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Bug reports (Spoilers ahoy!)

All things Desktop Dungeons

Re: Bug reports (Spoilers ahoy!)

Postby 232 on Thu Aug 11, 2011 3:34 pm

I'm not sure if this one has been repeated, but if I'm playing a sorcerer and physically attack an enemy that can teleport, if it's at a low enough health it'll retaliate, teleport away and then die. Should it die before it teleports?

The first time it happened I didn't have any other viable monsters to kill, so I chased it across the map only to find a blood stain on the ground. In retrospect I should have noticed my exp going up, but I didn't.
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Re: Bug reports (Spoilers ahoy!)

Postby q 3 on Thu Aug 11, 2011 5:30 pm

Kind of odd: Life stealers (Vampires, and I'm guessing Shades but they're harder to test) appear to regenerate down to their max health if you hit them while their HP exceeds the maximum. E.g., a level 2 vampire life steals to 30/22 HP, then you hit the vampire for 5 and he's at 25/22 hp; explore one or more tiles and he'll go down to 22/22. It only works if you attack them while their HP is overfilled (and their HP remains overfilled after hitting them).
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Re: Bug reports (Spoilers ahoy!)

Postby Intoxicatious on Thu Aug 11, 2011 6:54 pm

Assassins seem to be poison resistant, at least against snakes. That's all I've fought so far.
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Re: Bug reports (Spoilers ahoy!)

Postby q 3 on Thu Aug 11, 2011 7:30 pm

As a Fighter, I used PISORF to push a Shade into a wall on an already explored tile. After casting, a new "same level monster" marker appeared in an unexplored part of the map. However, when I reached the marker, the tile was empty. I haven't been able to replicate this so far.

Incidentally, PISORF damage does not cause enemies with Blink to teleport, although I'm not sure if that's a bug or an intended feature.
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Mad Hunch

Postby topagae on Thu Aug 11, 2011 9:34 pm

Sorry for the non-official bug reports, but I only use the good format for bugs I know are 100% bugs.

Anyhow, I'm prettttty sure in the level where you transform the cultists, that you're incorrectly(Or mercifully if I'm wrong), implementing life steal. After I transform the cultists, they never use life steal on me if I've already revealed them. Making them something of a pushover to murder.
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Re: Bug reports (Spoilers ahoy!)

Postby q 3 on Fri Aug 12, 2011 12:27 am

The combat preview does not take into account the Assassin's Swift Hand ability when calculating the outcome of combat a lower level enemy with death protection. What will actually happen is the monster is instantly destroyed and the player takes no damage; the preview shows the player taking the usual amount of damage and reports the result as "Safe."
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Re: Bug reports (Spoilers ahoy!)

Postby platypotamus on Fri Aug 12, 2011 1:32 am

While using the tri-sword as a halfling, I converted a glyph, which gave me a healing potion. I still got my tri-sword bonus damage. Picking up a second health potion of the ground took it away.
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Re: Mad Hunch

Postby Halion on Fri Aug 12, 2011 2:30 am

User avatar
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Bugs/Suggestions

Postby ungin on Fri Aug 12, 2011 8:44 am

Bugs/Suggestions.

1) In the login screen make "ENTER" key to confirm the password and enter the game

2) Small second floor dungeons should have distinctive borders. Why? When playing on the first floor the level border almost always is the default screen size. And so going down is just confusing.

3) Sometimes. Not every time. When you consequently attack moster the battle prediction stays "SAFE" after the attack, while it is already should change to "DEATH". Similar for spells - when you consequently cast Fireball sometimes when it should change to "VICTORY" it stays "SAFE".
When you move mouse off the monster and then move it back on him - it updates prediction correctly.
Died this way many times. Very sad one.
I hope you understood the point. Screenshot maybe later.


Thanks!
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Re: Bug reports (Spoilers ahoy!)

Postby q 3 on Fri Aug 12, 2011 9:27 am

My first honest to goodness crash! How exciting. Happened after striking Getanadafix immediately after using Dracul's health restoration boon.

Also, I've noticed that occasionally the fireball sound effect continues playing indefinitely, even when the spell is not active. Usually happens when cancelling the spell.

Dracul punishes use of WEYTWUT, with the same text as when you use a health potion. Feature or bug? I'm not sure I like it... getting piety from him is hard enough as is.

And while I'm here, a feature request: easier method of converting potions. On a laptop trackpad, it's never actually happened but I anticipate the day will come when, intending to drag a potion to the conversion spot I click it instead, drinking it and making Glowing Guardian angry.
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