A few small things ive noticed, not nessisarily bugs.

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deltasrage
Posts: 6
Joined: Wed Feb 20, 2013 9:13 pm

A few small things ive noticed, not nessisarily bugs.

Post by deltasrage » Sun Feb 24, 2013 3:17 am

So i have been playing this for a few days and have found a few things that ive noticed. I dont know whether to consider them bugs or just something needing additional tweaking. Biggest thing has been Mage Mobs hitting me for 0 damage 90% of the time with spells. I had a feeling it was something to do with resistance, I can hit the mobs of DC and EM for 12-16ish. So i looked at the spell script and changed the final resistance calculator and changed the 4 settings, 1/2 1/4 1/8 1/16 to .75, .50, .25, .125 respectivly and now Mage mobs hit for around 12 everytime! I dont know enough about the formulas to know if this was best place to change things, but the first to dmg calculaters seems spot on! Anyways, the other things ive noticed are with OP warps, you can tele to the OP but no option to tele back unless using the FOV books. Also the Young quadevs do not agro at all, i changed it to agro by sight just for kicks, didnt look up what retail has them at. Also the land crabs in the fumes agro and from what i remeber they didnt agro on retail. I may be wrong :( and last but not least in FOV the food isnt implimented yet, which i figure you already know. Even the script clearly shows all the spell buffs scripted but the food is not. IDs are already there so im hoping its just a matter of time :D anyways. Im really excited about this project and kinda wish i had started with C++ instead of C#. and lua i have never done much more then changing values in games for mods. Anyways again great job guys and keep up the hard work :D

Myrrdraal151
Posts: 3
Joined: Fri Feb 22, 2013 3:52 pm

Re: A few small things ive noticed, not nessisarily bugs.

Post by Myrrdraal151 » Sun Feb 24, 2013 4:00 pm

iirc, Quadav aggro on sound

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