INFO Bug Reports NOV2015a

Kanta

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Not sure if it's intentional, but it struck me kind of odd that the Elven longbow has a shorter range than the wooden longbow. Is it supposed to be like this?
 

Thothie

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Both were made before I got here so... I don't know. :oops:

The elf bow is more accurate when firing rapidly though. (1-1 vs 3-0) Attack delay is lower, pull time quicker, stamina drain lower, and the offset is dead center, while the longbow's is slightly low.
 

Kanta

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Normal crossbow uses bow aiming and reload animations in third person.
 

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Got it. Fixed.
 

Kanta

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When a player dies and they send a message before respawning, they can't see it but other players can. I can't type the % symbol or start messages with quotation marks either, there is also this really obnoxious thing where sometimes some or all of my typed letters will not display in the text field until I hit backspace.
 

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Afraid those are both likely to be ancient/perpetual code side annoyances - though we may have fixed the % thing, albeit, just by preventing you from typing it.
 

Kanta

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Randomly, you get one XP more or less than you normally would from killing a monster.
 

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I'll slot it under perpetual - think it's just how the math works out.
 

Kanta

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Depending on where you're looking, the bearclaw's transformation form will "stick" in place. Looking up tilts the model forward (which can obscure your first person view if you look all the way up) and looking up tilts it backwards, both extremes can look pretty silly. Also the bear model is almost always blacked out like it has no light shining on it and only sometimes are you able to actually see the textures properly, glow or other light coming from your character doesn't work either.
 

Thothie

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Depending on where you're looking, the bearclaw's transformation form will "stick" in place.
Not noticed that - unless you mean in third person (I never notice third person problems as I'm not very religious on checking them, as you may have noticed). Should re-orient with the player's view angles each frame.

As for it being black, I'm not sure why the model doesn't wanna take light attribs - might be something to do with the fact that it's inside the player's collision box. Dunno if it's worth the overhead and risk of yet another sticky light to tweak the effect to have a light right inside of it, but may examine, though it just may end up with a glowing bear, as I don't think I have a way to sample ambient light.
 

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I've observed that the bear model only takes light only from 0x0x0.
 

Thothie

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Well that's odd - probably can't cleffect a light there on most maps though. If you wanna give it a shot for me, feel free. Little one won't be noticed and will still light up the whole model, if it's treating that as its light origin for some reason.

Might be able to rig a function to pull the env_light attribs and/or ToD light settings.
 

Kanta

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Was fighting the Titan(ugh) at Thanatos and I noticed something a little odd. Stone scorpions are vampire-able but the stone eagles are not. So either the eagles should be vampire-able, or the scorpions shouldn't be vampire-able?
 

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Neither should be, but looking at the script, I'm not sure why the Stone Eagles are not - both are lacking the "IS_BLOODLESS" flag, and neither is undead. (Fixed anyways...)
 

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Should Phlame transformed be bloodless too then?
 

Kanta

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I'm guessing this is kind of an oversight so I'm posting it here, but it could also technically be a suggestion I guess? Anyways, all the poisonous/affliction skeletons, reaver, slithar, and venevus at bloodrose should be heavily resistant to acid right?
 

Kanta

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Poison and acid fall under the same category of magic in the game though, and there are other poisonous enemies in the game that are resistant/immune to acid. Plus, Slithar and Venevus are wizards n' shit.
 

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I'm guessing this is kind of an oversight so I'm posting it here, but it could also technically be a suggestion I guess? Anyways, all the poisonous/affliction skeletons, reaver, slithar, and venevus at bloodrose should be heavily resistant to acid right?

Poison and acid fall under the same category of magic in the game though, and there are other poisonous enemies in the game that are resistant/immune to acid. Plus, Slithar and Venevus are wizards n' shit.
Yeeeah, though they should also be vulnerable to lightning in turn. They predate the acid element, so this wasn't really taken into account. Shall consider revising, though for most of these beasts, the fact that they have the standard undead poison immunity and skeletal lightning resistance kinda evens out.
 

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I pushed the volcano trap's model with my unholy blade shield at calruin, but the projectiles came out in the appropriate spot.
 

Thothie

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I knew that script was being used somewhere - just couldn't recall where...

Predates the push effect, I'll tag a nopush on it, but yeah, dun think it'd affect the projectiles. Think it was brought up ages ago and just forgot about.

Looking at it, I kinda wonder if it does the job it's supposed to do on the Blacksmith anymore.
 

Kanta

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Occasionally he survives, but usually it will kill him. As long as you activate it once though no matter how he dies after it will still drop something from the anvil.
 

Kanta

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Elite bandit rogues can vampire off of undead.
 

Thothie

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Hmmm... Summons aren't undead factioned, not that the bandits check. I'll tack on an "IS_BLOODLESS" to the skele summons tag and have them do so.

I suppose I should add a monsters/base_vampiric with more thorough checks, and include that in mobs that can drain life, but the more includes I add, the more maps stop being listenserver loadable. Getting to the point where I midas well nix the "Establish a Kingdom" option. :(
 
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