Ammo bug

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Incan
Posts: 2
Joined: Thu Aug 19, 2010 1:02 pm

Ammo bug

#1 Post by Incan »

I had 149 arrows with 8-10.5 power. After I have equipped 152 arrows with 9-12.6 power, I got 301 arrows with 9-12.6 power.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: Ammo bug

#2 Post by yufra »

It isn't a bug... ammo stacks, and afterward only shows the power of the piece of ammo on the top of that stack. Your stack will eventually show 8-10.5 power once you use the 152 arrows of greater power.

EDIT: Of course, you could argue that you do not not like this behavior and suggest something different. :D
<DarkGod> lets say it's intended

Patryn
Thalore
Posts: 130
Joined: Sat Aug 07, 2010 12:07 pm

Re: Ammo bug

#3 Post by Patryn »

Actually I considered that a bug too, when I first tried an archer. The display system is really intransparent and you have no possibility to predict with what ammo-quality you're actually shooting right now.

I didn't look into the code, but since the different types are stored internally, they must be stored in some container (vector, map?) in the "quiver" field. Why not display this container visually?

For instance, the equipment-subwindow may look like this:
...
...
Head
Leather Hat
Quiver
128 elm arrows (11.1-13.3)
150 elm arrows (14.0-16.4)
42 ash arrows (20.0-21.2)

and so on, with actually infinite different arrows and only *identical* arrows merge/stack.

When equipping arrows, they will be added to the end of the stack (quiver.push_back($arrow)) unless there is an identical type, then they stack up.

When selecting an arrow in the quiver, you get in addition to unwear/unquiver the options "move to top", "move to bottom".

The arrowtype on the "top" of the list, would be the one currentyl shot with. If used up, the next one moves up etc. This is - as far as I understand - basically how the game works internally already, except for the generalisation I made to add different egotypes and basetypes to the quiver.

That would have several advantaged:
1. You can unwear a inferior type and not the whole stack of arrows as it is now
2. You can specifically switch your different ammo-qualities to save the "good" ones for the hard encounters/bosses and use the cheap ones for the trashmobs. Right now you can do this type of arrowmanagement only if you have different kinds (ash, yew, etc...) of arrows in your inventory.
3. You can get rid of weight without loosing all your ammo (is basically equal to #1).

Gwai
Sher'Tul
Posts: 1091
Joined: Wed Apr 27, 2005 1:55 pm

Re: Ammo bug

#4 Post by Gwai »

Patryn, I like that a lot! The unintended weight problem is a regular issue for my archers. Because of this feature I never carry more than one lot of arrows of any kind of wood. I just can't afford to have to drop all my arrows because they all merged!

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: Ammo bug

#5 Post by darkgod »

Hum yes that's a good idea :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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