beta 7 alchemists bugs
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beta 7 alchemists bugs
the tooltip seems to indicate that equipping your golem costs 2 gems, but doesn't
The generic talents (gemology and staff combat) are listed as class talents in the description
the golem is sometimes the default target of agressive talents, making me attack it by accident
the tooltip of lightning and frost infusion lists that it does acid damage
It's possible to miss with Channel Staff, even though the tooltip states otherwise
The generic talents (gemology and staff combat) are listed as class talents in the description
the golem is sometimes the default target of agressive talents, making me attack it by accident
the tooltip of lightning and frost infusion lists that it does acid damage
It's possible to miss with Channel Staff, even though the tooltip states otherwise
Re: beta 7 alchemists bugs
Thanks 

In what description do you mean ?The generic talents (gemology and staff combat) are listed as class talents in the description
Ah yes I had forgot there is always 5% chance to miss and 5% chance to hit no matter what.It's possible to miss with Channel Staff, even though the tooltip states otherwise
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[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: beta 7 alchemists bugs
the description in the level up menu (SHIFT+G), right after the keyboard controls are described...darkgod wrote:Thanks
In what description do you mean ?
"Class talent
A class talent allows you to perform....."
It would also be nice if you could rest until the golem was at full hp - couldn't figure out how to do that
A request of mine would be that you changed "Talent category" to "Class talent category" and "Generic talent category" (somewhat unrelated to alchemists, but it would be rather nice anyway).
P.S. Alchemists are AWESOME!
Re: beta 7 alchemists bugs
A couple things I have noticed while trying out this fun new class:
1) Alchemist Protection, rank 1 description has minor typo "byt"
2) No evidence of a CD on Golem:Taunt. The description lists it as having a 18 turn CD at rank 1 (decreasing with further ranks... the only obvious reason for adding ranks to the skill at the moment... and no CD kinda makes it a 1 pt wonder)
3) Not really a bug but a description issue, Explosion Expert ranks describe the talent as letting your bombs "now affect a radius of x around them" (where x is equal to the rank of the talent). My bombs affected a radius of 1 from the beginning, so the talent is adding an additional square of effect per level (2 at rank 1, 3 at rank 3...). Minor but could use a clarification.
4) not far enough with the character yet to test Alchemist Protection or Golem Resilience but I am finding my bombs damaging my golem to be very debilitating. If either of those skills help protect the golem, then its a non-issue. Otherwise, explosion expert almost becomes a negative skill, putting your golem at higher risk then necessary. I'll edit this after exploring the class further.
Thanks again for a great game, DG... and a fun new evolution of alchs.
1) Alchemist Protection, rank 1 description has minor typo "byt"
2) No evidence of a CD on Golem:Taunt. The description lists it as having a 18 turn CD at rank 1 (decreasing with further ranks... the only obvious reason for adding ranks to the skill at the moment... and no CD kinda makes it a 1 pt wonder)
3) Not really a bug but a description issue, Explosion Expert ranks describe the talent as letting your bombs "now affect a radius of x around them" (where x is equal to the rank of the talent). My bombs affected a radius of 1 from the beginning, so the talent is adding an additional square of effect per level (2 at rank 1, 3 at rank 3...). Minor but could use a clarification.
4) not far enough with the character yet to test Alchemist Protection or Golem Resilience but I am finding my bombs damaging my golem to be very debilitating. If either of those skills help protect the golem, then its a non-issue. Otherwise, explosion expert almost becomes a negative skill, putting your golem at higher risk then necessary. I'll edit this after exploring the class further.
Thanks again for a great game, DG... and a fun new evolution of alchs.
Re: beta 7 alchemists bugs
I can't read the tooltip for the golem fixing talent because I can't scroll the text down in the m menu and it doesn't show up in the G menu.
I think it's 15 to create and 2 to heal with better gems healing it for more.
My golem (at level 12) eats a lot of bomb damage
I think it's 15 to create and 2 to heal with better gems healing it for more.
My golem (at level 12) eats a lot of bomb damage

