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Unkillable enemy with Bone shield.

Posted: Tue May 21, 2013 4:54 am
by Crim, The Red Thunder
Thaurhureg had bone shield, Effective talent level 4.0

I attacked. Orbs disappeared. THEN I attacked more, and it continues to take 0 damage from all source. Summons fail to hurt it, counter damage from being struck failed to hurt it. Manaclash failed to hurt it, and bone shield failed to disable when vim was zeroed out. Spell feedback failed to hurt it, and failed to turn off bone shield. Thing is unkillable.

1.0.4, Encountered on Telo's Tower (1) (Telmur tower, according to the game)

At no point did the bone shield sustain vanish from his description, even after the orbs were gone.

If savefile is required, lemme know. A few folks suggested it would be. Aforementioned creature is STILL alive on that floor, and leaving and coming back did not seem to make it's invulnerablity go away.

Re: Unkillable enemy with Bone shield.

Posted: Tue May 21, 2013 6:59 am
by Crim, The Red Thunder
Just found another one in Orc Breeding pits. Same results. This time I got the log too.

Saleyavena (the Orc Mother) is the one with the bone shield talent. Grabbed all the text from entering the level to the point where I remember to snag the log. Kept the full log (much larger) elsewhere in case it's also needed.

Hopefully this can help. I also have a backed up copy of the savefile from Telmar tower to upload as well as another for where we are now with this bug.

Re: Unkillable enemy with Bone shield.

Posted: Tue May 21, 2013 7:55 am
by darkgod
Yeah send save please

Re: Unkillable enemy with Bone shield.

Posted: Tue May 21, 2013 10:38 am
by ProfessorCirno
Same issue here with Weirdling Beast here. Cannot even damage it.

Re: Unkillable enemy with Bone shield.

Posted: Tue May 21, 2013 4:47 pm
by Crim, The Red Thunder
darkgod wrote:Yeah send save please
This SHOULD be the thing. I zipped the 3 files to make this simpler, but that shouldn't be an issue.

http://www.sendspace.com/file/2nerz2

Hope that does it.

Edit: Problem resolved, appears to be a conflict between infinite500 and the updated bone shield. Updating the addon resolved it. DERP me.

Re: Unkillable enemy with Bone shield.

Posted: Wed May 22, 2013 2:40 pm
by Habibi
I have the same bug in the Infinite Dungeon mode twice with two different mobs.

Re: Unkillable enemy with Bone shield.

Posted: Thu May 23, 2013 6:41 am
by Crim, The Red Thunder
Check to make sure that you're on Tome 1.0.4, and that you're using the most recent version of Infinite 500. (1.10)

If you're up to date on both of those, and this is still occurring, then we still have a problem.

Re: Unkillable enemy with Bone shield.

Posted: Thu May 23, 2013 1:47 pm
by Habibi
Crim, The Red Thunder wrote:Check to make sure that you're on Tome 1.0.4, and that you're using the most recent version of Infinite 500. (1.10)

If you're up to date on both of those, and this is still occurring, then we still have a problem.
You were right, the problem was that the version of "Infinite 500" was the last. Thank you.

Re: Unkillable enemy with Bone shield.

Posted: Tue Jun 04, 2013 9:44 am
by MisiuPysiu
I'm having the same problem with the latest svn and the barbarian mod. I'm not shure if its caused by the mod or by the game code itself thou.


Cheers.

Re: Unkillable enemy with Bone shield.

Posted: Tue Jun 04, 2013 11:57 am
by StarKeep
From what I understand, a good chunk of class mods and the Infinite Dungeon mod from versions before the bone-shield change, can and will cause this.
Had to remove Spellsword Because of it. >:
Barbarian is another one that hasn't been updated since it to the best of my knowledge.

Remove your Barbarian mod forcefully, by deleting the .teaa, and the enemy with it will update, and be killable.

Re: Unkillable enemy with Bone shield.

Posted: Tue Jun 04, 2013 5:54 pm
by Hachem_Muche
Actually, it's safer just to rename the .teaa file so that it doesn't start with "tome-" (i.e. "xtome-modname"). The game will ignore the addon and think that it's not installed, and you can simply rename it back to restore it.

Re: Unkillable enemy with Bone shield.

Posted: Tue Jun 04, 2013 6:48 pm
by StarKeep
What do you mean by restore it?
Whole point is to remove it because it causes Mr. Bone Shield to ascend to godhood.

And wouldn't the class break if you remove it, meaning you would be unable to kill the offending enemy?

Unless you mean that loading it up once without the addon on would reset it, even if you re-enabled it.

Re: Unkillable enemy with Bone shield.

Posted: Wed Jun 05, 2013 5:18 pm
by Hachem_Muche
It's just in case removing the addon doesn't fix your problem. I'm not familiar with the Barbarian mod or what effect removing it may have on your game.

Re: Unkillable enemy with Bone shield.

Posted: Thu Jun 06, 2013 4:41 pm
by Crim, The Red Thunder
Just in case you can't remove the add-on (for instance, playing the add-on class, or something), the only other way around this is dispelling the bone shield sustain itself. Corrupted Negation, Disperse Magic, Gloves of Dispersal, Spellhunt Remnants, or Spell feedback are the methods I'm aware of to do this. Granted, these may not be available to every character (and feedback is iffy. It *MIGHT* disable any given arcane sustain on any turn, but it might take 70-80 turns where the enemy is suffering from feedback before it decides to target bone shield.)

Edit: My understanding is, this also fixes the doomed unlock bug. You can dispel the bone shield sustain to force the cultist to summon the clone.

Re: Unkillable enemy with Bone shield.

Posted: Thu Jun 06, 2013 8:00 pm
by StarKeep
If you're fine with invalidating your game, the fix for the bone-shield bug with any old class is fairly simple.

This is done with 7-zip, and notepad++, both of which are free.

-Extract the .teaa file by right clicking, and extracting. 7-zip should properly detect it.
-Navigate to \superload\mod\class
-Open up Actor.lua
-Replace

Code: Select all

	if self:isTalentActive(self.T_BONE_SHIELD) then
		local t = self:getTalentFromId(self.T_BONE_SHIELD)
		t.absorb(self, t, self:isTalentActive(self.T_BONE_SHIELD))
		value = 0
	end
with

Code: Select all

	if self:isTalentActive(self.T_BONE_SHIELD) then
		local t = self:getTalentFromId(self.T_BONE_SHIELD)
		if t.absorb(self, t, self:isTalentActive(self.T_BONE_SHIELD)) then
			value = 0
		end
	end
-Go Back to the folder that has init.lua in it
-Select all folders + init.lua, right click, and select 7-zip|Add to 'modname.zip'. (Make sure you don't select 7z, as that doesn't work.)
-Rename the .zip, to .teaa
-Replace the old file, and it should properly load up, with your monster problem solved.