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NTJedi
11-05-2010, 08:47 AM
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.

Bak
11-05-2010, 12:49 PM
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.)

Bak
11-06-2010, 04:59 AM
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.

Shadow
11-08-2010, 11:22 AM
That's a lot of webs. :) I'll look at it.

Max_Powers
11-08-2010, 07:11 PM
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.

Shadow
11-09-2010, 10:03 AM
It is possible that you guys had a spider world modifier, that would bump the number of spiders and webs.

Max_Powers
11-09-2010, 07:16 PM
Yes, that is a possibility, Shadow. I do very vaguely recall seeing the spider modifier.

wasp3
11-10-2010, 05:51 AM
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

Bak
11-13-2010, 09:24 PM
It is possible that you guys had a spider world modifier, that would bump the number of spiders and webs.

I just checked, the only world modifier was/is "fast pace" (which was done by choice). Came across a new spider at an intersection, and it dropped at least 10 webs at a time. (The ones that block traffic, not the ones that paralyze characters.)

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.

wasp3
11-14-2010, 06:41 AM
I just checked, the only world modifier was/is "fast pace" (which was done by choice). Came across a new spider at an intersection, and it dropped at least 10 webs at a time. (The ones that block traffic, not the ones that paralyze characters.)

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.

in file Database/Monsters/skills.gdb is something about that, i try change values in UseCheckChance but is strange how this work :confused:, they dont drop random one web through chance i think but many of them in one time, maybe chance dont work like with thunderbolt spell, i dont know

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
}

Shadow
11-15-2010, 10:58 AM
What might be happening is when they spawn a spider web, instead of getting 1 you get a clump of them. If this is the case, then the culprit is the SpawnAdditional lines in the spider web definitions.

NTJedi
11-17-2010, 02:02 AM
What might be happening is when they spawn a spider web, instead of getting 1 you get a clump of them. If this is the case, then the culprit is the SpawnAdditional lines in the spider web definitions.

I thought the area spider web was to make the spiders a different challenge in the game. Perhaps it can still exist for the high level dungeons(50+) if it's not working as expected.

wasp3
11-17-2010, 09:51 AM
What might be happening is when they spawn a spider web, instead of getting 1 you get a clump of them. If this is the case, then the culprit is the SpawnAdditional lines in the spider web definitions.

then what to need to do to make the spiders spawning webs less often ? where is the files about that and how this work now ? :rolleyes: i wish to make them in future time limited, spawned less and can work similar like ice, mean just slow down or stop movement and then disappear with make through the web break animations, some spells can be dont work on webs too, what u think about that ? thx

Shadow
11-17-2010, 03:27 PM
You could go into chest.gdb and find all of the web entries and change the AddAdditionalChance lines to 0.0 (or just something lower) or in Monsters/skills.gdb you could change the UseCheckChance lines to something lower in the SkillSpiderLeaveWeb entries.

Max_Powers
11-17-2010, 07:01 PM
I do like this ability and want to keep it, but it is too strong, IMO. I faced a boss spider last night that was casting/using this spell almost constantly. I had to break off the fight as the town was being attacked, but I had minions that were still fighting it. I fought the constantly spawning webs(which seem to have something like a whole screen spawn area)out of the room, but as I turned the corner to go down the hallway the webs were re-spawning so fast that when I would destroy one another would re-spawn before I could run forward. It took like 10-15 seconds of that before I finally started back making progress.

wasp3
11-18-2010, 11:42 AM
You could go into chest.gdb and find all of the web entries and change the AddAdditionalChance lines to 0.0 (or just something lower) or in Monsters/skills.gdb you could change the UseCheckChance lines to something lower in the SkillSpiderLeaveWeb entries.

AddAdditionalChance work better on it, i lower it to half from 0.8 (mean 80% chance ?) to 0.4 and they dont spawn that many webs as before, thanks man.

one more task - thunderbolt of corse :rolleyes:, why chance dont work on lightning projectile ? seems with other moving projectiles works well, how to correct this ?

Shadow
11-19-2010, 10:37 AM
I haven't had a chance to look at the thunderbolt issue yet.

DiNo29
11-25-2010, 03:33 PM
For the webs, could it be that it has 80% chance to spawn a second web, then if it does 80% chance to spawn a third one, ...
Can go on for quite a long time with that high a chance . ^^

Shadow
11-26-2010, 01:07 AM
For the webs, could it be that it has 80% chance to spawn a second web, then if it does 80% chance to spawn a third one, ...
Can go on for quite a long time with that high a chance . ^^

The spawn additional is really meant for webs that are spawned as part of the dungeon spawn not from the spiders themselves. I need to fix it so the spiders just spawn one at a time.

Daniel
06-02-2015, 10:33 AM
Eh :confused: , in my world the spider are rarely use web to block traffic, if the do that it maybe only 1-3 web at time