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  [v.2.87 v2] Perimiter Uncrossed - Geladyne
Posted by: WaifuApple - 05-30-2024, 01:59 PM - Forum: Bug Reports - Replies (5)

Since the new update that added the bridge to the Firelands, and the Plaza within Geladyne, none of the warps that were added around the top roof area to allow you to navigate it work anymore. You can't warp from one side to the other, and thus can't walk around the walls of the place fully anymore. This likely is due to the fact that the entire map was swapped out for a version without these changes.

How is Gin going to do his laps around the place now?

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  [2.87 v2] [Eventmin Tools] YOU CAN'T HANDLE THE BOSS
Posted by: Entropy - 05-29-2024, 08:28 PM - Forum: Bug Reports - Replies (1)

Giving a monster the 'boss' tag in the monster editor makes it unable to be controlled in an encounter via Total Control.

This is mildly annoying, as our only other source of instakill immunity gives the mob a 35% DR that functions differently from just raw stats, alongside other small gripes.

If this isn't a bug, please casually move this to suggestions instead to change that. :>

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  [2.82 v2] I think Pyrotechnot
Posted by: Rendar - 05-29-2024, 07:03 PM - Forum: Bug Reports - Replies (1)

The Outer Ring of Pyrotechnics is doing 100% fire scaling / 100% SWA scaling, rather than the 120%/110% it says it should scale at for the outer ring.


System: Debug: Total Power for Pyrotechnics / Those Who Came Before was 233.9.
Vect Wasp takes 201 Sound magical damage. (Pyrotechnics / Those Who Came Before)
System: * Initial Damage: 233.9 Sound Magic, flags: magic, sk: Pyrotechnics (/obj/skill/dark_bard/song/pyrotechnics) , wep: Those Who Came Before / /obj/items/equip/weapon/swords/cleaving_clarinet * play_atk_anim was . * 86 Evade VS 237 Hit (151%). (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (233.9) * spec_flat_reduc was 0. (233.9) * amp_multi was 1. (233.9) * reduc_multi was 89.2. (208.639); 10.8 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 0. (208.639) * armor was allowed. armor_reduc was 7. (201.639) * Damage caps applied. (201.639) * Damage shields applied. (201.639) * Final damage was: 201.


System: Debug: Total Power for Pyrotechnics / Those Who Came Before was 201.
Vect Wasp takes 172 Fire magical damage. (Pyrotechnics / Those Who Came Before)
System: * Initial Damage: 201 Fire Magic, flags: magic, sk: Pyrotechnics (/obj/skill/dark_bard/song/pyrotechnics) , wep: Those Who Came Before / /obj/items/equip/weapon/swords/cleaving_clarinet * play_atk_anim was . * 86 Evade VS 237 Hit (151%). (Damage Hit Mod was 0) *2 Roll(s) Remaining. This one was a hit. GLANCE_CHECK_FIRST was enabled and the first hit roll was successful, so no glancing. * Critical check: Defender was critical immune or crit_multi was 0. (201) * spec_flat_reduc was 0. (201) * amp_multi was 1. (201) * reduc_multi was 89.2. (179.292); 10.8 MAG DEF, PHYS DEF, 100 REDUC * elem_reduc was 0. (179.292) * armor was allowed. armor_reduc was 7. (172.292) * Damage caps applied. (172.292) * Damage shields applied. (172.292) * Final damage was: 172.
The battle has ended.

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  [2.87 v2] Grounded Air
Posted by: Cogster - 05-29-2024, 06:00 PM - Forum: Bug Reports - Replies (1)

Bit of a funny one, it seems the mage enchant Static Air is only doing rank x 5 damage instead of lvl x 5 damage whenever you evade an attack.

I believe this was fixed back when mage was rebalanced for the first time? Or I might be mistaken with this assumption. Regardless! It's borked!



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  [2.87 v2] Lax Scourge
Posted by: Cogster - 05-29-2024, 05:56 PM - Forum: Bug Reports - Replies (1)

Ruler's Patient Scourge seems to not consider the defensive mage enchants like Static Air, Relent Gale, Astral Belt, Fire Fairy and Ice Fairy, when increasing its status level.

Most likely just a reference mistake somewhere.



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  Add a spellcard chest to the test server
Posted by: Flun - 05-29-2024, 11:15 AM - Forum: Suggestions - Replies (2)

it would be cool to not rely on other players for st spells only accessible through em

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  Checkpoint
Posted by: Cogster - 05-29-2024, 05:19 AM - Forum: General Discussion - Replies (4)

hi.

i'm not gonna write a big post, but an idea popped into my head after a little rest day (i was feeling a bit off this morning). i just wanted to leave my mark here. i sort of wish i had done this before i became a GM, but better late than never, right?

i like a lot of people, and i made good friends. 

thank you so much, and keep enjoying this game and taking care of yourselves.

maybe more updates to come?

bye.

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  Improvised Weapon
Posted by: Poruku - 05-27-2024, 10:19 PM - Forum: Suggestions - Replies (5)

Instead of counting as no weapons types, now counts as ALL weapon types except tome.

The scaling is now 100% of guile or 100% strength depending on what is your highest. 90 accuracy, 5 crit, 10 power. It replaces your main hand weapon when used.

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  [2.87 v2] All Is Fair
Posted by: Cogster - 05-27-2024, 03:03 PM - Forum: Bug Reports - Replies (1)

This seems to be a reoccurring bug, or at least one that had gone dormant having resurfaced a few patches ago. But it seems like overtime, most if not all tile effects or mapwide effects that are used by enemies will become neutral if said enemy has been defeated and removed from the battlemap.

This used to be the case solely for tile effects but recently I've been seeing it happen for the Snakeman Pariah's spirit pain. I'm not sure if THAT is intentional but I'm fairly certain the tile effect problem isn't.

I don't have many screenshots on hand of every occurrence but off my word things like Cinder tiles, Poison pools and the new Shadow Omega's Omega Pit are hitting things they shouldn't be hitting.



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  Memory Shard Count
Posted by: Trexmaster - 05-27-2024, 02:48 AM - Forum: Suggestions - Replies (1)

If I'm not mentally (or physically) keeping track of whether I've cleaned out an area of Memory Shards it's very easy to forget where the shards you may be missing are.

For players who don't have the entire list memorized/are newer to the game this can make gathering the Memory Shards far more of a pain than it needs to be.

Thus, I suggest that likely as a crystal terminal upgrade, there be a list available that shows how many shards you've gathered in each applicable area.

For example:


Quote:Nephel Shards:

Meiaquar Waterways: 0/10
Meiaquar Outskirts: 0/5
Abyss Cave: 0/10
Meiaquar-Telegrad Highway: 0/5
Ice Palace: 0/5
Meiaquar-Geladyne Highway: 0/5
Terra Flamma: 0/5

Making it easier to grab whichever shards you're missing without having to either do it all in one sitting or manually record how many you've gathered in each area as you obtain them. Which, if you're in a party, is far more difficult to do.

Knowing where to look and how many you're looking for makes it much easier even if you don't know where they all are precisely, too.

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