View Full Version : Bug, Oversight, or Intended Behavior?
pole_shift
January 21st, 2004, 06:06 AM
Very frustrated. Just had my decked out Star Child killed during an assassination attempt on an Atlantean Consort. First paralyzed him with Mind BLast then moved up to melee range after 10 MBs didn't kill him. I attacked and killed him in 2 shots but was poisoned (I'm assuming from his _repel_ attempt while _paralyzed_!?). Should a paralyzed unit be able to repel?! I wouldn't think so. Furthermore my Star Child had cast Twist Fate and Personal Luck. Neither had any effect on the poison. Granted the Personal Luck may simply have failed the 50% chance to avoid damage but shouldn't Twist Fate protect from the first poison damage or at least from the repel? And Lastly how many rounds more does a battle Last when one side has all died/routed with only winner left on the field? Several (2 or 3) seemed to go by as I watched my Star Child drip with poison and die. The horror ... the horror ...
P.S. If this is a bug I have the turn saved for Dev review.
January 21st, 2004, 06:09 AM
They also have coral armor.
Which means whenever they are hit by an opponent they are struck by the poison. I don't know if there is a % chance of this or not specifically, but since you were striking the opponent your twisted fate did not kick in, though perhaps it should (in that circumstance).
Fire Shield, Astral Shield, Vine Shield and innumerable other items in the game work in this fashion.
[ January 21, 2004, 04:10: Message edited by: Zen ]
PvK
January 21st, 2004, 06:14 AM
I think a longer weapon will avoid poisoning from coral armor.
In general, yes, I think luck and twist fate would help, though perhaps not against attacking something with poison armor using a short weapon.
The results of poison, being on fire, etc. will continue to be resolved until the situation is corrected by the afflicted units (i.e. there's a chance each turn the poison will stop having effect). Naturally, the defeat of the enemy doesn't help against poison already in the veins.
PvK
pole_shift
January 21st, 2004, 06:19 AM
Thanks for the fast response Zen and PvK. Ididn't know that about Coral Armor but it makes sense. The weapon the Star Child was using was a Frost Brand with Length=2. Maybe the length needs to be greater to avoid poison damage.
January 21st, 2004, 06:27 AM
More than likely. http://forum.shrapnelgames.com/images/icons/icon7.gif Though if I was a Star Child in assassin territory I'd get a 100% Poison Resist item. Since nearly everything has coral armor or weapons and poison is annoyingly effective 1 on 1.
If you haven't, put a starshine cap on your Star Child (if you've invested alot of gems in his equipment already) and have him teleport back to labs to pick up specific items he needs for his assassin routines. (Anti-heat for Abysia, anti-poison for Atlantis, etc)
Graeme Dice
January 21st, 2004, 06:33 AM
Originally posted by Zen:
If you haven't, put a starshine cap on your Star Child (if you've invested alot of gems in his equipment already) and have him teleport back to labs to pick up specific items he needs for his assassin routines. (Anti-heat for Abysia, anti-poison for Atlantis, etc)<font size="2" face="sans-serif, arial, verdana">Teleport is astral 3, and star children only have astral 1, IIRC.
January 21st, 2004, 06:52 AM
Graeme is right, again! For some reason I keep thinking it's Astral 2, must be because I use Cloud Trapeze too much.
Graeme Dice
January 21st, 2004, 06:54 AM
Originally posted by Zen:
Graeme is right, again! For some reason I keep thinking it's Astral 2, must be because I use Cloud Trapeze too much. <font size="2" face="sans-serif, arial, verdana">However, a starshine skullcap will allow him to cast paralyze and stellar cascades, which are both decent spells for an assasination.
January 21st, 2004, 06:56 AM
Shhhhh! That was supposed to be a secret. Damn Canadians.
pole_shift
January 21st, 2004, 06:59 AM
Atral 2 won't allow you to cast Teleport but you need a Lab to cast it anyway and if you have a Lab that defeats the whole purpose of the suggestion in the first place (to re-equip). However, Astral 2 _will_ allow you to cast Returning. Attack anything with Returning scripted to return to Capital, re-equip and head out again. Maybe. http://forum.shrapnelgames.com/images/icons/icon7.gif
Saber Cherry
January 21st, 2004, 07:11 AM
Originally posted by pole_shift:
Thanks for the fast response Zen and PvK. Ididn't know that about Coral Armor but it makes sense. The weapon the Star Child was using was a Frost Brand with Length=2. Maybe the length needs to be greater to avoid poison damage. <font size="2" face="sans-serif, arial, verdana">According to Kristoffer... poisoned armor spikes are length 1. But experience gives a different story...
Saber Cherry
January 21st, 2004, 07:26 AM
Testing:
Axeman gets poisioned by blind Consort.
Swordsman does NOT get poisioned.
Does that clear it up? http://forum.shrapnelgames.com/images/icons/icon12.gif
(In other words, poison spikes are length 2)
[ January 21, 2004, 05:31: Message edited by: Saber Cherry ]
pole_shift
January 21st, 2004, 07:40 AM
Maybe only the spikes on the *Consort's* armor are Length 2! What about for the Coral Guard? Hmmm...
January 21st, 2004, 07:43 AM
The item is called Coral Hauberk and it would be the same regardless of what type of unit it is on.
So Coral Guards, Consorts, Mother Guard, etc would all be the same.
The thing would be to test the Reef Warrior, he has a Coral Curaiss and if any would be different it might be him, if the length was shortened or lengthened.
Saber Cherry
January 21st, 2004, 07:52 AM
Supposedly they're all the same length. But it also appears that the spikes are specified on the unit, not the armor - Triton Guards have the same coral armor but are not spiky.
rabelais
January 21st, 2004, 05:03 PM
Speaking of potential bugs, should undead be vulnerable to banefire/decay?
Seems unlikely to me, but they appear to be at present. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/blush.gif http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
Rabe the Unusually Dead
Kristoffer O
January 21st, 2004, 05:14 PM
In any normal universe it is the dead that do decay, not the living http://forum.shrapnelgames.com/images/icons/icon12.gif
Banefires are fires and harm the dead as well as the living.
Banefires are not uranium fires and the decay caused by banefires is not atomic radiation. Atomic radiation does not affect the dead http://forum.shrapnelgames.com/images/icons/icon12.gif .
Norfleet
January 21st, 2004, 08:11 PM
Can we get something that does atomic radiation damage to go with our undead, then?
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.