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  #1  
Old 05-27-2016, 06:01 PM
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Default 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.
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  #2  
Old 05-27-2016, 09:26 PM
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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.
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Old 05-27-2016, 09:59 PM
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Quote:
Originally Posted by Tuidjy View Post
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.

Last edited by MindDefect : 05-28-2016 at 07:09 AM.
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Old 05-28-2016, 12:00 PM
Throwback Throwback is offline
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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?
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Old 05-28-2016, 12:24 PM
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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)

Last edited by MindDefect : 05-28-2016 at 01:07 PM.
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  #6  
Old 05-28-2016, 03:23 PM
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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.
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  #7  
Old 05-31-2016, 05:10 PM
MindDefect MindDefect is offline
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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?
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Old 06-01-2016, 02:36 AM
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Ok, heres a bug. Now when I use left click with a controller, it crashes the game..
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  #9  
Old 06-01-2016, 03:40 AM
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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.
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Last edited by Tuidjy : 06-01-2016 at 03:43 AM.
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  #10  
Old 06-01-2016, 10:46 AM
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Quote:
Originally Posted by Tuidjy View Post
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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