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Shadow
11-09-2015, 05:17 PM
Patch 0.905 of Zombasite is available over on the Zombasite patch page (http://www.soldak.com/Zombasite/Patches.html). Changes can be read here (http://www.soldak.com/Zombasite/Patches/Changes.html). This patch fixes some multiplayer crashes, fixes several bugs with clan NPCs, and fixes a lot of other minor issues.

Crisses
11-09-2015, 11:26 PM
Animal guardians can keep clans alive even when the whole clan is dead.

Clans folk don't seem to attack dimensional gates.

Why do party NPCs with bows run into melee range to attack? (Ranger NPCs)

Of course fixing that last means that NPCs fighting amongst themselves in the clan will start using their bows at a distance with one another....mixed blessing.

Tuidjy
11-10-2015, 02:53 PM
Something happened to one of my clan members, and I do not know whether it is related to a patch. He was just like everyone else, with happiness around 200, but all of a sudden he started brooding non-stop (his personality traits are "brooding" and "ugly") Now his happiness is 19 despite my allowing him to rest in the middle of three people whom he likes and who tell jokes, etc... I am afraid that he will become too unhappy to be a functioning member of the clan.

The stupid part is that he is liked AND he likes people. He has five commoner skills, and not one person dislikes him. What the hell is he brooding on - it is so frequent that all the jokes and conversations (with girls that like him, no less) cannot offset that.

Shadow
11-10-2015, 03:30 PM
Something happened to one of my clan members, and I do not know whether it is related to a patch. He was just like everyone else, with happiness around 200, but all of a sudden he started brooding non-stop (his personality traits are "brooding" and "ugly") Now his happiness is 19 despite my allowing him to rest in the middle of three people whom he likes and who tell jokes, etc... I am afraid that he will become too unhappy to be a functioning member of the clan.

I fixed a bunch of bugs related to NPCs in this latest patch. It's possible brooding is working correctly for the first time ever or something similar.

Tuidjy
11-10-2015, 04:41 PM
If brooding is working correctly, it probably should be renamed "terminally depressed". Or tuned down ;)

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Although, after the first burst of brooding, when it was covering his effects bar, it seems to have slowed down.

Tuidjy
11-10-2015, 05:02 PM
My commoners do not seem to upgrade their two-handed weapons, that is staves, hammers and axes. They will hang to mundane staffs worth 1 silver that do 6 DPS when I am offering magical staffs that are worth half a gold and do 40 DPS.

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Wandering recruits with summoned skeleton bowmen still refuse to talk to the player, saying that there are enemies around. And the bowmen appear in red on the mini map.

Tuidjy
11-11-2015, 12:41 AM
BlockedFromUsingSpells is displayed instead of the appropriate string. (When near an anti-magic zone)

Tuidjy
11-11-2015, 04:01 PM
A bag vendor just wandered in town. He had a grand total of 1 bag. He had a better assortment of potions than any potion vendor I've ever seen, so I did not really mind, but you may want to make sure that the chances of his wares being bags are the correct ones.

Shadow
11-11-2015, 04:13 PM
A bag vendor just wandered in town. He had a grand total of 1 bag. He had a better assortment of potions than any potion vendor I've ever seen, so I did not really mind, but you may want to make sure that the chances of his wares being bags are the correct ones.

He actually had a bag, I'm going to take that as a win. :)

Tuidjy
11-11-2015, 08:35 PM
I just had a set item break, permanently, when I tried to upgrade it... Goes without saying, it was nowhere near broken when I started. It may have rolled poorly multiple times, but it is not as we have other reliable ways of repairing gear, and I could have stopped upgrading and fixed it.

I really do not think that this should happen. It is bad enough that we have the stupid click-until-you-roll-an-upgrade click fest, but also having a chance to just break something that is precious to begin with, and which I have been upgrading for 20 levels? Just no.

With the chance, no matter how minor, that your gear can be broken by the RNG, random upgrades are absolutely worthless. Combing this insanity with the only way of repairing only compounds it.

There should absolutely no chance that an attempt to upgrade/repair breaks an unique item.

