Bug Reports MAR2011a

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SilentDeath

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Potions seller on Sorc_villa is still very twitchy making it hard to buy when there is more than one person in the room.
 

Thothie

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Darn, thought I removed the bit where monsters closed the store when they moved. Must be something else going on, because I tested that with a script that made him face random directions. :\
 

Drathamus

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I've seen that too, JM. I can't quite pin the cause of it. Anyone else having that bug as well?
 

Stoned

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You know, North Maul's first charge is still borked..
 

Freerad

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Stoned said:
You know, North Maul's first charge is still borked..

I don't like when things bork :/ Especially when its really good items. (not saying north maul is good)
 

cartman-2000

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Drathamus said:
I've seen that too, JM. I can't quite pin the cause of it. Anyone else having that bug as well?
Everyone that has the bear claws probably, I doubt it's a bug but a nerf to the bear claws, but a 12mp per second mana drain is a bit much can only hold the form for 36 seconds(430mp) at full mana before it drains all of my mana.
 

Drathamus

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That's the joke, Cartman... It was an undocumented nerf. Pretty unprofessional to my tastes.
 

Thothie

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Changelog said:
• ...and the usual 10,000 bug fixes and balancing tweaks I'm not bothering to write about.
cartman-2000 said:
Everyone that has the bear claws probably, I doubt it's a bug but a nerf to the bear claws, but a 12mp per second mana drain is a bit much can only hold the form for 36 seconds(430mp) at full mana before it drains all of my mana.

Actually don't remember doing anything with the bear claws, but the modified date suggests I did. It's currently set to 6mp/click. I could put it up to 12mp, as fifteen seconds is closer to the original intent. I might have misunderestimated the average manna pool at that level. Hrmm...
 

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Hay guise, let's sarcastically complain every time something gets nerfed without it being noted in the patch notes, it's not like anything bad like patch delays or more nerfs happen when you annoy Thothie.

Moving on...

1) The gate to the right inside of the main area in Idemarks_tower does not break correctly at times, even with all of the enemies in the area dead. Might be a "lives" issue with the archers.

2) The slimes in dragooncaves seem to attack each other sometimes.

3) (Not sure if bug because I don't actually know the spawn locations for things)

[Spoilerz zomg]
A certain strange dwarven contraption does not seem to be a reward from a certain strange dwarf. (Tested about 200 times)
[/Spoilerz zomg]

It's nowhere near worth using in its current state anyway except for "fun". Fun being knocking around the npcs in Edana (and one of the haystacks) with dwarven bolts. But let's not make this a dwarven bucket thread.
 

Thothie

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Keldorn said:
1) The gate to the right inside of the main area in Idemarks_tower does not break correctly at times, even with all of the enemies in the area dead. Might be a "lives" issue with the archers.
Suspect there needs to be a trigger counter hereabouts. I did not check for it.

Keldorn said:
The slimes in dragooncaves seem to attack each other sometimes.
Hrmm... Is that's what's going on there? I notice their aim was way off sometimes, but I figured it was a viewangles issue - never noticed them actually going after each other. ><

Keldorn said:
3) (Not sure if bug because I don't actually know the spawn locations for things)
[spoilerzomg]
It ain't on a dwarf, oddly enough.
[/spoilerzomg]
I think you will find the fact that you can fire without slowing makes it rather devastating at close ranges, especially when combined with holy bolts.
 

Keldorn

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Yeah, apparently Corrosive Slimes are "wildanimal" race, while (regular) Slimes count as "demon" race in that map.

I think I remember them attacking each other in edanasewers too, but that was a while ago.

*shrug*

If I wanted mobility, I'd just use a speed potion with the heavy xbow, unless I were already oneshotting the monsters with normal crossbow/steam xbow damage.

I suppose I'll be using them once I get a few just because they're fun to play with though, plus there's always the "look what I have and you don't Zeus" factor. :wink:

On a somewhat related note, what's the deal with dwarven bolts flying really slowly if you fire them at an upward angle with an hxbow, or while jumping with the steam xbow?
 

