Search found 9 matches
- Fri Jan 14, 2011 4:50 am
- Forum: Bugs Archive
- Topic: Drowning bosses?
- Replies: 10
- Views: 4271
Re: Drowning bosses?
Good point Gandolfo (or points :) ). Not a major issue really, but I'm guessing I'll play through a few times and start expecting bosses, and start preping equipment, or spells, or the likes. Just sucks to have that prep go to waste... then again, if the butterfly didn't prep in China, maybe bill wo...
- Fri Jan 14, 2011 12:08 am
- Forum: Bugs Archive
- Topic: Drowning bosses?
- Replies: 10
- Views: 4271
Re: Drowning bosses?
Well sometimes I've started in the dungeon/crypt place (forget the name) at level 1, a few times the forest, so your comment is mu :P :) At the start it's always big risks anyways, till around lvl 10-20; for me at least. I'm just thinking later levels, with badder arses... it would feel worse the ch...
- Thu Jan 13, 2011 11:44 pm
- Forum: Development
- Topic: Resting for a number of turns
- Replies: 1
- Views: 1038
Re: Resting for a number of turns
Noticed a potential problem... I have the game setup to save always and anytime, but for people who don't, resting should be stopped while using a Recall or Teleport: <city>. Also, now that I think of it... digging during the later part of a Recall might be bugged too... Anywho, here's the fix for t...
- Thu Jan 13, 2011 4:34 pm
- Forum: Bugs Archive
- Topic: Drowning bosses?
- Replies: 10
- Views: 4271
Drowning bosses?
Well, I started a new toon and on floor 5 of Trollmire I was strolling along after grinding out my toon to lvl4 in floor 1 and 2. About 50 or so turns in the boss had died, I knew because I had gained 3 or so levels. Later on I found his death-pile on some water. This is sort of a two part bug. 1) W...
- Wed Jan 12, 2011 2:28 pm
- Forum: Development
- Topic: Resting for a number of turns
- Replies: 1
- Views: 1038
Resting for a number of turns
I got tired of pounding the numpad 5 button XD At the moment this is missing the ability to tell when all 'rechargeables' like talents, items, etc... are ready to be used :/ You can just rest indefinitely (well 9999 turns) and click cancel when your doodad is ready :P diff -ur t-engine4-src-1.0.0bet...
- Wed Jan 12, 2011 11:36 am
- Forum: Bugs Archive
- Topic: Eden's Guile boot's don't recharge any more
- Replies: 9
- Views: 2285
Re: Eden's Guile boot's don't recharge any more
I didn't feel like going over the diff of the svn and b18, so here's my fix. It will restore entities (make items recharge) when you wear, take off, or pick up any item. If you just change the lua file, and load your game, drop and pick-up an item and save, then restore the old file (hurm... now eve...
- Tue Jan 11, 2011 1:05 pm
- Forum: Bugs Archive
- Topic: Eden's Guile boot's don't recharge any more
- Replies: 9
- Views: 2285
Re: Eden's Guile boot's don't recharge any more
hummm, my search skills are failing me in middle age XD Any chance to get info on acquiring the svn copy? Just the web address will suffice
Might even put in the effort to make it a wiki page for the tip 


- Mon Jan 10, 2011 1:17 pm
- Forum: Bugs Archive
- Topic: Antimagic quest Zigur (Summoners)
- Replies: 4
- Views: 1841
Antimagic quest Zigur (Summoners)
This is more unintended behavior, I believe. As a summoner, you can get a summon on the other side of the red ring on occasion. Then you can swap places with it, hang out in safety, and try to pump summons back into the ring to win the fights. None of the mobs can melee, or range your toon. Worst (b...
- Mon Jan 10, 2011 1:01 pm
- Forum: Bugs Archive
- Topic: Eden's Guile boot's don't recharge any more
- Replies: 9
- Views: 2285
Re: Eden's Guile boot's don't recharge any more
function _M:regenPower() in /game/engines/default/engine/interface/ObjectActivable.lua doesn't seem to be called for the affected items. I seem to be able to reproduce this bug with either the first or second rechargeable I pick up (with a new char) in b18. Usually ends up being a digger, but someti...