Discussion in 'Current Patch Discussion' started by Thothie, Nov 23, 2015.
Weirdness... Code side issue - wonder if it affects all bows.
I tried the magic bows like torks or whatever, didn't seem to be the case.
The Venom Claw potion says you need 15 MA and 10 Affliction to use the Flesheater's gauntlets but their actual level requirement is 20. Same goes for the greater variant, the potion says you need 20 MA and 20 Affliction but the MA level actually needed is 27. Also the poison burst ability spams the event window if you do not have enough mana to use it.
Mini suggestion while I'm here; I think it'd be cool if you could get a spell to summon up Greater Flesheater gauntlets, would be nice to give lower level players access to the acid DOT without having to hoard the potions.
Edit: Also worth noting that the second charge gouge attacks is pretty weak compared to just using a standard attack with a nearly full chargebar.
If you use holy damage on Keledros at keledrosruins, he will not revive into a skeleton.
Bandit Berserkers teleport their stun attacks to you.
If you drink a poison aura potion you will lose your aura after taking off acid plate.
Will examine and consider tweakage. Though making them summonable would defeat the purpose, which is as described.
Think can fix. Probably just need to rename his respawn counter var. Could let it go if his treasure still spawns though - it should be unusual for those who first encounter Keledros to be so armed, though, I realize this isn't as unusual as it once was.
Will examine, probably the usual - they be old.
This might not be easily resolvable, I think both effects depend on the same internally persistent player script.
A LOT of mobs with AoE stuns seem to have 100 hit so they cant do any damage along with their stuns. Also about the venom claw potions, it'd probably make it less likely for players to hoard them in their chest and [admin edit regarding some resolved exploit].
There used to be no way to seperate what a monster hit with, so they'd just set a flag when they did their applyeffect (eg. stun) attack, and thus trigger this effect whenever they did damage, regardless of where they were or what attack they were using, then resetting the flag after the attempted applyeffect. Lotta older scripts still suffer from this, and the bandits are among the oldest (and sloppiest).
Some of the newer more amature scripts suffer from it too, as I took the longest time to update the fire orc monster making tutorial script (may not even be updated in the NOV2015 package).
Are you sure you were looking at the Vile Goblin Guard and not a different kind of Vile Goblin?
Vile Goblin Guard does indeed have a typo (Cold vuln, instead of Lightning) - probably copy-pasta from the Blood Goblin Guard. (Fixed) All the other Vile Goblins seem to check out. (Resist/Vuln varies a bit, but always Poison/Lightning - with the Chief and Shamans being immune to poison and the rest resistant).
Not a bug, but I have to ask, how do you get HP bars to appear in the combat pane (and yes, I have the ring)? The ones above enemies get constantly obscured and are vague.
Edit: Oh, thats *your* health. Never mind.
How is losing XP and gold twice from one death not a bug?
I meant that my post (which is in the bug reports forum) was not a bug report but was an otherwise topical question.
Dragoon mages seem to completely dissociate after a while. When they spawn they will shield their allies, cast lightning storm/poison cloud/fire wall depending on their color as you'd expect, then they MIGHT throw a few fireballs but if you kill all their buddies they almost turn into a complete vegetable. They will follow you around but just stare at you, and only seem to attack(with punches) when you are on higher ground than them(jumping in their face makes em do it). Not a lot of mages survive this long to exhibit this behavior because they are such a priority target but its a pretty glaring issue. Both the dragoon and bandit mages need an AI overhaul because they are hilariously stupid.
Might be variable type conflicts breaking the AI - think I cleaned those out of the bandits, not sure about the dragoons, however, which were sadly re-scripted by their creator via copy-paste, rather than simply #included and swapping some models and stats.
Will add to the things to test list. I dun wanna recode the bandits from scratch - but they do kinda need it. (Bad thing for me to say, given the fact that the guy who created them was also the guy who initially taught me this scripting system.)
Hey MS:C community and Thothie. I'm coming back to this game after a long break. Sofar it's a blast, piecing together my old knowledge and getting surprised by old traps. As far as bugs to report..
I have been experiencing some strange lag spikes that usually results after transitioning between multiple maps. Usually, the trigger is attacking an enemy or talking to a merchant causing a loop of the last sound effect and what appears to be a classic freeze. However, it stops after a few seconds and finishes with the old water splash sound effect I'm used to hearing after a half-life 1 lag spike.
Restarting the game usually fixes this, so I've gotten into the habit of closing and restarting the game then reconnecting after a few transitions especially when I notice fps drops before interacting with anything on the map.
MS:C requires constant restarting between transitions for your safity. I usually change map and when its in countdown i restart the game and join the server if its up. If you keep changing maps without restarting the server you will run into memory issues and possibly some other stuff along the way.
As for the lag thingy with the water splash effect, that usually happens when you either have too many items, a corrupt item or your internet not letting you play the game properly. If you have too many items and are near corruption you are likely to hear the water splash effect randomly, using the hud, talking to npcs and even sometimes killing things that could cause you to overflow, like lots of enemies that hit fast or groups of enemies applying dot effects or the necromancer elf (biggest overflow trigger in the game right now).
Having a corrupt item could also cause that issue, you should try removing any shields from your character into an alt or something, certain players in the community have lag issues while carrying a shield in their backs/backpacks, i am one of those players, there was a few others aswell. Other than this, if it still occurs, you can try dropping all items 1 by 1, see if they act weird upon dropping like a different display model for the item while in the ground.
Internet issues are also a thing, if you get a red message ingame in one of the corners (usually top left or top right, can't remember) while the water splash lag occurs, then it is an internet issue. I remember having some sort of cl_flushentitypacket years ago when i moved home with my parents and had a new internet provider back then.
These are the only 3 things i have experienced those lag issues you described. Playing the game without restarting it completly usually causes game instability/crash, don't think it should be causing the lag. There is also the probability of being map related, helena and deralia are both town maps known to have lag issues to alot of players.