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[b35] Chronomancy/Precognition bugs

Posted: Mon Nov 28, 2011 3:49 pm
by jotwebe
Ok, first bug is the game stopping at the "chronomancy" progress bar ("Unfolding the space-time structure...") with the progress bar stuck in a loop. Here's the log:

Code: Select all

[LOG]	Cassandra casts Precognition.
Make wait background texture 298454 : 1364x714 (2048, 1024)
Wait finished, counted 16031, 522 ticks
[LOG]	Cassandra uses Infusion: Sun.
[LOG]	#00ff00#Talent Turn Back the Clock is ready to use.
[LOG]	#LIGHT_BLUE#You unfold the spacetime continuum to a previous state!
Make wait background texture 299021 : 1364x714 (2048, 1024)
Lua Error: /engine/Projectile.lua:49: bad argument #1 to 'unpack' (table expected, got userdata)
	At [C]:-1 
	At [C]:-1 unpack
	At /engine/Projectile.lua:49 loaded
	At /engine/class.lua:293 reload
	At /engine/class.lua:308 recurs
	At /engine/class.lua:307 recurs
	At /engine/class.lua:307 recurs
	At /engine/class.lua:314 cloneReloaded
	At /mod/class/Game.lua:890 chronoRestore
	At /data/timed_effects/other.lua:332 
	At /engine/Game.lua:231 onTickEndExecute
	At /engine/Game.lua:222 tick
	At /engine/GameEnergyBased.lua:58 tick
	At /engine/GameTurnBased.lua:44 tick
	At /mod/class/Game.lua:926 
 ----------------  Stack Dump ----------------
2: table // f709fd98
1: table // f709fd98
--------------- Stack Dump Finished ---------------
[LOG]	#00ff00#Talent Precognition is ready to use.
[LOG]	#00ff00#Talent Infusion: Sun is ready to use.
and another one:

Code: Select all

[LOG]	Cassandra uses Infusion: Regeneration.
[LOG]	Cassandra starts regenerating health quickly.
addTmpVal	table: 0xef8109c0	life_regen	43.08	 :=: 	2	817	add
[LOG]	#00ff00#Talent Turn Back the Clock is ready to use.
[LOG]	Cassandra stops regenerating health quickly.
removeTempVal	life_regen	43.08	 :=: 	817
{[1]=2.000000 , [2]=2.000000 , [817]=43.080000 , [418]=1.000000 , [417]={[3]=3.000000 , } , [811]={[1]=3.000000 , } , [93]=5.000000 , n=817.000000 , [95]=5.000000 , [94]=6.000000 , [120]=0.300000 , [121]=2.000000 , [760]=1.000000 , [766]=0.100000 , [122]=1.000000 , [759]=6.000000 , [123]={[5]=3.000000 , [2]=2.000000 , } , [622]={[1]=10.577655 , } , [737]=5.000000 , [85]=0.100000 , [84]={[5]=6.000000 , } , [732]=22.000000 , [764]=8.000000 , [119]=10.000000 , [767]=2.000000 , [86]={["chronomancy/timeline-threading"]=0.110000 , } , [733]=-4.000000 , [736]={[3]=2.000000 , [4]=1.000000 , } , [765]={[2]=6.000000 , [7]=6.000000 , [8]=5.000000 , } , [623]=21.155311 , [812]=3.000000 , [96]={[2]=7.000000 , } , }
delTmpVal	life_regen	43.08	add
[LOG]	#LIGHT_BLUE#You unfold the spacetime continuum to a previous state!
Make wait background texture 78459 : 1364x714 (2048, 1024)
Lua Error: /engine/Projectile.lua:49: bad argument #1 to 'unpack' (table expected, got userdata)
	At [C]:-1 
	At [C]:-1 unpack
	At /engine/Projectile.lua:49 loaded
	At /engine/class.lua:293 reload
	At /engine/class.lua:308 recurs
	At /engine/class.lua:307 recurs
	At /engine/class.lua:307 recurs
	At /engine/class.lua:314 cloneReloaded
	At /mod/class/Game.lua:890 chronoRestore
	At /data/timed_effects/other.lua:332 
	At /engine/Game.lua:231 onTickEndExecute
	At /engine/Game.lua:222 tick
	At /engine/GameEnergyBased.lua:58 tick
	At /engine/GameTurnBased.lua:44 tick
	At /mod/class/Game.lua:926 
 ----------------  Stack Dump ----------------
2: table // f709fd98
1: table // f709fd98
--------------- Stack Dump Finished ---------------
Apart from that, if there are projectiles flying around at the time precognition ends, they tend to hang around - my own "Turn Back The Clock" thingies as well as enemy earthen missiles. The latter will do damage when I walk into them.

I think sometimes it also duplicates actors: Fighting an adventurer party of three, two of them turned out to be identical, with almost identical equipment: they had shaloren cloaks that showed their stats as +2 MAG +1 WIL on the one cloak and as +1 WIL +2 MAG on the other - same stats, different order.

Re: [b35] Chronomancy/Precognition bugs

Posted: Wed Dec 21, 2011 10:24 pm
by donkatsu
jotwebe wrote:Apart from that, if there are projectiles flying around at the time precognition ends, they tend to hang around - my own "Turn Back The Clock" thingies as well as enemy earthen missiles. The latter will do damage when I walk into them.

I think sometimes it also duplicates actors: Fighting an adventurer party of three, two of them turned out to be identical, with almost identical equipment: they had shaloren cloaks that showed their stats as +2 MAG +1 WIL on the one cloak and as +1 WIL +2 MAG on the other - same stats, different order.
Got some more data on this part. First, the same thing happens for any skill that pulls you back into a previous state (Cease to Exist, Paradox Clone, etc). Second I can confirm that it duplicates actors. Like projectiles, it doesn't erase them when reverting to the previous state, and time does not pass for them. They don't move or act, and status effects do not count down. They do, however, take damage normally, and they can be killed. Sometimes when they die they disappear and drop loot, sometimes they remain and their life becomes "Unknown" but either way they still grant exp.

Re: [b35] Chronomancy/Precognition bugs

Posted: Thu Dec 22, 2011 1:25 am
by jenx
Life as "unknown" might be the talent that allows npcs to drop to -200 hp before they die, but the amount of hps is hidden, so it just displays ???. You have still reported a bug, just this part might be not a bug. lots of characters get this talent now, but I can't rmember its name.

Re: [b35] Chronomancy/Precognition bugs

Posted: Thu Dec 22, 2011 4:22 am
by donkatsu
It's Blurred Immortality and it was on a telugorth, which doesn't get Blurred Immortality. Furthermore, no amount of additional damage (I did a couple thousand just to make sure) would kill it.