[b40] Mindslayer bugs

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tannin
Posts: 2
Joined: Wed Jun 20, 2012 4:24 am

[b40] Mindslayer bugs

#1 Post by tannin »

I haven't checked if these bugs were addressed in the b41 release. For the record, the Mindslayer I was using when I discovered these bugs was Cornac AM with triple Mindstars and Psiblade, and I was on a Win7 PC.

1. Excessive range on a Conduit-enhanced Mindlash. If I click on a target that I can see that is also out of range of Mindlash, my character still carries out the attack, and only the Conduit damage registers. I am not sure if seeing the target is a requirement of this.

2. Game-breaking behavior of Auras when saving. After saving, all sustains are removed and then reapplied. If an Aura is among these sustains, the game treats it as though it was spiked and allows the player to fire off a projection spike attack. There is no Psi cost to this spike, the aura is not placed on cooldown afterward, only a tiny amount of time passes, and repeated saving results in repeated spiking. If there are multiple candidate auras for the spike, the priority seems to be Kinetic>Thermal>Charged. Oddly enough, this bug even occurs on the world map, so it is possible to fire (ineffective) lightning bolts at Derth.

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: [b40] Mindslayer bugs

#2 Post by Sirrocco »

This has been mentioned elsewhere. I always found that when I had kinetic and thermal both running, thermal would be the one that fired off (and that was bad, as it would light me on fire)

Spiking the kinetics on entry to the overland map did no damage, but it was kind of fun pushing aroudn the adventuring parties.

Also, spiking a kinetic, and firing it at adjacent black space (ie, off the edge of a map - not just into a wall) winds up with you hitting yourself. Ouch.

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