Tuidjy
11-11-2015, 09:39 PM
Something just happened to all my guards. As far as I remember they were anywhere from levels 32 to 9. Now, the mouse overs say that they are all in between levels 54 and 24, although the requirements have not changed - I can still move them around.

It may be relevant that I met a beastmaster (guard vendor) in the wilderness.

ScrObot
11-12-2015, 04:13 AM
Something just happened to all my guards. As far as I remember they were anywhere from levels 32 to 9. Now, the mouse overs say that they are all in between levels 54 and 24, although the requirements have not changed - I can still move them around.

Have you recently gone between world levels (Normal -> Champion, for instance), or perhaps just hit level 25, 50 or 75? I believe mine jumped levels in new worlds at those points.

Shadow
11-12-2015, 01:11 PM
I just had a set item break, permanently, when I tried to upgrade it... Goes without saying, it was nowhere near broken when I started.

What type of repair/crafting were you doing to it?

Tuidjy
11-12-2015, 01:19 PM
It was Mudbeard's helmet, and I was doing the basic upgrading, which shares a material with repairs. I had raised the level maybe six or seven times, once every level, and it just broke, which on hardcore is permanent. I was just spamming clicks - I would MUCH prefer it if there was a fixed, much higher, of course, cost for upgrading.

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By the way, when you mouse over a clan member's defense, you still see your own specific defense categories. Block, parry, evade, deflect, dodge - those are the player's, not the member's.

Shadow
11-12-2015, 01:34 PM
It was Mudbeard's helmet, and I was doing the basic upgrading, which shares a material with repairs. I had raised the level maybe six or seven times, once every level, and it just broke, which on hardcore is permanent.

That was not intentional. I think I have it fixed for version 0.906.

Tuidjy
11-12-2015, 02:15 PM
I really appreciate how quickly you have been improving this game since it entered Beta. Thanks!

Tuidjy
11-14-2015, 06:39 PM
It seems to me that the "Buried Death" enemies do not become active, no matter what the player does. The reason that I think so is that for a while, I have been unable to complete the "Find N buried death body segments to cure X." quests. But now I am playing a caster, and she often kills Buried Deaths that I do not know about by using her Arcane Barrage's tendency to target random objects.

So, can you check that Buried Death are actively hostile to a player wandering nearby, especially in underground dungeons?

Throwback
11-15-2015, 09:45 AM
I've played my current character for about 2-3 hours without a bag drop. Very frustrating to put it mildly.

The way level scaling works, more distant areas are higher level. That's fine. Or it would be, except that you often start new areas cursed, typically with something that desperately needs curing (like insanity, or hunger, or black death if you are melee) - and it is either a) in a high level zone you aren't ready for and can't possibly be ready for; or b) in a zone that is inaccessible until you have reached a higher level, by virtue of the fact there is no access to that zone except by travelling through (literally) 7 other zones. I'm not sure if it's intentional, but it is certainly infuriating.

Tuidjy
11-15-2015, 02:20 PM
It can be frustrating. But I do not mind it when some challenges are insurmountable. There are a few things that you can do to deal with it:
- you can always start a new area.
- you do not have to start areas at your own level, you can go lower.
- some problems can be counteracted with the right relics.
- some classes can teleport across walls, or sneak past enemies.
- some problems are limited to single clan members who can be thrown out.
- some ingredients can be found in earlier areas.
- you can deliberately infect yourself so that you can ignore many enemies

This said, I have lost characters because a nasty curse was pressuring me. But it was always psychological, i.e. I was letting it drive me harder than it should have.

Throwback
11-16-2015, 02:58 AM
It's more the 2nd case where it looks like a curse is 2 zones away but no, you need to travel 6-7 to get there. It drives me insane.

I also am not a fan of the whole 'cursed at the start' mechanism. In Din's Curse there were challenges from the beginning of the game but things didn't hit the fan until you had failed to solve the issues. In this game, when you start things have *already* hit the fan and they only get better until I am chasing down dribs and drabs, going out of my mind with boredom - or they get rapdily worse until I quit in disgust that the game shafted me.

That's what it feels like to me, I'm sure others have a different view.

I'm sharing this because I love this game and want it to get even better, not because I hate it.