You Have To Put The Feedback for the DLC In The Beta Thread

Discussion in 'Dungeons of Dredmor General' started by Nicholas, May 1, 2012.

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  1. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    I'm just stating my personal experience.
     
  2. Nicholas

    Nicholas Technology Director Staff Member

    This is crashing on the creation of a potion. Were you running any mods or anything?
     
  3. Glazed

    Glazed Member

    The man loves Alchemy. He can't help himself.
     
  4. rydash

    rydash Member

    Mentioned in the IRC, but recording here for posterity's sake: The bit in the credits mentioning open source libraries in version 1.0.10 is not present in 1.0.11 RC7. I dunno if that's intentional or is something with licensing, but I wanted to make a note of it.
     
  5. Nicholas

    Nicholas Technology Director Staff Member

    Hmm, it might have fallen out. I'll fix it.

    An additional note: the last two crash dumps I got both have mods in them. Please, if you're going to send me a crash, or test the build, test it without mods running. It makes it impossible for me to debug, and then when I do impossibly debug it, it's the mod that's crashing in the first place. So... ughhhhh.
     
    OmniNegro and Essence like this.
  6. Aegho

    Aegho Member

    Well we had a little conversation on the chat today about how his latest mod update causes crashes due to indexed png files. It's his infusion potions causing those crashes...
     
  7. OmniaNigrum

    OmniaNigrum Member

    Despite the tags, this seems to stack:
    Code:
    <spell name="Lesser Syzygy" type="self" icon="skills/lesser_syzygy32.png" >
        <requirements mp="20" savvyBonus="0.25" mincost="4" />
        <anim sprite="sprites/sfx/divine_hit/divine_hit" frames="8" sfx="radiant" framerate="70" centerEffect="0"/>
        <buff useTimer="0" removable="1" manaUpkeep="5" allowstacking="0" icon="skills/lesser_syzygy64.png" smallicon="skills/lesser_syzygy32.png">
            <primarybuff id="2" amount="1" /> <!-- Nimbleness -->
            <primarybuff id="1" amount="1" /> <!-- Sagacity -->
            <secondarybuff id="0" amount="8" /> <!-- hp -->
            <secondarybuff id="1" amount="6" /> <!-- mp -->
            <secondarybuff id="6" amount="4" /> <!-- dodge -->
            <damagebuff aethereal="1" />
      </buff>
      <description text="The a few of the planets have aligned to grant you mildly extra-ordinary agility, power, and constitution. Requires mana to upkeep."/>
      </spell>
    I *Was* testing the Archmage mod, so please do not bite my head off if I am wrong. I am only here asking if others can reproduce this and if this is a bug with RC7 or not. Thank you each for your time and trouble.

    *Edit* to see what I am seeing, spawn a bunch of them or use a memory editor to give yourself a bunch, then open your Character window and watch your :sagacity: and :nimbleness: while chain chugging them.

    And yes, I did have other mods loaded. That is why I am not reporting this as a bug, but rather asking if others notice this.
     
  8. Kaoschan

    Kaoschan Member

    RC7 - Unarmed Skill Melee Procs won't trigger
     
  9. Daynab

    Daynab Community Moderator Staff Member

    They're working for me with a rc7 char.
     
  10. Kaoschan

    Kaoschan Member

    yes .. it seems that the reason is that my character was created with rc6.
    starting a new character with rc7 fixed it.

    EDIT: i think i found the reason. The unarmed procs only trigger if you have NO crossbow equipped.
    I tested it on a monster zoo. i fought without a crossbow in the slot and the procs triggered. after putting the crossbow into the slot the procs never showed up anymore, and i killed like 80 monsters.

    ---> crossbow in slot breaks unarmed procs
     
  11. Daynab

    Daynab Community Moderator Staff Member

    Confirming this. Nice work.
     
  12. zaratustra

    zaratustra Member

    Modding issue: The following spell makes the game dump and close immediately when used


    Code:
    <spell name="Eternal Purity" type="self" >
      <effect type="dot"  resistable="0" spell="Eternal Purity Effect" amount="24" />
    </spell>
     
    <spell name="Eternal Purity Effect" type="self">
      <effect type="uncurse" amount="1" />
    </spell>
     
  13. Aegho

    Aegho Member

    First off: amount has no effect on uncurse, works fine without it. Second off, try switching places on them, sometimes probalems are caused if you call on a spell that is defined further down in the xml, it's better to define stuff before calling on them.
     
  14. Null

    Null Will Mod for Digglebucks

    You know what the problem is. Uncurse removes dots, It's probably destructing itself or something.
     
  15. Aegho

    Aegho Member

    Yeah but that shouldn't make it crash.

    There is a workaround for that though:

    Code:
    <spell name="Eternal Purity Effect" type="self">
      <effect type="uncurse" />
    </spell>
     
    <spell name="Eternal Purity" type="self" >
      <effect type="trigger"  spell="Eternal Purity Effect" amount="1" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="2" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="3" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="4" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="5" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="6" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="7" />
     
      <effect type="trigger"  spell="Eternal Purity Effect" amount="8" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="9" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="10" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="11" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="12" />
     
      <effect type="trigger"  spell="Eternal Purity Effect" amount="13" />
     
      <effect type="trigger"  spell="Eternal Purity Effect" amount="14" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="15" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="16" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="17" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="18" />
     
      <effect type="trigger"  spell="Eternal Purity Effect" amount="19" />
     
      <effect type="trigger"  spell="Eternal Purity Effect" amount="20" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="21" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="22" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="23" />
      <effect type="trigger"  spell="Eternal Purity Effect" amount="24" />
     
    </spell>
     
  16. Null

    Null Will Mod for Digglebucks

    It should make it crash because the spell is removing its casting from existence essentially.
     
  17. Kazeto

    Kazeto Member

    It's like travelling back in time 10 minutes and killing yourself just before you go back in time. I'm not surprised the game threw a tantrum with what you've done.
     
    DavidB1111 likes this.
  18. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    On this, it seems like a lot of allowstacking="0" things are broken and actually stack now. I know at least actual Syzygy also does now.
     
    OmniNegro likes this.
  19. OmniaNigrum

    OmniaNigrum Member

    Thank you. I was starting to wonder if I was the only one noticing it. :)

    *Edit* I found it funny while testing a few things that if you drink enough Pan-Galactic-Gargle-Blaster, you will start losing MP fast. (And the only way to remove it is to kill off lesser syzygy a dozen times or more.)
     
  20. delta534

    delta534 Member

    Grr, the mysterious portal crash still exists and I don't get a crash report.
     
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