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QCF Design Community • View topic - Bug reports (Spoilers ahoy!)


Bug reports (Spoilers ahoy!)

All things Desktop Dungeons

Re: Bug reports (Spoilers ahoy!)

Postby The Avatar on Wed Mar 20, 2019 4:10 am

We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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Re: Bug reports (Spoilers ahoy!)

Postby srid on Wed Mar 20, 2019 5:19 am

I apologize in advance for the Trollesque comment, but:

Bug: When the player moves, the monsters stay still
Expected behaviour: The monsters should be able to move as well

Having an asymmetric gameplay between the monsters and the player is the core of this game's design.
It can't be compared to other RPGs (Final Fantasy, Baldur's Gate, Divinity Original Sin to cite a few) where
the player and the enemies follow the same rules and have the same effects apply to them.

For the same reason, (and it was already discussed earlier on this thread) monster classes don't really have
exactly the same traits as their enemy counterparts, because that would just not work.
The Half-Dragon has magical attack like the Dragonspawns, but was given knockback as a source of physical damage (+ that makes an interesting design)
Player's Deathgaze doesn't work like monster Deathgaze, simply because it would be too strong (just prep conversion stone and maximize your CP to get 80% deathgaze, then fireball an enemy and finish him)
Player's Lifesteal and enemy's Lifesteal doesn work the same way at all either, the monster should absorb a portion of the damage he deals to you, not drink your health when you reveal him.

All in all, these are all design decision. They make sense because it remains coherent lore-wise, event if two distinct effects (like PlayerLifesteal and EnemyLifesteal) have the same name in-game.

I do agree that having enemies being affected by corrosion pools could have been a nice touch, but it wouldn't have been super effective and like shade say it would have made corrosive bloodpools much less troublesome for the player, especially in Rock Garden where some corrosive plants blocking a corridor sometimes force you to step on corrosive pools.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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Re: Bug reports (Spoilers ahoy!)

Postby Unidentified Tower on Sun Mar 24, 2019 9:47 pm

When Earthmother tries to spawn plants and there are no open tiles for them, the game crashes.

EDIT: Crash report:
https://i.imgur.com/eiwN6hO.png
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Re: Bug reports (Spoilers ahoy!)

Postby dislekcia on Mon Mar 25, 2019 3:54 am

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Re: Bug reports (Spoilers ahoy!)

Postby dislekcia on Mon Mar 25, 2019 3:55 am

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Re: Bug reports (Spoilers ahoy!)

Postby srid on Mon Mar 25, 2019 7:28 am

We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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Re: Bug reports (Spoilers ahoy!)

Postby AvovA17 on Wed Mar 27, 2019 1:12 pm

1. Start the game.
2. Click on the Tavern.
3. You will see one dungeon burning.
4. Exit back to your kingdom.
5. Click on the Tavern again. No burning. Huh? where did it go?
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Re: Bug reports (Spoilers ahoy!)

Postby Unidentified Tower on Wed Mar 27, 2019 1:51 pm

I've noticed that same glitch. If you click on the previously-burning dungeon, the description will still have the "triple boss trophy value" red text at the end, and completing the dungeon really will give you the higher amount of gold, but the actual burning graphic is missing and if you've forgotten which dungeon was burning you need to click on each one individually until you find it.
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Re: Bug reports (Spoilers ahoy!)

Postby Unidentified Tower on Mon Apr 01, 2019 4:35 pm

In the Halflings Ho! quest, the Witchalok Pendant reward is displayed as a light blue, identical to Pendant of Mana. Once you've unlocked it, the actual Witchalok Pendant is not blue but magenta, like a lighter Amulet of Yendor.
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Re: Bug reports (Spoilers ahoy!)

Postby srid on Sun Apr 14, 2019 2:06 pm

If you have the Avatar Codex and use a Reflex Potion, then the damage prediction is different from the actual damage.
It looks like the burn stacks added by the initial fireball are not applied by the second attack from Reflex.

For instance, at level 1 the prediction announces 15 damage (8 fireball damage + 2 burn stack + 5 attack) but the actual result is 13 damage. Also the enemy has no burn stack.
We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

Download over at ddmod.weebly.com!
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