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- Aug 15, 2004
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J-M v2.5.5 said:There's a funky missing texture in lodagond-4 on the fire pillar thingies (not related to the infamous 'texture bug'; this thing always shows up): clicky
CrazyMonkeyDude said:Snow Wolf / RaZoR said:Bolts/Arrows don't stack
Thothie in betapack update said:⢠Changes to Ammo Stacking System
- Ammo will not stack until you open the container holding the items
- This prevents crashes from withdrawing items from chests and various exploits
- Beware, when drawing a lot of arrows/bolts from a chest, you may need to "shake" your quiver a few times to get all the stacks to form up, by opening and closing it, or you may hit the item limit sooner than expected.
J-M v2.5.5 said:That ^ doesn't work for most people. It works for Hakariaki and Skiftnycklar, but not for me, zeus, Keldorn, SilentDeath, Orochi, and much, much more people.
Thothie said:I assume you mean the room with the icy lost souls and woolly spiders? (With one at the back on a perch)
Was afraid of that - monsters have differing numbers of lives there, but I was hoping we fixed that bug with all the monster death changes we made back in DEC2010... No such luck I guess... Will add trig_counter there.
Probably co-inkie-dink, but it maybe the extra server load of the circle is making the issue more likely to crop up. We've had this bug since long before healing circles (dates back to the first MSC 1.0 release of Thornlands, and actually goes back to MS 1.3, but it was less prevalent then). The game just seems to get confused when there's monsters with differing numbers of lives attached to the same spawn. If it was consistent, we probably woulda fixed it by now, but alas... I was hoping maybe it was related to monster death reports. We made a lot of changes there in anti-gib efforts, but I guess none of them fixed it.Keldorn said:Using healing circles in that room seems to make it happen more often.
Tis de classic texture scramble bug mentioned at the top. Some of us almost never get this, so it's not too much of a surprise you've not been slapped with it until now.Stoned said:I'm not exactly sure how I did this but...
http://img191.imageshack.us/img191/4364 ... d40001.png
http://img152.imageshack.us/img152/3795 ... d40002.png
It did that for most of the text but my inventory and action window were not effected.
J-M v2.5.5 said:Wild Boars and Greater Undead Firegiants don't give XP.
Bug reports are appreciated of course, but these were already posted.lvb2555 said:Not just the wild boars, also the Albino Boars in smugglers_cove don't award exp, I haven't checked any of the other boar-types elsewhere yet, but it might extend to the ms_snow/nightmare_thornlands boars (since I have the strange suspicion the snow boars and albino boars are ....similar >_>)
Who do you think you are? J-M v2.5.5?CrazyMonkeyDude said:hey guys wild boars, undead firegiants and albino boars dont give any xp
Thothie said:Also Not liable to go away soon:
...............
- Can't push monsters while under the effect of leadfoot potion
Your enemy should still be movable, just not by you. You are effectively rendered unable to add or set velocity on other targets for the duration of the potion (though as noted, that works both ways, with a few exceptions designed to stop you from getting stuck inside things - or map push brushes).miko2386 said:using leadfoot potion will lead both to enemy and yourself unmoveable
Probably the result of the method I used to stop them moving more effectively. :/ Bleh, I wish I had better methods for keeping fuggers still.Keldorn said:Force caging monsters seems to make their hitboxes go all wacky for the duration of the cage.
Speaking of better methods for keeping fuggers still... I think the force cage works on them a bit better, in that regards, than the ice cage - but of course that method leads to the hitbox issue mentioned above. But yeah, it's still chalked up to the "- Some monsters still capable of some acts while frozen (jumping, etc.)" persistent bug.J-M said:Edit: Shadahar Warriors are still able to hop around if they are encased in ice whilst their thunder axe is in flight.
Hrmm... He has reactions for people jumping up on his table or the shelves behind him, but they shouldn't make him surrender his menu or store. I'll have to look through though, as I'm not sure what actions cause the store menu to close by default, if any. Seems, short of the guy getting killed, it should stay open - and even then... :\J-M said:The Shadahar alchemist is very easily distracted. This causes his menu to close. Sometimes the very act of jumping around can cause him to close his shop menu on another player.
Thothie said:Hrmm... He has reactions for people jumping up on his table or the shelves behind him, but they shouldn't make him surrender his menu or store. I'll have to look through though, as I'm not sure what actions cause the store menu to close by default, if any. Seems, short of the guy getting killed, it should stay open - and even then... :\J-M said:The Shadahar alchemist is very easily distracted. This causes his menu to close. Sometimes the very act of jumping around can cause him to close his shop menu on another player.