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-   -   Zombasite patch 0.907 (http://www.soldak.com/forums/showthread.php?t=36200)

Shadow 11-23-2015 05:16 PM

Zombasite patch 0.907
 
Patch 0.907 of Zombasite is available over on the Zombasite patch page. Changes can be read here. This patch adds the Death Knight class, adds shared adventures with other clans, improves connecting to multiplayer games, and fixes a bunch of other minor issues.

Professor Paul1290 11-23-2015 11:38 PM

The first time I ask a clan for someone to go adventuring with, the member they sent was suffering from poison, a zombie infection, several other debuffs I don't remember, and she had barely any health left.
She was literally going to die spontaneously in under ten seconds the moment she arrived, she only survived because I used a potion on her immediately.

There might need to be a check to make sure the other clan doesn't send a dying person. :D

acariciar 11-24-2015 01:38 AM

I'm really happy about the adventure feature, although I probably won't be able to use it for 2 reasons:
1.) In all my worlds so far, every clan ever(!) declared war on everyone in less than 3 seconds. :D
2.) I bought the AoE intelligence perk which turns on friendly-fire. I can't even find recruits now with my 6k crit.

Great patch anyways, thanks!

ScrObot 11-24-2015 12:48 PM

Quote:

Originally Posted by acariciar (Post 79623)
1.) In all my worlds so far, every clan ever(!) declared war on everyone in less than 3 seconds. :D

The clans have some persistent memories of how you've treated them in past areas of the same world, so if you're generally terrible to them, you'll start with lower initial relations in future areas they are present in. (Alternately, you can have initial relations high enough to make immediate treaties.)

acariciar 11-24-2015 01:43 PM

Quote:

Originally Posted by ScrObot (Post 79632)
The clans have some persistent memories of how you've treated them in past areas of the same world, so if you're generally terrible to them, you'll start with lower initial relations in future areas they are present in. (Alternately, you can have initial relations high enough to make immediate treaties.)

That is incredibly smart, wow.

So what are some other features of playing in the same persistent region if I may ask?

Forevener 11-28-2015 04:23 AM

0.907 bug report
 
1. Clan crafters aren't producing anything. Even at 'work focus'. For me and my friend as well (also in different saves)

2. Sometimes hostile NPC shown as 'wandering recruits' in log. Ex.: I've killed 'Jack, Mad Alchemist', log said 'Jack (Wandering Recruit) died'

3. I've killed entire enemy clan while they were raiding me, and their raid gates haven't disappeared.

Nesmo 11-28-2015 05:50 AM

http://i.imgur.com/OE5eCaA.jpg
I think what happened was that the clan Heart of Gold kicked out one of their members while I was in their encampment, and that was the reason I saw that message? The message could be reworded slightly for clarity

Caal 11-28-2015 05:18 PM

I encountered a conjurer NPC in a dungeon who had probably summoned two skeletons. They were fighting each other - I coudn't attack either of them and they were blocking a narrow hallway so I coudn't get past them either. I just had to wait until one of them killed the other one so I could get through.

Forevener 11-29-2015 12:09 AM

Quote:

Originally Posted by Caal (Post 79652)
I encountered a conjurer NPC in a dungeon who had probably summoned two skeletons. They were fighting each other - I coudn't attack either of them and they were blocking a narrow hallway so I coudn't get past them either. I just had to wait until one of them killed the other one so I could get through.

Oh yes, another bug I wanted to report.
4. I've met a conjurer wandering with two summoned skeletons, nobody was fighting, but conjurer refused to speak with me because of 'enemies too close' (by which, I believe, he meant his own summons).

Crisses 11-29-2015 06:51 AM

I had a mission to rescue someone and it said they were surrounded by monsters or something along those lines. I finally got close, fed him a precious healing potion, started killing monsters around him. But he had lost all his morale and was panicked, so he ran away while I'm trying to rescue him. Of course, that triggers more monsters. So I'm using the quest locate feature chasing this guy around the area map and all he's doing is awakening troves of critters intent on chasing him. Every time I catch up, he's surrounded. This happened like 4 times before I caught up to him and he died before I could kill the monsters around him. He had traversed the length of the area, then headed in another direction. It will be in my Let's Plays.... not a shining moment. Can I get a "Make person unconscious" potion or something? A bravery potion? That was stupid. Seriously when I started killing the monsters "surrounding him" he should have cowered behind us, not fled through monster-populated woodlands. Taking fight or flight a little too seriously.


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