[1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer bugs.

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starsapphire
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[1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer bugs.

#1 Post by starsapphire »

Capacitor Discharge (steamtech/magnetism T3) will only add 5 electrical charge on block, no matter how much damage blocked.
in data/talents/steam/magnetism.lua:142

Code: Select all

    callbackOnBlock = function(self, t, eff, dam, type, src, blocked) -- used "blocked" parameter.
in main game data/timed_effects/physical.lua:2367

Code: Select all

    self:fireTalentCheck("callbackOnBlock", eff, dam, type, src) -- there is no 'blocked' parameter.
Chemical Grenade (from steamtech/demolition)'s description says it will slow for 6 turns, but in fact it's 3 turns.
in data/damage_types.lua:362

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    target:setEffect(target.EFF_SLOW, 3, {power=src:callTalent(src.T_SAPPER, "getAcidPower")/100, apply_power=src:combatSteampower()})
Heavy Weapon Expertise (from steamtech/heavy-weapons) for Boltgun may not cause any detrimental effect.
in data/damage_types.lua:449

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    local eff = rng.range(1, 3) -- it should be 1..2, because there are only two possible detrimental effects.
Also, the duration of Boltgun effect won't grow as talent level grows.
in data/talents/steam/heavy-weapons.lua:792

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    self:archeryShoot(targets, t, {type = "hit", speed = 200}, {mult = mult, phasing = true, phase_target = game.level.map(target.x, target.y, game.level.map.ACTOR), damtype=DamageType.ACID_BLINDDISARM}) -- no duration
Safety Override (from steamtech/heavy-weapons) for Boltgun will add the duration for 1 less turn.
For example, if you cast TL5 Safety Override on an enemy with 2 turn blind, which description says it will add duration by 5, the new duration will become 5, not 6.
Not sure about the real cause of this problem.

Upgrade (from steamtech/turrets) will decrease the damage of Flame turret, not increasing it.
in data/talents/steam/turrets.lua:354

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	getDamage = function(self, t) if self:hasEffect(self.EFF_UPGRADE) then local eff = self:hasEffect(self.EFF_UPGRADE) return self:combatTalentSteamDamage(t, 10, 250)*eff.power/200 else return self:combatTalentSteamDamage(t, 10, 250) end end, -- why?
Gauss Cannon (from steamtech/turrets) ability of guardian turret's description says it will bypass the armor, but in fact, it won't.
The code doesn't show its ability to bypass armor.

Seeker Warhead (from steamtech/artillery) has a visual appearance of a turret, not a guided missile.
Also, the description says it will "stunning for %d turns", but in fact there is only 25% chance to stun, because it used DamageType.FLAMESHOCK.

Mecharachnid (from steamtech/mecharachnid)'s description says it will get Steamsaw Mastery, but it won't get this.
Also, Mecharachnid's archery won't friendly fire (archery_pass_friendly=true), but the AI is not aware of this.

Mecharachnid Chassis(from steamtech/mecharachnid) won't gray out if in battle, but the talent will fail if you try to use it in battle. Better add this check into on_pre_use .

Mecharachnid Piloting(from steamtech/mecharachnid) won't get any resistance boost, the all_damage can stack forever (It will add up everytime you use this talent), and the twice cooldown speed effect doesn't seem to work.

When Mecharchnid Pilot ended, If there are no place near you (e.g. trapped in sandworm lair) the game program will freeze and flash forever.

Tail Attachment weared equipment ignores stat requirements.

Steamtech/Armament skill's range (from Armament Chassis, e.g. Gauss Cannon and Haywire Missile) shows the range of handheld steamgun, not tail steamgun.

Pincer Strike's (from Assault Chasssis) debuff description is wrong, showing 0% speed reduction and 1% damage. The effect is right.

Metaphasic Echoes (from spell/occult-technomancy)'s description ("keep breaches in spacetime open") and visual appearance implies it have the same hitting range with Reality Breach, however while Reality Breach is a 3-width wide beam, Metaphasic Echoes is just a 1-width normal beam.

starsapphire
Thalore
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Joined: Sat Sep 27, 2014 11:33 am
Location: Irkkk

Re: [1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer b

#2 Post by starsapphire »

Updates:

Reactive Armor can't trigger the special Grenade provided by Sapper. While it may not be a bug, it would be nice if it can receive that bonus.

The display of Exoskeleton is somewhat wrong. It shows Exoskeleton hit you for (xx exoskeleton) damage, which is a bit strange, unlike other damage shield like effects.

in data/talents/steam/gadgets.lua:109

Code: Select all

	callbackOnHit = function(self, t, cb) -- the "src" parameter is missing
Unlike normal Attack or Shoot, the attack skill of Heavy Weapons (Flame Jet, Stormstrike, Flechette Burst) can be put into cooldown by stun, that would renders you unable to perform normal attack.
If this is not intended, maybe they would need a "innate" property to avoid this.

GlassGo
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Re: [1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer b

#3 Post by GlassGo »

Skill Autoloader/Gadgets claims to increase damage of Heavy Weapons, while at least tooltips for Flamethrower and Boltgun doesn't show any change in damage when you add skill points to Autoloader and tooltip for Shockstaff do shows changes in damage when you add skill points to Autoloader.

Description of Heavy Weapon Expertise's for Shockstaff tells that it will grant ability to charge 5 tiles toward target, while in reality you don't need Heavy Weapon Expertise for this, as Stormstrike's description has "range 5" and you can charge without Heavy Weapon Expertise.
Also small inconsistence in description of Shockstaff - Heavy Weapon mentions "frontal arc", while Stormstrike mentions "frontal cone".
English isn't my native language.

Razakai
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Re: [1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer b

#4 Post by Razakai »

Thanks for the detailed reports. I've fixed most of those for the upcoming release. A few are still outstanding, like the Mechrachnid AI, but will work on those soon.

GlassGo
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Re: [1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer b

#5 Post by GlassGo »

How soo can wee expect patch?
I'm llike want to play Anni but can't. ^_^
English isn't my native language.

Razakai
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Re: [1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer b

#6 Post by Razakai »

I've raised it to DG now, so perhaps this weekend.

GlassGo
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Re: [1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer b

#7 Post by GlassGo »

Be praised!
English isn't my native language.

darkgod
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Re: [1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer b

#8 Post by darkgod »

Sorry I wanted 1.6.2 out this weekend but real life disagreed, I'll go over them tonight and try to push 162 Very Soon (tm)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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