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- Yeek
- Posts: 10
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Re: beta 7 alchemists bugs
Two other bugs I've run into with the Alchemist
First, I completed the Apprentice quest (15 staves, rings, amulets), but I didn't get a portal to Angolwen, nor did I unlock the mage when I did so. All I got was the ring.
Second, when refitting the golem I can't see what armor and weapons it has equipped - it just shows a blank screen (or a linen robe on). I'm not sure if the golem doesn't have anything registered as equipped, or if he has things equipped but they are destroyed anytime he dies, or if he has permanent weapons and armor when I give them to him.
And as for the talent description, I think the problem is when you are in the level-up skill selection screen, when you have any skill selected it always lists them as "class talents" and never "generic talents", making the only way to see which skill point it'll cost to add/delete a skill for each category. Not a big issue at all, but would be nice to have fixed.
First, I completed the Apprentice quest (15 staves, rings, amulets), but I didn't get a portal to Angolwen, nor did I unlock the mage when I did so. All I got was the ring.
Second, when refitting the golem I can't see what armor and weapons it has equipped - it just shows a blank screen (or a linen robe on). I'm not sure if the golem doesn't have anything registered as equipped, or if he has things equipped but they are destroyed anytime he dies, or if he has permanent weapons and armor when I give them to him.
And as for the talent description, I think the problem is when you are in the level-up skill selection screen, when you have any skill selected it always lists them as "class talents" and never "generic talents", making the only way to see which skill point it'll cost to add/delete a skill for each category. Not a big issue at all, but would be nice to have fixed.
Re: beta 7 alchemists bugs
As for the golem: is he supposed to be gaining xp or is he rolled randomly every other game?
Re: beta 7 alchemists bugs
The golem levelsup with the alchemist.
When you refit the golem you see your inventory not his since you select stuff from your inventory to give to him.
For the apprentice quest yes he seems to mistake you for an archmage
I'll make Alchemist Protection work for the golem too.
When you refit the golem you see your inventory not his since you select stuff from your inventory to give to him.
For the apprentice quest yes he seems to mistake you for an archmage

I'll make Alchemist Protection work for the golem too.
[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

