Please help: 1.2.0 dev test
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Re: Please help: 1.2.0 dev test
cdwidth? what cdwidth? *whistles innocently*
(Some of my addon code snuck in. Fixed.)
(Some of my addon code snuck in. Fixed.)
Re: Please help: 1.2.0 dev test
1.20 Beta 12
Brawlers unified body seems not to apply when dexterity is raised after putting skill points. Had 5/5 in the skill and increased dexterity by 3. Skill said bonus constitution went up one point. This did not apply, but when a took out a point in unified body and put it back again constitution went up by said point. This isn't intended a presume? That means one would have to keep taking out points and putting them back in every time you level for the rest of the game....
/Dhurke
Brawlers unified body seems not to apply when dexterity is raised after putting skill points. Had 5/5 in the skill and increased dexterity by 3. Skill said bonus constitution went up one point. This did not apply, but when a took out a point in unified body and put it back again constitution went up by said point. This isn't intended a presume? That means one would have to keep taking out points and putting them back in every time you level for the rest of the game....
/Dhurke
Re: Please help: 1.2.0 dev test
In the Slaver's Compound, "Grappled" remains as a debuff even after the slave that applies it turns blue. It will be removed correctly if you kill the slave that applied it though.
Re: Please help: 1.2.0 dev test
[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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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Please help: 1.2.0 dev test
anyone knows a workaround for this? i currently have 5/5 in unified body and cannot remove points from it.Dhurke wrote:1.20 Beta 12
Brawlers unified body seems not to apply when dexterity is raised after putting skill points. Had 5/5 in the skill and increased dexterity by 3. Skill said bonus constitution went up one point. This did not apply, but when a took out a point in unified body and put it back again constitution went up by said point. This isn't intended a presume? That means one would have to keep taking out points and putting them back in every time you level for the rest of the game....
/Dhurke
Re: Please help: 1.2.0 dev test
The AI doesn't do a very good job with thermal leech (I would guess the other Voracity talents are in the same boat). Basically it would cast it while I was well outside of range.
Re: Please help: 1.2.0 dev test
Y U code so fast?
Re: Please help: 1.2.0 dev test
Ah, the ai tactics has them marked as defend and disables. Should change those defends to areaattacks.edge2054 wrote:The AI doesn't do a very good job with thermal leech (I would guess the other Voracity talents are in the same boat). Basically it would cast it while I was well outside of range.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Please help: 1.2.0 dev test
Wear/takeoff a dex or cun granting item. And fixedSuslik wrote:anyone knows a workaround for this? i currently have 5/5 in unified body and cannot remove points from it.Dhurke wrote:1.20 Beta 12
Brawlers unified body seems not to apply when dexterity is raised after putting skill points. Had 5/5 in the skill and increased dexterity by 3. Skill said bonus constitution went up one point. This did not apply, but when a took out a point in unified body and put it back again constitution went up by said point. This isn't intended a presume? That means one would have to keep taking out points and putting them back in every time you level for the rest of the game....
/Dhurke
[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
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Please help: 1.2.0 dev test
Looking at it again, in the original line, I think it's using 0 if the prodigies button exists, and the height of the button if it doesn't exist, which I think is backward. A more consistent change would probably be:
mod/dialogs/LevelUpDialog.lua - line 753
change:
to:
mod/dialogs/LevelUpDialog.lua - line 753
change:
Code: Select all
self.c_desc = TextzoneList.new{ focus_check = true, scrollbar = true, width=self.iw - 200 - 530 - 40, height = self.ih - (self.b_prodigies and 0 or self.b_prodigies.h + 5), dest_area = { h = self.ih } }
Code: Select all
self.c_desc = TextzoneList.new{ focus_check = true, scrollbar = true, width=self.iw - 200 - 530 - 40, height = self.ih - (self.b_prodigies and self.b_prodigies.h + 5 or 0), dest_area = { h = self.ih - (self.b_prodigies and self.b_prodigies.h + 5 or 0) } }
Re: Please help: 1.2.0 dev test
The new 'Beserker' talent does not correctly check if it can see enemies.
Enemies that are in an are in an unlit area, yet still being in a direct line from you, count as being in your sight, resulting in the health drain still happening.
Enemies that are in an are in an unlit area, yet still being in a direct line from you, count as being in your sight, resulting in the health drain still happening.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
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- Wayist
- Posts: 25
- Joined: Thu Feb 21, 2013 8:17 am
Re: Please help: 1.2.0 dev test
1.2b14 appears to have a serious showstopper regarding the Flame projectile, spawning a cascade of Lua errors and freezing the projectile in flight. Moving or otherwise allowing a turn to pass will cause the errors to pop up again--one character was unlucky enough to have the projectile freeze over them, hitting them dozens of times in a single turn and killing them!


