[1.0.1] Negative liferegen

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Lego
Posts: 2
Joined: Sun Mar 31, 2013 10:35 am

[1.0.1] Negative liferegen

#1 Post by Lego »

After I killed Vor in Vor pride and leveled to lvl 43 i suddenly have -2 life regen and 80% healing mod giving me -1.4 life regen. I haven't changed any equipment and I haven't taken any strange talents or skills as far as I can see. Is this working as intended or did something break?

I have also had several crimson slimes that can't be killed. When I hit them I get the killed text over them and they turn no aggressive but they remain targetable at either 0 HP or alternating 'unknown'.

ohioastro
Wyrmic
Posts: 202
Joined: Thu Jan 20, 2011 4:32 am

Re: [1.0.1] Negative liferegen

#2 Post by ohioastro »

Happened to me too, and it drove me crazy until I got tipped off as to why.

Check your gem inventory.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: [1.0.1] Negative liferegen

#3 Post by Hachem_Muche »

Seems like you really should get a warning when picking up something nasty.

See http://forums.te4.org/viewtopic.php?f=42&t=36609
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Lego
Posts: 2
Joined: Sun Mar 31, 2013 10:35 am

Re: [1.0.1] Negative liferegen

#4 Post by Lego »

Thanks I found the gem. :shock:

I have to say the gem inventory rarely gets checked since I don't have stone alchemy so it felt like a bug.

The Crimson ooze/slime thing is strange though.

tylor
Wyrmic
Posts: 285
Joined: Thu Mar 07, 2013 5:18 am

Re: [1.0.1] Negative liferegen

#5 Post by tylor »

I think effect of this and egg sack should be be shown on sustain tabs, with reference to item that cause it. I was sure Dreadfell bugged on me, because I had Eggsac and never seen effect of zero light radius before.

CaptainTrips
Wyrmic
Posts: 227
Joined: Thu Mar 10, 2011 9:10 pm

Re: [1.0.1] Negative liferegen

#6 Post by CaptainTrips »

It would probably be a good idea for all 'when in inventory:' items to have status indicators. Or if there's concern about cluttering up the screen with indicators, all 'when in inventory' effects could be grouped together under one indicator.

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