[1.5.5] Infinite Dungeon Issues

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amyhistoria
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[1.5.5] Infinite Dungeon Issues

#1 Post by amyhistoria »

(It's unknown that whether those quest bugs are exclusive due to chn123 mod or not.)

Quest Bugs

Those quests are known to be automatically completed when the PC dies:
Near Sighted/Rush Hour/Pacifist

Mirror Match is considered failed when PC dies, but after PC revives, a duel can still be triggered, and after that the quest can be completed again.

Other quests would become failed when PC dies.

Pacifist quest is a little tricky considering the summoned creatures. The summoned creatures will always trigger a fight with monsters, regardless the AI settings. After a kill by the summoned, until the PC go to next level, the quest wouldn't be evaluated.

Well, I think really the result could be irrelevant to the Live/Death Status (i.e. As the character still on the level, or haven't do anything let the quest fail, the quest would be continued)

Quest Choices & Rewards

From what I can see, mostly the reward gives a rare equipment, which the PC might need it or not (e.g. A mindstar for a arcane character)

Sometimes the reward are really great, maybe too generous, like 3 or 6 stat points, prodigy points and category points.

Also, sometimes the character can choose to do the quest or not (Like near sighted, mirror match and multiplicity) but most time not.

Maybe a rework of the quest system can be great.

Like, each completion has a given points, depend on the difficulty. If the stair to the next level is close and clear, a pacifist quest may not be given too much points. Other difficult quest, like kill many spawns before any elite creatures, can be freaking hard, thus competing can give many points.

The current layer, level of PC, difficulty/permanent death settings and the class of PC also relevant on which rewards the PC can gain - e.g.

1 point for a rare loot/a inscription
2 points for 1 generic point
3 points for 1 class point
5 points for 6 stat points/Random unique
10 points for a category point/prodigy point/Set unique

There might be a multiplier for class (1.2x for temporal classes, 2x for adventurers, result rounded) upon "purchasing" the reward with points.

PC can also refuse for the quest (refuse button on the right PLZ) if they know there are little possiblity to complete or "choose a quest from following" (2-3 quests)

Extermination quest can be divided to types - all creatures, creatures outside the vaults, hostile creatures outside the vaults, etc.


Shopping

There are only an AAA machine every few levels randomly, and the machine could be destroyed upon AOE attack . And the machine still "move to kruk tribe" (Maybe in infinite dungeons, "move to deeper levels" is adequate)

A machine containing tinker recipes and inscriptions are not viable for PC who hasn't learned Steam generic talent yet. And it doesn't contain an option, like in main campaign, to learn talent trees.

Maybe there can be "demon merchants"/"Yeek merchants"/"Modern looking vending machine" (which has a lot of HP or not destructable)(humanoid merchant can be robbed) in dungeons which sell and buy (mostly uniques) various stuffs. The loots are maybe refreshable the third time you see them, or refreshable when the PC level up.

A vending machine only receive types of items (Like only clothes can be sold in clothing shop, or a shop only receive gems for currency) could be fun.

The Transmogrification Chest

Currently there are no way to transform items into gems automatically.

I really think that the Infinite dungeons can have its own version of chest, and its function depend on the skills PC have:

1. Default mode (Transform all items into energy (currently there are no energy in ID mode, but it can be used to perform special actions, e.g. return to easier levels) except for gems/alchemist gems)

2. Crafter mode (only available after having Steam/Physics and/or Steam/Chemistry)(Transform all items into materials, except for gems/alchemist gems)

3. Alchemy mode (only available after having Spell/Stone Alchemy) (Transform all gem-transferrable item into gems, other things into energy, except for gems/alchemist gems)

4. Efficient mode (only available after having Steam/Physics and/or Steam/Chemistry And Spell/Stone Alchemy) - metal items goes for gems, while others go for material/energy.

Special Actions:

a. Disable artifact transformation - unique artifacts, or equipment above some levels, will not be destroyed by default

b. Transform gems - for those not using gems, also destroy gems/alchemy gems for energy/money/materials

c. Disable inscription transformation

d. Make alchemy bombs - select one type of gems, and enter desired times to transform, depend on the PC's current mana. (Take turns, need safe area to perform)

amyhistoria
Cornac
Posts: 32
Joined: Fri Oct 27, 2017 7:29 pm

Re: [1.5.5] Infinite Dungeon Issues

#2 Post by amyhistoria »

About the artifacts - I can see that one can get infinite copies of most artifacts.