- Attachments
-
- badbadgerbug.7z
- Here is the log from my latest run-in with the bug
- (81.32 KiB) Downloaded 149 times
Re: Please help: 1.2.0 dev test
Found an interesting exploit when it comes to TK weapons on Mindslayer. I honestly dont know if this was in before 1.2 and no one noticed / reported, but you are at practically 0 risk to Melee with a TK weapon if you want to be.
It seems that your TK weapons wings at the wrong "time" in a turn. Im not a LUA master so I dont know if its winging too "late" in the turn, or too "soon", but if I keep moving, any enemy that is following me will keep getting hit by my TK weapon.
This in turn, with some patience, makes melee combat have no risk to me as I just keep moving and cutting down enemies requiring 0 effort on my part.
Granted, Ranged / Rushdown talents are still a threat.
Also an important thing I noticed, when I have Skate sustained I did NOT notice this. I'm assuming its because I was moving "too fast" for my weapon to have a chance to hit the melee combatant.
Beyond this, the new Mindslayer is reeeeallllyy cool. I love all the changes. Breathes a lot of life into it.
It seems that your TK weapons wings at the wrong "time" in a turn. Im not a LUA master so I dont know if its winging too "late" in the turn, or too "soon", but if I keep moving, any enemy that is following me will keep getting hit by my TK weapon.
This in turn, with some patience, makes melee combat have no risk to me as I just keep moving and cutting down enemies requiring 0 effort on my part.
Granted, Ranged / Rushdown talents are still a threat.
Also an important thing I noticed, when I have Skate sustained I did NOT notice this. I'm assuming its because I was moving "too fast" for my weapon to have a chance to hit the melee combatant.
Beyond this, the new Mindslayer is reeeeallllyy cool. I love all the changes. Breathes a lot of life into it.
Re: Please help: 1.2.0 dev test
Was this code changed? Sus took steps specifically to prevent this. I don't know exactly how but I imagine it was something to the effect of if you've moved that turn don't swing the TK weapon.Sradac wrote:Found an interesting exploit when it comes to TK weapons on Mindslayer. I honestly dont know if this was in before 1.2 and no one noticed / reported, but you are at practically 0 risk to Melee with a TK weapon if you want to be.
It seems that your TK weapons wings at the wrong "time" in a turn. Im not a LUA master so I dont know if its winging too "late" in the turn, or too "soon", but if I keep moving, any enemy that is following me will keep getting hit by my TK weapon.
This in turn, with some patience, makes melee combat have no risk to me as I just keep moving and cutting down enemies requiring 0 effort on my part.
Granted, Ranged / Rushdown talents are still a threat.
Also an important thing I noticed, when I have Skate sustained I did NOT notice this. I'm assuming its because I was moving "too fast" for my weapon to have a chance to hit the melee combatant.
Beyond this, the new Mindslayer is reeeeallllyy cool. I love all the changes. Breathes a lot of life into it.
Re: Please help: 1.2.0 dev test
My thoughts was its the "order" these things happen. I can see it being 2 ways each makes sense:
1. TK weapon acts "first" in a round, so it swings before I move.
2. TK weapon acts "last" in a round, so after I move, combatant moves into melee range, then my weapon swings.
I like Edge's proposal though, simple and effective. I dont know if that's over-doing it though. If I'm moving through a crowd I would like to think my blade is able to swing at hostiles as I pass by.
Is it possible to have the TK weapon act directly after PC moves? Again I wont pretend I know whats possible, I can only offer up design suggestions. I think that would prevent the issue of constantly kiting an enemy since it swings after I move but before the enemy, but it wont make it completely obsolete just because "oops! you moved!"
1. TK weapon acts "first" in a round, so it swings before I move.
2. TK weapon acts "last" in a round, so after I move, combatant moves into melee range, then my weapon swings.
I like Edge's proposal though, simple and effective. I dont know if that's over-doing it though. If I'm moving through a crowd I would like to think my blade is able to swing at hostiles as I pass by.
Is it possible to have the TK weapon act directly after PC moves? Again I wont pretend I know whats possible, I can only offer up design suggestions. I think that would prevent the issue of constantly kiting an enemy since it swings after I move but before the enemy, but it wont make it completely obsolete just because "oops! you moved!"