Various bugs I've noticed on my current guy:
1) Shadows (from summon shadows) are broken in such a way as to trivialize Necromancer enemies. Specifically, if the summoner hasn't seen/aggro'd onto you, then the shadows won't target you. If you're out of LoS of the Necromancer, can just kill his shadows until he runs out of hate at no risk. They certainly used to target you, but at least as of ~1.0 they don't.
2) Not sure if it's general, or just Umbraphage, but if you get over 10 light radius you can see beyond your max vision range. E.g., have 13 light radius with Umbraphage, can actually see 13 squares instead of 10.
3) Traps still have minor bugs/ambiguities. Although, they're vastly less buggy than at any time I can remember, and there's just two minor things:
First, Poison gas trap's tooltip is broken, in that while the trap benefits from %dmg of Nature or All, the tooltip displayed damage doesn't go up (other traps display/work fine).
Second, as has been the case forever, %dmg penetration doesn't work for traps. Wasn't ever clear whether it was supposed to or not, but I would have assumed so from bonus damage doing so.
[1.04] Assorted random bugs
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Re: [1.04] Assorted random bugs
I believe this is intended. as your shadows are only aware of what you, yourself are.grmblfzzz wrote:Various bugs I've noticed on my current guy:
1) Shadows (from summon shadows) are broken in such a way as to trivialize Necromancer enemies. Specifically, if the summoner hasn't seen/aggro'd onto you, then the shadows won't target you. If you're out of LoS of the Necromancer, can just kill his shadows until he runs out of hate at no risk. They certainly used to target you, but at least as of ~1.0 they don't.
This affects infravision as well.grmblfzzz wrote: 2) Not sure if it's general, or just Umbraphage, but if you get over 10 light radius you can see beyond your max vision range. E.g., have 13 light radius with Umbraphage, can actually see 13 squares instead of 10.
I have corrected both of these in the Infinite500 addon, which is being integrated into the main game.grmblfzzz wrote: 3) Traps still have minor bugs/ambiguities. Although, they're vastly less buggy than at any time I can remember, and there's just two minor things:
First, Poison gas trap's tooltip is broken, in that while the trap benefits from %dmg of Nature or All, the tooltip displayed damage doesn't go up (other traps display/work fine).
Second, as has been the case forever, %dmg penetration doesn't work for traps. Wasn't ever clear whether it was supposed to or not, but I would have assumed so from bonus damage doing so.
Darkgod, let me know when you're ready for a patch with the traps talents (requires the previous patch sent).