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- Sher'Tul
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Re: beta 7 alchemists bugs
Another bug:
You can select the alchemist's armour (probably also weapon) when refitting the golem. After the refitting the armours are exchanged, i.e. the alchemist ends wearing the old armour of the golem (for example the starting iron chain mail).
Also a typo (Imbue Item: "Imbue an body armour...")
You can select the alchemist's armour (probably also weapon) when refitting the golem. After the refitting the armours are exchanged, i.e. the alchemist ends wearing the old armour of the golem (for example the starting iron chain mail).
Also a typo (Imbue Item: "Imbue an body armour...")
Re: beta 7 alchemists bugs
I"m getting retributive cold damage from monsters in Carn Dum when using channel staff. I would assume that staff shots, like archery, would not be subject to this.
Re: beta 7 alchemists bugs
I also got damage from hitting poison ivy with channel staff.
Also, there seems to be no range to channel staff. I can hit mobs that are way more than 10 spaces away and regardless of whether or not there is something in the way. Not just other mobs even, but walls and trees do not block it.
The imbue item ability triggers the cooldown even if you don't complete the process. May not be a bug but you can't choose the armor you're wearing either.
Can't throw a bomb through a dark square even if there is a lighted area within range past it. So even if you've explored a dark hallway or room, you can't throw a bomb further than the radius of your light source.
The golem can open store menus if it happens to hit the store entrance. If you're using the mouse to fast travel, you can end up with 2 store menus open at the same time because of this.
The golem will attack anything in line of sight even if the mob is very far away and in the dark and should not be visible.
If the golem dies with a DoT on it, it will continue to do damage when the golem is rebuilt (regardless of the number of turns from when it died to being rebuilt).
Not precisely a bug but, there aren't any beneficial spells that require you to target the golem. So why not make it not targetable or not auto-targetable? With the golem usually the closet thing to you, it's very annoying to constantly have to unselect the golem.
Along the same line of really annoying, having the info box pop up directly over the target makes it very hard to see the blast radius. I've run into it with other classes but the alchemist has an AoE as one of its main attacks. Perhaps an option to have it appear in another area?
The golem (and presumably summoner pets) will not avoid marked traps when possible.
Others have mentioned the bomb damage to the golem and you said you'd extend the alchemist protection to him. Another idea that I'm sure would require a lot more work
, Pet behavior modes such as passive, defensive, aggressive. Currently it acts aggressive at all times. I end up loving and cursing the golem a lot. Would probably be good for summoner as well.
Also, there seems to be no range to channel staff. I can hit mobs that are way more than 10 spaces away and regardless of whether or not there is something in the way. Not just other mobs even, but walls and trees do not block it.
The imbue item ability triggers the cooldown even if you don't complete the process. May not be a bug but you can't choose the armor you're wearing either.
Can't throw a bomb through a dark square even if there is a lighted area within range past it. So even if you've explored a dark hallway or room, you can't throw a bomb further than the radius of your light source.
The golem can open store menus if it happens to hit the store entrance. If you're using the mouse to fast travel, you can end up with 2 store menus open at the same time because of this.
The golem will attack anything in line of sight even if the mob is very far away and in the dark and should not be visible.
If the golem dies with a DoT on it, it will continue to do damage when the golem is rebuilt (regardless of the number of turns from when it died to being rebuilt).
Not precisely a bug but, there aren't any beneficial spells that require you to target the golem. So why not make it not targetable or not auto-targetable? With the golem usually the closet thing to you, it's very annoying to constantly have to unselect the golem.
Along the same line of really annoying, having the info box pop up directly over the target makes it very hard to see the blast radius. I've run into it with other classes but the alchemist has an AoE as one of its main attacks. Perhaps an option to have it appear in another area?
The golem (and presumably summoner pets) will not avoid marked traps when possible.
Others have mentioned the bomb damage to the golem and you said you'd extend the alchemist protection to him. Another idea that I'm sure would require a lot more work

Re: beta 7 alchemists bugs
When my golem uses pound, he hits himself and gets dazed. Also, with other golem talents, like crush, the golem gets a normal attack too.
Any rush talent (All of the golem attacks) seems to fail if 1 step away from an enemy. The golem will close the distance but not attack.
Something funny I noticed. When the golem enters a shop, it shows the golems inventory, not yours! He has nothing on him and no gold, so it's rather pointless.
Also, whenever I have to re-build the golem when it dies, it seems to randomly be a level or 3 higher than my own.
Any rush talent (All of the golem attacks) seems to fail if 1 step away from an enemy. The golem will close the distance but not attack.
Something funny I noticed. When the golem enters a shop, it shows the golems inventory, not yours! He has nothing on him and no gold, so it's rather pointless.
Also, whenever I have to re-build the golem when it dies, it seems to randomly be a level or 3 higher than my own.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"
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- Wayist
- Posts: 20
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Re: beta 7 alchemists bugs
If you are in a shop's entrance (after closing the shopkeep window), and you displace your golem onto the shopkeep's square, the shopkeep dialogue will pop up.
Further, it shows the inventory as empty and the gold as 0, meaning it's probably using the golem's inventory and gold.
Further, it shows the inventory as empty and the gold as 0, meaning it's probably using the golem's inventory and gold.
Re: beta 7 alchemists bugs
I'd imagine a defensive mode wouldn't be that hard... Just set it so the golem can only target monsters that are targeting you or the golem. (or just you.)Lazlo wrote:Another idea that I'm sure would require a lot more work, Pet behavior modes such as passive, defensive, aggressive. Currently it acts aggressive at all times. I end up loving and cursing the golem a lot. Would probably be good for summoner as well.
I think that would work somewhat.... at least the golem wouldn't run off so much.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"
Re: beta 7 alchemists bugs
After a succesful Taunt, the tooltip window for the taunted monster remains open "eternally", until another similar tooltip window is invoked somewhere else. It cannot be removed with the Esc key.