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Individual chest contents vanish (Or never appear? Not sure when the items actually get added to the chests) if you get disconnected before you have a chance to open them.
 

Thothie

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Individualized chests don't get added to until you open them. Not sure what'd be going on there. Dunno how many opportunities you have to test, but it'd be nice to know if it's just one chest or all of them - there maybe one or two with time requirements, not sure. You'd also have to make sure that the GM restored your damage points before opening them, and that you didn't get dropped from the top 75% in many cases. (Though even then, there should be something in the chest.)

Keldorn said:
On a somewhat related note, what's the deal with dwarven bolts flying really slowly if you fire them at an upward angle with an hxbow, or while jumping with the steam xbow?
The dwarven splodie bolts are the only bolt that was coded up before I got here (well before the addition of an actual crossbow). They are using some old conventions and indeed unique functions, so there's some screwy stuff going on with them.

I've been tempted to move bolts entirely client side (or near so), as they do traceline damage, and thus there doesn't need to be a match up between client and server, unlike the arrows. Be some work, but might fix some of the oddities. (Although it may also mean rigging the light crossbow to be unable to fire heavy steel bolts altogether, rather than just as though as if its in need of viagra.)
 

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One of the RKS servers hard crashed on Daragoth with the following error in the dll log:

.\client.cpp:1697 SYS_ERROR: SV_Physics: bad movetype 1
 

Thothie

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Hrmm... That's an odd one. Nothing interesting on Daragoth that should be changing its movetype. Maybe a one time thing caused by a projectile (arrow or rock) changing its movetype after scrambling in some way.
 

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Orc_for battle troll part seems to bug the doors before final boss. I'm not sure about what im about to say but i think the door won't open if someone joins when the trolls have spawned because i know more hp in server = more trolls spawn, it went from 1091 to 1671, there was 3 trolls when i spawned them, but a 580 hp player joined when i was killing them and then the door didnt open.
 

zeus9860

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Orc poisoner in orc_for seems to stun people with acid cloud just like bludgeons use/used to in nashalrath... also related to the same orc, he seems to aim acid cloud on himself sometimes, and right now i just noticed him getting stuck in it somehow. Like it didn't move untill the cloud was gone for some reason.
 

Thothie

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I would like to report that the new player's guide up and vanished on me. >_>
 

Thothie

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J-M v2.5.5 said:
The what? Are we supposed to see something, somewhere?
There was a global sticky called "The New Players Guide", but it went *poof*. :\

I also started keeping the RKS server IP's in there, since the Steam browser is made of fail. :/

Other than that, it had basically the same info as in the Moddb Tutorial - though *slightly* less dated + inventory, IIRC. :/
 

CrazyMonkeyDude

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Thoth you forgot to post a APR2011 thread that says "April fool's!"
 

Thothie

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I think I kinda covered the April Fools bases for MSC this year. ;)
 

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We just had a crash in edana and in ms_wicardoven after the player count went above 4 players.
 

lvb2555

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Odd thing happened to me, I tried activating my memorized rejuvinate but was being hit by DoT. Of course it cancelled the spell, but in a very non-traditional manner. I heard the item drop noise. Looked around, nothing dropped, so I started spamming pickup on the floor and I picked up my rejuv spell, ready to cast immediately, but it ran out of time within 5 seconds, so somehow had memory of it's duration between being dropped and the time it took for me to pick it up.

I have the odd feeling that anyone could have waltzed over and picked up the invisible rejuv cast sitting on the floor.

Also, the Dragoon caves boss loses base damage resistance if he uses a POP and then the POP runs out. It's not much, just seems odd (I wonder if the bandit boss does the same thing). Throwing out numbers, I could be whacking him for average of 95 damage or so with a P. Skullblade, if he uses a POP and it doesn't 'break' (lasts for the rest of the battle, that's always annoying), when it runs out I'll be doing an extra 15 damage per hit for the rest of the fight.
 
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