(See also my report for 1.0.6d:)
Since Hachem_Muche couldn't replicate it, it's probably something OS specific. From looking at the lua, it's getSecondHitChance that's returning negative values.
Cursed/Force of will lines 311-319
Code: Select all
getSecondHitChance = function(self, t) return self:combatTalentScale(self:getTalentLevel(t)-4, 15, 35) end,
action = function(self, t)
game.logSeen(self, "An unseen force begins to swirl around %s!", self.name)
local duration = t.getDuration(self, t)
local particles = self:addParticles(Particles.new("force_area", 1, { radius = self:getTalentRange(t) }))
self.unseenForce = { duration = duration, particles = particles }
return true
end,
lines 332-338
Code: Select all
if #targets > 0 then
local damage = t.getDamage(self, t)
local knockback = t.getKnockback(self, t)
local xtrahits = t.getSecondHitChance(self,t)/100
local hitCount = 1 + math.floor(xtrahits)
if rng.percent(xtrahits - math.floor(xtrahits)*100) then hitCount = hitCount + 1 end
Now, if somebody else has trouble reproducing it, I'm on 64-bit linux, and maybe combatTalentScale works differently from windows or 32-bit where negative numbers are involved.