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-   -   Zombasite patch 0.934 (http://www.soldak.com/forums/showthread.php?t=37026)

Shadow 05-27-2016 05:01 PM

Zombasite patch 0.934
 
Patch 0.934 of Zombasite is available over on the Zombasite patch page. Changes can be read here. This patch improves the UI more, fixes some major balance issues, fixes extra town attacks, and fixes a bunch of other minor issues.

Tuidjy 05-27-2016 08:26 PM

I'm getting 0/0 Health on a lot of the doors I am finding. I guess it could be because the region was generated with the old patch.

MindDefect 05-27-2016 08:59 PM

Quote:

Originally Posted by Tuidjy (Post 81489)
I'm getting 0/0 Health on a lot of the doors I am finding. I guess it could be because the region was generated with the old patch.

I'm getting that too, even with new a character/area. Only issue I've seen thus far.

EDIT: It's not a major issue, as the 0/0 is a lie and the doors have their normal health when they are taking damage in the actual game world.

Throwback 05-28-2016 11:00 AM

I'm getting the 0/0 doors too, and I disagree that it's not an issue. How can I compare doors if they are all 0/0?

MindDefect 05-28-2016 11:24 AM

Quote:

Originally Posted by Throwback (Post 81493)
I'm getting the 0/0 doors too, and I disagree that it's not an issue. How can I compare doors if they are all 0/0?

It is an issue. But not nearly as game breaking as I thought. I was thinking that every clan town door was gonna be at 0.0 was either gonna have infinite health and never break down. or all equally would equally break down on the first hit. Then we'd have a an issue more unplayable then the "high level monsters on early levels" bug from the last patch..

At the time being at least, we know a "superior" door will probably have more health than a "light" door (just realized that retail value isn't bugged and does actually show proper value)

Tuidjy 05-28-2016 02:23 PM

The health of doors is directly related to their level. While the value could be influenced by enchantments, comparing the level directly compares the health.

It's a pain, but not an insurmountable one.

MindDefect 05-31-2016 04:10 PM

I suppose it's a good thing much isn't getting posted?

Multiplayer has been going great, but one thing in multiplayer that's an annoying issue, is when relations get so low with an oppossing clan, that without pause (while in single player diplomacy, it pauses automatically) bribing for peace is a waste of money because they would just instantly declare war with you on the spot again, since you don't have time to get the option to bribe/negotiate more with them, for like say a non-aggression pact.

So there really is no way to stop the war with them, besides forcing all clients to leave the server. Maybe after declaring peace, if there could be a short grace period of at least 30 seconds or so, before they immediately declare war again?

MindDefect 06-01-2016 01:36 AM

Ok, heres a bug. Now when I use left click with a controller, it crashes the game..

Tuidjy 06-01-2016 02:40 AM

There is a HUGE problem with the "Infiltrator" human enemies. They do not lose the "Stealthied" effect, even when they are revealed, and have the "Stealth Surprise" effect. As early as level 50ish, that's 10x physical damage, and 15x critical. Getting close to them is a death sentence. One of them nearly one-shotted one of my best characters - a character with maxed (75%) armor and with 82% to evade an attack.

And I am about to have to take another hit, because after running for thirty seconds, the damn Infiltrator is still 'Stealthied', and there is nowhere to run.

=========

Yup. Altered Beast just died. 1500 critical, against an almost perfect defensive character.

I think I'm taking a break.

Shadow 06-01-2016 09:46 AM

Quote:

Originally Posted by Tuidjy (Post 81503)
As early as level 50ish, that's 10x physical damage, and 15x critical.

I'm not sure about the staying stealthed part, but the out of control bonus will be fixed in 0.935 (which will hopefully be later today).


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