunter is like half the speed. (changed for most weapons).
Anyway to revert it totaly like it was befor or are we stuck with this new thing? Leveling divination just got hell allot harder to level :(
Probably stuck with it, but it's something to bring up with MiB... I can't make heads nor tails of the attack code anymore. >_> Though, the way the system is supposed to work, you're supposed to have to complete the lesser charges with each attack.

Hakariaki said:
Edit:
Lack of Parry on fire staff and dark staff.
with a level of 40 in ice you get 60 parry with ice staff. both fire and dark staff are set to 0 parry.
ATM, weapons where the primary skill is magical likely won't get a parry value (though not sure why the ice staff does then). Shall examine and see if I can fix it.
 

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Just a question about the autocharge in combination with a binded key for +uber.

Before the patch I was using mouse1 to attacking with non-charged attacks rapidly (for example speed attacking with small arms) and mouse4 (+uber) for repeated charged attacks (push +uber, release at full charge, instantly pressing +uber again to have the charge ready at animation end)

Now when I have ms_autocharge on mouse1 and mouse4 simply do the same thing, but I can't rapidly attack with non-charged attacks anymore. If I turn ms_autocharge off my mouse4 +uber bind doesn't work anymore for the described way of attacking.


Who's at fault here? Am I just doin it wrong or is this not possible anymore with the new patch?


edit: just read the post from Hakariaki, sorry for the repost.
 

SilentDeath

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MrJohnson said:
Just a question about the autocharge in combination with a binded key for +uber.

Before the patch I was using mouse1 to attacking with non-charged attacks rapidly (for example speed attacking with small arms) and mouse4 (+uber) for repeated charged attacks (push +uber, release at full charge, instantly pressing +uber again to have the charge ready at animation end)

Now when I have ms_autocharge on mouse1 and mouse4 simply do the same thing, but I can't rapidly attack with non-charged attacks anymore. If I turn ms_autocharge off my mouse4 +uber bind doesn't work anymore for the described way of attacking.


Who's at fault here? Am I just doin it wrong or is this not possible anymore with the new patch?


edit: just read the post from Hakariaki, sorry for the repost.

I ran into the same problem as I had that exact layout. If you use Keldorn's code from the beta page thread and put the following code into your userconfig.cfg in the msc file you can use mouse4 to toggle the auto charge on and off, which is what I do now.

Code:
    bind mouse4 autochargeon
    alias "autochargeon" "ms_autocharge 1;wait;speak activated;wait;bind mouse4 autochargeoff"
    alias "autochargeoff" "ms_autocharge 0;wait;speak deactivated;wait;bind mouse4 autochargeon"
 

MrJohnson

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Thank you SilentDeath!

I was afraid it might turn out that I need to toggle ms_autocharge on and off from now on.
But with the script provided it should be no problem.
 

Fegged

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Lodagond-4 crashes when picking something out of a galat or twice, happend twice now :oldangry:
 

Thothie

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Rideon said:
Lodagond-4 crashes when picking something out of a galat or twice, happend twice now :oldangry:

Top Page said:
:?: Spawning a largely full Galat chest may lead to server crash when withdrawing items
- This is actually a perpetual bug until we optimize the inventory systems.
- A full Galat chest is the resource equivalent of another character joining, so don't withdraw items unless you think the server can handle that at the time.

This has been the case for several patches (since the Galat chest inventory was drastically increased). All the items in the chest have to physically spawn (due to our retarded inventory system), thus it's the resource equivalent of another player joining, for *each* player that attempts to withdraw items from a chest with 70+ items.

So don't withdraw from Galat chests unless you're sure the server can handle at least one more player joining at the time.


also:
Thothie said:
Should explain that's because the aluminum industry is very big here in the US. Processing involves a lot of fluoride, and the stuff is hard to get rid of, legally.

It's been estimated that 75% of US citizens demonstrate some level of thyroid dysfunction as a result. And it's become standard practice to identify the remains of US citizens in plane crashes by the fluoride toxicity levels in their bones.

I love this country!
l1032786571.jpg
(Musta not cleared my clipboard, or somethin...)
 

Echo717

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ran bloodshrine the other day and the orcs seemed to work fine, we got our rewards, but then again one is not a very reliable sample size
 

Thothie

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Well, I'd hate to copy pasta the orc's code based on a single sample size, but I can't figure for the life of me where the bandit's code is failing. 'specially when it works in single player tests.

Code:
{ bandit_ally_boss_dead
	callevent npcatk_suspend_ai
	callevent npcatk_suspend_movement deep_idle
	setmovedest none
	callevent check_qualify
	setvard ALLY_FOLLOW_ON 0
	setvard REWARD_MODE 1
	menu.autoopen 1
}

{ check_qualify
	setvard TC_QUAL_PLAYERS 0
	getplayersnb TC_QUAL_PLAYERS
	calleventloop $get_token_amt(TC_QUAL_PLAYERS) tc_get_averages
	divide TC_AVG_DMG_PTS game.players
	setvard TC_HALF_AVG_DMG_PTS TC_AVG_DMG_PTS
	multiply TC_HALF_AVG_DMG_PTS 0.5
}

{ tc_get_averages
	local CUR_PLAYER $get_token(TC_QUAL_PLAYERS,game.script.iteration)
	add TC_AVG_DMG_PTS $get(CUR_PLAYER,scriptvar,'PLR_TOTAL_DMG')
}

