![]() |
![]() |
![]() |
![]() |
![]() |
#1
|
||||
|
||||
![]() I do have the most recent beta version installed and I found two bugs.
1) Webs on the ground do not burn when the enemy is shooting fire. Currently fire does zero damage to webs. Technically webs are extremely vunerable to fire and should take double or triple damage from any fire. 2) When creating a new character the game starts and then later if you choose to save & exit for creating another new character the previous hybrid selection will be displayed, however the character created appears as a warrior. The workaround is choosing the already selected hybrid character again. For my scenario I've chosen the assassin / defender which causes the issue.
__________________
There can be only one. ~Highlander |
#2
|
||||
|
||||
![]() I've been able to torch ground webs with the hunter's fire trap.
I am surprised how often spiders are dropping webs that fill the whole room. Used to be single web drops. (Not the single web that is "shot" at the player, but the persistent webs that need to be blasted to remove.) |
#3
|
||||
|
||||
![]() That last post may have been a bit confusing, so I posted a screen shot. Two spiders jumped my character, and "blam!" the area was filled with webs, all at one time. This is a huge departure from the way spiders did webs in past versions.
|
#5
|
|||
|
|||
![]() Just found this thread.
Wanted to report a similar issue as to what Bak experienced. I was a level 44 melee/hybrid character and ran out of flaming oil things quickly. It was very slow going and frustrating. Especially since the dungeon had a high re-spawn rate. Thankfully, there were some breaks in all the webs. They were mainly not present in really large areas, but other than that, they were everywhere. |
#6
|
||||
|
||||
![]() It is possible that you guys had a spider world modifier, that would bump the number of spiders and webs.
__________________
Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#7
|
|||
|
|||
![]() Yes, that is a possibility, Shadow. I do very vaguely recall seeing the spider modifier.
|
#8
|
||||
|
||||
![]() Hello =), i am new one there (and dont be good in english, sorry), but play this game many hours and with new patch too, i have some questions, maybe a bugs report too
-about this webs on the floor who spiders drop on move - >> ObjectType BreakableSpiderWeb ObjectChanceMult 3.0 ObjectType BreakableSpiderWeb2 ObjectChanceMult 3.0 ObjectType BreakableSpiderWeb3 ObjectChanceMult 3.0 >> if i change this value with mod this solve the problem ? i mean the number of spider webs spiders drops not that already in cave ( is many of them and causing problems if player dont have area splash damage spell and seems to like count into kills and replenish conjurer mana too) maybe better idea be to do spiders droppable webs disappear over time or just slow the player move if run into them and then wait and disappear, what you think about that ? - about spell thunderbolt, i think is bug because this spell do 100% stun and is faster then shock wave, i look into files and found >> shock wave - ProjStatusEffectChance 0.25 thunderbolt - ProjStatusEffectChance 0.1 ( well, but this dont work in the thunderbolt, why ?) - BallLightning spell specially in room filled with webs target too many objects and cause owerpovering sounds over area, can be number of targets limited ? - and last about BoltOfGloom, this spell decrease att and def and have fire damage over time too but mana cost and speed is the same like ShadowBolt who do only magic damage and dont do any side effect thats is all for now =), thnx |
#9
|
||||
|
||||
![]() Quote:
Edit: To be clear, I'm not talking about old pre-existing webs that are here and there around the room. I'm griping about the recent change in spider's behavior in combat, how one spider can so quickly make it impossible to move anywhere, even in a large room. Last edited by Bak : 11-13-2010 at 09:31 PM. |
#10
|
||||
|
||||
![]() Quote:
![]() SkillSpiderLeaveWeb1 { Base BaseSkillMonsterDefense UseCheckTime 3.0 UseCheckChance 0.2 MaxRange 500 SpawnObject BreakableSpiderWeb SpawnObjectTime 10.0 } SkillSpiderLeaveWeb2 { Base BaseSkillMonsterDefense UseCheckTime 3.0 UseCheckChance 0.2 MaxRange 500 SpawnObject BreakableSpiderWeb2 SpawnObjectTime 10.0 } SkillSpiderLeaveWeb3 { Base BaseSkillMonsterDefense UseCheckTime 3.0 UseCheckChance 0.1 MaxRange 500 SpawnObject BreakableSpiderWeb3 SpawnObjectTime 10.0 } |
![]() |
Thread Tools | |
Display Modes | |
|
|