Problems with Spells (v0.06)

Messages are moved here (should anyone ever want to see them again) once they are no longer applicable to the current version (e.g. suggestions that have been implemented or bugs that have been fixed).

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
Post Reply
User avatar
Gambit37
Should eat more pies
Posts: 13776
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Problems with Spells (v0.06)

Post by Gambit37 »

I was trying out all the spells in RTC and found the following problems:

ZO (Open Door): Should also close button doors if they are open (and show the small fuse graphic in front of the open door before it closes)

DES IR SAR (Darken Room): Does not return to previous light level when the spell expires, which it should.

OH EW SAR (Invisibility): Champion icons at top right should turn grey, and monsters should either be less accurate in their attacks or should turn away. They don't seem to do this.

ZO BRO RA (Mana): This should replenish approximately half the mana used to cast it (not half the mana of the champion who drinks it). It only seems to replace a few points at most.

YA BRO DAIN (Wisdom): Crashed the game

YA BRO ROS (footprints): Lasts way too long, and continues to create footprints after spell should have expired. Footprints should disappear EITHER after a short duration after the spell has expired OR if the party steps on a square still containing footprints after the spell has expired.

ZO VEN (Poison Bomb): Parabolic Arc causes it to land too soon, so can't be thrown at a distant wall or monster. I guess this is a problem for all objects though, so not sure how this can be avoided.
User avatar
cowsmanaut
Moo Master
Posts: 4380
Joined: Fri Jun 30, 2000 12:53 am
Location: canada

Re: Problems with Spells (v0.06)

Post by cowsmanaut »

just thought of something with spells in a flask.. With this new flight path.. one could look at them as sliding a little bit too.. what if that was the REAL advantage to potioned offensive spells? That when it hit it would spread it's damage over a line of 2-3 tiles? Ven potions would be like teargas and fulbombs like Moltov Coctails.. however if they hit before they land and slide full damage would be done to the square it hits.

just a thought but it could be neat..
User avatar
Gambit37
Should eat more pies
Posts: 13776
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: Problems with Spells (v0.06)

Post by Gambit37 »

Also, another minor problem with the footprints spell: When viewed from a distance and with a wall displayed in the distance at it's furthest extent (left or right), the footprints are drawn over the wall. I guess the mask to limit this isn't being drawn correctly.

Because the footprints are transparent, multiple copies on the same tile get brighter and brighter as each graphic is overlayed. Like the fluxcage, surely these shouldn't create more than one object on the same tile?
User avatar
cowsmanaut
Moo Master
Posts: 4380
Joined: Fri Jun 30, 2000 12:53 am
Location: canada

Re: Problems with Spells (v0.06)

Post by cowsmanaut »

hey yeah.. if it's repeating and image to the screen several times that could be a big memory drain .. perhaps that might be an issue to think on..
User avatar
George Gilbert
Dungeon Master
Posts: 3022
Joined: Mon Sep 25, 2000 11:04 am
Location: London, England
Contact:

Re: Problems with Spells (v0.06)

Post by George Gilbert »

Fixed for V0.07
Post Reply