In the most played ID run, I got two Sher'Tul trans box, and can't even drop or transform one of them (It have weight!)

Meanwhile, my lv52 character still haven't got one potion of martial powerness...

amyhistoria
Cornac
Posts: 32
Joined: Fri Oct 27, 2017 7:29 pm

Re: [1.5.5] Infinite Dungeon Issues

#3 Post by amyhistoria »

The game also crash and lag a lot in deeper levels, the lag is worst at the dreamscape.

The artifacts also drops unruly - I've found other plot artifact of main campaign which cannot be used nor destroyed/dropped (2 book of gems, they stack together) - but I never found any rare inscriptions, or the brotherhood potions.

For Potion of Martial powerness - I finally found 3. I let my PC drank the first, and golem drank the second (Simply showed some generic tree cannot be altered), and PC drank the third - the potion is consumed with no effect...

My exploration PC is LV 74 now - and I can see that the 7th class point rarely have effects -

e.g. Explosion Expert of Spell/Explosive admixtures - Explosion damage may increase by (100 / (6 - Raw Talent Level) )% if the explosion is not contained, to ( 194 * Log10(2 * Radius + 1) / (6 - Raw Talent Level) )% if the area of effect is confined.

Now the raw talent level can really go to 6-7, so this function will no longer work now - better change a formula.

amyhistoria
Cornac
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Joined: Fri Oct 27, 2017 7:29 pm

Re: [1.5.5] Infinite Dungeon Issues

#4 Post by amyhistoria »

About difficulties - I usually play normal/nightmare exploration

The difficulty is higher than the campaign mode - the vault would spawn higher level monsters than expected,
and on higher levels, monsters level much faster than PC (even normal)

darkgod
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Re: [1.5.5] Infinite Dungeon Issues

#5 Post by darkgod »

Lots of nice feedback thanks !
Not sure if some of the issues are caused by addon but I'll check them out when I have a bit of time; thanks :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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goremode
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Re: [1.5.5] Infinite Dungeon Issues

#6 Post by goremode »

Would be nice to add option with choice about map size in high level floors.
Big floors is really terrible if u are playing on slow PC .. :(

plus additional hp for AAA shops would be nice too: u can kill them easy with AoE or random "chain" effect.. not fun

Mel
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Re: [1.5.5] Infinite Dungeon Issues

#7 Post by Mel »

amyhistoria wrote:Quest Choices & Rewards

From what I can see, mostly the reward gives a rare equipment, which the PC might need it or not (e.g. A mindstar for a arcane character)
IMO these equipment rewards are useless 99% of the time and should be removed. When you're past the 100th floor and all you get for completing a quest is some crappy pink it starts to become boring very quickly. Even randarts are chaff most of the time at this point.

I think getting XP instead (a set % from the value you need to get to the next level) should be more useful overall and would scale better in the deeper floors.

Also Searing Halls map type should probably be removed as well. Considering the size of an ID floor, having to go through 500 doors when you autoexplore is super annoying (particularly when there are a couple vaults full of dragons on the map and autoexplore starts slowing to a crawl). If it's going to stay at least make the floor smaller, like the Heart of the Gloom map type.

Twoguns_short
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Joined: Fri Nov 24, 2017 4:45 am

Re: [1.5.5] Infinite Dungeon Issues

#8 Post by Twoguns_short »

Bug: If you choose an orc DLC race some orc's you encounter in ID will be friendly to you and other enemies. This had 2 different results; first type didn't attack nor interact at all except you could change places, the other type followed you but still wouldn't attack.

I think it would be nice if the exterminator challenge listed the number on an active icon so you don't have to check the quest log.

The rare item reward might be a bit better if you could choose the base item, so far I have never used any of these rewards.
I think some of the challenges should give you XP in addition to the reward, like Pacifist as you miss a whole level of XP.

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