{ say_reward //PARAM1 = calling player
	local USER_PTS $get(PARAM1,scriptvar,'PLR_TOTAL_DMG')
	setvard USER_QUALIFIES 0
	if ( USER_PTS >= TC_HALF_AVG_DMG_PTS ) setvard USER_QUALIFIES 1
	if ( !USER_QUALIFIES )
	{
		playanim critical look_idle
		saytext Judging by your performance out there, or rather the lack there of, I don't think you're ready for what I could teach you.
	}
	if USER_QUALIFIES
	local USER_STEAM $get(PARAM1,steamid)
	add USER_STEAM $get(PARAM1,slot)
	if ( G_REWARD_LIST contains USER_STEAM )
	{
		playanim critical look_idle
		saytext Sorry, the deal was you could train once from one of us. Thanks for the assist though. We should be fine from here.
		local EXIT_SUB 1
	}
	if !EXIT_SUB

	local RALION_ID $get_by_name(bandit_ralion)
	if ( !$get(RALION_ID,isalive) )
	{
		playanim critical look_idle
		saytext Ralion maybe dead, but I'll stick to his deal... I'll show you what I know.
	}
	else
	{
		playanim critical look_idle
		saytext Alright... I'll show you what I know.
	}

	local XP_GAIN 20000
	local PLR_ADJ game.players
	subtract PLR_ADJ 1
	multiply PLR_ADJ 0.25
	add PLR_ADJ 1
	multiply XP_GAIN PLR_ADJ
	giveexp PARAM1 MY_SKILL $int(XP_GAIN)
	gplayermessage PARAM1 * $int(XP_GAIN) XP Awarded ( MY_SKILL )
	token.add G_REWARD_LIST USER_STEAM

	local OUT_MSG "You recieve "
	stradd OUT_MSG MY_SKILL
	stradd OUT_MSG " from "
	stradd OUT_MSG $get(ent_me,name)
	infomsg PARAM1 "Training Recieved" OUT_MSG
}
 

Fegged

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While doing a The_Wall run yesterday we happend to fall through the snow (the place the the undead orcs spawn/break the door) by ducking down there o.o

Looks like this after ducking in any of the space there:
€dit: WeoN1.png
 

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If you drink lead foot the stone masons in loda-1 still toss you, im pretty sure thats not a bug but it wouldn't hurt to say.


also in loda 4, the doors to the poison greater after you beat both yellow and blue, it some times locks you in, i have a pic of me and freerad in it, and we wasted lodestone and gpops D:

http://steamcommunity.com/id/TheBlueArc ... tab=public
 

Fegged

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That happens when you kill the poison guard faster than the door closes :3
Next time fight a bit slower :0
 

Thothie

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Sirschmoopy said:
If you drink lead foot the stone masons in loda-1 still toss you, im pretty sure thats not a bug but it wouldn't hurt to say.
That, would be a rather impressive bug... SFAIK there should be no way for them to do that. :\

Is anything else pushing you? Also, check in console: "lplayers nopush" - should come up 1.

Sirschmoopy said:
also in loda 4, the doors to the poison greater after you beat both yellow and blue, it some times locks you in, i have a pic of me and freerad in it, and we wasted lodestone and gpops D:

http://steamcommunity.com/id/TheBlueArc ... tab=public
I'd have to examine it more closely to see what the specific issue, but if I were to hazard a guess, it may simply be that Crow did not foresee players becoming so powerful that they could take him out so quickly. May have to tweak out the map somehow.
 

Fegged

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Sirschmoopy said:
also in loda 4, the doors to the poison greater after you beat both yellow and blue, it some times locks you in, i have a pic of me and freerad in it, and we wasted lodestone and gpops D:

http://steamcommunity.com/id/TheBlueArc ... tab=public
I'd have to examine it more closely to see what the specific issue, but if I were to hazard a guess, it may simply be that Crow did not foresee players becoming so powerful that they could take him out so quickly. May have to tweak out the map somehow.[/quote]

How about he spawns a few seconds after the door closed?
Might be easiest and best solution
 

Hakariaki

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Sirschmoopy said:
also in loda 4, the doors to the poison greater after you beat both yellow and blue, it some times locks you in, i have a pic of me and freerad in it, and we wasted lodestone and gpops D:

http://steamcommunity.com/id/TheBlueArc ... tab=public

Just keep a crystal of return in your inventory. Thats what i allways do. have helped me many times. not only on loda4. happend a few times on Umulak in the room after the "waterfall" where teleporter sometimes dosent gets lockt up. also some other map i cant remember. sucks haveing to type kill in consol when used all pots ;)
 

zeus9860

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And that is why you should do maps without potions, like a boss. :D
 

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The_Wall Lever Bug still caught me >_<
 

zeus9860

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Rideon said:
The_Wall Lever Bug still caught me >_<

Don't stand next to the lever as it goes down, i think its obvious. Or just run and jump while pressing use on the lever like me.
 

Fegged

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zeus9860 said:
Rideon said:
The_Wall Lever Bug still caught me >_<

Don't stand next to the lever as it goes down, i think its obvious. Or just run and jump while pressing use on the lever like me.

I came from the side and i always charge back while hitting it <.<
 
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