[b34] Revision timing

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lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

[b34] Revision timing

#1 Post by lukep »

I was scumming the Last Hope graveyard with DttP for generic points from the Curse (woot! bug exploits), and a skeleton was summoned. I casted revision, and the skeleton hit me in the present (after deactivating door to the past).
Some of my tools for helping make talents:
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Annotated Talent Code (incomplete)

eronarn
Thalore
Posts: 161
Joined: Sun Jan 02, 2011 8:38 pm

Re: [b34] Revision timing

#2 Post by eronarn »

Yeah, this seems to happen very rarely but just often enough to make it plausible to run into. There are actually a few separate issues here:

1) Monsters being able to act immediately after spawning from the coffin

2) Monsters being able to act after you use Revision, and damage lasting to the present (this could be just it dealing damage before you finish activating it, so it might not be a bug as such)

3) Monsters being able to act after you use Revision, and causing effects which happen in the present (e.g., an AOE centered on where you had initially used DTTP from)

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: [b34] Revision timing

#3 Post by edge2054 »

Next beta Revision will reload the DTTP save point as soon as it's cast. If you guys still experience stuff like this let me know. I tried to reproduce it with a vampire and Circle of Death but couldn't get it to happen.

eronarn
Thalore
Posts: 161
Joined: Sun Jan 02, 2011 8:38 pm

Re: [b34] Revision timing

#4 Post by eronarn »

I accidentally found more information about what's happening by dying to this again:

1) Activate DTTP.
2) Put on haste, shield, and Damage Smearing.
3) Open coffin.
4) Use Revision.
5) Arrive in the past.
6) Die to an attack that was less than (HP+Shield) but greater than (HP), without the benefit of Damage Smearing.

So the attack actually didn't get rolled against me until after I was already back in the past. This says to me that maybe just loading the savepoint earlier won't be enough to fix the bug, unless it's actually made instant.

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