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Thread: List of must fixes

  1. #91
    Join Date
    Apr 2015
    Location
    Detroit, michigan
    Posts
    931

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    Dragons still run away with their tail between their legs. But I know undead don't flee anymore. That was an rfe

  2. #92
    Join Date
    Dec 2009
    Posts
    325

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    Kranach to my mind has always fled when low hp... now he rages instead. I think this is a bug...

  3. #93

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    I have a lot of things to achieve. Something that we imagine to achieve in our mind is being realized slowly through a process. But, dreams can be anything right?

  4. #94
    Join Date
    Nov 2011
    Posts
    9

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    Skeletal King`s cant be pacified(well they can, but they remaining argessive to PC after [p]eace offering)It ok with phirania lake King,but other Kings share this "feature".

  5. #95
    Join Date
    Dec 2009
    Posts
    325

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    My most emphatic 'must fix' by far for the next version would be to fix the broken pathfinding. Monsters decide to chart a set course and if there's an obstacle, they simply wait rather than renavigate, resulting in some very silly behaviour. They also seem to frequently stop following you if they lose your LOS (even if you're invisible and they shouldn't be able to see you anyway). It used to be way easier to pull monsters to altars, for example, whereas these days I have to backtrack to coax them around corners.

  6. #96
    Join Date
    Aug 2011
    Posts
    701

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    Commands that are supposed to take a turn, but don't:



    Monsters moving when it isn't their turn:



    Off-by-one errors and energy cost nonsense:
    • Energy cost off by one turn - 4457, 4621
    • Message logic off by one turn - 4442, 4506
    • Free actions change last energy cost - 4618
    Last edited by Grond; 06-21-2018 at 05:50 PM.

  7. #97
    Join Date
    Aug 2011
    Posts
    701

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    Monster PV being added to bolt and ball damage - 4279
    Last edited by Grond; 09-20-2017 at 05:01 PM.

  8. #98
    Join Date
    Mar 2008
    Location
    Germany, Witten
    Posts
    994

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    Just as a reminder: If good ideas grow from the discussion here please turn them into tickets at http://www.adom.de/bugs

    We usually do not track forum discussions to extract tasks from them ;-) (only inspiration every once in a while)
    Thomas Biskup
    ADOM & Ultimate ADOM Maintainer
    https://www.adom.de - https://www.ultimate-adom.com

  9. #99
    Join Date
    Mar 2008
    Location
    Finland
    Posts
    599

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    Yeah, if you discover a new problem you should post a ticket instead. This thread should be for highlighting existing issues that have been buried in the issue list, as an alternative to regularly bumping them.

    That said, is invisibility still overnerfed? http://www.adom.de/forums/project.php?issueid=3742
    And late game monsters may need balancing. My sister (who has played the Steam version) mentioned an abundance of molochs in late game. http://www.adom.de/forums/project.php?issueid=2950
    Last edited by Laukku; 09-15-2017 at 04:05 PM.
    You hit Andor Drakon, the ElDeR cHaOs GoD, and severely wound him.
    The greater balor summons some help!
    The ratling duelist disarms you. You drop your blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12]. It flies to the west.
    Andor Drakon, the ElDeR cHaOs GoD, picks up the blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12].
    Andor Drakon, the ElDeR cHaOs GoD, wields the blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12].

  10. #100

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    Invis is still too often "detected" by mobs that don't have detect invis.

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