[Fixed for V0.47] Serious bug with monster attacks

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Gambit37
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[Fixed for V0.47] Serious bug with monster attacks

Post by Gambit37 »

All monsters are killing themselves!

I first noticed this playing Forest Of Doom Alpha -- I didn't touch the two goblins and they simply stood there and wiped themselves out. I thought perhaps this was an error with how Linflas had set up their attacks.

So I just tried a test with the ghost player (no characters) and four deth knights on a tile with a monster teleporter keeping them in place. I just stood in front of them and jiggled about as they would normally and eventually each of them died. Note this only seems to happen when you stand right next to them, so I think it's a problem with close range attacks -- not sure.

Coupled with the trolin in the Action example dungeon not taking any damage from close range weapons, I think something has gone seriously wrong in the last few versions.

I did the same test in versions 0.44, 0.45, 0.46 and 0.47 beta.

Weird that no one else has reported this, it's a prety serious bug!
Last edited by Gambit37 on Fri Feb 29, 2008 12:53 pm, edited 1 time in total.
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Post by linflas »

the FoD problem is a design mistake from me, i assigned the wrong attack methods.
for monsters, you must assign one of the "ATTACK_METHOD_MONSTER***".
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Post by Gambit37 »

Um, it *is* a bug -- it does it in the default dungeons, not just FoD. It does it with DEFAULT monsters, not clones.
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Post by linflas »

made the same test too. it happens only if i am the ghost player but not if i have a character in my party.

EDIT : i can bash and kill the trolin in the Actions example (v0.46).
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Post by Gambit37 »

linflas wrote:made the same test too. it happens only if i am the ghost player but not if i have a character in my party.
Interesting, I didn't actually test it with a character as I thought the behaviour would be the same. Still a bug though -- you don't want monsters killing themselves. In fact, I'd suggest that the ghost player shouldn't induce any kind of response from any enemies at all.
linflas wrote:EDIT : i can bash and kill the trolin in the Actions example (v0.46).
I'll have to check that again. He wouldn't take any damage from my club, I had to fireball him.
Last edited by Gambit37 on Fri Feb 29, 2008 2:55 pm, edited 1 time in total.
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Post by linflas »

ohhh ! i found the trolin problem : you probably kept the special club that can bash the wall at the beginning, it doesn't work on enemies.
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Post by Gambit37 »

Oh. :oops: Well that's a bit silly ;) Though I appreciate it is only a test dungeon...
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Post by linflas »

Gambit37 wrote:In fact, I'd suggest that the ghost player shouldn't induce any kind of response from any enemies at all.
but you are a GHOST ! they get SO afraid that they commit suicide ! ;)
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Post by George Gilbert »

linflas wrote:
Gambit37 wrote:In fact, I'd suggest that the ghost player shouldn't induce any kind of response from any enemies at all.
but you are a GHOST ! they get SO afraid that they commit suicide ! ;)
Exactly. It's not a bug - it's a feature...!
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Post by Gambit37 »

;-) I still say it's a bug. :P
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Post by George Gilbert »

Gambit37 wrote:;-) I still say it's a bug. :P
Oh, go on then.

Fixed for V0.47
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