I will guess that would be a side effect of commit
https://git.net-core.org/tome/t-engine4 ... 8d88b7bc0e, an attempt to fix another bug
http://forums.te4.org/viewtopic.php?f=42&t=50159 that would cause negative HP on adventurer.
In pre 1.6, constantly learn and unlearn solipsism on level up dialog will decrease your HP, eventually reach negative HP.
To avoid that abuse on adventurer, this commit seem to set that it only recalculate the stat changes after you close level up dialog (on_levelup_close) to turn off this abuse as a player.
However, two things needs to be checked:
1. The code checked
Code: Select all
if self:getTalentLevelRaw(t) == 1 then
, so would it work correctly if I level up multiple level solipsism at once, skipping the level 1?
2. If on_levelup_close will not trigger completely for NPC.
Any of the two bug above will cause NPC have 0 solipsism threshold.
I will check it in game tomorrow if possible.
UPDATES:
Confirmed [1], the code here is not right.
For adventurer, you may completely skip the solipsism thresold gain if you directly get 2 level of solipsism.
[2] is not right, it would trigger by NPC.
There is a screenshot taken in Heart of the gloom to demonstrate the code misaction on enemies, giving 40 solipsism thresold.
