[1.6.1+Orcs 1.1.0]A series of Annihilator&Technomancer bugs.
Posted: Thu Nov 21, 2019 10:29 am
Capacitor Discharge (steamtech/magnetism T3) will only add 5 electrical charge on block, no matter how much damage blocked.
in data/talents/steam/magnetism.lua:142
in main game data/timed_effects/physical.lua:2367
Chemical Grenade (from steamtech/demolition)'s description says it will slow for 6 turns, but in fact it's 3 turns.
in data/damage_types.lua:362
Heavy Weapon Expertise (from steamtech/heavy-weapons) for Boltgun may not cause any detrimental effect.
in data/damage_types.lua:449
Also, the duration of Boltgun effect won't grow as talent level grows.
in data/talents/steam/heavy-weapons.lua:792
Safety Override (from steamtech/heavy-weapons) for Boltgun will add the duration for 1 less turn.
For example, if you cast TL5 Safety Override on an enemy with 2 turn blind, which description says it will add duration by 5, the new duration will become 5, not 6.
Not sure about the real cause of this problem.
Upgrade (from steamtech/turrets) will decrease the damage of Flame turret, not increasing it.
in data/talents/steam/turrets.lua:354
Gauss Cannon (from steamtech/turrets) ability of guardian turret's description says it will bypass the armor, but in fact, it won't.
The code doesn't show its ability to bypass armor.
Seeker Warhead (from steamtech/artillery) has a visual appearance of a turret, not a guided missile.
Also, the description says it will "stunning for %d turns", but in fact there is only 25% chance to stun, because it used DamageType.FLAMESHOCK.
Mecharachnid (from steamtech/mecharachnid)'s description says it will get Steamsaw Mastery, but it won't get this.
Also, Mecharachnid's archery won't friendly fire (archery_pass_friendly=true), but the AI is not aware of this.
Mecharachnid Chassis(from steamtech/mecharachnid) won't gray out if in battle, but the talent will fail if you try to use it in battle. Better add this check into on_pre_use .
Mecharachnid Piloting(from steamtech/mecharachnid) won't get any resistance boost, the all_damage can stack forever (It will add up everytime you use this talent), and the twice cooldown speed effect doesn't seem to work.
When Mecharchnid Pilot ended, If there are no place near you (e.g. trapped in sandworm lair) the game program will freeze and flash forever.
Tail Attachment weared equipment ignores stat requirements.
Steamtech/Armament skill's range (from Armament Chassis, e.g. Gauss Cannon and Haywire Missile) shows the range of handheld steamgun, not tail steamgun.
Pincer Strike's (from Assault Chasssis) debuff description is wrong, showing 0% speed reduction and 1% damage. The effect is right.
Metaphasic Echoes (from spell/occult-technomancy)'s description ("keep breaches in spacetime open") and visual appearance implies it have the same hitting range with Reality Breach, however while Reality Breach is a 3-width wide beam, Metaphasic Echoes is just a 1-width normal beam.
in data/talents/steam/magnetism.lua:142
Code: Select all
callbackOnBlock = function(self, t, eff, dam, type, src, blocked) -- used "blocked" parameter.
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self:fireTalentCheck("callbackOnBlock", eff, dam, type, src) -- there is no 'blocked' parameter.
in data/damage_types.lua:362
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target:setEffect(target.EFF_SLOW, 3, {power=src:callTalent(src.T_SAPPER, "getAcidPower")/100, apply_power=src:combatSteampower()})
in data/damage_types.lua:449
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local eff = rng.range(1, 3) -- it should be 1..2, because there are only two possible detrimental effects.
in data/talents/steam/heavy-weapons.lua:792
Code: Select all
self:archeryShoot(targets, t, {type = "hit", speed = 200}, {mult = mult, phasing = true, phase_target = game.level.map(target.x, target.y, game.level.map.ACTOR), damtype=DamageType.ACID_BLINDDISARM}) -- no duration
For example, if you cast TL5 Safety Override on an enemy with 2 turn blind, which description says it will add duration by 5, the new duration will become 5, not 6.
Not sure about the real cause of this problem.
Upgrade (from steamtech/turrets) will decrease the damage of Flame turret, not increasing it.
in data/talents/steam/turrets.lua:354
Code: Select all
getDamage = function(self, t) if self:hasEffect(self.EFF_UPGRADE) then local eff = self:hasEffect(self.EFF_UPGRADE) return self:combatTalentSteamDamage(t, 10, 250)*eff.power/200 else return self:combatTalentSteamDamage(t, 10, 250) end end, -- why?
The code doesn't show its ability to bypass armor.
Seeker Warhead (from steamtech/artillery) has a visual appearance of a turret, not a guided missile.
Also, the description says it will "stunning for %d turns", but in fact there is only 25% chance to stun, because it used DamageType.FLAMESHOCK.
Mecharachnid (from steamtech/mecharachnid)'s description says it will get Steamsaw Mastery, but it won't get this.
Also, Mecharachnid's archery won't friendly fire (archery_pass_friendly=true), but the AI is not aware of this.
Mecharachnid Chassis(from steamtech/mecharachnid) won't gray out if in battle, but the talent will fail if you try to use it in battle. Better add this check into on_pre_use .
Mecharachnid Piloting(from steamtech/mecharachnid) won't get any resistance boost, the all_damage can stack forever (It will add up everytime you use this talent), and the twice cooldown speed effect doesn't seem to work.
When Mecharchnid Pilot ended, If there are no place near you (e.g. trapped in sandworm lair) the game program will freeze and flash forever.
Tail Attachment weared equipment ignores stat requirements.
Steamtech/Armament skill's range (from Armament Chassis, e.g. Gauss Cannon and Haywire Missile) shows the range of handheld steamgun, not tail steamgun.
Pincer Strike's (from Assault Chasssis) debuff description is wrong, showing 0% speed reduction and 1% damage. The effect is right.
Metaphasic Echoes (from spell/occult-technomancy)'s description ("keep breaches in spacetime open") and visual appearance implies it have the same hitting range with Reality Breach, however while Reality Breach is a 3-width wide beam, Metaphasic Echoes is just a 1-width normal beam.